{"name":"Fighter","overview":"[h2]Well-Rounded Specialist[\/h2]\r\nFighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.\r\n\r\n[h2]Trained for Danger[\/h2]\r\nNot every member of the city watch, the village militia, or the queen\u2019s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.\r\n\r\nSome fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards \u2014 few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.\r\n","hitdice":"d10","hitpointsfirstlevel":"10 + your Constitution modifier","hitpointsathigherlevels":"1d10 + your Constitution modifier per fighter level after 1st","armorproficiencies":"All armor, shields","weaponproficiences":"Simple weapons, martial weapons","tools":"None","savingthrows":"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:\r\n[ul]\r\n[li](a) chain mail or (b) leather armor, longbow, and 20 arrows[\/li]\r\n[li](a) a martial weapon and a shield or (b) two martial weapons[\/li]\r\n[li](a) a light crossbow and 20 bolts or (b) two handaxes[\/li]\r\n[li](a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack[\/li]\r\n[\/ul]\r\n","spellcasting":"","features":"[h2]Fighting Style[\/h2]\r\nYou adopt a particular style of fighting as your specialty. Choose one of the following options. You can\u2019t take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\nArchery,\u00a0Defense,\u00a0Dueling,\u00a0Great Weapon Fighting,\u00a0Protection, or\u00a0Two-Weapon Fighting.\u00a0\r\n\r\n[h2]Second Wind[\/h2]\r\nYou 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.\r\n\r\n[h2]Action Surge[\/h2]\r\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.\r\nOnce 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.\r\n\r\n[h2]Martial Archetype[\/h2]\r\nAt 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen 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\u2019t increase an ability score above 20 using this feature.\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\nThe 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.\r\n\r\n[h2]Indomitable[\/h2]\r\nBeginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can\u2019t use this feature again until you finish a long rest.\r\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.\r\n","subclasses":"","tabledata":"Level | Proficiency Bonus | Features \r\n1 | +2 | Fighting Style, Second Wind\r\n2 | +2 | Action Surge (one use)\r\n3 | +2 | Martial Archetype\r\n4 | +2 | Ability Score Improvement\r\n5 | +3 | Extra Attack\r\n6 | +3 | Ability Score Improvement\r\n7 | +3 | Martial Archetype Feature\r\n8 | +3 | Ability Score Improvement\r\n9 | +4 | Indomitable (one use)\r\n10 | +4 | Martial Archetype Feature\r\n11 | +4 | Extra Attack (2)\r\n12 | +4 | Ability Score Improvement\r\n13 | +5 | Indomitable (two uses)\r\n14 | +5 | Ability Score Improvement\r\n15 | +5 | Martial Archetype Feature\r\n16 | +5 | Ability Score Improvement\r\n17 | +6 | Action Surge (two uses), Indomitable (three uses)\r\n18 | +6 | Martial Archetype Feature\r\n19 | +6 | Ability Score Improvement\r\n20 | +6 | Extra Attack (3)","tags":"Fighter","templateId":"25","blockId":"673575","world":"5518f369-dd1f-427e-b992-4a63a47d2fa9","folder":"","isShared":"on"}