Cyberpunk 5e Fighter

A master of all kinds of combat, that often blend agility, strength, and precision to dismantle adversaries.

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Creating a Fighter

Class Group: Warrior
Primary Ability: Strength or Dexterity

To create a Fighter, follow the guide in One D&D:

Player Handbook Playtest

Hit Points

Hit Dice: 1d10 per Fighter level
Hit Points at 1st Level: 10 + your Constitution
modifier
Hit Points per Level after 1st: 1d10 (or 6) + your
Constitution modifier

Proficiencies

Saving Throws: Strength, Constitution
Skills (Choose 2): Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Weapons: Simple Weapons, Martial Weapons, Explosives
Tools:

Armor Training

Light Armor, Medium Armor, Heavy Armor, and Shields.

Starting Equipment

As a 1st-level character, you start with the following equipment, or you can forgo it and spend 175 Credits on equipment of your chose one of the following packages.

Option A – Dual Wielder

2x Submachinegun
2x Magazine (8)
Urban Pack

Armored Clothing
Light Katana
10 Credits

Option B – Ranged

Assault Rifle
Magazine (10)
Urban Pack

Armored Jacket
Knife
10 Credits

Option C – Close Combat

Light Pistol
Magazine (10)
Urban Pack

Armored Jacket
Katana
10 Credits

Class Features

You gain all the Class Features listed in the One D&D.

Fighter Subclasses

A Subclass is a specialization that grants you special abilities at certain levels, as specified in the Subclass. All DND subclasses are playable in a Cyberpunk 5e, but some may fit better than others. Ask your DM before choosing a non-cyberpunk subclass.

Street Blade

The Street Blade is a deadly urban warrior skilled in close-quarters combat, cybernetically enhanced for agility and stealth, and proficient in wielding a variety of blades.

3rd Level: Precise Strike

You strike with elegance. As a bonus action, you can give yourself advantage on all weapon attack rolls made for the rest of your turn.

If you used a blade for the attack, you may disengage your enemy as part of your next move action this turn.

3rd Level: Streetwise

You gain proficiency in two of the following skills: Deception, Persuasion, Sleight of Hand, and Stealth.

6th Level: Swift Maneuvers

Increase your walking speed by 10 feet, and gain +1 to AC.

6th level: Elegant Maneuver

You may use a bonus action to get advantage on your next Dexterity (Acrobatics) or Strength (Athletics) check you make this turn.

10th Level: Slicing Strike

While attacking with a blade, you may swap accuracy for an extra attack. If you have advantage on an attack, forgo the advantage and make an extra weapon attack as part of the same action against the same target. You can do this once per turn.

14th Level: Bladed Elegance

your excellence in blade fighting, let’s turn failure into success. If you fail an attack with a blade, you may reroll that attack with advantage. You may use this feature once between long rests.

Combat Medic

The Combat Medic focuses on supporting the team by giving medical aid while still being a heavy fighter.

3rd Level: Combat Medicine

You become Proficient in Medicine and drones. If you are already proficient in one of these, you may choose a skill from your starting Class Proficiencies.

Furthermore, when you administer healing potions, medicine, or nanites, use d6s instead of d4s.

6th Level: Improved Critical

Your knowledge of the human anatomy lets you deal extra devasting blows to humanoids. Your attack rolls with weapons and unarmed attacks score a critical hit on a roll of 19 or 20.  

6th level: Battlefield Luck

Once per combat, you may reroll a saving throw. You must keep the new result.

10th Level: Neural Medic

If you did not use your Neural Integrator in your main phase, you can use a bonus action to make a Heal action with your drone.

14th Level: Superior Critical

Your attack rolls with weapons and Unarmed Strikes can now score a critical hit on a roll of 18–20.

Combat Specialist

As a Combat Specialist, you are professionally trained in combat. Your focus is on dealing with large amounts of damage with the possibility of being stealthy.

3rd Level: Brutal Strike

You strike with brutal precision. Whenever you hit with a proficient weapon, add your Proficiency Bonus to the damage.

6th Level: Covert Training

You become proficient in Stealth. If you are already proficient in one of these, you may choose a skill from your starting Class Proficiencies.

Furthermore, if your enemy is surprised, you have advantage on all attacks against it.

10th Level: Interrupting Attack

You learn to foresee your enemies’ actions. Once per combat, when an enemy attacks an ally, make an attack of opportunity against it. You must be able to see both your ally and your enemy to use this feature.

14th Level: Brutal Critical

When you score a critical, triple the damage dealt by dice.

Urban Pack

Starter Pack, 40 credits

A collection of equipment that can help you survive a run.

1 Waterproof Backpack
1 C5 Explosive
3 Med Patch

1 Flashlight
2 Smoke Grenade
1 Energy Cell