Page:Dungeons & Dragons System Reference Document.pdf/24

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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: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies

Armor: All armor, 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, and Survival Equipment


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

  • (a) chain mail or (b) leather armor, 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


The Fighter

!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

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.

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.

Protection

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. Two-Weapon Fighting When you engage in two-­‐‑weapon fighting, you can add your ability modifier to the damage of the second attack. 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. System Reference Document 5.1 24