Fighters are masters of all things martial. They have spent years honing
their skill with weapons, allowing them to effortlessly trip or disarm
opponents in the blink of an eye while unleashing a flurry of strikes.
Hit Dice: 1d10 per Fighter level
Hit Points: 10 + 10 times your level
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
Ability Score Minimum: Strength 1 or Dexterity 1
Proficiencies Gained: Light armor, medium armor, shields, simple weapons, martial weapons
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, a 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
1st-level Fighter feature
You adopt a particular style of fighting as your specialty. Choose one of the following options. 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.
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.
In addition, you cannot have disadvantage on attacks against a creature
that you can sense with blindsight.
While you are wearing armor, you gain a +1 bonus to AC.
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.
When you roll damage for an attack you made with a two-handed or versatile melee weapon that you wielded with two hands, you can reroll any of the weapon's damage dice. You must use the new rolls.
When you recover hit points, one ally within 30 feet of you that can see you can gain a number of temporary hit points equal to half of the hit points you recovered. Hit points recovered as part of a short rest do not grant this benefit.
While you wield a shield and you aren't incapacitated, each creature of
your choice (other than yourself) within 5 feet of you has half cover
against attacks you can see.
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.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
In addition, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength 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 1d4 bludgeoning damage to one creature grappled by you.
1st-level Fighter feature
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a minor action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short rest before you can use it again.
2nd-level Fighter feature
You learn special combat maneuvers, the complete list of which is visible further below.
Maneuvers. You learn two maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn additional maneuvers at later levels as detailed in the Fighter table. Whenever you learn a new maneuver, you may also replace one of your known maneuvers with a different maneuver of your choice.
Maneuver Die. Once you use a maneuver die, you cannot use one again until the start of your next turn. At 11th level, you can use two maneuvers per round instead of one, and at 20th level, you can use as many as you want. You may only use one maneuver on any individual attack.
The type of your maneuver die changes as you level up according to the Fighter table.
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 (your choice)
3rd-level Fighter feature
You choose an archetype from the list available 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.
The archetype options are listed below:
4th-level Fighter feature
You increase one ability score of your choice by 1. As normal, you can't increase an ability score above 5 using this feature.
You gain additional ability score improvements at 8th, 12th, 16th, and 19th levels.
5th-level Fighter feature
After you take the
attack action on your turn for the first time, you can take it again as a free action.
9th-level Fighter feature
You can push yourself beyond your normal limits for a moment. On your turn, you +2 AP.
Once you use this feature, you must finish a short 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.
9th-level Fighter feature
When you fail a saving throw, you can choose to add your fighter level to the total, potentially causing you to succeed. 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.