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# The Fighter, Revised A human in clanging plate armor holds her shield before her as she runs toward the amassed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault. A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses. A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him. All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face. ### Well-Rounded Specialists Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike. ### Trained for Danger Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters. Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example. ### Creating a Fighter As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors. You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions— the only things that stand between you and death’s embrace. #### Quick Build You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight martial archetype. Second, choose the soldier background. \pagebreakNum
##### The Fighter, Revised | Level | Proficiency Bonus | Features | Superiority Dice | Maneuvers Known | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Fighting Style, Second Wind | — | — | | 2nd | +2 | Action Surge (one use) | — | — | | 3rd | +2 | Combat Superiority, Martial Archetype, Physical Prowess | 3 | 4 | | 4th | +2 | Ability Score Improvement | 3 | 4 | | 5th | +3 | Extra Attack (1), Improved Fighting Style | 3 | 4 | | 6th | +3 | Ability Score Improvement | 3 | 4 | | 7th | +3 | Martial Archetype Feature | 4 | 5 | | 8th | +3 | Ability Score Improvement | 4 | 5 | | 9th | +4 |Indomitable (one use), Action Surge (two uses) | 4 | 5 | | 10th | +4 | Martial Archetype Feature, Second Wind Improvement | 4 | 6 | | 11th | +4 | Extra Attack (2) | 4 | 6 | | 12th | +4 | Ability Score Improvement | 4 | 6 | | 13th | +5 | Indomitable (two uses) | 5 | 6 | | 14th | +5 | Ability Score Improvement | 5 | 6 | | 15th | +5 | Martial Archetype Feature, Fighting Style Improvement | 5 | 7 | | 16th | +5 | Ability Score Improvement | 5 | 7 || | 17th | +6 | Action Surge (three uses), Extra Attack (4) | 5 | 7 | | 18th | +6 | Martial Archetype Feature | 5 | 7 | | | 19th | +6 | Ability Score Improvement | 5 | 7 | | 20th | +6 | Action Surge (four uses), Legendary Warrior | 5 | 7 |
### 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 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 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 a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again. Your Fighting Style gains improvements at 5th level, and again at 15th level. #### Archery You gain a +2 bonus to Attack rolls you make with Ranged Weapons. At 5th level, you gain a +1 bonus to damage rolls you make with Ranged Weapons. At 15th level, your attacks with Ranged Weapons ignore half and three-quarters cover. #### 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. At 5th level, you gain a +2 to attack rolls against any creature within your blindsight. At 15th level, your blindsight radius becomes 15 feet. \pagebreakNum #### Defense While you are wearing armor, you gain a +1 bonus to AC. At 5th level, When a creature hits you with an Attack while you are wearing armor, you gain a +2 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. At 15th level, you may use your reaction to reduce damage from a Weapon attack by 1d10 + you proficiency bonus (to a minimum of 0 damage). You must be wearing armor to use this reaction. #### 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. At 5th level, when you are wielding a melee weapon in one hand and no other Weapons, you may use your reaction to add +2 to your AC until the end of the current turn. At 15th level, when you are wielding a melee weapon in one hand and no other Weapons, your bonus to Damage Rolls increases to +3. #### 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. At 5th level, you gain a +1 to AC while wielding a weapon in two hands. At 15th level, you gain a +2 to damage rolls with weapons you are wielding with two hands. #### 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 (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. At 5th level, when you reduce damage from an attack to 0, you may make a single weapon attack against the attacker as part of the same reaction. At 15th level, you may roll an additional 1d10 and add it to the total when reducing damage. #### 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. At 5th level, you gain a +1 bonus to attack rolls with thrown weapons. At 15th level, when you take the Attack action and make a thrown weapon attack, you may make one additional attack as part of the same action. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. At 5th level, you gain a +1 to attack rolls when you engage in two-weapon fighting. At 15th level, you may make two attacks as a bonus action when you engage in two-weapon fighting. \columnbreak #### 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. Additionally, at the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. At 5th level, you gain a +1 bonus to attack and damage rolls with unarmed attacks. At 15th level, your unarmed strike damage becomes 1d8 + your Strength modifier, and while you aren't wielding any weapons or a shield, the d8 becomes a d10. ### 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. At 10th level, the healing you receive becomes 2d10 + your fighter level. At 20th level, the healing you receive becomes 3d10 + 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 on top of your regular action. You regain one use of this feature when you complete a Short Rest, and all uses when you regain a Long Rest. You gain additional uses of this feature at 9th, 17th, and 20th level, but can only use it once on the same turn. ### Combat Superiority At 3rd level, you gain access to Maneuvers, different techniques to augment your combat. The Maneuver options are listed at the end of the class. - *Maneuvers.* You know 4 Maneuvers to begin with, and learn an additional one at 7th, 10th, and 15th level. - *Superiority Dice.* These Maneuvers are fueled by Superiority Dice, which are d8s. You have 3 to start, and gain an additional one at 7th and 13th level. At 10th level they become d10s, and at 18th level they become d12s. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. - *Saving Throws*. The saving throw DC is calculated as follows: 8 + your proficiency bonus+ your Strength or Dexterity modifier (your choice) ### 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. \pagebreakNum ### Physical Prowess At 3rd level, you may gain Expertise in either Athletics or Acrobatics. Additionally, you may add half of your Dexterity score (rounded up) to a long jump you make, or half of your Dexterity modifier (rounded up) to a high jump you make. ### 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 17th 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 Short or Long Rest. You can use this feature twice between rests starting at 13th level. ### Legendary Warrior By 20th level, few mortals can match your combat prowess. Your Strength, Dexterity, and Constitution all increase by 2, as does your maximum for those scores. ### Maneuvers List The following are the Maneuver options. #### Ambush When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated. #### Bait and Switch When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. \columnbreak #### Brace When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll. #### Blinding Strike When you hit a creature with a weapon attack, you may spend a superiority die to attempt to blind your opponent. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the next time the target makes an attack, it must roll a die equal to your superiority die, and subtract the number from its attack roll. #### Charge When you take the Attack action on your turn, you may spend a superiority die to rush headlong into the fray. You gain 15 feet of movement. If you use all of it before attacking, your first attack has advantage and deals additional damage equal to your superiority die. #### Commander's Strike When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. #### Commanding Presence When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check. #### Crippling Attack When you hit a creature with a weapon attack, you may expend a superiority die to attempt to cripple it. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failure, the creature's walking speed is reduced to 0 until the end of it's next turn, and it cannot benefit from any bonus to its walking speed. #### Disarming Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. \pagebreakNum #### Distracting Strike When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. #### Evasive Footwork When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. #### Feinting Attack You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll. #### Flash of Lightning When you roll initiative, you may spend a superiority die to draw your weapon and strike with blinding speed. You immediately gain 10 feet of movement and may move up to your speed and make a melee weapon attack, adding your superiority die to the damage of the attack if it hits. #### Goading Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. #### Grappling Strike Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. #### Lunging Attack When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll. #### Maneuvering Attack When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. \columnbreak #### Menacing Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. #### Parry When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. #### Precision Attack When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. #### Pushing Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. #### Quick Toss As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll. #### Rally On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier. #### Riposte When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. #### Sweeping Attack When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack. \pagebreakNum #### Tactical Assessment When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check. #### Tenacious Assault When you miss with a weapon attack, you may use your reaction to expend a superiority die and make a new attack roll. On a hit, you add the superiority die to the attack's damage roll. #### Trip Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.