Fighter Class

You use weapons and armor with exceptional skill. hit die: d10 proficiencies armor: light armor, medium armor, heavy armor, shields weapons: simple weapons, martial weapons saving throws: str, con skills: choose 2 skills from acrobatics animal handling athletics history insight intimidation perception survival equipment chain mail or leather armor and a longbow a martial weapon a shield or a martial weapon a light crossbow or two handaxes a dungeoneers's pack or an explorer's pack

Second Wind

You have a limited well of stamina that you can draw on to protect you rself 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.

Fighting Style

Choose a fighting style. - Archery: +2 to attack rolls with ranged weapons - Defense: +1 to AC while wearing armor - Dueling: When you are wielding a melee weapon in one hand and no other weapons, +2 to damage 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. - 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.