Fighters share an unparalleled mastery with weapons and armour, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.
hit dice:
1d10 per Fighter level
hit points at 1st level:
10 + Constitution modifier
hit points at higher levels:
1d10 + Constitution modifier per Fighter level after 1st
armor proficiencies:
All Armor and Shields
weapon proficiencies:
Simple Weapons and Martial Weapons
tools:
None
saving throws:
Constitution, Strength
skills:
Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) leather, 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
spellcasting:
class features:
Level |
Proficiency |
Features |
1 |
+2 |
Fighting Style I, Second Wind |
2 |
+2 |
Action Surge (x1) |
3 |
+2 |
Masteries of the Fighters |
4 |
+2 |
Ability Score Improvement, Martial Versatility |
5 |
+3 |
Extra Attack (x1) |
6 |
+3 |
Ability Score Improvement, Martial Versatility |
7 |
+3 |
Mastery Features |
8 |
+3 |
Ability Score Improvement, Martial Versatility |
9 |
+4 |
Indomitable (x1) |
10 |
+4 |
Mastery Features |
11 |
+4 |
Extra Attack (x2) |
12 |
+4 |
Ability Score Improvement, Martial Versatility |
13 |
+5 |
Indomitable (x2) |
14 |
+5 |
Ability Score Improvement, Martial Versatility |
15 |
+5 |
Mastery Features, Enhanced Fighting Style |
16 |
+5 |
Ability Score Improvement, Martial Versatility |
17 |
+6 |
Action Surge (x2), Indomitable (x3) |
18 |
+6 |
Mastery Features |
19 |
+6 |
Ability Score Improvement, Martial Versatility |
20 |
+6 |
Extra Attack (x3) |
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.
- Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
- 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.
- Defense: While you are wearing armour, 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.
- 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.
- Protection: When 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 a shield.
- Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
- 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.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- 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. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
- Close Quarters Shooter: When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
- Mariner: As long as you are not wearing heavy armour or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armour class.
- Tunnel Fighter: As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
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. 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. 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.
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.
Martial Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice: Replace a fighting style you know with another fighting style available to fighters. If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
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 20th 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 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.
Enhanced Fighting Styles
You have trained and honed your fighting style to the point where you have started to develop your own versions of your selected fighting style. From below, select two options based on the fighting style you have already chosen. If you have access to more than one, you can select from either option. If you have none, then one of your selections is the fighting style and then the one of it's options.
Archery
Elven Archery: You deal additional damage with any longbow or shortbow equal to half your proficiency modifier.
Piercing Shot: When you hit a creature with a crossbow attack, you can weaken the their armor and reduce the targets AC by 2. This lasts until the start of your next turn. Once you use this ability, you can’t do so again until you finish a short or long rest
Hunters Lore: Choose a creature type from the list: Aberrations, Beasts, Celestials, constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, Undead, or Humanoids. You gain a bonus to all attack rolls equal to half your proficiency modifier when making attacks against your chosen creature type. (If you are a ranger you must choose one of your favored enemies.)
Steady Aim: As a bonus action, you can make your next ranged attack roll on your turn with advantage against a target you can see. The target must be within the effective range of your ranged weapon. After you use this ability twice, you can’t do so again until you finish a short or long rest.
Return Fire: When another creature damages you with an attack, you can expend your reaction to fire a ranged attack back at the attacker. After you use this ability twice, you can’t do so again until you finish a short or long rest.
Defense
Armor Master: When you are hit by an attack, as a reaction, you can increase your AC by 3 until the start of your next turn, including against the triggering attack. Once you use this ability, you can’t do so again until you finish a short or long rest.
Stealth Training: Wearing medium armor doesn't impose disadvantage on Stealth checks.
Fist Fighter: While wearing medium or heavy armor, you deal additional damage when striking with your fists equal to half your proficiency bonus.
Light Armor Training: While wearing light or medium armor, your movement speed increases by 10 feet.
Dueling
Botta-in-Tempo: When you are hit by an attack while you're wielding a weapon in one hand and no other weapons, as a reaction, you can increase your AC by 3 until the start of your next turn, including against the triggering attack. Once you use this ability, you can’t do so again until you finish a short or long rest.
Contratempo: When a creature damages you with an attack, you can use your reaction to make a melee attack against the attacking creature. Once you use this ability, you can’t do so again until you finish a short or long rest.
Coup de main: As a bonus action, you can cause your next attack roll to be made with advantage against a target you can see. After you use this ability twice, you can’t do so again until you finish a short or long rest.
Bravazzo: When there are two or more hostile creatures within your reach, you gain a +1 bonus to your AC while wielding a weapon in one hand and no other weapons.
Great Weapon Fighting
Mighty Training: When you hit a medium or smaller creature with a melee weapon that you are wielding with two hands, you can use a bonus action to shove the creature. Once you use this ability, you can’t do so again until you finish a short or long rest.
Mighty Wind Up: As an action, you can cause your next attack to target all hostile creatures within your melee range. (Roll separate attack rolls for each target.)
Savage Fighter: As a reaction, whenever you hit a target with a melee weapon that you are wielding with two hands, you can force the target of the attack to make a Constitution saving throw equal to 8 + your Strength modifier + your proficiency bonus or be stunned until the start of your next turn. Once you use this ability, you can’t do so again until you finish a short or long rest
Wounding Strike: When you make an attack on your turn, you can expend a bonus action to deal half the weapon's damage when you attack on your turn. If the attack hits, the target's movement speed is reduced by 10 feet and can't take reactions until the start of your next turn.
Giant Training: When you hit a large or larger target with a melee weapon that you are wielding with two hands, you can force them to make a Dexterity saving throw equal to 8 + your Strength modifier + your proficiency bonus or be knocked prone. Once you use this ability, you can’t do so again until you finish a short or long rest
Small Folk Training: When you hit a small or smaller target with a melee weapon that you are wielding with two hands, you can force them to make a Strength saving throw equal to 8 + your Strength modifier + your proficiency bonus or be knocked prone. Once you use this ability, you can’t do so again until you finish a short or long rest.
Protection
Shield Protector Training: Friendly creatures within five feet of you gains a bonus to their AC equal to half your shield's bonus (rounded down). You must be wielding a shield to grant this bonus.
Hold Out: When a creature hits you with an attack, you gain a +2 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Rally: Whenever an ally within 30 feet of you is struck with an attack, you can use your reaction to move up to 15 feet toward them.
Brace: As a bonus action, you can gain advantage on all ability checks and saving throws against effects made to shove you until the start of your next turn.
Two-Weapon Fighting
Cunning Fighter: While you are holding different weapons in each hand and you hit a medium or smaller creature with both weapons on the same turn you can force it to make a Dexterity saving throw equal to 8 + your Strength or Dexterity modifier + your proficiency bonus or cause it to be knocked prone. Once you use this ability, you can’t do so again until you finish a short or long rest.
- Brutal Fighter: When you hit with two different weapons on your turn, you can deal an additional 1d4 damage of the second weapon's damage type.
Overwhelming Fighter: While you are holding a different weapons in each hand, when you hit a foe with a weapon attack on your turn, your next attack gains a +2 bonus to its attack roll. After you use this ability twice, you can’t do so again until you finish a short or long rest
Berserk Fighter: Whenever you hit a creature with an attack while you are holding a different weapons in each hand, you can use your reaction to make another weapon attack.
subclass options:
Masteries of the Fighters
At 3rd level, you choose an mastery that you strive to emulate in your combat styles and techniques. The mastery you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.