Chapter 3. Jobs
Advanced Ranks and Limit Breaks
Certain jobs in Polyhedral have the limit break feature. Once you meet the maximum rank for these jobs, you can choose to continue advancing in them.
Fighter
Rank | Feature |
---|---|
1 | Fighting Style, Second Wind |
2 | Action Surge |
3 | Martial Path |
4 | Provoke |
5 | Extra Attack (2 attacks) |
6 | Martial Path feature |
7 | Indominatable |
8 | Martial Path feature |
9 | Extra Attack (3 attacks) |
10 | Martial Path feature |
11 | Indominatable (two uses) |
12 | Strike True |
13 | Martial Path feature |
14 | Extra Attack (4 attacks) |
15 | Limit Break |
The fighter is, perhaps, the purest of martial combatants and epitomizes the role of the warrior. Soldiers, mercenaries, many adventurers, and wanders all live their life from one battlefield to another. Some warriors spend their lives perfecting their martial techniques or honing their skill with a particular weapon.
Class Features
As a fighter you gain the following features.
Health
Health at Each Rank: 8 + your Vitality modifier
Proficiencies
Armor: light armor, medium armor, heavy armor, shields
Weapon: simple weapons, martial weapons
Tool: None
Saving Throws: Strength, Vitality
Fighting Style
You have trained in a particular fighting-style. Choose one of the options below. Whenever you gain a rank in this job, you can replace a fighting style you know with another fighting style available to this job. You can’t take the same fighting style more than once.
Blind Fighting. You have blindsight with a range of 10 ft. Even if you are blinded or in an area that is heavily obscured, you can effectively “see” anything that isn’t behind total cover, including a creature that is invisible unless it successfully hides from you.
Defense. While wearing armor, you gain a +2 bonus to your Defense rating.
Dueling. When wielding a melee weapon in one hand and no other weapons, when you miss with an attack you can reroll the attack. You must use the new roll. You can use this ability once per turn.
Great Weapon Fighting. You double your Strength bonus to the damage dealt when you hit with a weapon that you are wielding with two hands. The weapon must have the two-handed or versatile property for you to gain this benefit.
Marksmanship. You gain a +2 bonus to attack rolls you make with ranged weapons.
Protection. When a creature that you can see hits a target other than you with and that target is within 5 feet of you, you can use your reaction to interpose yourself between the creature and the attack taking the damage instead of the intended target. Until the start of your next turn attacks against that creature have disadvantage.
Thrown Weapons. You can draw weapons with the thrown property as part of an attack you make with them. In addition, when you hit with a ranged attack using a thrown weapon, you double the weapon’s damage dice.
Two-Weapon Fighting. When wielding two weapons, one in each hand, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting. Your unarmed strikes 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 deal 5 bludgeoning damage to one creature you are grappling with.
Second Wind
As a bonus action on your turn, you regain health equal to 2D + twice your fighter rank. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at rank 2, you can take one additional action on your turn. Once you use this feature, you must finish a short or long rest before you can use it again.
Martial Path
When you reach rank 3, you choose a path from the available fighter paths. The path you choose grants you features at the following ranks: 6th, 8th, 10th and 13th.
Provoke
At rank 4, as a bonus action on your turn, choose one creature that you can see and that can hear you. Until the end of your next turn that creature has disadvantage on attacks against targets other than you.
Extra Attack
Beginning at rank 5, you can attack twice instead of once, when you take the Attack action on your turn. The number of attacks increases to three when you reach rank 11 and to four when you reach rank 14.
Indomitable
Starting at rank 7, when you fail a saving throw you can choose to succeed instead. You can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at rank rank 11.
Strike True
Beginning when you reach rank 14, you can use a bonus action on your turn to grant yourself perfect insight on the next attack you make. Before the start of your next turn, the next attack you make automatically hits its target, as if you rolled the minimum needed to hit the target.
Limit Break
Upon reaching rank 15, you can choose one limit break ability, provided that you meet the requirements for it. In addition, you can continue advancing in this job’s rank. You gain an additional limit break every 5 ranks, for example you gain an additional limit break at rank 20, another at rank 25, rank 30, etc.
Martial Paths
The following martial paths are available to fighters.
Champion
Your focus is on your raw, physical, power.
Improved Critical
Beginning when you choose this path at rank 3, your weapon attacks score a critical hit when you roll a 5 or a 6 on two or more dice when making your attack roll.
Remarkable Athlete
Starting at rank 6, your skill bonus is doubled for any Strength or Agility check that you have proficiency in. Also, you add half your skill bonus (rounded up) to any unskilled Strength, Agility, or Vitality check that you make.
In addition, when you make a long jump, you add your Strength modifier to the distance of the jump.
Additional Fighting Style
At rank 8, choose a second option from the Fighting Style job feature.
Survivor
Beginning at rank 10, you regain 5 + your Vitality modifier health at the start of each of your turns. You don’t gain this benefit if you are poisoned, diseased, dead, or if you have 0 health.
Superior Critical
At rank 13, your weapon attacks score a critical hit when you roll a 4, 5, or 6 on two or more dice when making your attack roll. In addition, you can score a critical hit when your dice pool is 2D or greater.