Advanced Dungeons & Dragons 2nd Edition Wiki
Advertisement
Fighter
Class Group: Warrior
Fighter
Source: Player's Handbook: Fighter (PHB)
Ability Score
Requirements:
Strength 9
Prime Requisite: Strength
Allowed Races: All
Alignment Allowed: All

The fighter is the classical non-magical combatant who uses weapons and armor to fight.

Fighter
Level XP Needed Hit Dice
(d10)
THAC0 Attacks/Round Weapon
proficiency
slots total
Nonweapon
proficiency
slots total
1 0 1 20 1/round 4 3
2 2,000 2 19 1/round 4 3
3 4,000 3 18 1/round 5 4
4 8,000 4 17 1/round 5 4
5 16,000 5 16 1/round 5 4
6 32,000 6 15 1/round 6 5
7 64,000 7 14 3/2 rounds 6 5
8 125,000 8 13 3/2 rounds 6 5
9 250,000 9 12 3/2 rounds 7 6
10 500,000 9+3 11 3/2 rounds 7 6
11 750,000 9+6 10 3/2 rounds 7 6
12 1,000,000 9+9 9 3/2 rounds 8 7
13 1,250,000 9+12 8 2/round 8 7
14 1,500,000 9+15 7 2/round 8 7
15 1,750,000 9+18 6 2/round 9 8
16 2,000,000 9+21 5 2/round 9 8
17 2,250,000 9+24 4 2/round 9 8
18 2,500,000 9+27 3 2/round 10 9
19 2,750,000 9+30 2 2/round 10 9
20 3,000,000 9+33 1 2/round 10 9

Class Features[]

Hit Points[]

  • Hit Dice (levels 1-9): 1d10 + "HP Adjustment" (See Constitution table) per level
  • Hit Dice (levels 10+): +3 HP per level
  • Multi-Class/Dual-Class: HP acquisition is adjusted if Multi-Class or Dual-Class

Magic[]

  • Cannot cast magical spells, but they can use magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.

Starting Equipment[]

  • Start with 5d4 × 10 gp to purchase starting equipment with. Can keep left over money.

Equipment[]

  • Armor: Can wear any armor.
  • Weapon: Can use any weapon.

Proficiencies[]

Non-Weapon Proficiencies[]

  • Starts at level 1 with 3 Nonweapon Proficiencies Slots
  • Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15,18...)
  • Can chose a Nonweapon Proficiency at normal cost in the General and Warrior categories.
  • Can chose a Nonweapon Proficiency at +1 cost from any other category.

Weapon Proficiencies[]

  • Starts at level 1 with 4 Weapon Proficiency Slots
    • -2 Penalty to hit with weapons without proficiency.
    • Cost is 1 weapon slot.
  • Gains a Weapon Proficiency Slot every multiple of 3 levels (level 3, 6, 9, 12, 15,18...)
  • Can spent Weapon Proficiency Slots to chose a weapon from any category for allowed weapons.
  • Also can spend Weapon Slots on Fighting Styles, Weapon of Choice, or other things.

Player's Option: Combat & Tactics:

  • Attack of opportunity: Fighters can make three attacks of opportunity plus one per five levels.
  • Fighters can also use Language Slots for Weapon Proficiency Slots
  • Fighting Styles: Single Weapon, Two-handed Weapon, Weapon and Shield, Two Weapon, Unarmed, Missile/Thrown Weapons

Weapon Specialization[]

  • Cost is 1 weapon slot if already have that weapon Proficiency.
  • Single-class Fighters can improve a proficiency into a specialization.
  • Only can gain weapon specialization in one weapon-type.
    • Combat & Tactics Swapping specialization costs 2 slots, and old weapon drops to proficient. The next swap would cost 3 slots. Any further changes cost 3 slots each.

Melee weapon specialists:

  • +1 bonus to attack rolls with that weapon
  • +2 bonus to damage rolls with that weapon
  • gains an extra attack once per two rounds (see table below)

Player's Handbook Bow and crossbow specialists:

  • Bow specialists do not gain any additional attacks per round.
  • Crossbow specialists have an increased rate of fire (see table below)
  • Gain an additional range category: point blank. At point-blank range, the character gains a +2 modifier on attack rolls.
    • Bow Point-blank: 6 to 30 feet.
    • Crossbow Point-blank: 6 to 60 feet.
    • If the fighter has an arrow nocked and drawn, or a bolt loaded and cocked, and their target in sight, they can fire at the beginning of the round before any initiative rolls are made.

Player's Option: Combat & Tactics Missile weapons specialist: (Combat & Tactics only)

  • +1 bonus to hit at any range (normal range penalties still apply)
  • Increased rate of fire (see table below)
  • If the chosen weapon can be used either for melee or as a missile weapon:
    • Gain the melee benefit described above when using the weapon for hand-to-hand combat
    • Gain the increased rate of fire for using the weapon for ranged attacks. (see table below)

Bow specialist: (replaces PHB version)

  • +1 bonus to hit at any range (normal range penalties still apply)
  • Increased rate of fire (see table below)
  • Gain an additional range category: point blank (30' or less)
    • At point-blank range gains a +2 to damage rolls.
  • Bow specialists can automatically fire first as a very fast action if they have their target covered.

Crossbow specialist: (replaces PHB version)

  • +1 bonus to hit at any range (normal range penalties still apply)
  • Increased rate of fire (see table below)
  • Gain an additional range category: point blank (60' or less)
    • At point-blank range gains a +2 to damage rolls.
  • Crossbow specialists can automatically fire first as a very fast action if they have their target covered.

Firearms specialist: (Combat & Tactics only)

  • +1 bonus to hit at any range (normal range penalties still apply)
  • Increased rate of fire (see table below)
  • 50% chance that a misfire is only a "miss" instead

Weapon Specialization Table[]

See Specialist Attacks Per Round for "PHB" and the "Combat & Tactics" version of the "Specialist Attacks Per Round" table.

Weapon Master (Player's Option: Combat & Tactics)[]

A fighter can upgrade Weapon Specialization to Weapon Mastery, at a cost of 1 Weapon Proficiency slot, after reaching 5th level.

  • The book recommends it takes month or even years of study to increase a Weapons Master Category.

Melee: +3 bonus to attack rolls; +3 bonus to damage rolls (replaces Specialization bonuses)

For bows and crossbows:

  • Point-blank bonuses: +3 bonus to attack rolls; +3 bonus to damage rolls (replaces Specialization bonuses)
  • Other Ranges: +2 bonus to attack rolls (replaces Specialization bonus)
    • Normal range penalties still apply

Firearms:

  • +2 bonus to attack rolls (replaces Specialization bonus)
    • Normal range penalties still apply
  • In addition, the marksman ignores heavy armor at all ranges as if they were firing at a short-range target. (Weapon Descriptions (POCT)#Firearms for details)

High Master (Player's Option: Combat & Tactics)[]

A fighter can upgrade Weapon Master to High Mastery, at a cost of 1 Weapon Proficiency slot, after reaching 6th level.

  • Increase the speed factor of their chosen weapon by one category (using Combat & Tactics's modified initiative system).
  • High masters also score critical hits on rolls of 16 or higher rather than 18 (if the optional critical hit system is used) that hit their opponent by a margin of 5 or more.
  • High masters who specialize in bows, crossbows, slings, or firearms gain a new range category: extreme range. For all weapons, extreme range is 1/3 farther than long range.

Grand Master (Player's Option: Combat & Tactics)[]

A fighter can upgrade High Master to Grand Mastery, at a cost of 1 Weapon Proficiency slot, after reaching 9th level.

Grand masters gain one additional attack per round above and beyond a specialist's rate of attacks for their level, so a 12th-level melee weapon grand master would attack 3 times per round with their weapon of choice.

The chosen weapon's base damage die and knockdown die are increased to the next greater die size against all opponents. If the weapon causes multiple dice of damage, all of them are increased.

Fighting Style Specialization (Player's Option: Combat & Tactics)[]

Fighter know every fighting style, so can specialize in any number of fighting style at only costing 1 weapon slot each:

Strongholds & Followers[]

At 9th level, automatically attract men-at-arms after gaining a castle or stronghold with sizable manor lands around it. The lands may be taxed or developed.

  • These followers are loyal as long as they are well-treated, successful, and paid well.
    • Abusive treatment or a disastrous campaign can lead to grumbling, desertion, and possibly mutiny.

The 9th-level fighter also attracts an elite bodyguard (his "household guards").

  • The elite bodyguard expect to be treated better than the men-at-arms.

DMs can chose to use PHB Table 16: Fighter's Followers to determine who the follows are, or decide on their own what is approprate.

Saving Throws[]

Fighter Saving Throws

Attack to be Saved Against
Experience Level Paralyzation,
Poison, or
Death Magic
Rod, Staff,
or Wand
Petrification
or Polymorph*
Breath
Weapon**
Spell***
0 16 18 17 20 19
1-2 14 16 15 17 17
3-4 13 15 14 16 16
5-6 11 13 12 13 14
7-8 10 12 11 12 13
9-10 8 10 9 9 11
11-12 7 9 8 8 10
13-14 5 7 6 5 8
15-16 4 6 5 4 7
17+ 3 5 4 4 6
*Excluding polymorph wand attacks.
**Excluding those that cause petrification or polymorph.
***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

Level 1 Character[]

  • Starting HP: 1d10 HP
  • Starting funds: 5d4 × 10 gp
  • 3 Nonweapon Proficiencies Slots
  • 4 Weapon Proficiency Slots
  • Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
    • In Player's Option: Combat & Tactics, Fighters can also use Language Slots for Weapon Proficiency Slots

Leveling up[]

At level up:

  • Roll 1d10 HP (unless level 10 or higher, then add 3 HP instead)
  • Improve THAC0 by one
  • Check "Fighter Saving Throws" above to see if your saving throws change.
  • 1 Weapon Proficiency Slot gained at level 3, 6, 9, 12, 15, 18 (every multiple of 3)
  • 1 Nonweapon Proficiency Slot gained at level 3, 6, 9, 12, 15, 18 (every multiple of 3)
  • Improve the number of attacks per round at levels 7 & 13, if without Weapon Specialisation.
Advertisement