Level | Proficiency Bonus | Features |
---|---|---|
1 | 2 | Fighting Style, Second Wind |
2 | 2 | Action Surge |
3 | 2 | Fighter Archetype |
4 | 2 | Ability Score Improvement |
5 | 3 | Extra Attack |
6 | 3 | Ability Score Improvement |
7 | 3 | Fighter Archetype Feature |
8 | 3 | Ability Score Improvement |
9 | 4 | Indomitable |
10 | 4 | Fighter Archetype Feature |
11 | 4 | Extra Attack |
12 | 4 | Ability Score Improvement |
13 | 5 | Indomitable |
14 | 5 | Ability Score Improvement |
15 | 5 | Fighter Archetype Feature |
16 | 5 | Ability Score Improvement |
17 | 6 | Action Surge, Indomitable |
18 | 6 | Fighter Archetype Feature |
19 | 6 | Ability Score Improvement |
20 | 6 | Extra Attack |
Hit Points
Proficiencies
Fighting Style Level: 1
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
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.
Great Weapon Fighting
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.
Protection
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Second Wind Level: 1
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 Level: 2
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.
Fighter Archetype Level: 3
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetypes are described in the official source material, as well as detailed below. Your archetype choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Extra Attack Level: 5
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 Level: 9
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.
The contender is a person that believes that it is your own strength and accuracy that will carry you through a fight, and to that end, a warrior who is incapable of striking the enemy is a burden to the effort. The contender strives to make no mistakes. The contender believes that even the strongest defenses can be beaten down over time.
Focus Level: 3
Beginning when you choose this archetype at 3rd level, you have gained knowledge on how to best identify the weakness of your oppositions defenses and how to best strike.
When you make a weapon attack roll, you can choose to Focus, giving yourself advantage on the attack roll. You can use this feature a number of times equal to twice your Constitution modifier (minimum of 1). You regain all uses of Focus whenever you finish a short or long rest.
Focused Skills Level: 7
Once you have reached 7th level, you are able to focus not just on attack rolls, but also on what is happening around you. You can expend one use of Focus when making an ability check to gain advantage on the ability check.
Improved Fighting Style Level: 10
Starting at 10th level, you have honed your craft, and have focused heavily into your area of expertise. Choose one fighting style that you possess. The chosen fighting style is changed into its improved version, detailed below.
Improved Archery
You gain a +3 bonus to attack rolls you make with ranged weapons.
Improved Defense
While you are wearing armor, you gain a +1 bonus to AC.
Improved Great Weapon Fighting
When you roll a 1, 2, or 3 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.
Improved Protection
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 force the attack roll to miss. You must be wielding a shield.
Improved Two-Weapon Fighting
When you engage in two-weapon fighting, you can attack twice, instead of once with your bonus action attack. You add your ability modifier to the damage of both attacks.
Focused Brawn Level: 15
At 15th level, you have gained a greater understanding of how best to strike an enemy while exploiting the creatures flaws.
When you hit a creature with a weapon attack roll while you have advantage on the attack roll, you can add your Constitution modifier to the damage of the attack if the lower attack roll would also hit.
Focused Assault Level: 18
At 18th level, you become a master of assault to the point where missing is a concept quite foreign to you.
When you have advantage on an attack roll, you can expend one use of Focus, and roll 3 dice, instead of 2. For the purpose of Focused Brawn, you look at the two highest dice rolled, not the lowest, or all three.