Fighter

Amidst the tumultuous landscapes of Faerun, Fighters emerge as the unrivaled champions of physical prowess and combat finesse. These warriors transcend the mundane, embodying the essence of discipline and resilience amidst the ever-present clash of steel and the unforgiving challenges of a world in flux.

Unyielding Valor: Fighters in Faerun are not mere wielders of weapons; they are the steadfast bastions of unyielding valor. Forged in the crucible of their homelands, whether beneath the banner of a noble house or in the solitude of remote villages, these warriors don sturdy armor and wield weapons that echo with the history of countless battles. The very ground trembles beneath their feet as they confront the chaos that seeks to engulf the land.

Versatility in Warfare: Unlike many, Fighters in Faerun do not limit themselves to a singular approach. Whether engaged in close-quarters combat, unleashing arrows from a distance, or mastering a diverse array of weapons, these warriors are versatile tacticians. With each swing and parry, they navigate the intricate dance of battle, adapting to the ever-shifting tides with unmatched precision.

A Legacy Forged in Battle: As custodians of martial legacy, Fighters carry the weight of ancestral techniques and age-old strategies. They create a legacy that shapes the very art of war, their deeds resounding through the ages in the epic tale of Faerun’s history. In the symphony of clashing steel, Fighters etch their names into the annals of a world that pulsates with the enduring spirit of those who master the art of combat.

LevelProficiency BonusFeatures
1st+2Fighting Style, Second Wind
2nd+2Action Surge (x1)
3rd+2Martial Archetype
4th+2Ability Score Improvement, Martial Versatility (Optional)
5th+3Extra Attack (x1)
6th+3Ability Score Improvement, Martial Versatility (Optional)
7th+3Martial Archetype feature
8th+3Ability Score Improvement, Martial Versatility (Optional)
9th+4Indomitable (x1)
10th+4Martial Archetype feature
11th+4Extra Attack (x2)
12th+4Ability Score Improvement, Martial Versatility (Optional)
13th+5Indomitable (x2)
14th+5Ability Score Improvement, Martial Versatility (Optional)
15th+5Martial Archetype feature
16th+5Ability Score Improvement, Martial Versatility (Optional)
17th+6Action Surge (x2), Indomitable (x3)
18th+6Martial Archetype feature
19th+6Ability Score Improvement, Martial Versatility (Optional)
20th+6Extra Attack (x3)

Class Features

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.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

  • 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 it.
  • 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.
  • Flexibility. When you are wielding a weapon in one hand and nothing in the other, you gain a +2 bonus to Strength (Athletics) and Dexterity (Acrobatics) checks contested by other creatures. You still gain this benefit if you are holding a creature in that hand. When you are wielding a single weapon with both hands and make an opportunity attack against a target within 5 feet of you, you have advantage on the attack roll.

  • Great Weapon Fighting. When you roll a 1 or 2 on a weapon 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.

  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a melee weapon, or wearing heavy armor, to use this reaction.

  • 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 to use this feature.
  • Superior Technique. You learn one maneuver of your choice from those available to the Battle Master archetype. If a maneuver requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

    You gain one superiority die, which is a d6 (unless you have larger superiority dice from another source or gain them later, in which case your pool of superiority dice increases by 1). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Thrown Weapon Fighting. When you hit with a thrown weapon, you gain a +2 bonus to the damage roll. In addition, the standard and maximum ranges of your thrown weapon attacks increase by a number of feet equal to 10 times your Strength modifier (rather than 5), unless your modifier is negative.

  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting . Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
  • Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
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.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional 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.
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.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
  • Replace a fighting style you know with another fighting style available to fighters.
  • If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
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.
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.

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.

A bannerlord is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone bannerlord is a skilled warrior, but a bannerlord leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. A bannerlord prefers to lead through deeds, not words. As a bannerlord spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Source: The Warriors Codex

Fanfare

When you choose this archetype at 3rd level, you gain proficiency in one of the following instruments: bagpipes, drum, flute, or horn. When you roll initiative, you and each ally that can see or hear you within 60 feet adds your Charisma modifier (a minimum of 1) to its initiative roll.

Raise the Colors

Also at 3rd level, your allies rally to you. You can use a bonus action to raise a banner, flag, pennant, or other eyecatch which you hold in one or both hands to bolster your group. The eyecatch can be a weapon or an item attached to a weapon, but attacking with the weapon lowers the eyecatch. When you do so, choose one of the benefits below. You and each creature of your choice within 30 feet of you (or 60 feet if you are mounted) gain that benefit for 1 minute, until you drop or sheathe the eyecatch, you use this feature again, or you are incapacitated. You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and regain all expended uses at the end of a long rest. But it is not this day. Each affected creature gains a number of temporary hit points equal to your fighter level + your Charisma modifier. Draw swords together. When an affected creature is attacked and another affected creature is within 5 feet of it, the second creature can use its reaction to become the target of the attack instead so long as it is within the attack’s reach or range. Do not go gentle. Each affected creature adds your Charisma modifier (a minimum of 1) to death saving throws. Fear not, for I am with you. Each affected creature has advantage on saving throws against becoming frightened. Rouse the warriors. When an affected creature rolls a 1 on a damage die for weapon attack, it can reroll the die and must use the new roll. While you have an eyecatch raised, you can restore an ally’s fighting spirit by expending one hit die as a bonus action. A friendly creature of your choice within 30 feet that can see you regains the hit points from that hit die, instead of you.

Highborn Horseman

At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature. You also have advantage on saving throws against being knocked off a mount. If you fall off a mount and fall no more than 10 feet, you are not knocked prone so long as you are not incapacitated. Mounting and dismounting a creature costs you 5 feet of movement, and you can choose to have attacks against your mount target you instead.

Lead the Charge

Starting at 10th level, you can trigger a rush while Raise the Colors is active. When you move at least 15 feet in a straight line on your turn, each creature benefiting from Raise the Colors can use its reaction to move up to its speed in the same direction as you. The first time you or a charging ally come within 5 feet of a hostile creature during this charge, the creature must make a Strength saving throw (DC = 8 + your proficiency bonus +your Strength modifier). On a failed save, the target falls prone, unless it is two or more sizes larger than the charging creature. You can use this feature once per short or long rest.

Unquenchable Morale

Beginning at 15th level, when you roll initiative and have no uses of Raise the Colors remaining, you regain one use. You can also choose two different benefits when you use Raise the Colors, instead of one.

Lead from the Front

Starting at 18th level, when you persevere and access the well of strength hidden deep within, so can your allies. Whenever you use your Action Surge or Second Wind, one ally of your choice within 60 feet that can see or hear you can take an additional action immediately after your turn ends.
Bulwarks of grit and implacable scions of self-sacrifice, the archetypal Bastions pride themselves on the simple (but fundamental) martial art of collective defense. 
Source: The Warriors Codex

Defensive Stance

When you take this archetype at 3rd level, you can use a bonus action to enter a Defensive Stance that braces you and yours against attacks. For 1 minute or until you choose to end your stance (no action required), you have advantage on Strength checks, and allied creatures benefit from half cover when within 5 feet of you. While active, your stance confers the following benefits:
  • Towering Shield. When a friendly creature within your reach is hit by an attack, you can use your reaction to become the target of the attack if you are within the attack’s reach or range. The roll remains the same if you are the target, potentially causing the attack to miss.
  • Center of Attention. When you hit a creature with a melee weapon attack, it has disadvantage on attack rolls against creatures other than you until the end of your next turn.
  • Mad Taunt. When a creature within your reach makes an attack, you can use your reaction to taunt or otherwise draw the creature’s attention. It has advantage on the next attack it makes against you, and the next attack made against it before the end of your next turn has advantage. You can only taunt one creature at a time.
Your stance ends if you are incapacitated, and you cannot move more than half your speed in Defensive Stance. You can enter a Defensive Stance a number of times equal to your Strength modifier (a minimum of 1), and regain all expended uses when you finish a long rest.

Soldier On

At 7th level, you and all creatures accompanying you don’t make saving throws against exhaustion for the first 4 hours of a forced march. In addition, you don’t suffer any penalties from sleeping in armor. Encouraged by your stoic form, carrying crushing weight in armor without breaking, you steel their wills to push on.

Warding Maneuver

Also at 7th level, you gain one of the following fighting style options: Interception (TCE) or Protection. You also learn to fend off strikes directed at you and other nearby creatures while in a Defensive Stance. When you use a reaction to defend against an attack, you can roll 2d4 and add the result to the target’s AC. For example, you increase your AC by 2d4 when you use your Towering Shield feature or the parry property, or an ally’s AC when you use the reaction granted by the Interception or Protection Fighting Styles. You can add this bonus once per Defensive Stance. At 15th level, if the attack still hits, the damage the target takes is halved.

Dynamic Battlement

At 10th level, you gain two reactions at the start of your turn, rather than one. You cannot use these reactions on the same feature or ability. For example, you cannot make two opportunity attacks, but can make one opportunity attack and use your Towering Shield feature.

Rolling Thunder

Also 10th level, when a friendly creature is hit by an attack, you can use your reaction to move 10 feet straight toward it. As part of the same reaction, you can use your Towering Shield feature to become the target of that attack, even if you are not in your Defensive Stance. You can also move at your full speed in Defensive Stance, rather than half.

Steel Bastille

Beginning at 15th level, you gain temporary hit points equal to your fighter level when you enter a Defensive Stance. When you are in a Defensive Stance, the area within your reach becomes difficult terrain for creatures of your choice, and creatures that move at least 5 feet within your reach provoke opportunity attacks from you.

Rampart

Starting at 18th level, you respond to danger with unquenchable stamina. You regain your reaction at the start of each creature’s turn, rather than only at the start of yours. Your enormous stamina allows you to spread your presence across the battlefield, defending allies and stopping enemies with impunity..
See the Protectorate for this subclass.
Graceful and dangerous as their whirling blades, the archetypal Dervish combines incredible skill with the illusion of reckless abandon. They leap in and out of the fray and transform into a spiral of death that enemies dare not touch.
Source: The Warriors Codex

Sworddancer

When you choose this archetype at 3rd level, you can use your training in spinning, meditative dance as a potent weapon in close quarters. Once on your turn when you take the Attack action, you can forgo one of your attacks to spin in place with weapon outstretched and make an attack against a number of creatures within reach equal to your proficiency bonus, making a separate melee attack roll for each target. Whether your attacks hit or miss, you can choose to enter a dance. While dancing, you spin in place. You cannot move without jumping, and melee attack rolls against you are made with disadvantage. Other creatures provoke opportunity attacks from you when they enter your reach, and when a creature starts its turn within your reach, you can damage it with your whirling blades. This damage is equal to half your fighter level, and deals the same damage type as a melee weapon you’re holding (your choice). If you take the Attack action while spinning on subsequent turns, you can again forgo one of your attacks to spin in place and attack multiple targets, without expending an additional use of this feature. If you do not do so, your dance ends at the end of your turn. Your dance also ends if you are moved at least 5 feet, grappled, or successfully grapple another creature. You can make the special spinning attack and begin a new dance a number of times equal to your Strength modifier +your Dexterity modifier (a minimum of 2). Making the special attack to maintain the dance on subsequent turns does not consume an additional use of this feature. You regain all expended uses at the end of a long rest.

Quick Feet

Beginning at 7th level, your speed increases by 10 feet, and you ignore movement penalties from difficult terrain. You gain proficiency in Acrobatics, and have advantage on Performance checks that rely on dancing.

Whirlwind

At 10th level, you can move freely without ending your dance, and if an effect moves you while dancing, your dance doesn’t end. If you move on your turn while spinning and are targeted by an opportunity attack, you can use your reaction to add your proficiency bonus to your AC (including against the triggering attack) until the end of your turn.

The World Turns

Starting at 15th level, if you roll initiative and have no uses of Sworddancer remaining, you regain one use of it.

Deathwheel

Beginning at 18th level, when you make an opportunity attack against a creature, you can attack it and any other creature within your reach as part of the same reaction, with a separate attack roll for each target.
The archetypal Exemplar is a simple, mighty warrior who combines raw power with rigorous training. Regardless of the weapons they wield, an Exemplar displays martial prowess honed to deadly perfection. They might be even more effective than other warriors using the tried-and-true, or experiment with a variety of bizarre weapons and exotic fighting styles. To them, it matters little: to be an Exemplar is to make any warrior archetype possible. Masters of any weapon they find, or even items never meant to be weapons, Exemplar are larger-than-life inspirations who are never without a weapon and whose inhuman endurance means they are always ready for battle.
Source: The Warriors Codex

Strike True

You are the master of every weapon and every fighting form. When you choose this archetype at 3rd level, you gain proficiency in all exotic weapons and shields, and in improvised weapons. Any weapon you wield has a damage die of 1d8 while you use it, unless it already uses a larger die or multiple damage dice. Finally, your weapon attacks score a critical hit on a roll of 19 or 20. This expands to include a roll of 18 at 15th level in this class.

Remarkable Athlete

Starting at 7th level, you add your proficiency bonus to all Strength, Dexterity, and Constitution checks you make that you are not already proficient in, and to the length of your long jumps and height of your high jumps. You gain proficiency in your choice of Athletics or Acrobatics, and your proficiency bonus is doubled for any ability check you make using your choice. In addition, your speed increases by 5 feet.

Empowered Fighting Styles

At 10th level, you become a master of your chosen styles of combat. Choose one additional fighting style from the options presented to you. Both your choice and the fighting style you gained at 1st level in this class grant you additional benefits, which are listed below.
  • Archery. Once per turn when you make a ranged weapon attack roll and miss, you can reroll the attack roll against a new target within 5 feet of the original.
  • Blind Fighting. You have truesight out to a range of 10 feet.
  • Defense. You gain an additional +1 bonus to AC while wearing armor, and you don and doff armor in half the time.
  • Dueling. When wielding a melee weapon in one hand and no other weapons, you can use a bonus action to attempt to disarm a creature when you hit it with that weapon.
  • Flexibility. You gain both benefits of this fighting style anytime you are wielding a weapon, regardless of whether you hold it in one or two hands.
  • Great Weapon Fighting. When you attack with a melee weapon held in two hands, you can grant that attack the sundering or sweeping property. Additionally, if your size is Small, you wield heavy weapons without penalties.
  • Interception. If you successfully reduce the damage of the intercepted attack to an amount less than your fighter level, the target of the attack takes no damage instead.
  • Protection. If you impose disadvantage on an attack roll and it misses, you can make one melee weapon attack against the attacker as part of the same reaction.
  • Superior Technique. You learn another maneuver of your choice from among those available to the Battle Master archetype, and gain an additional superiority die.
  • Thrown Weapon Fighting. When you hit with an attack with a thrown weapon, you can push the target up to 5 feet away from you in a straight line.
  • Two-Weapon Fighting. When you miss an attack with a weapon that you are are holding in one hand, you gain advantage on the next attack you make against the same target with the weapon you are holding in your other hand, so long as you make both attacks on the same turn.
  • Unarmed Fighting. When you have a creature grappled, you can make a new Strength (Athletics) check against the target’s opposed Strength (Athletics) or Dexterity (Acrobatics) check in place of one of your attacks. On a success, the target is restrained and your speed is reduced to 0 until the start of your next turn.

Final Stand

Starting at 15th level, your indomitable will lets you power through mortal injuries. When you succeed on a death saving throw, you can choose to regain 1 hit point. When you do so, your current level of exhaustion is reduced by 1, you stand without consuming any movement, and can take your turn as normal. Creatures of your choice that can see you gain a number of temporary hit points equal to your fighter level + your Charisma modifier. After you use this feature, you must finish a long rest before you do so again.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain a  number of hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
See the Protectorate for this subclass.
The archetypal Mage Knight combines the martial mastery common to all fighters with careful study of magic. With a small, curated list of memorized spells instead of a spellbook, Mage Knights blend the arcane and mundane into one. They work best in the thick of battle, where they intersperse choice spells with devastating weapon attacks empowered by magic.
Source: The Warriors Codex
Eldritch Knight Spellcasting Spell Slots per Spell Level
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus or a weapon as a spellcasting focus for your wizard spells.

Bonded Weapon

At 3rd level, you learn a ritual that creates a magical bond between yourself and a weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, and when it ends you touch the weapon and forge the bond. Once you have bonded with a weapon, you can’t be disarmed of it unless you are incapacitated. If it is on the same plane of existence as you, you can summon it as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. When you make a spell attack roll while wielding your bonded weapon, you can instead channel the spell through your bonded weapon. Make a spell attack roll, replacing your spell attack bonus with your bonded weapon’s attack bonus, and your bonded weapon’s reach or range instead of the spell’s range. If the attack hits, you inflict of the spell on the target, but do not apply the weapon’s effects. If the attack misses and the spell applies additional effects after a miss ,those effects occur as normal. Instead of the spell’s normal roll, the type of attack that you choose to make determines if the roll is a melee or ranged attack roll, and the weapon’s range, rather than the spell’s, determines the attack’s range.

War Magic

Beginning at 7th level, when you use your Extra Attack feature, you can cast a cantrip in place of one of your attacks.

Eldritch Strike

Starting at 10th level, magic lingers on your bonded weapons. When you cast a spell of 1st level or higher that deals damage, attacks with your bonded weapon deal an extra 1d6damage of that type until the end of your next turn, whether the spell damaged a target or not. In addition, once on your turn when you hit a creature with a spell attack, or a target fails its saving throw against one of your wizard spells, you can instantly teleport to an unoccupied space within 5 feet of it.

Arcane Whirlwind

At 15th level, when you use your Action Surge, you can use the additional action to cast steel wind strike without expending a spell slot.

Battlemage

Starting at 18th level, when you expend a spell slot of 1stlevel or higher on your turn, you can make a number of weapon attacks equal to the level of the slot expended (a minimum of 2) as a bonus action.
Wardens of the Dead are an elite military order, highly trained in combining esoteric practices and martial arts. There are few proper settlements that cannot boast of such warriors, whose purpose is to stand between the creatures of the night and the inhabitants of villages, fortresses, and towns. Wardens of the Dead are not afraid of the occult, thanks to their unwavering spirit and audacity without equal.
Source: Nightfell © Angelo Peluso & Mana Project Studio 2021

Mark of the Dead

At 3rd level, you can use a bonus action to mark both a weapon you wield and a target you can see within 30 feet. With the simple activation of this feature, you have Advantage on Wisdom Saving Throws for the duration of the effect; the marked weapon will deal additional damage to the marked target equal to your Wisdom modifier (min 1). If the target is an undead, fiend, or aberration and is reduced to 0 Hit Points while under the effect of Mark of the Dead, the marked weapon gains 2 Grim Points, regardless of whether the lethal damage has been inflicted with this weapon. The effect of the mark ends after 1 minute or if this feature is used on another creature. You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain each use you spent after you complete a long rest.

Spiritual Vigil

At 7th level, when you recover Soul Points at the expense of Hit Dice during a short rest, you recover 2 additional Soul Points per Hit Dice spent. In addition, as long as your Soul Points reserve is equal to or less than half their maximum value, you have Advantage on Wisdom (Perception) checks and can see invisible or ethe-real creatures within a 30 feet radius.

Spirit of Steel

At 10th level, each time you lose Soul Points due to encountering a Vile Foe, the amount lost is halved (rounded down). Any loss of Soul Points caused by factors other than Vile Foe, on the other hand, will be reduced by 1 (to a minimum of 1).

Black Steel Glove

At 15th level, each Grim Weapon you possess reduces your maximum Soul Points by only one-third of the Grim Threshold value (rounding up), rather than the entire Grim Threshold value. If the Grim Weapon is a Black Pit Weapon, this feature has no effect. Also, when you use Mark of the Dead, you may target all creatures you can see within 30 fee

Spirit of Adamantine

At 18th level, each time you lose Soul Points, the amount lost will be reduced by 3 (to a minimum of 1); in addition, anytime you lose Soul Points, you can use your Reaction to regain an equal amount of Hit Points.

As a fighter, you gain the following class features.

Hit Points
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
Armor: All armor, shields
Weapons: Simple weapons, martial weapons, one exotic weapon or shield
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment
You start with 150 gp to spend on equipment. The following equipment is a suggested shopping list:

  • (a) hauberk or (b) leather armor, recurve bow, and 20arrows
  • (a) a martial weapon and a heater shield or roundshield, or(b) two martial weapons
  • (a) a ranged weapon and 20 pieces of ammunition, (b) two handaxes, or (c) one exotic weapon with which you are proficient

Multiclassing and the Fighter

  • Ability Score Minimum: As a multiclass character, you must have a Strength or Dexterity score of at least 13 to take a level in this class or to take a level in another class if you are already a fighter.
  • Proficiencies. If fighter isn’t your initial class, you gain proficiency with light armor, medium armor, shields, simple weapons, and martial weapons when you gain your first level as a fighter.