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The Fighter is a broad class of character who is adept at various forms of combat. Given the most variety in weapons and equipment, and the ability to use them better than any others, the fighter can hit hard, hit often, and withstand most attacks better than any other class.

OD&D (Fighting Man)Edit

Source: Men & Magic (1974)

OD&D Fighting Men are distinguished by these main triats:

  • Ability to use any weapon ("All magical weaponry is usable by fighters")
  • Can swap 2 points of Intelligence or 3 points of Wisdom for 1 point of Strength
  • Higher HP ("more 'Hit Dice'")
  • Can become "Barons" at 9th Level by building a castle. Barons gain 10 gp/inhabitant of their baron/game year, and can invest in their holdings to improve their income.
  • To-hit rolls and saving throws advance every 3 levels (as opposed to 4 for clerics, and 5 for magic-users). Best saves in the game vs. Dragon Breath.

Holmes BasicEdit

Source: Dungeons & Dragons (1978)

Fighters in this edition are distinguished by these main traits:

  • Can swap 2 points of Intelligence or 3 points of Wisdom for 1 point of Strength
  • Can use any weapon and wear any kind of armor
  • Higher Hit Die than other classes (d8), leading to higher HP

AD&D 1eEdit

Source: Player's Handbook (1978), Dungeon Master's Guide (1979)

First edition Fighters are distinguished by these main traits:

  • Higher HP (d10 for Hit Dice)
  • Can use "any sort of armor or weapon"
  • Can build a "Freehold" at 9th Level. This attracts men-at-arms led by an above-average fighter, who serve as mercenaries, and allows the fighter an income of 7 sp/inhabitant/month
  • To-hit rolls advance every 2 levels (vs. 3 for cleric-types, 4 for thief-types, and 5 for mage-types) to an average of 5 better than other classes at the highest levels
  • Saving throws advance every 2 levels (vs. 3 for cleric-types, 4 for thief-types, and 5 for mage-types). Best saves in the game vs. Petrification/Polymorph and Breath Weapon.

AD&D 2eEdit

Source: Player's Handbook (1989)

Second edition Fighters are distinguished by these main traits:

  • Higher HP (d10 for Hit Dice, bonus from high CON score)
  • Extra melee attacks per round (2/round at high levels)
  • Specialization allows for higher accuracy and damage with attacks
  • Ability to use any weapon or armor
  • Can run a barony at 9th level, attracting followers and elite house guards, and gaining income from taxes and development
  • THAC0 advances every level (vs. 2/3 for priests, 1/2 for rogues, and 1/3 for mages), ending with +7 over the nearest competitor
  • Saving throws advance every 2 levels (vs. 3 for cleric-types, 4 for thief-types, and 5 for mage-types). Best saves in the game vs. Petrification/Polymorph and Breath Weapon.

Amazon WarriorEdit

Source: Complete Fighter's Handbook (1989)

A fighter from a society of women, a stranger in lands dominated by men. Often under-estimated, at first. They fight with spears and bows primarily, and are skilled with mounts and wilderness survival.

Main Article: Amazon

BarbarianEdit

Source: Complete Fighter's Handbook (1989)

An outsider from a tribal society, impressive but intimidating, with skill at survival.

AD&D 3eEdit

Source: Player's Handbook (2000)

Third edition Fighters are distinguished by these main traits:

  • Higher HP (d10 for Hit Dice)
  • High attack bonus (and thus more attacks) and high Fortitude save
  • Ability to use all armor and any martial or simple weapon
  • Gains combat-related bonus feats that enable special manuevers or enhance attacks or defenses.

Thug (Unearthed Arcana Variant)Edit

Source: Unearthed Arcana (2004)

Thugs are crafty fighters who use their street-smarts to live their life of violence. They have more skills than a typical fighter, are good at tracking people in an urban environment, and wear lighter armor, though their fighting styles are a little less complex and refined in that they give up a feat to gain this breadth

Cunning Fighter (Unearthed Arcana Variant)Edit

Source: Unearthed Arcana (2004)

Cunning fighters give up their bonus feats in exchange for gaining a rogue's sneak attack, allowing them to hit enemies who cannot defend themselves harder.

AD&D 4eEdit

The properties of the fourth edition fighter depend on their subclass and build

Weaponmaster SubclassEdit

Source: D&D Compendium

The weaponmaster is a flexible, military-style fighter who is skilled with a broad array of equipment and fighting styles.

  • Defender role, meaning the ability to interfere with and endure enemy attacks
    • High HP and a large number healing surges
    • Armor proficiencies up to scale, and shields, give high AC
    • Each attack can mark an enemy, giving them a penalty on attacks against others. A marked enemy who attacks another, or shifts, is subject to an interrupting attack.
  • Ability to use simple or military melee or ranged weapons
  • High Fortitude defense

Arena FighterEdit

A gladiator-style fighter defined by high Strength and Dexterity, who tends to use powers that increase mobility and target several enemies at once. They use improvised weapons (often in pairs), and wear lighter armor.

Battlerager FighterEdit

A tough, berserker-style fighter that relies on high Strength and Constitution. Battleragers gain temporary HP with their attacks through "invigorating" powers. They tend to focus on big damage, and wear lighter armor.

Brawling FighterEdit

A fighter who uses an empty hand to punch, grab, and throw their enemies. They fight up-close, and are prone to move enemies around and restrict them more than other fighters.

Great Weapon FighterEdit

A fighter who uses large, two-handed weapons. They focus on Strength and Constitution, and on big, high-damage attacks that fill wide areas.

Guardian FighterEdit

A fighter who focuses on protecting their allies, using a shield and a one-handed weapon. Their sheild enables them to disrupt and push enemies around, and protect those near them.

Tempest FighterEdit

A fighter who uses two weapons at once, using a high Strength and high Dexterity to hit hard and parry enemies' attacks. Tempests wear light armor, and tend to use powers that help them move over the battlefield quickly.

Slayer SubclassEdit

Source: D&D Compendium

Slayers are fighters dedicated to killing monsters, simply pumping out the highest damage possible.

  • Striker role, meaning the ability to deal extra damage with some attacks
    • High HP and a large number healing surges
    • Armor proficiencies up to scale, and high Dexterity,  give high AC
    • Can trigger a Power Strike when they hit, giving a huge bonus to damage.
  • Ability to use simple or military melee or ranged weapons
  • High Fortitude defense
  • Uses Strength and Dexterity for high damage.
  • Use Stances to add effects onto every melee attack

Knight SubclassEdit

Source: D&D Compendium

Knights are fighters who specialize in protecting their allies, locking down enemies while others do the slaying.

  • Defender role, meaning the ability to interfere with and endure enemy attacks
    • High HP and a large number healing surges
    • Armor proficiencies up to scale, and high Dexterity,  give high AC
    • Has an aura of defense that keeps enemies from moving or attacking others
  • Ability to use simple or military melee or ranged weapons
  • High Fortitude defense
  • Uses Strength and Constitution for doughty defense
  • Use Stances to add effects onto every melee attack,

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