Fighter in action

The adventurer’s handbook

Fighter

Armored defender and master of weapons

The Fighter is the person standing between a hungry monster and everyone who brought a book. Armed, armored, and professionally difficult to remove, this adventurer makes a narrow passage feel narrower. The work calls for sound judgment, a dependable weapon, and the willingness to be the most objectionable person in the room. Fortunately, monsters seldom ask for references.

Playing a Fighter

Key ability
Strength
Hit points
1d8 per level, adjusted by Constitution; at least 1 HP gained.
Equipment
All weapons, armor, and shields. Shield Guard requires a shield; reach and weapon choice determine which enemies you can threaten.

Take the front and keep a dangerous enemy within reach. Challenge it while attacking, then save your Effort for a hit that matters. A shield protects nearby companions; a long weapon is useful only where its reach allows you to fight.

Level progression

Keep the abilities of earlier levels as you gain new ones. XP is experience; the figures below are cumulative thresholds from the beginning of an adventurer’s career.

  1. Level 1

    0 XP

    Challenge one enemy with a melee attack.

  2. Level 2

    2,000 XP

    Shield Guard. Gain 2 Effort per encounter for maneuvers.

  3. Level 3

    4,000 XP

    Driving Blow.

  4. Level 4

    8,000 XP

    Weapon Specialization: choose one weapon family for +1 to attacks.

  5. Level 5

    16,000 XP

    Sweeping Attack.

  6. Level 6

    32,000 XP

    Hold the Line. Effort rises to 3 per encounter.

Abilities and their limits

Challenge

A normal melee attack challenges its target, whether it hits or misses, until your next turn. While the enemy remains within your melee reach, its attacks that exclude you suffer −2 to hit. You can challenge one enemy at a time. You must be conscious and able to threaten it; a challenge does not compel obedience.

Effort and reactions

Your maneuvers share 2 Effort per encounter, increasing to 3 at level 6. A genuinely new encounter restores the pool. Shield Guard and Hold the Line share your limit of one defensive reaction per round. Reactions cannot set off chains of further reactions.

Shield Guard · level 2

With a shield, spend 1 Effort and your reaction to reduce one weapon hit against yourself or an ally in your area by 1d6 damage, to a minimum of zero.

Driving Blow · level 3

Spend 1 Effort on a melee attack. If it hits, an eligible small or medium mobile enemy makes a nonmagical paralysis save or is pushed one legal area toward its rear. Oversized, rooted, amorphous and insubstantial creatures cannot be pushed; the destination must have room.

Weapon Specialization · level 4

Choose a weapon family. Attacks with that family receive +1 to hit. Retrain freely in town without healing or resting. The selected family is fixed for an expedition.

Sweeping Attack · level 5

Spend your action and 1 Effort to attack two different enemies within melee reach, once each. You cannot direct both attacks at one creature.

Hold the Line · level 6

When your challenged enemy within reach attacks another ally or attempts to move past you, you may use your reaction for one melee attack. If movement triggered the reaction, a hit stops that movement. This reaction costs no Effort. Choose Shield Guard first, Hold the Line first, or Off in your orders.

Combat reference

An action is your main choice on a turn. A reaction answers a particular event. An encounter is one battle; a crawl includes all its rooms. Encounter resources return for a new battle, not by reloading a page or returning to the same fight.

AC measures armor defense; lower is better. THAC0 is the attack score needed to hit AC 0 before modifiers; lower is better. Saving throws resist hazards. The table shows the required unmodified saving-throw scores; lower is better. Class abilities and equipment can improve them.

Fighter attack and saving-throw progression
LevelTHAC0Death / poisonWandsParalysis / stoneBreathSpells
1191213141516
2191213141516
3191213141516
4171011121314
5171011121314
6171011121314