Fighter
Fighter — The Encounter
Sellsword champion who lunges where the steel is thickest · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Fighter
They call him a fighter only because there is no grander word that fits — no banner, no bloodline, no oath but the one he keeps with his own edge. He came up among thieves and brutes, the kind of company that teaches a man to read a blade before he reads his letters, and he outlived all of them. Where others hold a line, he breaks one: he picks the largest figure in the press, fixes it with his eyes, and crosses the ground between them in a single committed lunge, steel already falling. Every campfire has its version of him under a different name, and every one ends the same — the champion still standing, breathing hard, wiping the blade clean. Hire him and he will earn the coin twice over. Cross him, and you will learn why the survivors of his old crew speak of him only in the past tense, and only quietly.
Run Fighter in Sixty Seconds
- Kill-priority: he is a single-target assassin. He fixes on your lowest-AC or lowest-HP back-liner and crosses the room to it — put a body in his lane or he reaches the caster turn one.
- Open with Lunging Charge: 15-ft. straight move, +2d8 damage, DC save or prone, then both longsword swings land on a target lying on the ground.
- Hold the Parry reaction every round for the party's hardest-hitting melee attacker — +3 AC can flip a crit into a miss.
- When bloodied, spend Second Wind (recharge 5-6) for ~16 HP back; he is built to outlast a single exchange, so don't expect him to fold at half.
- Three ways to run him: (1) hired blade who fights for the highest bidder and switches sides mid-battle, (2) loyal champion guarding a weaker boss, (3) a rival adventurer mirroring the party's own fighter.
Fighter
Medium humanoid (human), any alignment
CR 6 · 2,300 XP · GUIDELINEBrave. The fighter has advantage on saving throws against being frightened.
Lunging Charge. (Signature.) If the fighter moves at least 15 feet straight toward a creature before making a melee attack, that attack deals an extra 9 (2d8) slashing damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone. The fighter can use this trait only once per turn.
Actions
Multiattack. The fighter makes two longsword attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d8+4) slashing damage, or 19 (2d10+4) slashing damage if used with two hands.
Second Wind (Recharge 5-6). The fighter regains 16 (3d8+3) hit points.
Bonus Actions & Reactions
Parry (Reaction). When a creature the fighter can see hits it with a melee attack, the fighter adds 3 to its AC against that attack, potentially causing it to miss.
A scarred sellsword caught mid-lunge, longsword flashing overhead as he vaults from a shattered crystal outcrop, snarling into the teeth of the fight.
Fighter, Bound
Companion · acts on your initiative
Bound · GUIDELINEHold the Line (signature). While Fighter is within 5 feet of the fighter, the fighter cannot be knocked prone or moved against its will by a creature of its size or smaller.
Actions
Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (1d10+4) slashing damage.
Reactions
Covering Strike. When an enemy within 10 feet hits the fighter, Fighter makes one halberd attack against that enemy.
A grim retainer who fights at the champion's flank, planting a halberd wherever the master's lunge leaves an opening.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open by charging the squishiest caster with Lunging Charge to knock it prone, then full-attack it on the floor. Hold Parry for the party's hardest hitter. As a tier-1 elite he wants one or two minions screening his flanks rather than fighting alone.
Open by lunging at the back-line spellcaster or healer; the prone-knock plus two longsword swings can drop a soft target in one round. Save Parry for the party's heaviest melee striker and burn Second Wind the turn you dip below half. Pairs with archers or a controller who can pin the party while he picks off priorities.
Run him as the bodyguard or champion of a larger threat, not the centerpiece — he has no legendary actions to out-pace a high-level party. Open on the most dangerous PC with Lunging Charge, Parry the biggest single hit each round, and let a bigger boss or a lair full of minions soak the action economy while he assassinates one target at a time.
Put Fighter on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Fighter?
Natively CR 6 (Tier 2, ~2,300 XP) as a hardened veteran sellsword. The record also gives scaled CR 2-ish (Tier 1) and CR 11-ish (Tier 3) lines so you can drop him into a level 1-4 or 11-15 party without rebuilding the stat block — traits stay identical, only AC, HP, to-hit, DC, and damage shift.
Can Fighter be a companion or ally?
Yes. As a humanoid sellsword he reskins cleanly into a hireling, bodyguard, or recurring rival who can later join the party. Drop his to-hit and damage one band if you want him riding alongside low-level PCs rather than threatening them, and lean on Parry and Second Wind to keep him alive as a frontline ally.
Is Fighter a solo boss?
No — solo_capable is false. He has only one reaction (Parry) and no legendary actions, so a full party will out-act him over a long fight. Run him as an add-on to a flagship threat, backed by minions or a lair, where his single-target lunge can pick off one PC while the bigger danger eats the action economy.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
Played Fighter at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.
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