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A melee combat class inspired by historical european martial arts and koryuu
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The Fechter
J
ung Ritter lere / got lip haben frawen io ere / So
wechst dein ere / Uebe ritterschaft und lere /
kunst dy dich zyret und in krigen sere hofiret / The Fechter
Ringes guet fesser / Glefen sper swert / vnd Proficiency
messer / Mandleich bederben / vnd In andern Level Bonus Sapa Features
henden verderben
1st +2 - Blossfechten
-Johannes Lichtenauer 2nd +2 2 Maisterhau (d4)
The rhythmic beating of the drum. The echoes of orders 3rd +2 2 School of the Sword
barked at you. Hew! Wind! Void! The repetition of strikes 4th +2 2 Ability Score
against pellwood. The echoes of feders across. Iron masks Improvement
and padded clothes. Cracking of wood on wood. The
distinct sweaty smell of the Salle. That is all that defines 5th +3 2 Extra Attack
you as a Fechter. Someone of the feather and blade! 6th +3 3 Tempered momentum
7th +3 3 School Teaching
Learned in the Salle, tested in the
8th +3 3 Ability Score
Field Improvement
You were trained from youth by a school or guild dedicated 9th +4 4 Maisterhau (d6)
to the art of combat. Both mind and body honed as the
greatest weapon of all times. With or without armour, and 10th +4 4 School Teaching
with a multitude of weapons, you stride both battlefields 11th +4 4 Peak Skill (d8)
and tournaments alike with ardent fervour! 12th +4 5 Maisterhau (d8)
Duerch kunts, Zorn! 13th +5 5 Tempered in Combat
While other combatants place their trust into strength and 14th +5 5 School Teaching
prowess, you value your skill at arms more than brute 15th +5 6 Maisterhau (d10)
force. Therefore, you fight with forethought and grace. You 16th +5 6 Ability Score
place your faith in your learned skills that can be applied at Improvement
a moment’s notice to stop an enemy’s advance
17th +6 6 School Teaching
Creating a Fechter 18th +6 7 Maisterhau (d12)
As you build your Fechter, think wisely. Are they going to 19th +6 7 Ability Score
fight without armour? Will it be a wandering fencer? Self- Improvement
taught? Do they have a mentor? Did they attend a school or 20th +6 7 Sword Mastery
guild? Are they still a part of the guild? How did your
background bring you into the shoes of a fencer? Did
something happen to make them pick up the sword? Or did
it start with a childhood dream, as you were welding a
wooden sword, pretending to be a knight or a mighty saint? Proficiencies
Whatever the reasons were, you are not only versed in Armor: Light and Medium armour, Shields
combat, but also in otherworldly arts. As the most Weapons: Simple weapons, Martial weapons
prominent way to learn the sword was to study the Tools: none
treatises and bury yourself into tomes of the masters.
Saving Throws: Dexerity, Intelligence
Skills: Choose two skills from Athletics, History, Nature,
Class Features Insight, Intimidation, Perception Performance, and
As a Fechter, you gain the following class features Survival
Equipment
Hit Points You start with the following equipment, in addition to the
Hit Dice: 1d10 per Fechter level equipment granted by your background:
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your (a) scale mail or (b) melee weapon and a buckler
Constitution modifier per Fechter level after 1st (a) longbow and 20 arrows or (b) a lance
a longsword
(a) dungeoneer’s pack or (b) an explorer’s pack
THE FECHTER
2
Blossfechten School of the Sword
You are trained from the beginning to fight with skill and At the 3rd level pick a school that your character
knowledge. Due to that training you gain the following specialises in. The following styles are available to you:
benefits: Marxbrüder: Master the combat in heavy armour and
When not wearing any armour, you may add your with heavy weapons while being the judge, jury, and
Intelligence modifier to your Armour Class executioner.
When wielding any melee weapon, that does not have Freifechter: Focus your attention on the art of duelling
the Heavy property, you can use your Dexterity modifier and tournaments, by being an observant judge of the
instead of your Strength modifier for both attack and situation.
damage rolls. Jigen-Ryuu: Master the motion of the sword by
neglecting additional attacks. There’s only one swing on
Maisterhau your mind, and if you miss you might as well be dead.
Reaching the 2nd level, you have trained enough to be Armiraze: There’s no such thing as dirty fighting.
proficient in the Maisterhaus. History is written by the winning side.
Maisterhaus: These moves allow you to perform various These Schools of the sword can be found at the end of
specialised techniques that require timing and planning. the class document.
Maisterhau Dice: All Maisterhaus deal an additional
1d4 damage of the same type as the weapon you are Ability Score Improvement
wielding. This die increases at level 6, level 9, level 12, level
15, and level 18; as described in The Fechter table above. When you reach 4th level, and again at 6th, 8th, 16th, and
Sapa: Your Sapa, or breath, is determined by your level. 19th level, you can increase one ability score of your choice
You have 2 points of Sapa at the 2nd level. All points of by 2, or you can increase two ability scores of your choice
Sapa are recovered after a short or a long rest. An attack by 1. As normal, you can’t increase an ability score above 20
can be declared as only one Maisterhau. using this feature.
Using Maisterhaus: To use a Maisterhau, declare an
attack a Maisterhau and spend 1 point of Sapa. You can Extra Attack
only use one Maisterhau per turn. You have access to the Beginning at 5th level, you can attack twice, instead of
following five Maisterhaus. You may gain more of them once, whenever you take the Attack action on your turn.
depending on your school:
Zornhau: When declaring an attack a Zornhau, if the Tempered Momentum
target has already made an attack this round, you gain When you reach the 6th level you can add your Intelligence
advantage on this attack roll against them. Additionally, Modifier to your Initiative.
you add your Maisterhau die to the attack roll.
Krumphau: When declaring an attack a Krumphau, the Peak Skill
target has disadvantage on its next attack. Additionally,
you add your Maisterhau die to the attack roll. At the 11th level you gain insight into the art of combat.
Twerhau: When declaring an attack a Twerhau, you can Any successful melee weapon attack deals an additional
use the Dodge action as a bonus action. Additionally, 1d8 damage of the same type as the weapon you are
you add your Maisterhau die to the attack roll. wielding.
Schielhau: As a reaction, make an attack against an
enemy that moves into your weapon’s reach. If your Tempered in Combat
attack succeeds the enemy stops their movement in Beginning at the 13th level, you gain 1 point of Sapa if you
front of you. Additionally, you add your Maisterhau die have less than half of your Sapa(rounded down) at the
to the attack roll. beginning of a combat encounter.
Scheitelhau: When declaring an attack a Scheitelhau,
you can use the Disengage action as a bonus action.
Additionally, you add your Maisterhau die to the attack Sword Mastery
roll. When you attain level 20, you gain the following benefits.
These represent your intense training and dedication to the
art of the sword:
You generate 1 point of Sapa every turn you made a
successful melee attack
Select one Maisterhau you know. This maisterhau does
not cost you a point of Sapa when used.
You are no longer limited to using only one Maisterhau
per turn.
T
hroughout history there have been many a Sprachfenster: As a reaction you can add your
sword school. Here are a few prominent Maisterhau die to your AC. If that would bring your AC
ones that made their impact on history itself. above the opponent’s attack roll, the attack fails. This
has to be used before the DM declares the result.
Hand of the Law
Starting at the 7th level you are trained in understanding
the intricacies of the law. If you don’t already have it, you
Marxbrueder gain proficiency in the History skill. Whenever you are
You are a part of a long-standing tradition of Fechters. using the History skill for anything Law related you add
Besides being trained in the art of combat, you are also an double your proficiency bonus to the roll.
instructor, someone the students look up. And by the
Emperor’s Decree you can demand double pay. The Short Sword
From the 10th level onwards, when using a longsword or
Harnischfechten greatsword your attacks ignore damage resistance as if
The skill at arms you learned in your school enables you to your weapon was magical.
fight more effectively on the field of battle. At the 3rd level
you gain the following bonuses: Doppelsoldner
You are proficient with heavy armour. Starting at 14th level, your training with grand weapons
Your Blossfechten applies to any kind of melee weapon, makes you a force to reckon with. Any two handed weapon
even the ones with the Heavy property. that already doesn’t have a Reach property gains the Reach
property.
Furthermore,you gain the following two Maisterhaus:
Mordhau: This Maisterhau can only be used with a Lion of crown and sword
longsword or greatsword. You grip the sword by the On the 17th level, you have reached the epitome of your
blade and strike your opponent with the pommel or skill as a Marxbrüder. When wearing heavy armour of any
crossguard. The type of damage changes into Blunt and kind you gain resistance to bludgeoning, piercing, and
deals additional damage equal to the Maisterhau die. If slashing damage.
the opponent wears heavy armour, you have advantage
on this attack.
W
hat is the master without his tools? What is
a fencer without swords to use? In this
appendix you will find several historical
weapons that you can use for your fencer. Other Weapons
These weapons are intended to be accurate It would have been too much to include every
representations of actual historical weapons weapon from every historical manuscript, so we
used by the fenchinf schools described decided to keep only those that aren't mentioned
above. These weapons can be used with conjunction of the in the Player's Handbook
ones in the Player's Handbook or with the Basic Rules. If you need further weapons, feel free to take
Weapons presented here are thematically tied to the any from the Player's Handbook or the Basic
Marxbrueder and Freifechter subclasses. These are Rules and rename them to fit the weapon you
traditional weapons used by the fencers in the historical need for your Fechter!
schools.
Historical Weapons
Name Cost Damage Weight Properties
Simple Weapons
Buckler 1gp d4 bludgeoning 2lb. Light
Dussack 4gp d6 slashing 2lb. —
Federschwert 5gp d6 bludgeoning 3lb. Versatile (d8)
Marial Weapons
Langmesser 20gp d6 slashing 3lb. Light
Kriegsmesser 20gp d10 slashing 3lb. Finesse, two-handed
Social links
If you like this class feel free to check out the social links of
everyone involved:
Ordoalea Publishing Twitter
The Kind GM Twitter
APPENDIX - Weapons
8