“...the haze surrounded us. like a cold blanket we were alone. even the birds had fled this forsaken place. i didn’t want to admit we were lost, but too many were counting of the message we carried. my squad mate walked ALONGSIDE me in silence. a snap of a branch. we turned to the tree line in the mist. we were not alone....”
The Fighter Archetype
Focus on doing one thing and doing it well.
find your role in the squad
If you intend to take the Specialist Subclass at 3rd level you can take the Gunner Feat at 1st level. Should you choose another subclass you will lose this Feat
Dedicated training has prepared you to take on a more specialist role in combat. Pick from one of the following positions:
You become skilled in battlefield medicine and helping your party out.
You gain the following benefits:
Proficiency in Medicine and Insight and can use a Healer’s kit as bonus action. If you already are proficient in this skill you gain expertise.
Feat: Healer
Ability: On your feet soldier
When you use the Healer’s Kit on a allied creature you heal them for an additional health equal to your medicine bonus. You can also use the kit on a creature more than once per their long rest.You also give them the following for one round:
The Target's speed is doubled, gains a +2 bonus to AC, advantage on Dexterity saving throws, gains an additional action, and Temp Hit points equal to your fighter level
You become skilled in taking the fight to the enemy and getting behind their lines. You gain the following benefits:
Proficiency: Intimidation and Athletics. If you already are proficient in this skill you gain expertise.
Feat: Charger
Ability: Protect the Vulnerable
As a reaction, If an allied creature within 10ft is attacked then you can jump in between the attack and take the damage instead. 3 times per short rest.
You gain the ability to lead your party to victory. You gain the following benefits:
Proficiency: Persuasion and intimidation. If you already are proficient in this skill you gain expertise.
Feat: Inspiring Leader
Ability: Onwards to Victory
As a bonus action you can rally your troops to push forward. Until the start of your next turn all allies gain 5+ your CHA modifier to damage dice rolls and are immune to being freighted. Once per short rest
You gain the understanding of explosives and targeting enemy structures. You gain the following benefits:
Proficiency: Survival and intimidation. If you already are proficient in this skill you gain expertise.
Feat: Ember of the Fire Giant
Ability: Craft Explosives
You are able to craft explosives in three different ways:
- Explode on Thrown Impact
- Explode via Trigger (60ft radius)
- Explode via Proximity
You can craft as many explosives equal to your proficiency bonus.Your explosives have a radius of 5ft. All targets must make a Dex saving throw against 16. Buildings take double damage. Dmg for your explosives are:
Lvl 3 2d4 + 1
Lvl 5 4d4 +2
Lvl 7 8d4 + 4
Lvl 11 10d4 + 10
You can only make a maximum equal to your proficiency bonus at any time. If you have left over from a previous day you cannot make any more than this maximum. (example you have a proficiency of 2 and have 1 left over so you can only make 1 additional item to match the maximum)
You become an expert in dangerous missions behind enemy lines. You gain the following benefits:
Proficiency: Athletics and Insight, If you already are proficient in this skill you gain expertise.
Feat: Great Weapon Master or Sharpshooter
Ability: Make It Quick
If you have advantage on an attack roll, you auto crit. You can gain advantage at the cost movement speed.
You become an expert in long ranged attacks. You gain the following benefits:
Proficiency: Acrobatics and investigation. You also become proficient in firearms. If you already are proficient in this skill you gain expertise.
Feat: Sharpshooter
Ability: One shot, one kill
If you are prone you deal an extra dice roll of damage on attacks and gain +5 to hit.
When you are within 30ft of a party member you gain a squad dice equal to the number of party members. A squad dice is 1d8 at level 7, 1d12 at level 10 and 1d20 at level 18. You can choose to add your dice roll to either an attacks damage, ability check or saving throw. Once a dice is used it can’t be expended again until after a long rest.
At the start of your turn you can cause your team members within 30ft to charge forward. Everyone can make a movement action with an additional 10ft of movement. Everyone gains an additional +1 AC for each party member within range. Everyone’s next attack deals an extra 1d6 for each team member in range. Can be used once per long rest.
If more than one Specialist fighter is in the group then add +5 damage for each specialist. Charge! can not stack on top of another charge!
Medic: Healing rampage
Vanguard: Not on my watch
Officer: Keep moving!
Demolitions: The big one
Commando: Take them out
Marksman:
As a final stand you can make additional actions at the expense of a levels of exhaustion per action. Doesn’t not stack with Action surge.
Specialist fighters are the next level of solider in most armies. Attached to smaller squads they work together to overcome any obstacle the enemy throws at them.
While they aren’t the best at any of the roles taken by other classes, they can still remain on top as a cunning warrior and fill the gaps that are needed.
These fighters are normally seen as a group of specialists who can tear through any engagement and cause havoc behind enemy lines.
The Specialist is for people who enjoy to play the classic fighter, but want to be able to fill a more realistic role. They can handle situations outside of combat and when grouped up in a full team of specialist fighters are a sight to behold.
The Specialist is called in when there is gap in the skills of the party. With their versatile skill kit they make sure the party is well rounded no matter its make up.
Specialists need to work as part of a larger team or they quickly fall behind other fighters. But what they lack in solo ability they make up in team work and synergy with other players.
Specialists found their calling in the military and have devoted their lives to their cause. Nothing is more important than having their friend’s and comrades back and will die to keep the team alive and to complete the mission.
Loyal to their squad and their friends, they leave no person behind. Years of trauma of battle means that they see people outside the military as unable to understand them and can grow distant. While others seek the comfort of those who can distract them from the horrors they face,
War is hell. It tends to bend and break even the most moral of soldiers. These specialists are no different and often find themselves in positions where they are forced to make the right choices. What makes them different is their loyalty to their cause and the ideals it upholds.
Time spent away from the battlefield is normally filled with either desire to get back out there and back to what they know and understand, or to live as much as they can to try and forget what they have had to endure.
A handy reference guide for playing as The Bounty Hunter in your game.
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