Epic Fighter

Family: NPC

Medium humanoid (half-orc), lawful neutral fighter (champion, battlemaster) 23

Armor Class 22 (+3 plate)
Hit Points 256 (23d10+1155)
Speed 30 ft.

22 (+6) 15 (+2) 20 (+5) 8 (-1) 14 (+2) 13 (+1)

Saving Throws Str +12, Con +12; Proficiency +7
Skills Athletics +13, History +6, Insight +9, Intimidation +8, Perception +9, Survival +9
Senses darkvision 60 ft., passive Perception 19
Languages Common, Orcish


  • Action Surge (2/Short Rest). Once on their turn, the epic fighter can take an additional action on top of their regular action and a possible bonus action. Armament Specialization. The epic fighter gains a +1 bonus to attack and damage rolls with greataxes, and while wearing plate their Armor Class increases by +1 (these are included in their statistics).
  • Boots of Speed. The epic fighter can use a bonus action and click the boots’ heels together. Until the epic fighter clicks their heels together again to end the effect, the boots double their walking speed, and creatures have disadvantage on opportunity attacks against them. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until the epic fighter finishesa long rest.
  • Indomitable (4/Long Rest). The epic fighter can reroll a saving throw that they fail but must use the new roll.
  • Maneuver Master 1d8 (5/Short Rest). The epic fighter can expend a maneuver dice to perform a single maneuver with an attack.
    • Disarm. A creature the epic fighter has hit with an attack takes 1d8 additional damage and makes a DC 21 Strength saving throw or drops one held item of the fighter’s choice.
    • Feint. The epic fighter can use their bonus action to feint against one creature within 5 feet. They have advantage on their next attack roll against that creature as long as it before the end of their turn. On a hit the epic fighter deals 1d8 additional damage.
    • Menace. On a successful hit with a melee weapon, the epic fighter deals 1d8 additional damage and the target makes a DC 21 Wisdom saving throw or it is frightened of them until the end of the fighter’s next turn.
    • Sweep. The epic fighter chooses a creature adjacent to their target and within their reach and on a hit, the adjacent creature takes 1d8 damage (of the same type as the weapon attack).
    • Trip. The epic fighter deals 1d8 additional damage and if the target is a creature of Large size or smaller, it makes a DC 21 Strength saving throw or is knocked prone.
  • Prestige. Commoners and other NPCs recognize the epic fighter or at the very least know their name, and they are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. There is no major army or mercenary company on the planet that the epic fighter does not know about, along with all the commanders of note within those forces. Any defensive forces or mercenaries that are not hostile towards the epic fighter treat the epic fighter with esteem, giving the epic fighter access to all of their fortifications, and the epic fighter has advantage on Charisma checks made against them.
  • Relentless Endurance (1/Long Rest). When the epic fighter is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead.
  • Remarkable Athlete. The epic fighter adds +3 to any Strength, Dexterity, or Constitution check they make that doesn’t already use their proficiency bonus. In addition, when the epic fighter makes a running long jump, the distance they can cover increases by 6 feet.
  • Ring of Telekinesis. While wearing this ring, the epic fighter can cast the telekinesis spell at will, but they can target only objects that aren’t being worn or carried.
  • Savage Attacks. When the epic fighter scores a critical hit with a melee weapon attack, they can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
  • Second Wind (1/Short Rest). On the fighter’s turn, they can use a bonus action to regain 28 (1d10+23) hit points.
  • Superior Critical. The fighter’s weapon attacks score a critical hit on a roll of 18-20.
  • Survivor. At the start of each of their turns, the epic fighter regains 10 hit points if they have no more than 128 hit points left. The epic fighter doesn’t gain this benefit if they have 0 hit points.


  • Extra Attack. The epic fighter attacks four times. +3 Greataxe. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 16 (1d12+10) magical slashing damage. When the epic fighter rolls a 1 or 2 on a damage die, they can reroll the die and must use the new roll.
  • +1 Handaxe. Ranged Weapon Attack: +14 to hit, range 20/60 ft., one target. Hit: 10 (1d6+7) magical slashing damage. When thrown, the handaxe returns to the fighter’s hands immediately after it hits or misses the target.
  • +1 Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 8 (1d8+3) magical piercing damage.


Warriors across the globe speak the epic fighter’s name in reverence or fear, all knowing that their own skills at combat pale in comparison. Discipline, training, and no small amount of luck have made the epic fighter into the peerless combatant they are now-and more is required lest they lose their edge. Although they’ve certainly reached a climax in their life, the epic fighter knows that to do anything but return to adventuring would mean losing the mettle they’ve fought so hard to achieve.

New Opponents. Whatever reprieve they’ve had has left a yearning in the epic fighter to face off against foes able to defend against and withstand their assault. Whether combatants are mortals or gods matters not, only that they provide the challenge the epic fighter requires to maintain and advance their martial talents.

New Tactics. Not every obstacle in the fighter’s path can be dealt with by sword. Attaining greater might and learning the true limits of their physical capabilities means appreciating different approaches to defense and offense. At the end of the battle however, no matter their enemy the epic fighter will be the last one standing (or damn near it).

New Victories. The fighter’s legendary prowess has traveled further than just one world and they are spoken of in fey courts, the halls of the elemental planes, and places they’ve never heard of-yet. Many powerful entities do not care about the precise nature of an implement, concerned only with its effectiveness, and the fighter’s reliable methodology and approach to problem-solving make them effective indeed. Nary a week passes where they aren’t visited by an otherworldly emissary, find a strange message, or get an unusual request in some other manner.

Section 15: Copyright Notice

Forgotten Crowns © 2022 Mike Myler, Authors Josh Gentry, Jocelyn Gray, Peter Martin, published under license by Legendary Games.

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