Starting Equipment:

Fighters start with a backpack including, 1 lantern, 1 flasks of oil, 5 days rations, 1 tinderbox, 1 waterskin, 1 bedroll. The backpack also has 15 meters of rope strapped to the side.
Choice of weapon (if starting Strength adequate)
(When starting with a missile weapon, you receive 30 ammunition)
Choice of Armour (within AP allowance)

Level Benefits:

Level 1: Choose between ‘Charge’ or ‘Recover Ammunition‘ Feat.

Level 2 to 4: Choose One from Feat Tree each Level.

Level 5: Extra Attack

Level 6: Improved Critical Roll (19 to 20) & Dual Wield Medium (Dual wield whilst holding one medium weapon)

Level 7 to 9: Choose One from Feat Tree each Level.

Level 10: 2 Extra Attacks

Level 11: Dual Wield Heavy (Dual wield whilst holding two medium weapons) & Improved Critical Roll (18 to 20)

Level 12 to 14: Choose One from Feat Tree each Level.

Level 15: 3 Extra Attacks

Level 16: Improved Critical Roll (17 to 20) & Dual Wield Master (Add Strength Modifier to Dual wield Bonus Attack)

Level 17 to 20: Choose One from Feat Tree each Level.

Fighter Feat Tree

When choosing from the Feat Tree, you must have all lower feats within each section (Melee, Range, Aptitude). eg. You can’t choose “Shield Bash” before first acquiring the “Charge”, and “Feint” Feat.


Charge: When using Dash as an Action, you can also Attack if your Dash ends within melee range of a creature.
Reckless Attack: Can be used on your first attach on your turn. Doing so gives you advantage on melee weapon Attacks, but Attack rolls against you have advantage until your next turn.
Feint: If your first attack misses, your next attack against the same creature this turn is rolled with Advantage.
Shield Bash: Small Shields can now be used as an off-hand weapon (1d6 disadvantage Damage Roll).
Precision: You may make any Melee Attack Roll with advantage, and if successful, do damage equal to your Dexterity Modifier.
Riposte: if a creature rolls a low attack roll against you (GM rolls 1 or 2), that doesn’t hit, you can Attack immediately as a reaction.


Recover Ammunition: After recovering half ammunition used in combat. (rounded down) Recover another half of remaining used (rounded up).
Sniper: Your ranged weapon attacks ignore half cover and three-quarters cover.
Double-shot: When using a Bow, you can shoot two arrows. Attack Roll with Advantage, and Damage Roll with 1 dice only.
Heavy-shot: Can now use a Heavy Ranged Weapons without disadvantage. Short Ranged Weapons no longer roll with disadvantage when shooting beyond normal range.
Deadeye: Add +2 damage to all Ranged Attacks that hit.
Sharpshoot: Before you make an attack with a ranged weapon, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.


Action Surge: Take an extra Action (once per rest)
Second Wind: As an Action recover Hit Points equal to 1d6+Strength Modifier+Level. (once per rest)
Battle Sense: Gain +5 on your Initiative rolls.
Fortitude: Double your Strength Modifier (If lower than half natural max Hit Points) in Combat.
Elusive: You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
Fight Smarter: You now add your Strength Modifier and your Mind Modifier to your Damage Rolls.