Fighter

oc_fighter_color_by_yamao.jpg

Fighter.png

Class Features
As a fighter, you gain the following class features.
Hit Points
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

Proficiencies
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

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

Fighting Style
You adopt a particular style o f fighting as your specialty.
Choose one o f 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.

Defense

While you are wearing armor, 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.

Greatweapon 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.

Hand-and-a-Half

While wielding a versatile weapon in two hands, you gain a +1 to attack and +1 to damage with that weapon.

Mariner

Mariner As long as you are not wearing heavy armor 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 AC.

Protection

When a creature you can see attacks a target other
than you that is within 5 feet o f you, you can use your
reaction to impose disadvantage on the attack roll. You
must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add
your ability modifier to the damage o f the second attack.

Second Wind
You have a limited well o f 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 1d 10 + 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 on top o f 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.

Martial Archetype
At 3rd level, you choose an archetype that you strive to
emulate in your combat styles and techniques. Choose
Champion, Battle Master, or Eldritch Knight, all detailed
at the end o f the class description. The archetype you
choose grants you features at 3rd level and again at 7th,
10th, 15th, and 18th level.

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 o f your choice by 2, or you can increase two ability
scores o f your choice by 1. As normal, you can’t increase
an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead o f
once, whenever you take the Attack action on your turn.
The number o f 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.

Fighter

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