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.