The Fighter |
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Level | Proficiency Bonus | Features | Boon Points | Combat Boon Points |
1st | +2 | Fighting Style, Second Wind | - | - |
2nd | +2 | Action Surge (x1) | 2 | - |
3rd | +2 | Martial Archetype, Combat Boon Points | 2 | 1 |
4th | +2 | 2 | 1 | |
5th | +3 | Extra Attack (x1) | 2 | 1 |
6th | +3 | 2 | 1 | |
7th | +3 | Martial Archetype feature | 2 | 2 |
8th | +3 | 2 | 2 | |
9th | +4 | Indomitable (x1) | 2 | 2 |
10th | +4 | Martial Archetype feature | 2 | 2 |
11th | +4 | Extra Attack (x2) | 2 | 2 |
12th | +4 | 2 | 2 | |
13th | +5 | Indomitable (x2) | 2 | 2 |
14th | +5 | 2 | 2 | |
15th | +5 | Martial Archetype feature | 3 | 3 |
16th | +5 | 3 | 3 | |
17th | +6 | Action Surge (x2), Indomitable (x3) | 3 | 3 |
18th | +6 | Martial Archetype feature | 3 | 3 |
19th | +6 | 3 | 3 | |
20th | +6 | Extra Attack (x3) | 3 | 3 |
Class Features
As a fighter, you gain the following class features.
Hit Points
Hit Dice: 1d10 per fighter level
Hit Points at 1st and Higher Levels: 10 + your Constitution modifier
1st-Level Features
Boons
Heavy Armor Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Skill Proficiency x2, Shield Proficiency, Weapon Proficiency x2
Proficiencies
Saving Throws: Strength, ConstitutionSkills: Martial
Equipment
• (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
Multiclass Features
Requirements: Proficiency in the Martial skill, Strength or Dexterity 13 or higherBoons
Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, Weapon Proficiency
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.
• Close Quarters Shooter
When making a ranged attack while you are within 1 meter 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 10 meters of you. You have a +1 bonus to attack rolls on ranged attacks.
• 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.
• 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.
• 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 armor class.
• Protection
When a creature you can see attacks a target other than you that is within 1 meter of you, you can use your reaction to impose disadvantage on the attack roll.
• Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
• Blind Fighting
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
• Interception
When a creature you can see hits a target that is within 1 meter 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.
• 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 +1 bonus to the damage roll.
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.
Martial Archetype
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.
Combat Boon Points
Starting at 3rd level and every level thereafter, you gain a number of additional boon points equal to the Combat Boon Points column of the Fighter table. The boon points that you gain from this ability can only be spent on Combat Boons.
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.