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# Fighter
| Level | Proficiency
Bonus | Features | Maneuvers Known | Superiority Dice | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | Fighting Style, Second Wind, Combat Superiority | 1 | 1 | | 2nd | +2 | Action Surge (x1) | 1 | 1 | | 3rd | +2 | Martial Archetype | 2 | 1 | | 4th | +2 | Ability Score Improvement, Martial Versatility | 2 | 1 | | 5th | +3 | Extra Attack (x1) | 2 | 2 | | 6th | +3 | Ability Score Improvement, Additional Fighting Style | 2 | 2 | | 7th | +3 | Martial Archetype feature | 2 | 2 | | 8th | +3 | Ability Score Improvement | 2 | 2 | | 9th | +4 | Indomitable (x1) | 2 | 2 | | 10th | +4 | Martial Archetype feature | 3 | 2 | | 11th | +4 | Extra Attack (x2) | 3 | 3 | | 12th | +4 | Ability Score Improvement | 3 | 3 | | 13th | +5 | Indomitable (x1) | 3 | 3 | | 14th | +5 | Additional Fighting Style | 3 | 3 | | 15th | +5 | Martial Archetype feature | 4 | 3 | | 16th | +5 | Ability Score Improvement | 4 | 3 | | 17th | +6 | Action Surge (x2), Indomitable (x3) | 4 | 3 | | 18th | +6 | Martial Archetype feature | 4 | 3 | | 19th | +6 | Ability Score Improvement | 4 | 3 | | 20th | +6 | Extra Attack (x3) | 4 | 3 |
## 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 armour, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** None ___ - **Saving Throws:** Strength, Constitution - **Skills:** Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival \columnbreak #### 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 \pagebreakNum
# Class Features
### Fighting Style You adopt a particular style of fighting as your specialty. At first level, you gain one of the following options. You gain additional fighting styles at 6th and 14th level. You cannot take a Fighting Style option more than once: #### **Archery** You gain a +2 bonus to attack rolls you make with ranged weapons. #### **Blind Fighting** You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. #### **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. The weapon must have the two-handed or versatile property for you to gain this benefit. #### **Interception** When a creature you can see hits a target other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus. You must be wielding a shield or a simple or martial weapon to use this reaction. #### **Thrown Weapon Fighting** You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. \columnbreak
#### **Two-Weapon Fighting** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. #### **Unarmed Fighting** Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal ld4 bludgeoning damage to one creature grappled by you. ### 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. ### Combat Superiority **Maneuvers.** You learn one maneuver of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn additional maneuvers of your choice at 3rd, 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 one superiority die, which is a d6. 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 5th level and one more at 11th level. ___ If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). \pagebreakNum ### 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.
### Ability Score Improvement When you reach 4th level, and again at, 6th, 8th, 12th, 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. ### Martial Versatility Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice: * Replace a fighting style you know with another fighting style available to fighters. * Replace one maneuver you know with a different maneuver.
### 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. \columnbreak ## Battle Master (Variant)
### Student of War When you take this archetype at 3rd level, you gain the following features: - Your superiority dice become d8's - You gain two additional superiority dice, and each time you would gain a superiority die from gaining a level this class, you instead gain two. - You learn one additional maneuver, and each time you would learn a new maneuver from gaining a level this class, you instead learn two. - 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.
## Credits ##### The Alternate Fighter [(1)](https://www.gmbinder.com/share/-MN0dAxNRQa0VoQbyvje) by AloofYodeller ##### Variant Fighter [(1)](https://drive.google.com/file/d/1NyxMJwNHAAgAO5wPFL3BAXKEjTnBfjKs/view) by Vorpal Dice Press