- Hit Point Die
- d10 per level
- Primary Ability
- Strength or Dexterity
- Saving Throw Proficiencies
- Strength and Constitution
- Training and Proficiencies
- All armor, Shields, Simple Weapons, Martial Weapons
- Skill Proficiencies
- Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival
Fighter level table
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery |
| 2 | +2 | Action Surge, Tactical Mind |
| 3 | +2 | Fighter Subclass |
| 4 | +2 | Ability Score Improvement |
| 5 | +3 | Extra Attack, Tactical Shift |
Class Features
Fighting Style Level 1
You have honed your martial prowess and gain a Fighting Style feat of your choice (see "Feats"). Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Second Wind Level 1
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery Level 1
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Action Surge Level 2
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
Tactical Mind Level 2
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Fighter Subclass Level 3
You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.
Ability Score Improvement Level 4
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
Extra Attack Level 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift Level 5
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Subclass: Champion
Pursue Physical Excellence in Combat
A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.
Improved Critical Level 3
Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
Remarkable Athlete Level 3
Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.
In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.