Fighter

The bread and butter of all martially trained peoples, you may be from a variety of backgrounds: Of Free Marcher grand tourney fame, or a lowly Ferelden soldier.

## Hit Points

**Hit Dice**: 1d10 per Fighter level

**Hit Points at 1st Level**: 10 + your Constitution modifier

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

## Starting Proficiencies

You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.

**Armor:** Light Armor, Medium Armor, Heavy Armor, Shields

**Weapons:** simple Weapons, martial Weapons

**Tools:** none

**Saving Throws:** Strength, Constitution

**Skills:** Choose two Skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

## Starting Equipment

You start with the following items, plus anything provided by your Background.

• (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 hand axes

• (a) a Dungeoneer's Pack or (b) an Explorer's Pack

## Fighting Style

You adopt a particular style of Fighting as your specialty. Choose a Fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

### Archery

You gain a +2 bonus to Attack rolls you make with ranged Weapons.

### 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.

## 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.

## Martial Archetype

At 3rd Level, you choose an archetype that you strive to emulate in your Combat styles and Techniques, such as Champion. 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 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

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.

## Martial Archetypes

Different fighters choose different approaches to perfecting their Fighting Prowess. The Martial Archetype you choose to emulate reflects your approach.

### **Champion**

The archetypal Champion focuses on the Development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous Training with physical excellence to deal devastating blows.

#### *Improved Critical*

Beginning when you choose this archetype at 3rd Level, your weapon attacks score a critical hit on a roll of 19 or 20.

#### *Remarkable Athlete*

Starting at 7th level, you can add half your Proficiency Bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your Proficiency Bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

#### *Additional Fighting Style*

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

#### *Superior Critical*

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

#### *Survivor*

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

### **Battle Master**

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations.

#### *Combat Superiority*

When you choose this archetype at 3rd level, you learn manoeuvres that are fuelled by special dice called superiority dice.

#### *Maneuvers*

You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

#### *Superiority Dice*

You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

#### *Saving Throws*

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: **Maneuver save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

#### *Student of War*

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

#### *Know Your Enemy*

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

* Strength score

* Dexterity score

* Constitution score

* Armor Class

* Current hit points

* Total class levels, if any

* Fighter class levels, if any

#### *Improved Combat Superiority*

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

#### *Relentless*

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.