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Fighter (2016) in Dungeons & Dragons 5e

PHB'16

Fighter (2016)

Summary

Fighters are masters of martial combat. They are able to wield all weapons and wear all armor. They are most notable for their ability to make many attacks per turn and being able to be equally capable in melee and ranged combat.

Lore

Fighters have existed as long as weapons have and as such are an integral part of every culture in the world.  From a town guard to a footsoldier to a knight, Fighters are commonly found anywhere that there are sentient beings.  Though most Fighters in the world never attain complete mastery of their chosen weapons, legends tell of Fighters so expert, that they could take on squadrons of trained soldiers single-handedly.

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 1st
armor proficiencies: All Armor, Shields
weapon proficiencies: Simple Weapons, Martial Weapons, Firearms
tools: None
saving throws: Strength, Constitution
skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
starting equipment:

You start with the following equipment from your class:



  • (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


spellcasting:
class features:

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.
  • Blind Fighting - You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

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.

subclass options:

Arcane Archer

Level

ProficiencyFeatures

1

+2Fighting Style, Second Wind

2

+2Action Surge, (Optional) Weapon Mastery: RGtYR


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