Fighter

As a Fighter, you gain the following class features

* **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Fighter level after 1st

#### Proficiencies

* **Armor:** All Armor, Shields
* **Weapons:** Simple weapons, Martial weapons
* **Tools:** One Artisan Tool

* **Saving Throws:** Strength, Constitution
* **Skills:** Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival, and Smithing

#### Equipment

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

* *(a)* Linked Metal Armor, or *(b)* Leather Armor, A Longbow, and 20 arrows
* *(a)* A Martial Weapon and a Shield, or *(b)* 2 Martial Weapons
* *(a)* A Light Crossbow and 20 bolts, or *(b)* 1 Ranged weapon
* An explorers pack

## 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.

### Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

### Close Quarters Shooter

When attacking creatures that are within 5ft of you with a Black Powder weapon or Crossbow, you have advantage on the attack roll. However, if attacking any creature with a Black Powder weapon or Crowssbow from further than 20ft., you have disadvantage on the attack roll

### Sniper

When attacking creatures that are further than 30ft. from you, you gain advantage on your attack roll. Furthermore, if attacking any creature that is closer than 30ft with a ranged weapon you have disadvantage on attack rolls.

### 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.

### Mariner

As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

### Protection

When a creature you can see attacks a target other than you that is within your movement speed feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

### Tunnel Fighter

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

### Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

### Blinding 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.

### Interception

When a creature that is within your movement speed takes damage, you may use your reaction to take the damage instead. The attack will deal extra damage based on your Hit Dice and level.

### 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 +1 bonus to the damage roll.

### Unarmed Fighting

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.

## 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.

*This die increases to 2d10 at level 11, and 3d10 at level 16*

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.

## Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques:

* Abyss Walker (HB)
* Arcane Archer
* Banneret (HB)
* Battle Master
* Brute
* Cavalier
* Champion
* Chef (WHB)
* Crusader (HB)
* Dragonslayer (HB)
* Echo Knight
* Eldritch Knight
* Knight
* Monster Hunter
* Pirate (PoD)
* Psi Knight
* Psychic Warrior
* Rune Knight
* Samurai
* Scout(fighter)
* Sharpshooter
* Tower Knight (HB)

## 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. As normal, you can't increase an ability score above 20 using this feature.

## Extra attack

You are able to make a second attack on your attack action.

*This Increases at levels 11, and 20*

## 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.