As a Fighter
, you gain the following class Features
: 1d10 per Fighter
levelHit Points at 1st Level
: 10 + your Constitution
modifierHit Points at Higher Levels
: 1d10 (or 6) + your Constitution
modifier per Fighter
level after 1st
You are proficient with the following items
, in addition to any Proficiencies
provided by your race
.Armor: Light Armor
armor, Heavy Armor
, martial WeaponsTools:
noneSaving Throws: Strength, ConstitutionSkills:
Choose two Skills
, Animal Handling
, and Survival
You start with the following items
, plus anything provided by your BACKGROUND
• (a) Chain Mail
or (b) leather armor
, 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
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.
You gain a +2 bonus to Attack
rolls you make with Ranged Weapons
While you are wearing armor, you gain a +1 bonus to AC.
you are Wielding
a melee weapon in one hand and no other Weapons
, you gain a +2 bonus to Damage Rolls
with that weapon.
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.
a creature you can see ATTACKS
a target other than you that is within 5 feet of you, you can use your Reaction
to impose disadvantage
on the Attack
roll. You must be Wielding
you engage in two-weapon Fighting
, you can add your ability modifier to the damage of the second Attack
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
Once you use this feature, you must finish a short or long rest
before you can use it again.
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
and a possible bonus 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.
At 3rd Level
, you choose an archetype that you strive to emulate in your Combat
styles and Techniques
, such as Champion
. The archetype you choose grants you Features
at 3rd Level
and again at 7th, 10th, 15th, and 18th level.
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.
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.
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.
Different fighters choose different approaches to perfecting their Fighting Prowess
. The Martial Archetype
you choose to emulate reflects your approach.
The archetypal Champion
focuses on the Development
of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous Training
with physical excellence to deal devastating blows.
when you choose this archetype at 3rd Level
, your weapon ATTACKS
score a critical hit
on a roll of 19 or 20.
Starting at 7th Level
, you can add half your Proficiency
bonus (round up) to any Strength
, or Constitution
check you make that doesn’t already use your Proficiency
In addition, when you make a running long jump
, the distance you can cover increases by a number of feet equal to your Strength
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting
Style class feature.
Starting at 15th level, your weapon ATTACKS
score a critical hit
on a roll of 18–20.
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
You don’t gain this benefit if you have 0 Hit Points