As a
Fighter, you gain the following class
Features.
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
You are proficient with the following
items, in addition to any
Proficiencies provided by your
race or
background.
Armor: Light Armor,
Medium armor,
Heavy Armor,
ShieldsWeapons: simple
Weapons, martial
WeaponsTools: none
Saving Throws: Strength, ConstitutionSkills: Choose two
Skills from
Acrobatics,
Animal Handling,
Athletics,
History,
Insight,
Intimidation,
Perception, and
SurvivalYou start with the following
items, plus anything provided 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
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.
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 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.
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.
When 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 level.
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.
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.
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.
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.
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.
Beginning 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,
Dexterity, or
Constitution check you make that doesn’t already use your
Proficiency bonus.
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
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 left.
You don’t gain this benefit if you have 0
Hit Points.