Fighter
The Fighter |
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Level | Proficiency Bonus | Superiority Dice | Features |
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1st | +2 | 1d6 | Fighting Style, Second Wind, Martial Training |
2nd | +2 | 1d6 | Fighting Method |
3rd | +2 | 2d6 | Martial Archetype |
4th | +2 | 2d6 | Ability Score Improvement |
5th | +3 | 3d6 | Extra Attack (x1) |
6th | +3 | 3d6 | Ability Score Improvement |
7th | +3 | 4d6 | Martial Archetype feature |
8th | +3 | 4d6 | Ability Score Improvement |
9th | +4 | 5d6 | Fighting Method Improvement, Master of Arms |
10th | +4 | 5d6 | Martial Archetype feature |
11th | +4 | 6d6 | Extra Attack (x2) |
12th | +4 | 6d6 | Ability Score Improvement |
13th | +5 | 7d6 | Fighting Method Improvement |
14th | +5 | 7d6 | Ability Score Improvement |
15th | +5 | 8d6 | Martial Archetype feature |
16th | +5 | 8d6 | Ability Score Improvement |
17th | +6 | 9d6 | Fighting Method Improvement |
18th | +6 | 9d6 | Martial Archetype feature |
19th | +6 | 10d6 | Ability Score Improvement |
20th | +6 | 10d6 | Extra Attack (x3) |
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 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) 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
You adopt a particular style of fighting as your specialty. You gain one of the following Fighting Style Martial Feats of your choice: Blind Fighting, Defense, Dueling, Geat weapon Fighting, Interception, Thrown Weapon Fighting or Two-Weapon Fighting.
Whenever you gain a Feat at later levels, you are able to pick another Fighting Style and gain its bonus.
Optionaly you can instead chose to gain proficiency in one aditional maneuver of your choice from the Modified Combat Maneuvers page. You also gain two superiority die, which are d6 dice (this dice is added to any superiority dice you have from another source, if they are biger dice use that dice when you roll). This dice is used to enpower your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
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.
Martial Training
Your extensive physical training with the art of combat has allowed you to better utilize Combat Maneuvers, which are used to enhance attacks and provide martial utility in combat. You gain proficiency in a number of maneuvers of your choice, and you add your proficiency modifer to maneuver saves.Number of proficent maneuvers = your proficiency bonus + your intelligence modifier
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Superiority Dice
In the heat of battle you are able to excert bursts of physical superiority to improve your stikes, you draw this power from a pool of d6 dice called Superiority Dice. The amount of the Superiority Dice increases as you gain levels in this class, as shown in the Superiority Dice column of the Fighter table.
Once per attack or skill ckeck, you can roll one Superiority Die and use the result in one of the following ways:
- Hitting hard. When roling for damage on any attack with a armed and unarmed stike.
- Physical Burst. When roling a Acrobatics or Athletics skill check.
- Superiour maneuver. You make it possible to perform a superiour maneuver.
A superiority die is expended when you use it. You regain one expended superiority dice when you finish a short, if you finish a long rest you regain all of your expended superiority dice.
Fighting Methods
Starting at 2nd level, you areWarrior
Action Surge (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. Optionaly, you can expend 2 superiority dice to regain the use of your Action Surge.
Indomitable (9th level)
Your martial discipline have instild a sence of resiliance that yould allow you to turn the tides of combat. If you fail a saving throw, you are able to expend a use of your Indomitable to succed on the roll in stead.
You regain the use of your Indomitable when you finish a long rest. If you have expended your Indomitable, you can use 3 superiority dice to use of your Indomitable.
Unyielding(13th level)
You are able to use the Indomitable feature two times before you take a long rests.
Ultimate Warrior (17th level)
You are able to use the Indomitable feature three times before you take a long rests. And you are also able to use the Action Surge two times before you take a short or long rests.
Battle Master
Combat mastery(2nd level)
You have expertiese in maneuvers. Double your proficiensy bonus when determening how many maneuvers you are proficent in. Additonaly, you are able to use the Search action with only a bonus action, and you can use it to help disern information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to any ability or characteristic of your choise.
Inproved superiority(9th level)
Your superiority dice turn into d8's.
Martial Versatility(13th level)
If you score a critical hit, you gain one superiority die. If you are at your maximum, this extra superiority die lasts until you take a long or short rest.
Your superiority dice turn into d10s.
Masterd superiority(17th level)
Your superiority dice turn into d12s. And if your number of remaining superior dice is les than 4 before you roll initaitve or take a short rest, your curent number of superior dice restored to 4.
Strategist
Stratigems(2nd level)
You gain acces to combat options that could turn the tide of combat should they be used in the right moment.
- Bring it down! Desigante a target that must be destroyed. Untill the end of your next turn, all creature are able to use it's bonus action to make one attack at the target.
- Hold the Line! Desigante a space up to a maximum area of 200 square feet. Any creature friendly to you that stay within this area is able to add your inteligence modifier to their AC, Strength and Dexterity saves. This area lasts for 1 minuit or untill no friendly creature remains within the designated area.
- Withdraw! Any creatures of your choise that can hear you within 60 feet gain +10 to their base momvement speed and can use their reaction to move up to its speed away, without provoking opportunity attacks.
You are able to use these stratigems a number of times equal to your proficensy bonus. You regain any expended uses at the end of a long rest.
Studied Attacks(9th level)
You masterfully study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Just as planed(13th level)
When you finish a long rest, roll a number of d20s equal to your inteligence modifer and record the numbers rolled. You can replace any d20 roll made by you or a creature that you are using your Stratigems on. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each planed roll can be used only once. When you finish a long rest, you lose any unused planed rolls.
Predict Move (17th level)
Your cogantive ability to counter and predict all events around you have reached its ultimate peak. You add your inteligence modifer to your AC, saves, attack and damage rolls.
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.Archetype | Source |
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Arcane Archer | Xanathar's Guide to Everything |
Banneret | Sword Coast Adventurer's Guide |
Cavalier | Xanathar's Guide to Everything |
Champion | Player's Handbook |
Echo Knight | Explorer's Guide to Wildemount |
Eldritch Knight | Player's Handbook |
Psi Warrior | Tasha's Cauldron of Everything |
Rune Knight | Tasha's Cauldron of Everything |
Samurai | Xanathar's Guide to Everything |
Brute | Unearthed Arcana 46 - Three Subclasses |
Knight | Unearthed Arcana 23 - Fighter |
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.
Master of Arms
Beginning at 9th level, whenever you finish a Long Rest, you can choose to replace one of the manuvers that you are proficent in with another Manuver.