{"name":"Fighter","overview":"[in]A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.\r\n[in]A dwarf in chain mail interposes his shield between the ogre\u2019s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses. A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd\u2019s delight\u2014and his own tactical advantage. His opponent\u2019s sword flares with blue light an instant before she sends lightning flashing forth to smite him.\r\n[in]All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings\u2014as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.","hitdice":"d10","hitpointsfirstlevel":"10 + your Constitution modifier","hitpointsathigherlevels":"1d10 (or 6) + your Constitution modifier per fighter level above 1st.","armorproficiencies":"Light and Medium Armor, Shields","weaponproficiences":"Simple Weapons, 3 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) Scale Mail, or (b) leather armor, longbow, and 20 arrows[\/li]\r\n[li](a) a martial weapon and a shield or (b) two martial melee weapons[\/li]\r\n[li](a) a light crossbow and 20 bolts or (b) two simple light melee weapons[\/li]\r\n[li](a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack[\/li]\r\n[\/ul]\r\n","spellcasting":"","features":"[b]\r\n[br][\/b]\r\n[h1][b]Fighter[\/b][\/h1]\r\n\r\n[hr]\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Proficiency\r\nBonus[\/th]\r\n[th]Features[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]+2[\/td]\r\n[td]Fighting Style, Second Wind, Feat[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]+2[\/td]\r\n[td]Action Surge (one use)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]+2[\/td]\r\n[td]Martial Archetype[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]+2[\/td]\r\n[td]Ability Score Improvement, Feat[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]+3[\/td]\r\n[td]Extra Attack, Combat Stances[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]+3[\/td]\r\n[td]Martial Archetype Feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement, Feat[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]+4[\/td]\r\n[td]Indomitable (one use)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]+4[\/td]\r\n[td]Martial Archetype Feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]+4[\/td]\r\n[td]Extra Attack (2), Additional Combat Stance[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]+4[\/td]\r\n[td]Ability Score Improvement, Feat[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]+5[\/td]\r\n[td]Indomitable (two uses)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement, Additional Combat Stance[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]+5[\/td]\r\n[td]Martial Archetype Feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement, Feat[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]+6[\/td]\r\n[td]Action Surge (two uses), Indomitable, (three uses)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]+6[\/td]\r\n[td]Martial Archetype Feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]+6[\/td]\r\n[td]Ability Score Improvement, Feat[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]+6[\/td]\r\n[td]Extra Attack (3)[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h4]Combat Stances[\/h4]\r\nStarting at 5th level, you learn how to hone your body posture to devastating effect. You learn 2 stances of your choice, which are detailed under \"Stances\" below. When you take the attack action, you can choose to activate a stance you know. The effects of the stance remains until the start of your next turn. You can only have 1 stance active at a time.\r\n[h4]Stances[\/h4]\r\n[in][b][i]Power Stance[\/i][\/b]. Your attacks deal bonus damage equal to twice your proficiency bonus. But, your attack rolls suffer a penalty equal to your Proficiency bonus.\r\n[in][b][i]Precision Stance[\/i][\/b]. Double your Proficiency bonus added to your melee attack rolls, reduce your damage by double your Proficiency modifier.\r\n[in][i][b]Defensive Stance[\/b].[\/i] Add your proficiency bonus to your AC, your damage rolls are reduced by your proficiency bonus.\r\n[in][b][i]Reckless Stance[\/i][\/b]. Your critical range is increased by your proficiency modifier (at level 3, your critical range would go from 19-20 to 17-20), your AC is reduced by twice your proficiency modifier.","subclasses":"[h1]Martial Archetypes[\/h1]\r\nDifferent fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.\r\n[br]\r\n[h1]Champion[\/h1]\r\n[hr]The archetypal Champion focuses on the development of raw physical power and technique honed to deadly perfection.\r\n[table]\r\n[tr]\r\n[th]Fighter Level[\/th]\r\n[th]Feature[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Improved Critical[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]Fighting Style Expertise[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]Additional Fighting Style[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]Fighting Style Mastery[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]Survivor[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h2]Improved Critical[\/h2]\r\nBeginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.\r\n\r\n[h2]Fighting Style Expertise[\/h2]\r\nAt 7th level, you learn how to maximize your chosen fighting style, you gain additional bonuses based on the fighting style you chose at 1st level.\r\n[b][i][h4]Archery[\/h4]\r\n[\/i][\/b]\r\nWhen you take the attack action while wielding a ranged weapon, you can forgo the attack bonus granted by this fighting style to instead make one additional attack with that ranged weapon.\r\n[i][b][h4]Blind Fighting[\/h4]\r\n[\/b][\/i]\r\nThe range of your blindsight increases to 20 feet.\r\n[i][b][h4]Defense[\/h4]\r\n[\/b][\/i]\r\n[i]When you take the dodge action, you have advantage on opportunity attacks until the beginning of your next turn.[\/i]\r\n[b][i][h4]Dueling[\/h4]\r\n[\/i][\/b]As a bonus action, you can mark a creature you can see; you have advantage against that creature until the beginning of your next turn, as long as you're wielding a melee weapon in one hand and no other weapons.\r\n[i][b][h4]Great Weapon Fighting[\/h4]\r\n[\/b][\/i]\r\nWhen you roll a maximum result on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can roll that die again and add the result to the damage.\r\n[i][b][h4]Interception[\/h4]\r\n[\/b][\/i]\r\nWhen you use this feature to reduce damage, you can also make an opposed strength (athletics) check against the attacker; if you win, the attacker is knocked prone.\r\n[i][b][h4]Protection[\/h4]\r\n[\/b][\/i]\r\nWhen you use your reaction to impose disadvantage, you can attempt to knock your opponent off balance. If the attack misses, that ally can make one attack against the target using a reaction.\r\n[i][b][h4]Superior Technique[\/h4]\r\n[\/b][\/i]\r\nYou gain one more superiority die and learn one more maneuver of your choice.\r\n[i][b][h4]Thrown Weapon Fighting[\/h4]\r\n[\/b][\/i]\r\nAs a bonus action, you can increase the range of your thrown weapon attacks. Until the end of your turn, your thrown weapon attacks have double range.\r\n[i][b][h4]Two-Weapon Fighting[\/h4]\r\n[\/b][\/i]\r\nIf you hit a creature with both weapons, you can make another attack with the weapon you attacked with using your bonus action.\r\n[i][b][h4]Unarmed Fighting[\/h4]\r\n[\/b][\/i]\r\nWhen you make an unarmed attack against an opponent, you can attempt to grapple that creature as part of the same action.\r\n\r\n[h2]Additional Fighting Style[\/h2]\r\nAt 10th level, you can choose a second option from the Fighting Style class feature.\r\n\r\n[h2]Fighting Style Mastery[\/h2]\r\nYour skill with your chosen specific fighting styles becomes legendary.\r\n[br][i][h4]Archery[\/h4]\r\n[\/i]\r\nOnce per turn, if you have advantage on a ranged weapon attack roll against a creature, you can forgo the advantage to fire two extra pieces of ammunition using the same attack roll. If the attack hits, roll one of the weapon's damage dice 2 additional times, add the results to the damage total.\r\n[b][i][h4]Blind Fighting[\/h4]\r\n[\/i][\/b]\r\nThe range of your blindsight is increased to 30 feet, and you have truesight out to 5 feet.\r\n[b][i][h4]Defense[\/h4]\r\n[\/i][\/b]\r\nIf you would be hit by an attack, you can use your reaction to make your opponent reroll that attack.\r\n[b][i][h4]Dueling[\/h4]\r\n[\/i][\/b]\r\nWhenever you roll a 20 when making an attack with a weapon you're wielding in one hand and no other weapons, you regain a use of your Action Surge feature.\r\n[b][i][h4]Great Weapon Fighting[\/h4]\r\n[\/i][\/b]\r\nYou are able to cleave through foes, when you make an attack using a versatile or heavy weapon with two hands, you can make an extra attack against another creature that is adjacent to the first and within reach of your weapon.\r\n[b][i][h4]Interception[\/h4]\r\n[\/i][\/b]\r\nIf you succeed in knocking an opponent prone with your interception feature, that creature also has disadvantage on saving throws until the end of your next turn.\r\n[b][i][h4]Protection[\/h4]\r\n[\/i][\/b]\r\nWhen your ally hits an opponent due to this feature, you both gain temporary hit points equal to the damage dealt.\r\n[b][i][h4]Superior Technique[\/h4]\r\n[\/i][\/b]\r\nYour superiority dice become d8s and you learn one additional maneuver of your choice.\r\n[b][i][h4]Thrown Weapon Fighting[\/h4]\r\n[\/i][\/b]\r\nWhen you use the attack action using a thrown weapon, you can forgo an attack to use your weapon to pin your target to the ground; the creature makes a Strength (Athletics) check against the attack roll to avoid being pinned. The creature can use an action to free itself.\r\n[b][i][h4]Two-Weapon Fighting[\/h4]\r\n[\/i][\/b]\r\nWhen you hit a creature with both weapons, that creature's first attack against you has disadvantage.\r\n[b][i][h4]Unarmed Fighting[\/h4]\r\n[\/i][\/b]\r\nYou can add your Proficiency bonus to the damage you deal against grappled creatures.\r\n\r\n[h2]Survivor[\/h2]\r\nAt 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don\u2019t gain this benefit if you have 0 hit points.\r\n\r\n[h2]\r\n[br]Battle Master[\/h2]\r\n[hr]Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, com bat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.\r\n\r\n[h4]Combat Superiority[\/h4]\r\nWhen you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.\r\n[in][b]Maneuvers.[\/b] You learn three maneuvers of your choice. Many maneuvers enhance an attack in someway. You can use only one maneuver per attack.\r\n[in]You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.\r\n[in][b]Superiority Dice.[\/b] 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.\r\n[in]You gain another superiority die at 7th level and one more at 15th level.\r\n[in][b]Saving Throws.[\/b] Some of your maneuvers require your target to make a saving throw to resist the maneuver\u2019s effects. The saving throw DC is calculated as follows:\r\nManeuver save DC = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\n[h4]Student of War[\/h4]\r\nAt 3rd level, you gain proficiency with one type of artisan's tools of your choice.\r\n\r\n[h4]Know Your Enemy[\/h4]\r\nStarting at 7th level, 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:\r\n[ul]\r\n[li]Strength score[\/li]\r\n[li]Dexterity score[\/li]\r\n[li]Constitution score[\/li]\r\n[li]Armor 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]\r\nYou also have advantage on your first attack against the creature.[\/ul]\r\n[h4]Improved Combat Superiority[\/h4]\r\nAt 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.\r\nYou can use your reaction to make an opponent reroll an attack if it would hitYou can use your reaction to make an opponent reroll an attack if it would hit\r\n[br]\r\n[h1]Samurai[\/h1]\r\n[hr]\r\n[table]\r\n[tr]\r\n[th]Fighter Level[\/th]\r\n[th]Feature[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Bonus Proficiency, Iaijutsu Master[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]Elegant Courtier[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]Aura Strike[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]Frightful Presence[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]Projected Strike[\/td]\r\n[\/tr]\r\n[\/table]\r\nSome Samurai features require saving throws, the DC is equal to 8 + your Proficiency modifier + your Wisdom modifier.\r\n[h2]Bonus Proficiency[\/h2]\r\nWhen you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.\r\n\r\n[h2]Iaijutsu Master[\/h2]\r\nStarting at 3rd level, your intense aura allows you to strike your opponent when he is most vulnerable, directly after he misses an attack against you. As an action, you can add your Proficiency bonus to your ac until the start of your next turn. If a creature misses you with an attack, you can use your reaction to make a number of attacks equal to your proficiency modifier against that creature. At the beginning of your turn, if you were not attacked since your last turn, you can use your reaction to make one attack. You also can use your dexterity instead of strength when using longswords.\r\n\r\n[h2]Elegant Courtier[\/h2]\r\nStarting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).\r\n\r\n[h2]Aura Strike[\/h2]\r\nStarting at 10th level, you learn to project your aura through your blade. You can add your Wisdom modifier to your weapon damage rolls, and your attacks made using your Iaijutsu strike are treated as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\r\n\r\n[h2]Frightful Presence[\/h2]\r\nStarting at 15th level, you can use your aura to demoralize your opponents. As an action, each creature within 30 feet of you must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for up to 1 minute. If you are damaged, your frightful presence ends. You can use this feature 3 times, and you regain all expended uses of it when you finish a long rest.\r\n\r\n[h2]Projected Strike[\/h2]\r\nStarting at 18th level, you can use a bonus action to use your aura to create blasts of energy when you strike. Each creature in a 30 foot cone must succeed on a Wisdom saving throw. A target takes 3d8 + Wisdom modifier Radiant damage on a failed save, or half as much damage on a successful one.","tabledata":"","tags":"","isShared":"on","templateId":"25","blockId":"909551","world":"ba75eaa2-b76f-453c-8581-4114a9413f5b","folder":""}