Fighter

There are those who specialize in various methods of combat and survival. Surly Hunters who prowl the woods and learn to utilize nature’s terrain. Unbreakable Oathsworn, turning loyalty into strength. Avant-garde Shadowmancers making pacts with higher powers, good or evil.

And then, there is you. The Fighter. You have nothing but your steel sword, basic training, and an unshakeable, inexhaustible desire for victory.

The Class I created for February 2026's CAMI project! You can find the full thing on Google Docs here: (https://docs.google.com/document/d/1I-I8M7m5MDJxB_Oih-LK68oRC3WP94QzYB8PiZXypxQ).

Key Stats
STR
DEX
Hit Die
D10d10
HP
17
Saves
STR+
INT
Armor
Mail, Shields, Leather
Weapons
STR, DEX
Gear:Club/Mace, Hand Axe, Short Sword, Rusty Mail, 2 Torches
LVL 1
Stamina.

You gain a pool of Stamina Points, whose maximum is equal to STR + LVL. At the end of your turn, gain STR Stamina. Stamina is lost when combat ends.

Second Wind.

(2/Encounter) Free Reaction: When gaining the Bloodied condition, spend any amount of Stamina Points which you recover as HP.

LVL 2
Focused Strike.

(1/Round) Spend 2 Stamina and add +1d12 to one weapon attack.

Weapon Techniques.

Through great training, you learn specialized ways of using your martial weaponry. You know Tier 1 Weapon Techniques from Styles you’ve learned, and use 1 Stamina per Tier for these features. Choose 2 Fighting Styles.

LVL 3
Subclass.

Choose a Fighter subclass.

It’s Called Martial “Arts”.

You seem inhumanly competent so long as a sword is used as a pen. Gain Advantage on any check that involves usage of weaponry or armor outside of combat, even if entirely mundane.

LVL 4
Warzone Wisdoms.

Choose 2 Warzone Wisdoms.

At the Ready.

You may sheathe a weapon and draw a different one 2/Round for free. Gain STR+DEX Stamina when rolling Initiative.

Key Stat Increase.

+1 STR or DEX.

LVL 5
Battlethrill!

(1/Encounter) Free Action: Attack, ignoring disadvantage from Rushed Attacks. You may use this ability DEX/Safe Rest.

Tier 2 Weapon Techniques.

You may now use Tier 2 Weapon Techniques and boost techniques to Tier 2.

Secondary Stat Increase.

+1 INT or WIL.

LVL 6
Focused Strike (2).

You may choose to expend up to 4 Stamina and add +2d12 to one weapon attack.

Further Training (1).

Choose 1 Fighting Style or Warzone Wisdom.

LVL 7
Subclass.

Gain your Fighter subclass features.

LVL 8
Tier 3 Weapon Techniques.

You may now use Tier 3 Weapon Techniques and boost techniques to Tier 3.

Further Training (2).

Choose 1 Fighting Style or Warzone Wisdom.

Key Stat Increase.

+1 STR or DEX.

LVL 9
Focused Strike (3).

You may choose to expend up to 6 Stamina and add +3d12 to one weapon attack.

Secondary Stat Increase.

+1 INT or WIL.

LVL 10
Endless Battle!

You may use Battlethrill 1/Round instead of 1/Encounter.

Further Training (3).

Choose 1 Fighting Style or Warzone Wisdom.

LVL 11
Subclass.

Gain your Fighter subclass features.

LVL 12
Tier 4 Weapon Techniques.

You may now use Tier 4 Weapon Techniques and boost techniques to Tier 4.

Further Training (4).

Choose 1 Fighting Style or Warzone Wisdom.

Key Stat Increase.

+1 STR or DEX.

LVL 13
Focused Strike (4).

You may choose to expend up to 8 Stamina and add +4d12 to one weapon attack.

Secondary Stat Increase.

+1 INT or WIL.

LVL 14
Further Training (5).

Choose 1 Fighting Style or Warzone Wisdom.

LVL 15
Subclass.

Gain your Fighter subclass features.

LVL 16
Tier 5 Weapon Techniques.

You may now boost techniques to Tier 5.

Further Training (6).

Choose 1 Fighting Style or Warzone Wisdom.

Key Stat Increase.

+1 STR or DEX.

LVL 17
Focused Strike (5).

You may choose to expend up to 10 Stamina and add +5d12 to one weapon attack.

Secondary Stat Increase.

+1 INT or WIL.

LVL 18
Strength From Within!

When using Battlethrill, decrease your next instance of Stamina usage by KEY, down to a minimum of 0 Stamina. You may use Battlethrill 2xDEX/Safe Rest.

LVL 19
Epic Boon.

Choose an Epic Boon (see pg. 23 of the GM's Guide).

LVL 20
Warrior Without Peer.

At the end of your turn, you gain 2xSTR Stamina instead of STR Stamina. Gain max Stamina when rolling Initiative.

Warzone Wisdoms
Knight of the Wind.

When taking the Move action, spend up to DEX Stamina and move an additional Spent Stamina spaces.

Unfocused Strike.

(KEY/Encounter) When using Focused Strike, suffer 1 instance of Disadvantage to add +1d12 damage.

Breathing Harshly.

Any Stamina spent on Second Wind is added as damage to your next attack, LVL max.

Third Wind.

Your Second Wind can be used STR/Encounter times.

Reinforcing!

When you Defend, spend up to STR + DEX Stamina, add 2 x Spent Stamina to your Armor.

Eye for Weakness.

Your Opportunity Attacks are neutral instead of Disadvantaged, and they gain Advantage when using Focused Strike. Focused Strike can be used 1/Turn instead of 1/Round.

All Terrain Warrior.

(1/Encounter) You gain your choice of a Swim speed or Climb speed until combat ends.

Across the Map!

(DEX/Encounter, 1/Round) Gain Advantage instead of Disadvantage when making a Long Range attack.

Master of Many Arms.

Rushed Attacks give Advantage instead of Disadvantage if made with a weapon belonging to a different learned Fighting Style per attack.

Monkey Grip.

(STR/Encounter) Treat a 2-handed weapon as being 1-handed for one attack.

Fighting Styles

As an action, you may perform a Weapon Technique. Unless otherwise stated, assume all Weapon Techniques use your held weapon’s Range/Reach and damage akin to an attack.

Axe Style.

.

Bludgeon Style.
Polearm Style.
Sword Style.
Bow Style.
Shield Style (WIP).
Exotic Style.
Bludgeon Style

The Club/Mace, Pole Hammer, Greatmaul are all weapons that may use Bludgeon Style Weapon Techniques. In addition, wielding Bludgeon Style-weapons grants the following bonus: any Reach Physical damage you deal has +1 Resistance Decrement (Immunity » Resistance » Neutral).

Mace Slam (Tier 1, 1 Action, Single Target).

Reaction: Make an Opportunity Attack against any creature within Reach of your path of movement when being Forcibly Moved/Falling. On hit: Damage from Forced Movement/Falling is entirely transferred to target, recover Spent Stamina + 1 Stamina per d6 of transferred damage, DEX max; in addition, you stop moving.

Power Crush (Tier 2, 2 Actions, Single Target).

Choose Spent Stamina following effects on hit target:

  • Attack Decrement (Target’s Attack(s) » +1 Disadvantage » +2 Disadvantage » +3 Disadvantage)
  • Armor Decrement (Heavy » Medium » No Armor » +1 Advantage » +2 Advantage » +3 Advantage)
  • Resistance Decrement (Immunity » Resistance » Neutral)
  • Speed Decrement (Base Speed » Slowed » Prone » Restrained) This lasts until the beginning of your next turn. Each Decrement decreases when its instance is used up once (Attack Decrement decreases 1 stage per attack the target makes, Armor Decrement decreases 1 stage when creature is attacked, etc.).
Elementbringer (Tier 3, Spent Stamina Actions, Single Target).

Damage: +STR x Spent Stamina damage. Damage is converted into Fire damage, if hit with an elemental damage type (Fire/Cold/Lightning/Radiant/Necrotic/Acid) while charging, deal that type of damage instead. Resistance to elemental damage is Decremented for this attack. On hit: Target is pushed 2 x Spent Stamina spaces. For each die you would roll due to forced movement from this Technique, deal +4 elemental damage instead.

Dazing Flurry (Tier 4, 1 Action, Single Target).

Concentration: Up to 1 minute. Choose a Bludgeoning weapon to enhance. Using that weapon, on hit: +1 Primary Die Roll on next attack against target (using enhanced weapon only). On crit: target is Dazed for Spent Stamina rounds, Concentration is broken.

Polearm Style

The Staff, Glaive, Spear are all weapons that may use Polearm Style Weapon Techniques. In addition, wielding Polearm Style-weapons grants the following bonus: when you hit a target with a Reach attack, move anywhere within your attacking weapon’s Reach centered on the target.

Advancing Thrust (Tier 1, 1 Action, Single Target).

Move 2 x Spent Stamina spaces towards your target, dealing 1d6 for every 2 spaces moved. Any of these die that rolls max value counts as a crit. On crit: recover Spent Stamina + DEX Stamina.

Pole Vault (Tier 2, 1 Action, Self).

Leap upwards 3 x Spent Stamina spaces and move up to Spent Stamina spaces in the air. Any falling damage you would take as a result is nullified. Attack an adjacent target with Advantage wherever you land, Vicious.

Backpedal (Tier 3, 1 Action, Single Target).

On hit: move 2 x Spent Stamina spaces in the opposite direction of the target. If you come into contact with an obstacle, bounce off it and continue moving your remaining speed instead of taking Forced Movement damage.

Spear Copter (Tier 4, 2 Actions, Multi-target).

Reach: 1. Fly up to 2 x Spent Stamina spaces, attacking creatures within Reach. They Ride you until you stop Flying. -2 Fly per Riding creature.

Sword Style

The Short Sword, Rapier, Longsword, Greatsword are all weapons that may use Sword Style Weapon Techniques. In addition, wielding Sword Style-weapons grants the following bonus: Reach attacks may hit 1 creature adjacent to the target for half damage.

Mordhau (Tier 1, 1 Action, Single Target).

Reach: 1. Damage: Spent Stamina d4 (ignoring armor). Choose any rolled die as the Primary Dice. On hit: recover Spent Stamina. On crit: recover Spent Stamina + DEX Stamina.

Spin Slash (Tier 2, 2 Actions, Single Target+).

Attack Spent Stamina times to any number of adjacent targets. +KEY damage on each consecutive attack against a unique target.

Iai Stance (Tier 3, 2 Actions, Special).

Concentration: Up to 1 minute. Sheath a sword for Spent Stamina rounds, during this time treat it as a Bludgeoning Dagger. Free Action: After at least 1 round, draw your sword and deal +12 damage for each round the sword was sheathed.

Delayed Cuts (Tier 4, 3 Actions, Single Target).

Target takes no damage until they are damaged or move(d) up to Spent Stamina times, they then take all the damage from other sources + rolled damage x Spent Stamina (ignoring armor).

Bow Style

The Shortbow, Longbow, Crossbow, Handheld Ballista, Javelin are all weapons that may use Bow Style Weapon Techniques. In addition, using Bow Style-weapons grants the following bonus: Range Attacks do not gain Disadvantage when enemies are adjacent.

Drilling Bolt (Tier 1, 1 Action, AoE).

Roll damage and attack in Line Range, piercing through Spent Stamina spaces worth of creatures (Large creatures are hit twice, Huge thrice, etc.), +DEX damage per pierce. Recover 2 Stamina–max 2xDEX–per pierce.

Assault Spike (Tier 2, 2 Actions, Single Target).

Load the Assault Spike with any Physical damage type. When a creature takes the same damage type you loaded, it takes +1d8 damage up to Spent Stamina times. The last hit causes the Assault Spike to explode, dealing the damage taken as Fire damage within Reach 1.

Rope Shot Tier 3, 2 Actions, Single Target+

Damage: Spent Stamina d4. Divide your dice amongst any number of targets in Range. Each landed d4 can give a Tiny creature the Restrained condition (DC10+DEX). Additional d4 can restrain creatures of increased size proportionally (2d4 can restrain Small creatures, 3d4 Medium, etc.), d4 gained from crits apply to this restraining.

Providence Flare Tier 4, 4 Actions, Single Target

Target is pushed back DEX x Spent Stamina spaces. +10 damage per creature size smaller than Large. Huge creatures are moved half as far, Gargantuan creatures aren’t affected and instead take DEX x Spent Stamina damage. For each die you would roll due to forced movement from this spell, deal +5 damage instead.

Shield Style (WIP)

All Shields may use Shield Style Weapon Techniques. In addition, wielding Shields grants the following bonus: When Defending while holding a Shield, parry your attacker for 1d4+STR. Shields with more Armor have incremented parry dice (Iron Shield 1d6, Towershield 1d8, Dragon Shield 1d10).

WIP

WIP

Exotic Style

Exotic Style has four techniques that can only be executed with one specific weapon. Wielding any of the following weapons grants relevant bonus(es):

  • Dagger. Functions as a Shield, granting +DEX Armor (works with Deflect!).
  • Sickle. Damage becomes 2d4+(2xDEX) when Dual Wielding. Sickles are Light.
  • Sling. Gain +1 Advantage for every size larger your target is than you.
  • Improvised Weapon. Your Improvised Weapon die is Incremented +1, or +2 if 2-handed.
Swordbreaker [Dagger] (Tier 1, Self).

Reaction: Roll 1d4, gain rolled value x Spent Stamina Armor when Defending. 2’s recover Spent Stamina, 3’s recover Spent Stamina + DEX Stamina, and 4’s recover Spent Stamina + DEX Stamina + Grapple attacker.

Doppleplünderer [Sickle] (Tier 2, 2 Actions, Special).

Move up to Spent Stamina spaces, each space moved roll damage and deal it to all creatures within Reach. Gain stacking +DEX Temp HP for each creature killed or crit, max of 5xDEX Temp HP may be gained this way.

Pelletstorm [Sling] (Tier 3, 3 Actions, AoE).

Create a storm of rocks within Reach 2 of Target for Spent Stamina rounds, Reach DEX. Any creature entering this area or ending their turn there takes 1d4+DEX damage. On hit: Prone. On crit (or hitting a Prone creature): Incapacitated.

Junken Warrior [Improvised Weapon] (Tier 4, 1 Action, Self).

Concentration: Up to 1 minute. Your Improvised Weapon has Spent Stamina damage dice instead of 1. If you were to miss, you can drop the missed die as though you had Advantage. On hit: +3 damage with this weapon. On crit: your Improvised Weapon explodes, dealing the average of all its damage dice (+2 for d4s, +3 for d6s, etc.) and additional accrued damage x 2. If this kills the target, excess damage MUST affect another creature within Reach DEX of the target. Repeat until a creature survives this damage or no other creatures are within Reach.