Fighter

A master of weaponry and armor, the Fighter excels in all combat styles, making them the true warriors of the realm. Swing axes, wield swords, shoot bows, or trap foes in nets with unparalleled skill and finesse. But here's the exciting part – you get to choose a specialization like archery, dual-wielding, or magic to become an unstoppable force on any battlefield. Will you be the precise archer that takes down enemies from afar, or the whirlwind of blades slashing through foes with lightning speed? or even the one who summons a mote of fire towards their enemies before charging in? The choice is yours, brave adventurer!

## Class Features

As a fighter, you gain the following class features.

### **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.

### **Proficiencies**

* **Armor:** All armor, shields.
* **Weapons:** Simple and martial weapons.
* **Tools:** None.
* **Saving** **Throws**: Strength, Constitution
* **Skills:** Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

### **Equipment**

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

* (a) chain mail or (b) leather, 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

## Fighting Style

At first level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

* **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

At first level, 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

At second 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. And twice between rests at level 17.

## Martial Archetype

At 3rd Level you choose an archetype that you strive to emulate in your combat styles and techniques. Choose between one of the following:

* Champion
* Battle Master
* Eldritch Knight

## **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. Alternately you can take a feat in place of your Ability Score Improvement.

## 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.