Fighter Class
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 weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival. You can replace one of your chosen skills with proficiency in an exotic weapon of your choice.
You also gain proficiency in martial checks automatically
| Level | Proficiency Bonus | Martial Dice | Features |
|---|---|---|---|
| 1st | 2 | - | Fighting Style, Second Wind |
| 2nd | 2 | D4 | Action Surge (x1), Martial Dice |
| 3rd | 2 | D4 | Martial Archetype feature |
| 4th | 2 | D4 | Ability score increase |
| 5th | 3 | D6 | Extra Attack(x1), Tactical Shift, Battle Skills |
| 6th | 3 | D6 | Ability Score Increase |
| 7th | 3 | D6 | Martial Archetype Feature |
| 8th | 3 | D6 | Ability Score Increase |
| 9th | 4 | D8 | Indomitable (x1) |
| 10th | 4 | D8 | Martial Archetype Feature, Second Wind Improvement. |
| 11th | 4 | D8 | Extra Attack(x2) |
| 12th | 4 | D8 | Ability Score Increase |
| 13th | 5 | D10 | Indomitable(x2) |
| 14th | 5 | D10 | Ability Score Improvement |
| 15th | 5 | D10 | Martial Archetype Feature |
| 16th | 5 | D10 | Ability Score Increase |
| 17th | 6 | D12 | Action Surge(x2), Indomitable( x3), Second Wind Improvement |
| 18th | 6 | D12 | Martial Archetype Feature |
| 19th | 6 | D12 | Ability Score Increase |
| 20th | 6 | D12 | Extra Attack (x3) |
Fighting Style
At 1st level, You adopt a particular style of fighting as your specialty. Choose an option from the fighting styles article that you meet the prerequisites for. You can't take a Fighting Style option more than once, even if you later get to choose again.
Second Wind
Also at 1st 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.
Martial Dice:
Starting at 2nd level, you gain access to a pool of dice which you may use in various “maneuvers”. You know a number of maneuvers equal to your proficiency bonus. You may switch your maneuvers know after a level up.
You have an amount of martial dice equal to your prof bonus, regaining all uses on a short or long rest
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)
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.
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. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Options
-Arcane Archer
-Battle Master
-Cavalier
-Crimson Knight
-Champion
-Echo Knight
-Grove Warden
- Lunar Knight
-Psi Warrior
-Rune Knight
-Samurai
-Weave Knight
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.
Tactical Shift
also at 5th level, Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Battle Skills
Finally at 5th level, whenever you roll a skill check which you have proficiency in, you may expend and roll a martial die, adding the result to the total. You may do this after the die is rolled, but before the outcome is declared.
Indomitable
Starting at 9th level, If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. 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 before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
Second Wind Improvement
Starting at 10th level, whenever you use your second wind feature it brings back more of your momentum. When you use your bonus action to use second wind, you now regain 2d10 + fighter level instead of 1d10. Additionally you may choose one of the following options to gain benefit as part of this bonus action:
- Regain 2 Martial Die
- Regain 1 Use of Indomitable
- Reduce your exhaustion by one level
At 17th level, you may choose two of these benefits whenever you use your second wind.

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