SRD5:Fighter: Difference between revisions
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* ''(a)'' a [[SRD5:Dungoneer's Pack|dungeoneer's pack]] or ''(b)'' an [[SRD5:Explorer's Pack|explorer's pack]] | * ''(a)'' a [[SRD5:Dungoneer's Pack|dungeoneer's pack]] or ''(b)'' an [[SRD5:Explorer's Pack|explorer's pack]] | ||
|features=Fighting Style, Second Wind, Action Surge, Martial Archetype, Ability Score Improvement, Extra Attack, Indomitable | |features=Fighting Style, Second Wind, Action Surge, Martial Archetype, Ability Score Improvement, Extra Attack, Indomitable | ||
|subclasstitle=Martial Archetype | |||
|canon=true | |canon=true | ||
|summary=Warriors, Archers, Mercenaries, Guards, Enforcers | |summary=Warriors, Archers, Mercenaries, Guards, Enforcers | ||
Latest revision as of 08:10, 5 July 2021
See Fighter (disambiguation)
Fighter is a class in 5th edition.
Class Features
[1]As a Fighter, you gain the following class features.
Hit Points
Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Fighter level after first
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, 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
Fighter Overview Table
[1]| Level | Proficiency Bonus |
Features |
|---|---|---|
| 1st | +2 | Fighting Style, Second Wind |
| 2nd | +2 | Action Surge (one use) |
| 3rd | +2 | Martial Archetype |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Attack |
| 6th | +3 | Ability Score Improvement |
| 7th | +3 | Martial Archetype feature |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Indomitable (one use) |
| 10th | +4 | Martial archetype feature |
| 11th | +4 | Extra Attack (2) |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Indomitable (two uses) |
| 14th | +5 | Ability Score Improvement |
| 15th | +5 | Martial Archetype feature |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Action Surge (two uses), Indomitable (three uses) |
| 18th | +6 | Martial Archetype feature |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Extra Attack (3) |
Fighting Style
[1]1st level class feature.
You adopt a particular style of fighting as your specialty. Choose one of the following options.
Archery
[1]You gain +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
[2]Optional Fighting Style
Unofficial Description: Gain short-range blindsight and can see invisible creatures.[3]
Defense
[1]While you are wearing armor, you gain a +1 bonus to AC.
Dueling
[1]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.
Interception
[2]Optional Fighting Style
Unofficial Description: Reduce damage to a nearby ally from an attack.[3]
Great Weapon Fighting
[1]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.
Protection
[1]When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique
[2]Optional Fighting Style
Unofficial Description: Gain one maneuver and a superiority die.[3]
Thrown Weapon Fighting
[2]Optional Fighting Style
Unofficial Description: Gain quickdraw and bonus damage when throwing a weapon.[3]
Two-Weapon Fighting
[1]When you engage in two-weapon fighting, you can add your Ability Modifier to the damage of the second attack.
Unarmed Fighting
[2]Optional Fighting Style
Unofficial Description: Increase damage from unarmed strikes and grappling.[3]
Second Wind
[1]1st level class feature.
You have a limited well of stamina that you can draw upon 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
[1]2nd level class feature.
You can push yourself beyond your normal physical limits for a moment. On your turn, you can take an additional action on top of 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
[1]3rd level class feature.
You choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Martial Archetypes
| Subclass | Summary | Features | Flags | License | Source |
|---|
Ability Score Improvement
[1]4th level class feature.
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.
Martial Versatility
[4]Optional 4th, 6th, 8th, 12th, 14th, 16th, and 19th level fighter feature
May exchange one known fighting style and/or maneuver for a new one.[3]
Extra Attack
[1]5th level class feature.
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
[1]9th level class feature.
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.
Sources and Notes
- Cannot access the database: :real_connect(): (HY000/1226): User 'a1618b_wiki5' has exceeded the 'max_user_connections' resource (current value: 10)Licensed: OGL. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14
- Cannot access the database: :real_connect(): (HY000/1226): User 'a1618b_wiki5' has exceeded the 'max_user_connections' resource (current value: 10)p. 41-42. ↑ 2.0 2.1 2.2 2.3 2.4
- Unofficial Description by user:Rlyehable ↑ 3.0 3.1 3.2 3.3 3.4 3.5
- Tasha's Cauldron of Everything p.42 (unofficial summation) ↑
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This is article is covered by varying licenses, rather than the Creative Commons Attribution Sharealike License. Please see the Sources section for individual sources and licenses.