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Hit Points

Hit Dice: 1d10 per level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 + your Constitution modifier per level after 1st

 

Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

 

Armor: Light Armor, Medium Armor, Heavy Armor, shields

Weapons: simple Weapons, martial Weapons

Skills: Choose two skills from: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

 

Starting Equipment

You start with the following items, plus anything provided by your background.

 

• (a) Chain Mail or (b) leather, Longbow, and 20 Arrows

• (a) a martial weapon and a Shield or (b) two martial Weapons

• (a) a Light Crossbow and 20 bolts or (b) two handaxes

• (a) a Dungeoneer's Pack or (b) an Explorer's Pack

 

Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment.

 

Attributes

Saving Throws: Strength, Constitution

Alignment: Any

Magical Abilities: None

 

Other Features

Second Wind

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.

 

Once you use this feature, you must finish a short or Long Rest before you can use it again.

 

Action Surge

Starting at 2nd level, 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

 

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

 

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

 

Indomitable

Beginning at 9th level, 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 between long rests starting at 17th level.

Warrior

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