Fighter |
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Fighter: Base Class |
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Fighter Features |
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Base Traits |
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Hit Points Hit Dice: 1d10 per fighter
level Hit Points at 1st
Level: 20 + your Constitution modifier Hit Points at
Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter
level after 1st |
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Proficiencies and Training Armour: All armour, 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, Persuasion, and Survival |
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Starting Equipment You start with the
following equipment: ·
chain mail or leather armour ·
a martial weapon and a shield or two martial weapons ·
a simple or martial ranged weapon (including 20 pieces
of ammunition if it uses ammunition) or two simple melee weapons ·
a dungeoneer’s pack or an explorer’s pack |
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Features |
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Martial Archetype You choose an
archetype that you strive to emulate in your combat styles and techniques.
The archetype you choose grants you features at 1st level and again at 10th
and 15th level. |
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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. |
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Fighting Style At 2nd level, you
learn one fighting style from the list of fighting styles (see below). You
can change a fighting style you know to another fighting style whenever you
finish a long rest. |
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Action Surge Also beginning 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 14th
level, you can use this feature twice before a short or long rest, but only
once on the same turn. |
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Combat Training At 3rd level, your
abilities in combat benefit from a certain set of skills. Choose one type of
combat training. Your choice grants you additional benefits at 7th and 13th
level. |
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Feat At 4th level, you
gain a feat from the list of feats. You must meet the prerequisites for the
feat. You gain an
additional feat at 8th, 12th, 16th, and 19th level. |
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Indomitable Beginning at 3rd
level, you can reroll a saving throw that you fail potentially turning it into
a success. When you use this feature, you can add your proficiency bonus to
the new roll if you are not already proficient with saving throws using that
ability score. 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 up to twice between long rests starting at 9th level, and three times
at 13th level. |
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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 17th level in this class. |
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Fighting Adept At 6th level, you
gain an additional fighting style from the list of fighting styles. |
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Fighting Mastery At 14th level, you
gain an additional fighting style from the list of fighting styles. Also, you
can change one fighting style to another fighting style when you finish a
short or a long rest. |
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Unstoppable Beginning at 18th
level, you are near impossible to pin down. Whenever you use your indomitable
feature, you can choose to automatically succeed on the saving throw instead
of rerolling. |
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Battle Hardened Starting at 20th
level, you attain the pinnacle of resilience in battle. You gain an
additional use of your second wind feature between short or long rests. Also, if you start
your turn bloodied, you have advantage on all saving throws and attack
rolls have disadvantage against you until the beginning of your next turn. |