Fighter
Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.
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
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
(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
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.
Intimidating Defense: When a creature hits you with a weapon attack, you may use your reaction and spend a superiority die to reduce the damage taken by your superiority die plus your proficiency modifier. If this reduces the damage to 0 then your attacker is frightened of you until the end of your next turn.
Precision Attack: When you make a weapon attack against a creature, you can expend a superiority die to add it to the attack roll. You can use this maneuver before or after making the attack roll.
Quick Step: Before you would be affected by a harmful area of effect, you may use your reaction and spend a superiority die to immediately move 10 feet, if you can move and your speed is at least 10 feet. This movement does not provoke attacks of opportunity.
Scatter the Weak: After you reduce a creature to 0 hp, you may spend a superiority die to make an intimidating display, affecting all enemies within 20 feet of your victim. Each enemy whose CR is no greater than half your level must make a Wisdom saving throw or become terrified of you for one minute or until it takes damage. A creature who passes their saving throw is immune to this effect for 24 hours. A terrified creature loses its reaction and must spend its turns trying to move as far away from you as it can. If there's nowhere to move, the creature can use the Dodge action.
Size Up: When you take the Search action you may spend a superiority die to assess a creature you can see. Roll a DC 15 Intelligence (Investigation) check. On a success the GM will tell you the creature's CR, number of hit dice, AC, and saving throw modifiers. On a failure, the GM will only tell you their CR and number of hit dice.
Wrist-breaker: When you hit with a weapon attack, you can expend a superiority die to attempt to disarm. Add the superiority die to the attack’s damage roll, and the creature must make a Strength saving throw or drop their held items.
Level | Proficiency Bonus | Superiority Dice | Maneuvers Known | Features |
---|---|---|---|---|
1st | +2 | - | - | Fighting Style, Second Wind |
2nd | +2 | - | - | Action Surge (one use) |
3rd | +2 | 3 (d8) | 4 | Martial Archetype, Maneuvers |
4th | +2 | 3 (d8) | 4 | Ability Score Improvement |
5th | +3 | 3 (d8) | 4 | Lightning Strike |
6th | +3 | 3 (d8) | 4 | Ability Score Improvement |
7th | +3 | 4 (d8) | 5 | Martial Archetype Feature |
8th | +3 | 4 (d8) | 5 | Ability Score Improvement |
9th | +4 | 4 (d8) | 5 | Indomitable (one use) |
10th | +4 | 4 (d10) | 6 | Martial Archetype Feature |
11th | +4 | 4 (d10) | 6 | Extra Attack |
12th | +4 | 4 (d10) | 6 | Ability Score Improvement |
13th | +5 | 5 (d10) | 7 | Indomitable (two uses) |
14th | +5 | 5 (d10) | 7 | Ability Score Improvement |
15th | +5 | 5 (d10) | 7 | Martial Archetype Feature |
16th | +5 | 5 (d10) | 7 | Ability Score Improvement |
17th | +6 | 5 (d10) | 7 | Action Surge (two uses), Indomitable (three uses) |
18th | +6 | 5 (d12) | 7 | Martial Archetype Feature |
19th | +6 | 5 (d12) | 7 | Ability Score Improvement |
20th | +6 | 5 (d12) | 7 | Deadly Finisher |
Class Features
As a fighter, you gain the following class featuresHit Points
Hit Dice: 1d10 per fighter levelHit 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, shieldsWeapons: 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
Equipment
You start with the following equipment, in addition to the equipment granted by your background: (a) scale armor 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 handaxes
(a) a dungeoneer’s pack or (b) an explorer’s 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.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. 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. Choose one of the archetypes detailed at the end of the class description. The archetype you choose grants you an expanded pool of combat maneuvers, as well as special features at 3rd level and again at 7th, 10th, 15th, and 18th level.Maneuvers
At 3rd level, you learn four maneuvers of your choice from the list of Basic Maneuvers below or your martial archetype's maneuver list. You can choose from both up to four maneuvers. Maneuvers are fueled by Superiority Dice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn an additional maneuver of your choice at 7th, 10th, and 15th level. Each time you gain a level in this class, you can replace one maneuver you know with a different one. Superiority Dice: You have three 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. At 10th level your superiority dice become d10s, and at 18th level they become d12s.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 8 + your Dexterity or Strength modifier (your choice) + your proficiency bonus.
Basic Maneuvers
Crushing Blow: When you hit with a weapon attack, you can expend a superiority die to attempt to knock the creature off balance. You add your superiority die to the attack's damage, and you may make a free shove attempt against the creature.Intimidating Defense: When a creature hits you with a weapon attack, you may use your reaction and spend a superiority die to reduce the damage taken by your superiority die plus your proficiency modifier. If this reduces the damage to 0 then your attacker is frightened of you until the end of your next turn.
Precision Attack: When you make a weapon attack against a creature, you can expend a superiority die to add it to the attack roll. You can use this maneuver before or after making the attack roll.
Quick Step: Before you would be affected by a harmful area of effect, you may use your reaction and spend a superiority die to immediately move 10 feet, if you can move and your speed is at least 10 feet. This movement does not provoke attacks of opportunity.
Scatter the Weak: After you reduce a creature to 0 hp, you may spend a superiority die to make an intimidating display, affecting all enemies within 20 feet of your victim. Each enemy whose CR is no greater than half your level must make a Wisdom saving throw or become terrified of you for one minute or until it takes damage. A creature who passes their saving throw is immune to this effect for 24 hours. A terrified creature loses its reaction and must spend its turns trying to move as far away from you as it can. If there's nowhere to move, the creature can use the Dodge action.
Size Up: When you take the Search action you may spend a superiority die to assess a creature you can see. Roll a DC 15 Intelligence (Investigation) check. On a success the GM will tell you the creature's CR, number of hit dice, AC, and saving throw modifiers. On a failure, the GM will only tell you their CR and number of hit dice.
Wrist-breaker: When you hit with a weapon attack, you can expend a superiority die to attempt to disarm. Add the superiority die to the attack’s damage roll, and the creature must make a Strength saving throw or drop their held items.