Fighter Class Features

As a fighter, you gain the following class features.

 

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

 

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

 

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • chain mail or leather armour, longbow, and 20 arrows

  • a martial weapon and a shield or two martial weapons

  • a light crossbow and 20 bolts or two simple melee weapons

  • a dungeoneer’s pack or an explorer’s pack

 

Features

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.

 

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.

 

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.

 

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.

 

Combat Training

At 3rd level, your abilities in combat benefit from a certain set of skills. Choose one type of combat training (see below). Your choice grants you additional benefits at 7th and 13th level.

 

Indomitable

Beginning at 3rd level, you can reroll a saving throw that you fail potentially turning it in to 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.

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. 

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.

 

Fighting Adept

At 6th level, you gain an additional fighting style from the list of fighting styles.

 

Fighting Master

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.

 

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.

 

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.