{"name":"Fighters","overview":"","hit_dice":"1d10","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1d10 (or 6) + your Constitution modifier per barbarian level after 1st","armor_proficiencies":"Shields and one armour weight of your choice","weapon_proficiencies":"Choose one group: dagger, shortsword, sickle, whip; javelin, spear, pike, halberd; flail, morningstar, mace, warhammer; dagger, shortbow, longbow, whip; light hammer, warhammer, handaxe, greataxe; lance, shortsword, greatsword, longsword; scimitar, whip, sickle, glaive","tools":"","saving_throws":"Strength, Constitution","skills":"Intimidation, Survival","starting_equipment":"","spellcasting":"[p]None.[\/p]","class_features":"[h1]Level 1[\/h1]\r\n[h3]Fighting Style[\/h3]\r\n[p]You adopt a particular style of fighting as your specialty. Choose one of the following options.[\/p]\r\n\r\n[h4]Archery[\/h4]\r\n[p]You gain a +2 bonus to attack rolls you make with ranged weapons.[\/p]\r\n\r\n[h4]Defence[\/h4]\r\n[p]While you are wearing armour, you gain a +1 bonus to AC.[\/p]\r\n\r\n[h4]Duelling[\/h4]\r\n[p]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.[\/p]\r\n\r\n[h4]Great Weapon Fighting[\/h4]\r\n[p]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.[\/p]\r\n\r\n[h4]Protection[\/h4]\r\n[p]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.[\/p]\r\n\r\n[h4]Two-Weapon Fighting[\/h4]\r\n[p]When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.[\/p]\r\n\r\n[h3]Second Wind[\/h3]\r\n[p]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.[\/p]\r\n[p]Once you use this feature, you must finish a short or long rest before you can use it again.[\/p]\r\n\r\n[h1]Level 2[\/h1]\r\n[h3]Action Surge[\/h3]\r\n[p]You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.[\/p]\r\n\r\n[h1]Level 3[\/h1]\r\n[h3]Superiority Dice[\/h3]\r\n[p]You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.[\/p]\r\n[p]You gain another superiority die at 7[sup]th[\/sup] level and one more at 15[sup]th[\/sup] level.[\/p]\r\n\r\n[h3]Manoeuvres[\/h3]\r\n[p]You learn three manoeuvres of your choice. You can only use one manoeuvre per attack.[\/p]\r\n\r\n[h4]Commander\u2019s Strike[\/h4]\r\n[p]When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack\u2019s damage roll.[\/p]\r\n\r\n[h4]Disarming Attack[\/h4]\r\n[p]When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it\u2019s holding. You add the superiority die to the attack\u2019s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.[\/p]\r\n\r\n[h4]Distracting Strike[\/h4]\r\n[p]When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack\u2019s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.[\/p]\r\n\r\n[h4]Evasive Footwork[\/h4]\r\n[p]When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.[\/p]\r\n\r\n[h4]Feinting Attack[\/h4]\r\n[p]You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack\u2019s damage roll.[\/p]\r\n\r\n[h4]Goading Attack[\/h4]\r\n[p]When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack\u2019s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.[\/p]\r\n\r\n[h4]Lunging Attack[\/h4]\r\n[p]When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack\u2019s damage roll.[\/p]\r\n\r\n[h4]Manoeuvring Attack[\/h4]\r\n[p]When you hit a creature with a weapon attack, you can expend one superiority die to manoeuvre one of your comrades into a more advantageous position. You add the superiority die to the attack\u2019s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.[\/p]\r\n\r\n[h4]Menacing Attack[\/h4]\r\n[p]When you hit a creature with a weapon attack, you can expend one superiority die to attempt to @[frighten](condition:233a5eea-750a-4fdf-92af-08d34cdcd1c0) the target. You add the superiority die to the attack\u2019s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is @[frightened](condition:233a5eea-750a-4fdf-92af-08d34cdcd1c0) of you until the end of your next turn.[\/p]\r\n\r\n[h4]Parry[\/h4]\r\n[p]When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.[\/p]\r\n\r\n[h4]Precision Attack[\/h4]\r\n[p]When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this manoeuvre before or after making the attack roll, but before any effects of the attack are applied.[\/p]\r\n\r\n[h4]Pushing Attack[\/h4]\r\n[p]When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.[\/p]\r\n\r\n[h4]Rally[\/h4]\r\n[p]On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.[\/p]\r\n\r\n[h4]Riposte[\/h4]\r\n[p]When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.[\/p]\r\n\r\n[h4]Sweeping Attack[\/h4]\r\n[p]When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.[\/p]\r\n\r\n[h4]Trip Attack[\/h4]\r\n[p]When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack\u2019s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target @[prone](condition:dde14e0e-c2c5-4de7-b7a0-4ec2df06a83d).[\/p]\r\n\r\n[h4]Guidance[\/h4]\r\n[p]Whenever you or an allied creature you can see within 30 feet of you misses a weapon attack, as a reaction you may call upon them, allowing to immediately make another attack against the creature adding your Charisma modifier to the damage roll. You can use this feature equal to your Charisma modifier (minimum of once).[\/p]\r\n\r\n[h1]Level 4[\/h1]\r\n[h3]Ability Score Improvement[\/h3]\r\n[p]You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a @[feat](article:b69591eb-2945-4bd2-ae5e-7250b12a2ace) for your character. You gain this feature again when you reach 6[sup]th[\/sup], 8[sup]th[\/sup], 12[sup]th[\/sup], 14[sup]th[\/sup], 16[sup]th[\/sup] and 19[sup]th[\/sup] level.[\/p]\r\n\r\n[h1]Level 5[\/h1]\r\n[h3]Extra Attack[\/h3]\r\n[p]You can attack twice, instead of once, whenever you take the Attack action on your turn.[\/p]\r\n[p]The number of attacks increases to three when you reach 11[sup]th[\/sup] level in this class and to four when you reach 20[sup]th[\/sup] level in this class.[\/p]\r\n\r\n[h1]Level 9[\/h1]\r\n[h3]Indomitable[\/h3]\r\n[p]You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.[\/p]\r\n[p]You can use this feature twice between long rests starting at 13[sup]th[\/sup] level and three times between long rests starting at 17[sup]th[\/sup] level.[\/p]","subclass_options":"[h1]Level 3[\/h1]\r\n[p]You have 1 class point.[\/p]\r\n[p]You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.[\/p]\r\n\r\n[h2]Optional Abilities[\/h2]\r\n[h3]Danger Sense[\/h3]\r\n[p]You gain an uncanny sense of when things nearby aren\u2019t as they should be, giving you an edge when you dodge away from danger.[\/p]\r\n[p]You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can\u2019t be @[blinded](condition:dc458491-d3ea-4f4f-b1b9-de07841f549e), @[deafened](condition:959416bc-06fe-4488-b2e6-21f0814294ae), or @[incapacitated](condition:b0693ba9-0433-4b87-ad4f-f749889c2337).[\/p]\r\n\r\n[h3]Combat Inspiration[\/h3]\r\n[p]You learn to inspire others in battle. A creature that has a Superiority die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Superiority die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.[\/p]\r\n\r\n[h1]Level 10[\/h1]\r\n[p]You gain 1 class point.[\/p]\r\n\r\n[h2]Optional Abilities[\/h2]\r\n[h3]Stillness of Mind[\/h3]\r\n[p]You can use your action to end one effect on yourself that is causing you to be @[charmed](condition:747b30d2-6a91-4481-82de-dcb358f158fd) or @[frightened](condition:233a5eea-750a-4fdf-92af-08d34cdcd1c0).[\/p]\r\n\r\n[h3]Know Your Enemy[\/h3]\r\n[p]If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:[\/p]\r\n\r\n[ul][li]Strength score[\/li]\r\n[li]Dexterity score[\/li]\r\n[li]Constitution score[\/li]\r\n[li]Armour Class[\/li]\r\n[li]Current hit points[\/li]\r\n[li]Total class levels (if any)[\/li]\r\n[li]Fighter class levels (if any)[\/li][\/ul]\r\n\r\n[h3]Additional Fighting Style[\/h3]\r\nYou can choose a second option from the Fighting Style class feature.\r\n\r\n[h1]Level 17[\/h1]\r\n[p]You gain 1 class point.[\/p]\r\n\r\n[h2]Optional Abilities[\/h2]\r\n[h3]Volley[\/h3]\r\n[p]You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon\u2019s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.[\/p]\r\n\r\n[h3]Whirlwind Attack[\/h3]\r\n[p]You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.[\/p]\r\n\r\n[h3]Superior Critical[\/h3]\r\n[p]Your weapon attacks score a critical hit on a roll of 18-20.[\/p]\r\n\r\n[h3]Relentless[\/h3]\r\n[p]When you roll initiative and have no superiority dice remaining, you regain 1 superiority die.[\/p]\r\n\r\n[h1]Level 18[\/h1]\r\n[p]You gain 1 class point.[\/p]\r\n\r\n[h2]Optional Abilities[\/h2]\r\n[h3]Fighter's Senses[\/h3]\r\n[p]You gain preternatural senses that help you fight creatures you can\u2019t see. When you attack a creature you can\u2019t see, your inability to see it doesn\u2019t impose disadvantage on your attack rolls against it.[\/p]\r\n[p]You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn\u2019t hidden from you and you aren\u2019t @[blinded](condition:dc458491-d3ea-4f4f-b1b9-de07841f549e) or @[deafened](condition:959416bc-06fe-4488-b2e6-21f0814294ae).[\/p]\r\n\r\n[h1]Fighter Table[\/h1]","table_data":"Level | Class Points | Abilities | Optional Abilities\r\n1 | 0 | Fighting Style, Second Wind | ---\r\n2 | 0 | Action Surge | ---\r\n3 | 1 | Superiority Dice, Manoeuvres | Danger Sense, Combat Inspiration\r\n4 | 1 | Ability Score Improvement | ---\r\n5 | 1 | Extra Attack | ---\r\n6 | 1 | Ability Score Improvement | ---\r\n7 | 1 | Superiority Die Improvement | ---\r\n8 | 1 | Ability Score Improvement | ---\r\n9 | 1 | Indomitable | ---\r\n10 | 2 | --- | Stillness of Mind, Know Your Enemy, Additional Fighting Style\r\n11 | 2 | Extra Attack Improvement | ---\r\n12 | 2 | Ability Score Improvement | ---\r\n13 | 2 | Superiority Die Improvement, Indomitable Improvement | ---\r\n14 | 2 | Ability Score Improvement | ---\r\n15 | 2 | --- | ---\r\n16 | 2 | Ability Score Improvement | ---\r\n17 | 3 | Indomitable Improvement | Volley, Whirlwind Attack, Superior Critical, Relentless\r\n18 | 4 | --- | Fighter's Senses\r\n19 | 4 | Ability Score Improvement | ---\r\n20 | 4 | Extra Attack Improvement | ---","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"1286888","world":"49ea7628-05cf-4320-bd3d-daee3a87fc0a","folder":"22582"}