# Alternate Fighter *Source: Alternate Fighter p. 1* > [!tldr] Class and Feature Progression > > <table class="class-progression"> > <thead> > <tr><th colspan='7'></th></tr> > <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th><th class="value">Fighting Styles</th><th class="value"><a href="/3-Mechanics/CLI/lists/list-optfeaturetype-ll-me.md">Exploits Known</a></th><th class="value">Exploit Die</th><th class="value">Exploit Dice</th></tr> > </thead><tbody> > <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"><a href='#Fighting Style (Level 1)' class='internal-link'>Fighting Style</a>, <a href='#Second Wind (Level 1)' class='internal-link'>Second Wind</a></td><td class="value">1</td><td class="value">⏤</td><td class="value">⏤</td><td class="value">⏤</td></tr> > <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"><a href='#Martial Exploits (Level 2)' class='internal-link'>Martial Exploits</a></td><td class="value">1</td><td class="value">2</td><td class="value">1d6</td><td class="value">2</td></tr> > <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#Eye for Talent (Level 3)' class='internal-link'>Eye for Talent</a>, <a href='#Warrior Archetype (Level 3)' class='internal-link'>Warrior Archetype</a></td><td class="value">1</td><td class="value">3</td><td class="value">1d6</td><td class="value">2</td></tr> > <tr class="class-progression"><td class"level">4th</td><td class"pb">+2</td><td class"feature"><a href='#Ability Score Improvement (Level 4)' class='internal-link'>Ability Score Improvement</a></td><td class="value">1</td><td class="value">3</td><td class="value">1d6</td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">5th</td><td class"pb">+3</td><td class"feature"><a href='#Extra Attack (1) (Level 5)' class='internal-link'>Extra Attack (1)</a></td><td class="value">1</td><td class="value">4</td><td class="value">1d8</td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"><a href='#Action Surge (Level 6)' class='internal-link'>Action Surge</a></td><td class="value">2</td><td class="value">4</td><td class="value">1d8</td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"><a href='#Archetype Feature (Level 7)' class='internal-link'>Archetype Feature</a></td><td class="value">2</td><td class="value">5</td><td class="value">1d8</td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">8th</td><td class"pb">+3</td><td class"feature"><a href='#Ability Score Improvement (Level 8)' class='internal-link'>Ability Score Improvement</a></td><td class="value">2</td><td class="value">5</td><td class="value">1d8</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"><a href='#Indomitable (1) (Level 9)' class='internal-link'>Indomitable (1)</a></td><td class="value">2</td><td class="value">6</td><td class="value">1d8</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"><a href='#Archetype Feature (Level 10)' class='internal-link'>Archetype Feature</a></td><td class="value">2</td><td class="value">6</td><td class="value">1d8</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"><a href='#Extra Attack (2) (Level 11)' class='internal-link'>Extra Attack (2)</a>, <a href='#Martial Superiority (Level 11)' class='internal-link'>Martial Superiority</a></td><td class="value">2</td><td class="value">7</td><td class="value">1d10</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">12th</td><td class"pb">+4</td><td class"feature"><a href='#Ability Score Improvement (Level 12)' class='internal-link'>Ability Score Improvement</a></td><td class="value">3</td><td class="value">7</td><td class="value">1d10</td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"><a href='#Indomitable (2) (Level 13)' class='internal-link'>Indomitable (2)</a></td><td class="value">3</td><td class="value">8</td><td class="value">1d10</td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"><a href='#Ability Score Improvement (Level 14)' class='internal-link'>Ability Score Improvement</a></td><td class="value">3</td><td class="value">8</td><td class="value">1d10</td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"><a href='#Archetype Feature (Level 15)' class='internal-link'>Archetype Feature</a></td><td class="value">3</td><td class="value">9</td><td class="value">1d10</td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">16th</td><td class"pb">+5</td><td class"feature"><a href='#Ability Score Improvement (Level 16)' class='internal-link'>Ability Score Improvement</a></td><td class="value">3</td><td class="value">9</td><td class="value">1d10</td><td class="value">6</td></tr> > <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"><a href='#Extra Attack (3) (Level 17)' class='internal-link'>Extra Attack (3)</a>, <a href='#Indomitable (3) (Level 17)' class='internal-link'>Indomitable (3)</a></td><td class="value">3</td><td class="value">10</td><td class="value">1d12</td><td class="value">6</td></tr> > <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"><a href='#Archetype Feature (Level 18)' class='internal-link'>Archetype Feature</a></td><td class="value">4</td><td class="value">10</td><td class="value">1d12</td><td class="value">6</td></tr> > <tr class="class-progression"><td class"level">19th</td><td class"pb">+6</td><td class"feature"><a href='#Ability Score Improvement (Level 19)' class='internal-link'>Ability Score Improvement</a></td><td class="value">4</td><td class="value">11</td><td class="value">1d12</td><td class="value">6</td></tr> > <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"><a href='#Relentless (Level 20)' class='internal-link'>Relentless</a></td><td class="value">4</td><td class="value">11</td><td class="value">1d12</td><td class="value">6</td></tr> > </tbody></table> ^class-progression ## Hit Points - **Hit Dice**: 1d10 per Alternate Fighter level - **Hit Points at First Level:** 10 + CON - **Hit Points at Higher Levels:** add 6 OR 1d10 + CON (minimum of 1) ## Starting Alternate Fighter - **Saving Throw Proficiencies**: Constitution, Strength - **Skill Proficiencies**: *Choose 2:* Acrobatics, Athletics, History, Intimidation, Perception, Stealth, or Survival - **Weapon Proficiencies**: Simple weapons and Martial weapons - **Tool Proficiencies**: one set of artisan's tools of your choice. - **Armor Training**: Light armor, Medium armor, Heavy armor, and Shields **Starting Equipment:** You start with the following items, plus anything provided by your background. - (a) chain mail or (b) leather armor, a longbow, 20 arrows - (a) martial weapon and shield or (b) two martial weapons - (a) light crossbow and 20 bolts or (b) two handaxes - (a) a dungeoneer's pack or (b) an explorer's pack ## Multiclassing Alternate Fighter **Ability Score Minimum:** Dexterity 13 or Strength 13 When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. - **Weapon Proficiencies**: Simple weapons, Martial weapons - **Armor Training**: Light armor, Medium armor, Shields ## The Fighter The young guard quietly slipped past his comrades out the back door of the armory where the townsfolk were hiding. A bandit gang had come upon their village suddenly that morning, and their leader had issued a challenge. If a warrior from the town could best him in single combat, his gang of bandits would leave peacefully. Even though the young human had only joined the town guard one season ago, he could already best every other guard with the sword. To the surprise of the townsfolk, he drew his sword, muttered a prayer, and stepped forward to defend his home. A graying dwarf surveyed the enemy camp as the sun began to set. Along with three of her best soldiers, she had made her way to the enemy general's tent with the intent to rout the army or die in the attempt. In a fully pitched battle, the small band of dwarves under her command wouldn't stand a chance against this great host. However, if her group of elite soldiers followed her orders to the letter, they had a chance to cut off the head of the army before it came to battle. For what could be her final mission, she gripped her battleaxe and gave the order to move out. The flamboyant elven gladiator paused for a brief moment, basking in the cheers of the crowd. He remembered his first gladiatorial match in the underground arena, surrounded by drunken pirates and slavers. Now he performed for the king and queen amidst the bustle of the largest metropolis in the kingdom. After savoring the moment, he whirled about and plunged his gilded spear into his opponent's heart, ending what would be his final fight and earning him his freedom. ### Masters of the Battlefield Not every city guardsman, mercenary, or professional soldier is considered to be a true fighter. Born with the innate talent for war and keen battle instincts, a born fighter cannot resist the call of the battlefield. Hailing from the ranks of military officers, elite bodyguards, veteran mercenaries, and anointed knights, fighters are known for their masterful skill in battle. Dungeon delving, monster slaying, and other dangerous work common amongst adventurers is second nature for a fighter. Something deep within them compels them to seek out conflict and throw themselves into the midst of it. Often champions of fair competition, fighters make for loyal allies. ### The Armaments of War Every fighter can swing an axe, fence with a rapier, cut down a foe with a longsword, and use a bow with a high degree of skill. Likewise, a fighter is adept with shields and every form of armor. Fighters wield their weapons and armor of choice as an extension of their very self, transforming into beautiful yet deadly whirls of sharpened steel on the battlefield. While they all have skill in battle, the nature of a fighter's training can greatly vary. Some cultivate immense physical might, crushing their foes with overwhelming blows. Some prefer to strike from afar, slaying their enemies before they are aware of their presence. Others use tactical insights to coordinate their allies. And a rare few augment their martial abilities with limited, but potent, arcane spells. ### Creating Your Fighter When creating a fighter, the most important thing to consider is where they gained their skill with the armaments of war. Are you the scion of a noble house, trained from birth by the best warriors in your family's employ? Are you a gladiator who fought for sport, forced to learn to fight or perish? Did you come from nothing and earn food, shelter, and coin at the tip of your sword as a member of a mercenary company? Also, consider your fighter's style of combat and how the way you fight sets you apart from other warriors. Are you a artist with your weapons, gracefully flowing about the field of battle? Are you especially ruthless, reveling in the chaos and carnage of war? Or, do you fight with honor and respect, only challenging those that you deem your equal with the sword? > [!note] Multiclassing and the Fighter > > If your group uses the optional multiclassing rule, here's what you need to know if you choose to take your first level in the fighter class. > > **Ability Score Minimum.** As a multiclass character, you must have at least a Strength (or Dexterity) score of 13 to take a level in this class, or to take a level in another class if you are already a fighter. > > **Proficiencies.** If fighter isn't your initial class, here are the proficiencies you gain when you take your first level as a fighter: light armor, medium armor, shields, simple weapons and martial weapons. > > **Exploits.** If you have another feature that allows you to learn and perform Exploits, add all of your Exploit Dice together into one pool, and they all become the size of your largest Exploit Die. You can then use any of these Exploit Dice to perform any Exploits you know from either source. ^multiclassing-and-the-fighter #### Quick Build You can make a fighter quickly by using these suggestions. First, depending on the weapons you wish to use, make your Strength (heavy or melee weapons) or your Dexterity (ranged weapons or dual wielding) your highest ability score, followed by Constitution. Second, choose the soldier background. ## Class Features ### Fighting Style (Level 1) At 1st level, you learn one Fighting Style of your choice from the list at the end of this class description. To learn a Fighting Style, you must meet any prerequisites it has, and you cannot learn the same Fighting Style more than once. At certain levels in this class, you learn additional Fighting Styles, as shown in the Fighting Style column in the Fighter class table above. Whenever you gain a level, you can replace one Fighting Style you know with another of your choice. > [!note] Alternate Rule: Style Re-Training > > Some Fighting Styles have specific uses. Consider allowing the fighters in your game to re-train their Fighting Style over a few long rests, or a single long rest if they are high level, to adjust their technique. ^alternate-rule-style-re-training ### Second Wind (Level 1) You can fight on where lesser warriors would fail. Also at 1st level, you can use your bonus action to regain hit points equal to 1d10 + your Fighter level. Once you do so, you must finish a short or long rest before you can do so again. Upon reaching 14th level, you can use your Second Wind bonus action twice between each short or long rest. ### Martial Exploits (Level 2) At 2nd level, you begin to learn techniques that enhance your martial skill in and out of battle. You gain the features below: ### Exploit Dice (Level 2) The Fighter table shows the number of Exploit Dice you have to perform any Exploits you know. Most Exploits require you to expend Exploit Dice to use them. You can only use one Exploit per weapon attack, ability check, or saving throw, and you regain expended Exploit Dice when you finish a short or long rest. Your Exploit Dice begin as `dice:d6|noform|noparens|avg` (`d6`)s, and increase in size as you gain levels in this class, as indicated in the Fighter table. When adding an Exploit Die to a roll, always roll your Exploit Die and add it to the result. #### Exploits Known You know two [Exploits](/3-Mechanics/CLI/lists/list-optfeaturetype-ll-me.md) of your choice from the list at the end of this class. To learn an Exploit you must meet any prerequisites it has. You learn additional [Martial Exploits](/3-Mechanics/CLI/lists/list-optfeaturetype-ll-me.md) of your choice as you gain levels in this class, as shown in the Exploits Known column. When you gain a level, you can replace an Exploit you know with another you could learn. #### Saving Throws If one of your Exploits requires a creature to make a saving throw, the Exploit saving throw DC is calculated based on your Strength or Dexterity. Once you choose which ability score to use, it cannot be changed: <span class='abilityDc'>**Exploit save DC**: Strength or Dexterity + Proficiency Bonus</span> ### Tactical Skill (Level 2) Dedicated training has also honed your skills. Whenever you make an ability check with a tool or skill you are proficient in, you can expend an Exploit Die and add it to your roll. You can do so after you roll the d20, but before you know the outcome of your ability check, success or failure. ### Eye for Talent (Level 3) Upon reaching at 3rd level, your training allows you to quickly evaluate the combat abilities of others. As a bonus action, you can take the Search action targeting one creature you can see wihtin 30 feet (DC equals 8 + its Challenge Rating). If you have hit that creature with a weapon attack witin the last minute, you can add your Fighter level to your roll. On a success, you learn one characteristic of your choice about the target, chosen from the following table: | | | |----|----| | Armor Class | Highest Ability Score | | All Special Senses | Lowest Ability Score | | Resistances, Immunities, & Vulnerabilities | One Trait or Action from its stat block | On a failure, you do not learn anything about the creature, and you cannot use this feature on that creature again until you finish a long rest, or you hit it with a weapon attack. ### Warrior Archetype (Level 3) At 3rd level, choose the Warrior Archetype from the options below that best represents your skills and training: Arcane Knight, Champion, Captain, Marksman, or Master at Arms. Also included at the end of this class are Archetypes inspired by official options for Fighters: Sylvan Archer, Knight Errant, Shadowdancer, Ronin, and Runecarver. Your Warrior Archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th levels. #### Archetype Exploits Each Archetype has a list of Archetype Exploits you learn at the fighter levels noted in your Archetype's description. They don't count against your total number of Exploits Known and can't be switched out for other Exploits. If you don't meet an Archetype Exploit's prerequisites, you learn it regardless. ### Ability Score Improvement (Level 4) When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Extra Attack (1) (Level 5) Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to Dash or to Disengage you can make one weapon attack as a bonus action on that turn. When you reach certain levels in this class, the number of attacks you can make as part of your Attack action increases; at 11th level (3 attacks) and at 17th level (4 attacks). ### Action Surge (Level 6) Starting at 6th level, you can push yourself past your limits, if only for a moment. Once during your turn, you can choose to take one additional action. After you do so, you must finish a short or long rest before you can use this feature again. When you reach 20th level, you can use this feature twice between each short or long rest, but only once per turn. ### Archetype Feature (Level 7) At 7th level, you gain a feature granted by your Warrior Archetype. ### Ability Score Improvement (Level 8) When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Indomitable (1) (Level 9) Your fighting spirit allows you to grasp success from the jaws of defeat. Beginning at 9th level, when you fail a saving throw, you can choose to succeed instead. Once you use this feature you must finish a long rest before you can use it again. At certain fighter levels you can use this feature additional times between each long rest. You can use this feature twice starting at 13th level, and three times starting at 17th level. ### Archetype Feature (Level 10) At 10th level, you gain a feature granted by your Warrior Archetype. ### Extra Attack (2) (Level 11) At 11th level, you can attack three times whenever you take the Attack action on your turn. ### Martial Superiority (Level 11) The chaos and thrill of battle fuels you. Starting at 11th level, once per round in combat you can use one 1st or 2nd-degree Martial Exploit you know without expending an Exploit Die. ### Ability Score Improvement (Level 12) When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Indomitable (2) (Level 13) At 13th level, you can use Indomitable twice between long rests. ### Ability Score Improvement (Level 14) When you reach 14th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Archetype Feature (Level 15) At 15th level, you gain a feature granted by your Warrior Archetype. ### Ability Score Improvement (Level 16) When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Extra Attack (3) (Level 17) At 17th level, you can attack four times whenever you take the Attack action on your turn. ### Indomitable (3) (Level 17) At 17th level, you can use Indomitable three times between long rests. ### Archetype Feature (Level 18) At 18th level, you gain a feature granted by your Warrior Archetype. ### Ability Score Improvement (Level 19) When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Relentless (Level 20) At 20th level, your combat skill rivals the great heroes of legend. Each time you roll initiative, you regain all expended Exploit Dice. Finally, you can use any 3rd-degree Martial Exploits you know without limit. You still must expend Exploit Dice as normal. ## Optional Features > [!example]- Optional Features: Martial Exploit > ![Martial Exploit](/3-Mechanics/CLI/lists/list-optfeaturetype-ll-me.md#Martial%20Exploit) ^list-optfeature-ll-me > [!example]- Optional Features: Fighting Style; Alternate Fighter > ![Fighting Style; Alternate Fighter](/3-Mechanics/CLI/lists/list-optfeaturetype-fs-af.md#Fighting%20Style;%20Alternate%20Fighter) ^list-optfeature-fs-af