Fighter

**Fighters** are common in nearly every part of the world and though they are sometimes overlooked due to their widespread nature. They all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.

## Class Feature

### Level 17

Action Surge (2 uses), Indomitable (3 uses)

### Profiencies

* **Armor:** Light, Medium, Heavy, Shield
* **Weapon:** Simple, Martial
* **Skills:** Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
* **Tool:** None

### Equipment and Wealth

Fighter start with the following equipment, in addition to the equipment granted by your background:

* (a) a martial weapon and shield or (b) two martial weapons

* (a) a shortbow and 20 arrows or (b) a light crossbow and 20 bolts

* a backpack has 50 ft. of hempen rope strapped to the side of it, a hammer, 10 pitons, a mess kit, a tinderbox, 5 torches, 5 days of rations, and a waterskin

Alternatively, you can start with 5d4 × 10 gold pieces.

You decide how your character came by this starting equipment or wealth. It might have been an inheritance, or goods that the character purchased or stole during his or her upbringing.

## Feature

### **Fighting Style**

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

 Defense
 Dueling
 Great Weapon Fighting
 Protection
 Two-Weapon Fighting

### **Second Wind**

You have a limited well of stamina that you can draw on to protect yourself from harm. 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 2nd level, you can push yourself beyond your normal limits for a moment. 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.

### **Danger Sense**

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on DEX saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

### **Martial Archetype**

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

### **Ability Score Improvement**

When you reach 4th level, and again at 8th, 12th, 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. As normal, you can’t increase an ability score above 20 using this feature.

### **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.

## Archetype

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

### Champion

Champion focuses on the development of mortal physical power honed to deadly perfection. They combine rigorous training with physical excellence to deal devastating blows and sustaining themselves for great lengths of time in combat.

#### **Improved Critical**

Beginning when you choose this archetype at 3rd level, your weapon attacks or unarmed strikes have better chance to score a critical hit.

 Crits Range

#### **Remarkable Athlete**

Starting at 7th level, as an action, you can give yourself a number of temporary hit points equal to 1d10 + your bonus proficiency. You can use this feature a number of times equal to your CON modifier (a minimum of once). You regain all expended uses when you finish a long rest.

In addition, your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

#### **Additional Fighting Style**

At 10th level, you can choose a second option from the Fighting Style class feature.

#### **Superior Concentration**

Starting at 15th level, as a bonus action, you choose a creature you can see within range and concentrate on it. Up to duration of 1 hour, you deal an extra 1d6 damage to the target whenever you hit it with a weapon or unarmed attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before duration ends, you can use a bonus action on a subsequent turn of yours to concentrate on a new creature.

You can’t use this feature again until you finish a long rest.

#### **Survivor**

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain HP equal to 5 + your CON modifier if you have no more than half of your HP left. You don’t gain this benefit if you have 0 HP.