Militant (D&D Fighter variant)

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Unofficial rules compendium

The militant is a fighter variant that is less specialized in fighting techniques and learns more skills. Some militants are militiamen who keep a civilian career on the side. Others are army regulars who learn extensive and specialized skills required for their position, such as naval officers, artillerists, military engineers, mapmakers, and logistics specialists. Others mix might and art as government officials, tax collectors, law enforcers, bodyguards, security specialists, or military advisers.


Skills. Six skill points each level. Class skills: Appraise, Climb, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (all), Listen, Perform, Profession, Ride, Search, Sense Motive, Spot, Survival, Swim, and Use Rope.

Weapon and Armor Proficiency: The militant is proficient with all simple and martial weapons, as well as light and medium armor and with shields (including tower shields).

Bonus Feats: Get a bonus feat every three levels, that is at level 1, 3, 6, 9, 12, 15, 18. Add Armor Proficiency (heavy) to the list of bonus feats.