Fighter

Class Features

Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind, Bloodied
2nd +2 Action Surge, Martial Feats
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +2 Fatigue Resistance, Extra Attack
6th +3 Overpowering Strike
7th +3 Martial Archetype Feature, Stamina Surge
8th +3 Ability Score Improvement
9th +3 Indomitable (1 use)
10th +4 Bloodied II
11th +4 Finishing Blow
12th +4 Ability Score Improvement
13th +4 Momentum, Indomitable (2 uses)
14th +5 Martial Archetype Feature, Overpowering Strike Improvement
15th +5 Stamina Surge II
16th +5 Ability Score Improvement
17th +5 Indomitable (3 uses)
18th +6 Bloodied III
19th +6 Ability Score Improvement
20th +6 Martial Archetype Capstone, Weapon Master

Hit Points

Class Health Number: 6

Hit Points at 1st Level: 12 + your fighting style health bonus

Hit Points at Higher Levels: 6 + your fighting style health bonus per fighter level after 1st

Proficiencies

Physical and Mental Modifiers: 1

Some of your abilities will require your Mental or Physical Modifier.

Your Physical Modifier is your Strength or Dexterity Modifier.

Your Mental Modifier is your Intelligence, Wisdom, or Charisma Modifier.

Fighting Style: 1

You adopt a particular style of fighting as your specialty. Choose one of the following options. Each Fighting style grants you a bonus at level 1, you must be wielding one of your fighting style’s respective item to gain this benefit. At level 7, your fighting style provides you with a Martial Feat, this feat does not count against your Feats known, and it does not require a slot when you use it. You must be wielding one of your fighting style’s respective item to use this feature, but you can use this feat regardless of your class.

The health bonus is added to your hit point maximum at 1st level and whenever you gain a level in this class.

Bloodied: 1

You have a reservoir of martial energy that you can channel into your maneuvers. You have a number of Stamina Dice equal to your proficiency bonus. Stamina Dice are d4s. At the start of each of your turns, you regain all expended Stamina Dice. You can expend a Stamina Die in the following ways:

Martial Feats: 2

You have trained in special techniques that give you an edge in combat and beyond. You gain access to martial feats, as described in the Martial Feats section. You may only use one Feat Slot per turn.

Martial Feats: 2

You have trained in special techniques that give you an edge in combat and beyond. You gain access to martial feats, as described in the Martial Feats section. You may only use one Feat Slot per turn.

Primary Slots. You have 3 Primary Slots, which you expend to activate your feats. You regain all expended slots when you finish a short rest. Your number of Primary Slots increases as you gain levels, as shown in the Feats Progression table.

Feats Known. You know 4 martial feats of your choice from your feat list. The Feats Known column of the Feats Progression table shows when you learn more feats. Additionally, when you gain a level in this class, you can replace one feat you know with another feat of your choice from your class feat list.

Feat Tier. You can learn feats of Tier 1 at level 2. At higher levels you gain access to higher tiers, as shown in the table.

Feats Progression
Level Primary Slots Feats Known Feat Tier Available
2nd 3 4 Tier 1
3rd 3 4 Tier 1
4th 3 4 Tier 1
5th 4 5 Tier 2
6th 4 5 Tier 2
7th 4 5 Tier 2
8th 4 5 Tier 2
9th 4 5 Tier 2
10th 5 5 Tier 2
11th 5 5 Tier 3
12th 5 5 Tier 3
13th 5 5 Tier 3
14th 6 6 Tier 3
15th 6 6 Tier 3
16th 7 6 Tier 3
17th 7 6 Tier 4
18th 7 7 Tier 4
19th 8 7 Tier 4
20th 8 8 Tier 4

Action Surge: 2

You can push yourself beyond your normal limits for a moment. On your turn, you can take additional actions equal to your proficiency bonus on top of your regular two actions. You can use this feature once. You regain the use when you finish a short or long rest.

Martial Archetype: 3

You choose an archetype that epitomizes your fighting style. Your choice grants you features at 3rd level and then again at 7th, 14th, and 20th level.

Ability Score Improvement

At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 1. You can't increase an ability score above 5 using this feature.

Martial Fatigue Resistance: 5

When taking the attack action you do not suffer any penalties from the fatigued condition.

Overpowering Strike: 6

When you make a weapon attack, you can choose to replace the attack roll with forcing the target to make a Physical DC Dexterity save. On a failure the attack hits.

Surging Stamina: 7

When you use your Action Surge, you regain one expended Primary Slot for your Martial Feats.

At 15th level, this increases to two expended Primary slots.

Indomitable: 9

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. You can use this feature twice between long rests starting at 13th level and three times starting at 17th level.

Bloodied II: 10

When you start your turn while below half hit points, you gain one of the following benefits until the start of your next turn:

You can change which benefit you receive at the start of each of your turns.

Finishing Blow: 11

When you damage a creature with an attack, you can add extra damage equal to twice your proficiency bonus. You can only use this feature if the extra damage would be enough to reduce the creature to 0 hit points.

Momentum: 13

When you hit a creature with an attack, you deal an additional 1d4 damage, (same type as the attack's damage) everytime you take the attack action from now until the end of your turn, you add an additional 1d4 from this feature.

Overpowering Strike II: 14

Your Overpowering Strike becomes more devastating. When a creature succeeds its saving throw against your Overpowering Strike, it takes half damage. Additionally, if the creature rolls a 1 on its saving throw, the attack is considered a critical hit for damage.

Bloodied III: 18