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Fighter


Hit Points

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

Proficiences

Armor: All light, medium, heavy, shields
Weapons: All simple, martial
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Overview & Creation

Level Prof. Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (x1)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack(x1)
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (x1)
10th +4 Martial Archetype feature
11th +4 Extra Attack (x2)
12th +4 Ability Score Improvement
13th +5 Indomitable (x2)
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (x2), Indomitable (x3)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (x3)

 


Class Features

Fighting Style

At first level, choose one of the following options:
  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Close Quarters Shooter: You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
  • Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Blind Fighting: Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.
  • Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Unarmed Fighter: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
 

Martial Versatility

Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.  

Maneuver Versatility

If you know any maneuvers from the fighter's Battle Master archetype, you can replace one maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.  

Second Wind

At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.  

Action Surge

Starting at second level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.  

Martial Archetype

At third level, you choose an archetype that you strive to emulate in your combat styles and techniques. It grants you a feature at 3rd level, and again at 7th, 10th, 15th, and 18th level.    

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.  

Proficiency Versatility

Whenever you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).   This change represents one of your skills atrophying as you focus on a different skill.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.  

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.


Starting Equipment

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack
  Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.


Created by

Smiley7789.

Statblock Type

Class Features

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