Final Fantasy I: Fighter (D&D 5E)

D&D 5E Ancient Greece is coming to an end soon so I asked folks what I should do next. What did they say? VIDEO GAME RPG characters!

It only feels right to start at the very beginning so Final Fantasy it is. Come back every Fridayweekend(?) for a new build and then we’re moving on to a title closer to my-a heart. Last week we had White Mage following up after Thief and today we’re looking at the incredible combatant that invented the deadly swordchucks: FIGHTER.

Final Fantasy D&D 5E FIGHTER.png

Fighter

Medium humanoid (any), lawful good fighter (champion) 8
Armor Class 18 (platemail; 20 with shield)
Hit Points 68 (8d10+24)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 10 (+0) 14 (+2) 13 (+1)

Saving Throws Str +6, Con +6
Skills Acrobatics +3, Athletics +6, Intimidation +4, Perception +5
Senses passive Perception 15
Languages Common
Challenge 5 (1,800 XP)
Action Surge (1/short rest). On his turn, Fighter can take an additional action on top of his regular action and a possible bonus action.
Feat: Power Attack. When Fighter makes his first melee weapon attack in a turn, he can choose to take a -5 penalty to his melee weapon attack rolls in exchange for a +10 bonus to melee weapon damage. In addition, Fighter can use a bonus action to make one melee weapon attack after he uses a melee weapon to reduce a creature to 0 hit points or scores a critical hit with it. Fighter can only use this feature on his turn.
Improved Critical. Fighter’s weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete. Fighter adds +1 to any Strength, Dexterity, or Constitution check he makes that doesn’t already use his proficiency bonus. In addition, when he makes a running long jump, the distance he can cover increases by 3 feet.
Second Wind (1/short rest). On his turn, Fighter can use a bonus action to regain 1d10+8 hit points.

ACTIONS
Extra Attack. Fighter attacks twice. If wielding his swordchucks, Fighter usually attacks a third time (as detailed below) and uses a bonus action to make a two-weapon attack with his swordchucks (dealing only 1d6 damage on a hit).
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage or 8 (1d10+3) slashing damage if wielded in two hands.
Swordchucks. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. If attacking as part of the Attack action, Fighter can make an additional attack but any attacks that round on which he rolls a natural 1 or 2 force him to make a free attack against himself (targeting his AC). Fighter requires both hands to wield his swordchucks.
Javelin (6). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.

swordchucks

(Swordchucks invented by the brilliant Fighter of 8-Bit Comics)

FF1 Fighters.png

Fighter (“Knight” level)

Medium humanoid (any), lawful good fighter (champion) 16
Armor Class 20 (+1 platemail, defense fighting style; 22 with shield)
Hit Points 136 (16d10+48)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 10 (+0) 14 (+2) 13 (+1)

Saving Throws Str +9, Con +8
Skills Acrobatics +5, Athletics +9, Intimidation +6, Perception +7
Senses passive Perception 17
Languages Common
Challenge 14 (11,500 XP)
Action Surge (1/short rest). On his turn, Fighter can take an additional action on top of his regular action and a possible bonus action.
Feat: Mobile. Fighter can Dash through difficult terrain without requiring additional movement. Whenever he makes an attack against a creature, he doesn’t provoke opportunity attacks from that creature until the end of his turn.
Feat: Power Attack. When Fighter makes his first melee weapon attack in a turn, he can choose to take a -5 penalty to his melee weapon attack rolls in exchange for a +10 bonus to melee weapon damage. In addition, Fighter can use a bonus action to make one melee weapon attack after he uses a melee weapon to reduce a creature to 0 hit points or scores a critical hit with it. Fighter can only use this feature on his turn.
Feat: Soldier Tactics. A creature hit by Fighter’s opportunity attack reduces its speed to 0 until the beginning of the next round and disengaging from Fighter still provokes opportunity attacks. In addition, Fighter can use his reaction to make a melee weapon attack against a creature within 5 feet when it makes an attack against a target other than Fighter.
Indomitable (2/long rest). Fighter can reroll a saving throw that he fails but must use the new roll.
Remarkable Athlete. Fighter adds +2 to any Strength, Dexterity, or Constitution check he makes that doesn’t already use his proficiency bonus. In addition, when he makes a running long jump, the distance he can cover increases by 4 feet.
Second Wind (1/short rest). On his turn, Fighter can use a bonus action to regain 1d10+16 hit points.
Superior Critical. Fighter’s weapon attacks score a critical hit on a roll of 18-20.

ACTIONS
Extra Attack. Fighter attacks three times. If wielding his swordchucks, Fighter usually attacks a fourth time (as detailed below) and uses his bonus action to make a two-weapon attack with his swordchucks (dealing only 1d6 damage on a hit).
Magic Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8+7) slashing damage or 10 (1d10+5) slashing damage if wielded in two hands.
Swordchucks. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage. If attacking as part of the Attack action, Fighter can make an additional attack but any attacks that round on which he rolls a natural 1 or 2 force him to make a free attack against himself (targeting his AC). Fighter requires both hands to wield his swordchucks.
Javelin (6). Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage.

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