Fighter
Fighter
| Level | Proficiency Bonus | Features | Maneuvers Known | Superiority Dice | Superiority Die Size |
|---|---|---|---|---|---|
| 1st | +2 | Combat Superiority, Fighting Style | 2 | 2 | d8 |
| 2nd | +2 | Action Surge | 2 | 2 | d8 |
| 3rd | +2 | Martial Archetype | 3 | 3 | d8 |
| 4th | +2 | Ability Score Improvement | 3 | 3 | d8 |
| 5th | +3 | Extra Attack (1) | 3 | 3 | d8 |
| 6th | +3 | Combat Superiority | 5 | 4 | d8 |
| 7th | +3 | Martial Archetype Feature | 5 | 4 | d8 |
| 8th | +3 | Ability Score Improvement | 5 | 4 | d8 |
| 9th | +4 | Indomitable (1) | 5 | 4 | d8 |
| 10th | +4 | Combat Superiority, Martial Archetype Feature | 7 | 5 | d10 |
| 11th | +4 | Extra Attack (2) | 7 | 5 | d10 |
| 12th | +4 | Ability Score Improvement, Additional Fighting Style | 7 | 5 | d10 |
| 13th | +5 | Indomitable (2) | 7 | 5 | d10 |
| 14th | +5 | Combat Superiority, Ability Score Increase | 9 | 6 | d10 |
| 15th | +5 | Martial Archetype Feature | 9 | 6 | d10 |
| 16th | +5 | Ability Score Improvement | 9 | 6 | d10 |
| 17th | +6 | Improved Critical, Indomitable (3) | 9 | 6 | d10 |
| 18th | +6 | Martial Archetype Feature | 9 | 6 | d12 |
| 19th | +6 | Ability Score Improvement | 9 | 6 | d12 |
| 20th | +6 | Relentless | 9 | 6 | d12 |
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 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
Combat Superiority
You are a trained warrior, honed for battle. You display this skill through combat maneuvers that are fueled by special dice called superiority dice.
Maneuvers
You learn two maneuvers of your choice, which are detailed in the description of the PHB Battle Master subclass as they are not available under the OGL and SRD.
Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 6th, 10th, and 14th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice
You have two 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 6th, 10th, and 14th 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 calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
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. Consider offering other Fighting Styles not available under the OGL and SRD.
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. While you are using a shield 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 within 5 feet of you attacks a target other than you, or a creature within 5 feet of you is the target of an attack roll, you can use your reaction to reduce the result by 1d6.
Thrown Weapon Fighting
You gain a +1 bonus on ranged attacks and damage rolls made with thrown weapons.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Additionally, you can make two melee attacks when you use your reaction to make an opportunity attack.
Wrestling
You have advantage on ability checks made to attempt or maintain a grapple.
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.
Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose from the subclass options detailed at the end of the class description. 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, 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
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.
Indomitable
Beginning at 9th level, when you fail a saving throw, you can choose to succeed on the saving throw instead. Once you have used this feature you cannot do so again until you have finished 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.
Improved Critical
When you reach 17th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Relentless
At 20th level, when you have accumulated three successful death saving throws, instead of becoming stable you regain 1 hit point.
Battle Master
Archetypal Maneuver
When you choose this martial archetype at 3rd level, you gain an additional superiority die and learn the Commander's Strike combat maneuver.
The Art of War
When you choose this archetype at 3rd level, you can now apply two of your combat maneuvers to the same attack. All the other requirements of these maneuvers must still be met.
You also gain two additional superiority dice.
Know Your Enemy
Starting at 7th level, you gain the Know Your Enemy feature listed under the Battle Master subclass in the PHB.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Insightful Fighting
Starting at 15th level, you have the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, the creature has disadvantage on attack rolls against you and you have advantage on saving throws made to avoid spell effects originating from the creature. This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Impeccable Form
At 18th level, once per turn when you are targeted by a weapon attack, you can make a Wisdom (Insight) check contested with the attack roll. If you succeed, the attack misses. You can attempt this a number of times equal to half your proficiency bonus, rounded up.
Champion
Archetypal Maneuver
When you choose this martial archetype at 3rd level, you gain an additional superiority die and learn the Parry combat maneuver.
Favoured Weapon
At 3rd level, you have learned the weight, balance, and motion of a specific weapon so well that it is like an extension of your own body. After spending at least 1 hour training with one weapon of your choice, it becomes your favoured weapon. Your proficiency bonus is doubled on attack rolls made with your favoured weapon.
You can only have one favoured weapon at a time, if you wish to change your favoured weapon you must train with it for an hour, losing the favoured weapon benefit with your previous favoured weapon.
Second Wind
At 7th level, You have a limited well of stamina that you can draw on to catch your breath and get back into the fray. On your turn, you can use a bonus action and a superiority die to regain hit points equal to the superiority die + your fighter level.
Improved Critical
At 10th level, your weapon attacks score a critical hit on a roll of 19 or 20. When you gain the Improved Critical feature from the Fighter base class at 17th level, your weapon attacks instead score a critical hit on a roll of 18-20.
Unbowed
Also at 10th level, when you suffer damage from a single source, you can use your reaction to halve the damage against you.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Deadly Skill
At 15th level, instead of doubling your proficiency on an attack roll with your favoured weapon, you can choose to calculate your proficiency bonus to the attack as normal, and add your proficiency to the damage roll for that attack as well. This choice must be made before the attack is rolled.
Action Surge
Also at 15th level, you can use your Action Surge feature twice before finishing a short or long rest, but only once on the same turn.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.