Fighters share an unparalleled mastery with weapons and armor, 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.
You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.
The Fighter | ||||
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Level | Proficiency Bonus | Features | ||
1st | +2 | Fighting Style, Second Wind | ||
2nd | +2 | Action Surge (x1) | ||
3rd | +2 | Martial Archetype | ||
4th | +2 | Ability Score Improvement, Martial Versatility (Optional) | ||
5th | +3 | Extra Attack (x1) | ||
6th | +3 | Ability Score Improvement, Martial Versatility (Optional) | ||
7th | +3 | Martial Archetype feature | ||
8th | +3 | Ability Score Improvement, Martial Versatility (Optional) | ||
9th | +4 | Indomitable (x1) | ||
10th | +4 | Martial Archetype feature | ||
11th | +4 | Extra Attack (x2) | ||
12th | +4 | Ability Score Improvement, Martial Versatility (Optional) | ||
13th | +5 | Indomitable (x2) | ||
14th | +5 | Ability Score Improvement, Martial Versatility (Optional) | ||
15th | +5 | Martial Archetype feature | ||
16th | +5 | Ability Score Improvement, Martial Versatility (Optional) | ||
17th | +6 | Action Surge (x2), Indomitable (x3) | ||
18th | +6 | Martial Archetype feature | ||
19th | +6 | Ability Score Improvement, Martial Versatility (Optional) | ||
20th | +6 | Extra Attack (x3) |
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
Armor:
All armor, shields
Weapons:
Simple weapons, martial weapons
Tools:
None
Saving Throws:
Strength, Constitution
Skills:
Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
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.
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.
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. 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.
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:
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.