One dnd Fighter

by surger

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Fighter

Fighter
level Proficiency Bonus Features Second Wind Weapon Mastery
1st +2 Fighting Style, Second Wind, Weapon Mastery 2 3
2nd +2 Action Surge (One Use), Tactical Mind 2 3
3rd +2 Fighter Subclass 2 3
4th +2 Ability Score Improvement 3 4
5th +3 Extra Attack, Tactical Shift 3 4
6th +3 Ability Score Improvement 3 4
7th +3 Subclass Feature 3 4
8th +3 Ability Score Improvement 3 4
9th +4 Indomitable (One Use), Master of Armaments 3 4
10th +4 Subclass Feature 4 5
11th +4 Two Extra Attacks 4 5
12th +4 Ability Score Improvement 4 5
13th +5 Indomitable (Two Uses), Studied Attacks 4 5
14th +5 Ability Score Improvement 4 5
15th +5 Subclass Feature 4 5
16th +5 Ability Score Improvement 4 6
17th +6 Action Surge (Two Uses), Indomitable (Three Uses) 4 6
18th +6 Subclass Feature 4 6
19th +6 Ability Score Improvement 4 6
20th +6 Three Extra Attacks 4 6

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 + Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fighter level after 1st

Proficiencies

  • Saving Throws: Strength, Constitution.
  • Skills (Choose 2): Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, Survival.
  • Weapons: Simple Weapons, Martial Weapons.
  • Tools: None.
  • Armor Trainig: Light Armor, Medium Armor, Heavy armor, and Shields.

Starting equipment

As a level 1 character, you start with the following equipment, or you can forgo it and spend 175 GP on equipment of your choice.

Chain Mail Crossbow Bolts (20) Dungeoneer’s Pack Light Crossbow Quiver 11 GP (a) Greatsword or (b) Longsword, Shield, and 25 GP

Fighting Style

You have honed your martial prowess and gain a Fighting Style feat of your choice (those feats have this feature as a prerequisite).

Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.

Second Wind

You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 + your Fighter level.

You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

When you reach certain Fighter levels, you gain more uses of this feature, as shown in the second Wind column of the Fighter table.

Weapon Mastery

Your training with weapons allows you to use the Mastery property of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Fighter levels, you gain the ability to use the Mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter table.

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, except the Magic action.

Once you use this feature, you must finish a Short Rest or Long Rest before you can use it again. Starting at level 17, you can use it twice before a rest but only once on a turn.

Tactical Mind

At 2nd level, You have a mind for tactics and getting the upper hand on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.

Fighter Subclass

At 3rd level, You gain a Fighter subclass of your choice: Battle Master, Brawler, Champion, or Eldritch Knight. Subclasses are detailed after this class’s description.

A subclass is a specialization that grants you special features at certain Fighter levels. For the rest of your career, you gain each of your subclass’s features that are of your Fighter level and lower.

Ability Score Improvement

When you reach 4th level, You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. As shown on the Fighter table, you gain this feature again at levels 6, 8, 12, 14, 16, and 19.

Extra Attack

Beginning at 5th level, You can attack twice, instead of once, whenever you take the Attack action on your turn.

Tactical Shift

At 5th level, Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.

Indomitable

Beginning at 9th level, If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. 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 level 13 and three times between Long Rests starting at level 17.

Master of Armaments

At 9th level, You are a master of weapons. Whenever you finish a Long Rest, you can choose any of the kinds of Mastery weapons you’re using and replace the Mastery property of each with another Mastery property. The chosen kind of weapon must qualify for the new property. For example, you could replace the Longsword’s Sap property with the Push property.

These property changes apply only for you, not for others, and the changes end for you when you finish your next Long Rest.

Two Extra Attack

At 11th level, Your Extra Attack feature now confers two extra attacks rather than one.

Studied Attacks

At 13th 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.

Three Extra Attack

At 20th level, Your Extra Attack feature now confers three extra attacks rather than two.

Fighter Subclass

A Fighter subclass is a specialization that grants you special abilities at certain levels, as specified in the subclass. This section presents the following subclasses: Battle Master, Brawler, Champion, and Eldritch Knight.

Battle Master

Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.

Combat Superiority

When you choose this archetype at 3rd level, Your experience on the battlefield has honed your fighting techniques. You learn Maneuvers that are fueled by special dice called Superiority Dice.

  • Maneuvers. You learn three different Maneuvers of your choice from the “Maneuvers Options” section later in this subclass’s description. Many Maneuvers enhance an attack in some way. You can use only one Maneuver per attack. You learn two additional Maneuvers of your choice when you reach Fighter level 7, 10, and 15. Each time you learn new Maneuvers, you can also replace one Maneuver you know with a different one.
  • Superiority Dice. You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short Rest or Long Rest. You gain an additional Superiority Die when you reach Fighter level 7 (five dice total) and 15 (six dice total).
  • Saving Throws. If a Maneuver requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice).

Student of War

At 3rd level, You gain proficiency with one type of Artisan’s Tools of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1.

Know Your Enemy

At 7th level, As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any damage immunities, resistances, or vulnerabilities, and if the creature has any, you know what they are.

Once you use this feature, you can’t do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required)

Improved Combat Superiority

At 10th level, your superiority dice turn into d10s.

Relentless

Starting at 15th level, Once per turn, when you use a Maneuver, you can roll a d8 and use the number rolled instead of expending a Superiority Die.

Ultimate Combat Superiority

At 18th level, Your Superiority Die becomes a d12.

Maneuver Options

The Maneuvers are presented here in alphabetical order.
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 don’t have the Incapacitated condition.


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 doesn’t have the Incapacitated condition. 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.


Commander's Strike. When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack’s damage roll on a hit.


Commanding Presence. When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the ability check.


Disarming Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw, or it drops one object of your choice that it’s holding, with the object landing in its space.


Distracting Strike. When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll 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 at least 5 feet on your turn, you can expend one Superiority Die, rolling the die and adding the number rolled to your AC until the end of the turn.

Feinting Attack. As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack’s damage roll.


Goading Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or the target has Disadvantage on attack rolls against targets other than you until the end of your next turn.


Lunging Attack. As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 10 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack’s damage roll.


Maneuvering Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.


Menacing Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.


Parry. When another creature damages you with a melee attack, you can use your and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice). Reaction


Precision Attack. When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing it to hit.


Pushing Attack. When you hit a creature with an attack using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.


Rally. As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus your Intelligence, Wisdom, or Charisma modifier (your choice).


Riposte. When a creature misses you with a melee attack, you can use your Reaction and expend one Superiority Die to make a melee attack with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack’s damage.


Sweeping Attack. When you hit a creature with a melee attack using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. 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.


Tactical Assessment. When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.


Trip Attack. When you hit a creature with an attack using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.

Brawler

Brawlers focus their training and study not on swordplay and battle tactics, but on the skills needed to turn a punch or kick into a brutal strike and any innocuous object into a deadly weapon. Some Brawlers thrive in tavern scuffles and street rumbles, while others excel in espionage, wielding ordinary objects with the deadliness of an assassin’s knife.

Unarmed Expert

At 3rd level, You can roll 1d6 plus your Strength modifier in place of the normal damage of your Unarmed Strike. If you aren’t holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.

Improvised Expert

At 3rd level, You are proficient with Improvised Weapons. Whenever you finish a Long Rest, choose one weapon property from the One-Handed list and one from the Two-Handed list:


  • One-Handed: Light or Thrown (Range 20/60)
  • Two-Handed: Reach or Thrown (Range 10/30)

Until the end of your next Long Rest, the One-Handed choice applies to the one-handed Improvised Weapons you wield, and the Two-Handed choice applies to the two-handed ones.

In addition, whenever you attack with an Improvised Weapon, you can give it one of the following Mastery properties for that attack, depending on whether it can be wielded in one hand or two:


  • One-Handed: Sap, Slow, or Vex
  • Two-Handed: Cleave, Push, or Topple

Grapling Expert

At 7th level, You can make one Unarmed Strike as a Bonus Action. When you use Unarmed Strike in this way, you must choose the Grapple or Shove option.

In addition, at the start of each of your turns, you can deal 1d6 Bludgeoning damage to one creature Grappled by you.

Dirty Fighting

At 10th level, You have Advantage on attack rolls made with Improvised Weapons and Unarmed Strikes against a creature Grappled by you.

Improvised Specialist

At 15th level, You are a master at making the ordinary deadly. Whenever you hit a creature with an Improvised Weapon, you can add your Proficiency Bonus to the damage roll, and the damage die of your two-handed Improvised Weapons becomes 1d12.

In addition, whenever you attack with an Improvised Weapon, you can use two Mastery properties from Improvised Expert, instead of one.

Unarmed Specialist

At 18th level, Your Unarmed Strikes improve to a d8. If you aren’t holding any weapons or a Shield when you make the attack roll, the d8 becomes a d10.

Champion

A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.

Improved Critical

Beginning when you choose this archetype at 3rd level, Your attack rolls with weapons and Unarmed Strikes can score a critical hit on a roll of 19 or 20.

Remarkable Athlete

At 3rd level, Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style

Starting at 7th level, You gain another Fighting Style feat of your choice.

Heroic Warrior

At 10th level, The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Advantage whenever you start your turn without it.

Superior Critical

Starting at 15th level, Your attack rolls with weapons and Unarmed Strikes can now score a critical hit on a roll of 18–20

Survivor

At 18th level, You attain the pinnacle of resilience in battle, giving you these benefits:

  • Defy Death. You have Advantage on death saving throws. Moreover, when you roll 18–20 on a death save, you gain the benefit of rolling a 20 on a death save.
  • Heroic Rally. 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 your Hit Points remaining. You don’t gain this benefit if you have 0 Hit Points.

Eldritch Knight

Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.

Spellcasting

When you reach 3rd level, You have learned to cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules as an Eldritch Knight.


Cantrips. You know two cantrips of your choice from the Wizard spell list. Whenever you gain a Fighter level, you can replace one of this feature’s cantrips with another cantrip of your choice from the Wizard spell list.

When you reach level 10 in this class, you learn another Wizard cantrip of your choice.


Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of level 1 and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a Long Rest.


Prepared Spells of Level 1+. You prepare a list of spells of level 1 and higher that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list, two of which must be from the Abjuration and Evocation schools of magic.

The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include six Wizard spells of levels 1 and 2, in any combination.


Changing your Prepared Spells. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Wizard spell list. The new spell must be of a level for which you have spell slots.


Spellcasting Ability. Intelligence is your spellcasting ability for your Eldritch Knight spells.


Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the spells you prepare for this subclass.

Eldritch Knight Spellcasting
Level Spells Prepared 1st Level Slots 2nd Level Slots 3rd Level Slots 4th Level Slots
3rd 3 2
4th 4 3
5th 4 3
6th 4 3
7th 5 4 2
8th 6 4 2
9th 6 4 2
10th 7 4 3
11th 8 4 3
12th 8 4 3
13th 9 4 3 2
14th 10 4 3 2
15th 10 4 3 2
16th 11 4 3 3
17th 11 4 3 3
18th 11 4 3 3
19th 12 4 3 3 1
20th 13 4 3 3 1

War Bond

At 3rd level, You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

War Magic

Beginning at 7th level, When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.

Eldritch Strike

At 10th level, You learn how to make your weapon strikes undercut a creature’s ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Charge

At 15th level, When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.

Improved War Magic

Starting at 18th level, When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your Wizard spells that has a casting time of an action.

Mastery Properties

Each weapon now has a Mastery property, as shown in the weapon tables above. That property is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character.

Here are descriptions of each Mastery property. The properties are provided in alphabetical order.

If a game feature lets you replace a weapon’s Mastery property with another one, that weapon must meet any prerequisite specified for the new property.


Cleave

Prerequisite: Melee Weapon, Heavy Property


If you hit a creature with a melee attack using this weapon, you can make an attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage, unless that modifier is negative. You can make this extra attack only once per turn.

Graze

Prerequisite: Melee Weapon, Heavy Property


If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can’t be increased in any way, other than increasing the ability modifier.

Nick

Prerequisite: Light Property


When you make the extra attack of the Light property, you can make it as part of the Attack action, instead of as a Bonus Action. You can still make this extra attack only once per turn.

Push

Prerequisite: Heavy, Two-Handed, or Versatile Property


If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Sap

Prerequisite: Versatile Property or No Weapon Property


If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Slow

Prerequisite: None


If you hit a creature with this weapon and deal damage to the creature, you can reduce its Speed by 10 feet until the start of your next turn. If you hit the creature more than once with this property, the Speed reduction doesn’t exceed 10 feet.

Topple

Prerequisite: Heavy, Reach, or Versatile Property


If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw with a DC equal to 8 + your Proficiency Bonus + the ability modifier used to make the attack roll. On a failed save, the creature has the Prone condition.

Vex

Prerequisite: Ammunition, Finesse, or Light Property


If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

 

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