{"name":"Fighter","overview":"","hitdice":"d10","hitpointsfirstlevel":"10 + your Constitution modifier","hitpointsathigherlevels":"1d10 (or 6) + your Constitution modifier","armorproficiencies":"All armor, shields","weaponproficiences":"Simple weapons, martial weapons","tools":"None","savingthrows":"Strength, Constitution","skills":"Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival","spellcasting":"[b]ELDRITCH KNIGHT ONLY[\/b]\r\n\r\n","equipment":"[ul]\r\n[li](a) chain mail or (b) leather, longbow, and 20 arrows[\/li]\r\n[li](a) a martial weapon and a shield or (b) two martial\r\nweapons[\/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]","features":" \r\nFIGHTING STYLE:\r\n[p]You adopt a particular style of fighting as your specialty.\r\nChoose one of the following options. You can\u2019t take a\r\nFighting Style option more than once, even if you later\r\nget to choose again.\r\n[\/p][p][b]Archery[\/b]\r\nYou gain a +2 bonus to attack rolls you make with\r\nranged weapons.\r\n[\/p][p][b]Defense[\/b]\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n[\/p][p][b]Dueling[\/b]\r\nWhen you are wielding a melee weapon in one hand and\r\nno other weapons, you gain a +2 bonus to damage rolls\r\nwith that weapon.\r\n[\/p][p][b]Great Weapon Fighting[\/b]\r\nWhen you roll a 1 or 2 on a damage die for an attack you\r\nmake with a melee weapon that you are wielding with\r\ntwo hands, you can reroll the die and must use the new\r\nroll, even if the new roll is a 1 or a 2. The weapon must\r\nhave the two-handed or versatile property for you to gain\r\nthis benefit.\r\n[\/p][p][b]Protection[\/b]\r\nWhen a creature you can see attacks a target other\r\nthan you that is within 5 feet of you, you can use your\r\nreaction to impose disadvantage on the attack roll. You\r\nmust be wielding a shield.\r\n[\/p][p][b]Two-Weapon Fighting[\/b]\r\nWhen you engage in two-weapon fighting, you can add\r\nyour ability modifier to the damage of the second attack.[\/p]\r\n\r\nSECOND WIND:\r\n[p]You have a limited well of stamina that you can draw on\r\nto protect yourself from harm. On your turn, you can use\r\na bonus action to regain hit points equal to 1d10 + your\r\nfighter level.[\/p]\r\n[p]Once you use this feature, you must finish a short or\r\nlong rest before you can use it again.[\/p]\r\n\r\nACTION SURGE:\r\n[p]Starting at 2nd level, you can push yourself beyond your\r\nnormal limits for a moment. On your turn, you can take\r\none additional action on top of your regular action and a\r\npossible bonus action.[\/p]\r\n[p]Once you use this feature, you must finish a short or\r\nlong rest before you can use it again. Starting at 17th\r\nlevel, you can use it twice before a rest, but only once on\r\nthe same turn.[\/p]\r\n\r\nMARTIAL ARCHETYPE:\r\n[p]At 3rd level, you ch oose an archetype that you strive to\r\nemulate in your com bat styles and techniques. Choose\r\nChampion, Battle Master, or Eldritch Knight, all detailed\r\nat the end of the class description. The archetype you\r\nchoose grants you features at 3rd level and again at 7th,\r\n10th, 15th, and 18th level.[\/p]\r\n\r\nABILITY SCORE IMPROVEMENT:\r\n[p]When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th,\r\nand 19th level, you can increase one ability score of your\r\nchoice by 2, or you can increase two ability scores of\r\nyour choice by 1. As normal, you can\u2019t increase an ability\r\nscore above 20 using this feature.[\/p]\r\n\r\nEXTRA ATTACK:\r\n[p]Beginning at 5th level, you can attack twice, instead of\r\nonce, whenever you take the Attack action on your turn.[\/p]\r\n[p]The number of attacks increases to three when you\r\nreach 11th level in this class and to four when you reach\r\n20th level in this class.[\/p]\r\n\r\nINDOMITABLE:\r\n[p]Beginning at 9th level, you can reroll a saving throw that\r\nyou fail. If you do so, you must use the new roll, and you\r\ncan\u2019t use this feature again until you finish a long rest.[\/p]\r\n[p]You can use this feature twice between long rests\r\nstarting at 13th level and three times between long rests\r\nstarting at 17th level.[\/p]","subclasses":"[b]Eldritch Knight:[\/b]\r\n\r\nWEAPON BOND:\r\n[p]At 3rd level, you learn a ritual that creates a magical\r\nbond between yourself and one weapon. You perform\r\nthe ritual over the course of 1 hour, which can be done\r\nduring a short rest. The weapon must be within your\r\nreach throughout the ritual, at the conclusion of which\r\nyou touch the weapon and forge the bond.[\/p]\r\n[p]Once you have bonded a weapon to yourself, you\r\ncan\u2019t be disarmed of that weapon unless you are\r\nincapacitated. If it is on the same plane of existence,\r\nyou can summon that weapon as a bonus action on your\r\nturn, causing it to teleport instantly to your hand.[\/p]\r\n[p]You can have up to two bonded weapons, but can\r\nsummon only one at a time with your bonus action.\r\nIf you attempt to bond with a third weapon, you must\r\nbreak the bond with one of the other two.[\/p]\r\n\r\nWAR MAGIC:\r\n[p]Beginning at 7th level, when you use your action to\r\ncast a cantrip, you can make one weapon attack as a\r\nbonus action.[\/p]\r\n\r\nELDRITCH STRIKE:\r\n[p]At 10th level, you learn how to make your weapon\r\nstrikes undercut a creature\u2019s resistance to your spells.\r\nWhen you hit a creature with a weapon attack, that\r\ncreature has disadvantage on the next saving throw\r\nit makes against a spell you cast before the end of\r\nyour next turn.[\/p]\r\n\r\nARCANE CHARGE:\r\n[p]At 15th level, you gain the ability to teleport up to 30\r\nfeet to an unoccupied space you can see when you use\r\nyour Action Surge. You can teleport before or after the\r\nadditional action.[\/p]\r\n\r\nIMPROVED WAR MAGIC:\r\n[p]Starting at 18th level, w hen you use your action to\r\ncast a spell, you can m ake one w eapon attack as a\r\nbonus action.[\/p]","tabledata":"Level|Proficiency Bonus|Feature\r\n1st|+2|Fighting Style, Second Wind\r\n2nd|+2|Action Surge (one use)\r\n3rd|+2|Martial Archetype\r\n4th|+2|Ability Score Improvement\r\n5th|+3|Extra Attack\r\n6th|+3|Ability Score Improvement\r\n7th|+3|Martial Archetype Feature\r\n8th|+3|Ability Score Improvement\r\n9th|+4|Indomitable (one use)\r\n10th|+4|Martial Archetype Feature\r\n11th|+4|Extra Attack (2)\r\n12th|+4|Ability Score Improvement\r\n13th|+5|Indomitable (two uses)\r\n14th|+5|Ability Score Improvement\r\n15th|+5|Martial Archetype Feature\r\n16th|+5|Ability Score Improvement\r\n17th|+6|Action Surge (two uses), Indomitable (three uses)\r\n18th|+6|Martial Archetype Feature\r\n19th|+6|Ability Score Improvement|\r\n20th|+6|Extra Attack (3)\r\n |\r\nEldritch Knight Spellcasting\r\nFighter Level|Cantrips Known|Spells Known|1st|2nd|3rd|4th\r\n3rd|2|3|2|--|--|--\r\n4th|2|4|3|--|--|--\r\n5th|2|4|3|--|--|--\r\n6th|2|4|3|--|--|--\r\n7th|2|5|4|2|--|--\r\n8th|2|6|4|2|--|--\r\n9th|2|6|4|2|--|--\r\n10th|3|7|4|3|--|--\r\n11th|3|8|4|3|--|--\r\n12th|3|8|4|3|--|--\r\n13th|3|9|4|3|2|--\r\n14th|3|10|4|3|2|--\r\n15th|3|10|4|3|2|--\r\n16th|3|11|4|3|3|--\r\n17th|3|11|4|3|3|--\r\n18th|3|11|4|3|3|--\r\n19th|3|12|4|3|3|1\r\n20th|3|13|4|3|3|1","tags":"","templateId":"25","blockId":"96259","isShared":"1"}