ARMSMAN — FIGHTER

Salorras Path: Armsman · 5e 2024 base class: Fighter The armsman is Salorras’s master of arms — the disciplined warrior whose power is earned through steel, drill, and lived battle rather than spell or bloodline. In 5e 2024 terms the armsman is built on the Fighter class. The elite martial traditions a veteran armsman may rise into (Bronze Hoplite, Lawkeeper, Marshall, Warlord, Tamer of Horrors) are this class’s subclasses, chosen at 3rd level.
This file is a self-contained 5e 2024 reference. Mechanics follow the 2024 Player’s Handbook Fighter; only the framing is Salorras-specific. Old 3.5e entry prerequisites (Base Attack Bonus, feat chains, initiation rites) become roleplay flavor in 5e — a character simply chooses the subclass at 3rd level once the story justifies it.
Core Traits
| Primary Ability | Strength or Dexterity |
| Hit Point Die | d10 per Fighter level |
| Saving Throw Proficiencies | Strength and Constitution |
| Skill Proficiencies | Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion, Survival |
| Weapon Proficiencies | Simple and Martial weapons |
| Armor Training | Light, Medium, and Heavy armor; Shields |
| Starting Equipment | Chain mail; a martial weapon + shield, or two martial weapons; light crossbow + 20 bolts; dungeoneer’s pack; 4 GP — or 155 GP |
Hit Points: Start with 10 + Con modifier; gain 1d10 (or 6) + Con modifier per level after 1st.
Class Features by Level
| Lvl | Prof | Features |
|---|---|---|
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery |
| 2 | +2 | Action Surge (one use), Tactical Mind |
| 3 | +2 | Fighter Subclass (Paragon tradition) |
| 4 | +2 | Ability Score Improvement |
| 5 | +3 | Extra Attack, Tactical Shift |
| 6 | +3 | Ability Score Improvement |
| 7 | +3 | Subclass feature |
| 8 | +3 | Ability Score Improvement |
| 9 | +4 | Indomitable (one use), Tactical Master |
| 10 | +4 | Subclass feature |
| 11 | +4 | Two Extra Attacks |
| 12 | +4 | Ability Score Improvement |
| 13 | +5 | Indomitable (two uses), Studied Attacks |
| 14 | +5 | Ability Score Improvement |
| 15 | +5 | Subclass feature |
| 16 | +5 | Ability Score Improvement |
| 17 | +6 | Action Surge (two uses), Indomitable (three uses) |
| 18 | +6 | Subclass feature |
| 19 | +6 | Epic Boon |
| 20 | +6 | Three Extra Attacks |
Level 1 — Fighting Style, Second Wind, Weapon Mastery
Fighting Style. Gain a Fighting Style feat of your choice (Archery, Defense, Dueling, Great Weapon Fighting, Two-Weapon Fighting, etc.). You can later swap it via Tactical Master. Second Wind. As a Bonus Action you regain 1d10 + your Fighter level Hit Points. Two uses, regaining one on a Short Rest and all on a Long Rest; three uses at level 4, four at level 10. Weapon Mastery. You can use the Mastery property of three kinds of weapons you have proficiency with (e.g., Cleave, Push, Sap, Slow, Topple, Vex). You can change one choice on a Long Rest; the number of masteries grows to four at level 4, five at level 10, and six at level 16.
Level 2 — Action Surge, Tactical Mind
Action Surge. On your turn, take one additional action (not a Bonus Action). One use, regained on a Short or Long Rest; two uses at level 17. Tactical Mind. When you fail an ability check, you can expend a use of Second Wind to add 1d10 to the check (no Hit Points are spent if it still fails).
Level 5 — Extra Attack, Tactical Shift
Extra Attack. Attack twice when you take the Attack action. (Two Extra Attacks at 11, three at 20.) Tactical Shift. When you activate Second Wind, you can move up to half your speed without provoking Opportunity Attacks.
Level 9 — Indomitable, Tactical Master
Indomitable. Reroll a failed saving throw, adding your Fighter level to the new roll. Uses scale to two at 13 and three at 17. Tactical Master. When you attack with a weapon whose Mastery you can use, you may replace that weapon’s Mastery with Push, Sap, or Slow for that attack.
Level 13 — Studied Attacks
If you miss a creature with an attack roll, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 19 — Epic Boon
Gain an Epic Boon feat (e.g., Boon of Combat Prowess) or another feat for which you qualify.
Ability Priorities
Lead with Strength (heavy-armor, melee armsmen) or Dexterity (skirmishers, archers, finesse duelists). Constitution second for staying power. A handful of Paragon traditions lean on Charisma (Marshall’s command, Warlord’s presence) or Wisdom (Tamer of Horrors’ beast bond) — noted in each subclass.
Paragon Subclasses (choose one at Level 3)
- Bronze Hoplite — the peerless single-weapon master of the Bronze Regiment; surgical called shots and lethal fatal strikes.
- Lawkeeper — the immovable shield of the Axes of Law; defensive bulwark and automatic counterattack.
- Marshal — the battlefield commander of the Unbound Tower’s war school; auras of authority that elevate allies.
- Warlord — the lawful war-leader who turns a band into a disciplined fighting unit.
- Tamer of Horrors — the beast-bonded armsman of Laernoctus, carrying the pagan blessing of the Druids of Horrors, fighting alongside a tamed magical beast across wild and rough terrain.
- Fury — the iron-drinker whose untaught rage touches the raw Iron Thread of the Fabric, with no mage’s library and no taught formula.