Polychrome
Fighter

Fighter

Those who fight

Hit Dice

Hit Dice
1d10 per fighter level
Hit Points at 1st Level
10 + your Constitution modifier
Hit Points at Higher Levels
1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies

Saving Throws
Strength, Constitution
Skills
Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Armor
All armor, shields
Weapons
Simple weapons, martial weapons
Tools
None

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Level Advancement Table

Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable (three uses)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Abilities

Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Condottiero

Martial Archetype: Condottiero

The Condottiero is a fighter subclass that excels in inspiring their allies, as well as using their fearsome reputation and presence to intimidate their enemies. They are known for their skill in military strategy and their ability to command forces in battle. Many condottieri are also skilled diplomats, and they are often used as intermediaries in negotiations between rival factions or states.

Condottiero Level Progression Table

Level Abilities
3 Inspiration
7 Legionary Discipline
10 Fearsome Reputation
15 Inspiring Speech
18 Fearsome Presence

Abilities

Inspiration
At 3rd level, the Condottiero can use their charisma to inspire their teammates, giving them an Inspiration die (a d6) to use during an encounter. The number of Inspiration Dice the Condottiero can give out is equal to their Charisma modifier. This ability can be used as an action and is regained after a short rest.
Legionary Discipline
At 7th level, the Condottiero’s discipline extends to their allies, granting them advantage on saving throws against fear effects and charms as long as they can see or hear the Condottiero.
Fearsome Reputation
At 10th level, the Condottiero can use their intimidating presence to frighten a creature within 30 feet as an action. The creature must make a Wisdom saving throw against the Condottiero’s Passive Intimidation score (10 + Intimidation + Charisma modifier) or become frightened.
Inspiring Speech
At 15th level, the Condottiero’s inspiring speech allows their allies to regain twice as many hit points during a short rest.
Fearsome Presence
At 18th level, the Condottiero’s fearsome presence becomes even more potent, causing any creature that wishes to attack them to first make a Wisdom saving throw against the Condottiero’s Passive Intimidation score or become frightened. Creatures that pass this check are free to attack the Condottiero for the rest of the encounter.