--- # Fighter Features | <b>Level </b> | <b>Features </b> | |:-------------:|:------------------------------------------------------------------------------------------------------------ | | 1st | [[Fighter#Fighting Style\|Fighting Style]], [[Fighter#Second Wind\|Second Wind]] | | 2nd | [[Fighter#Action Surge\|Action Surge]] | | 3rd | [[Fighter#Martial Archetype\|Martial Archetype]] | | 4th | [[Fighter#Feat\|Feat]] | | 5th | [[Fighter#Extra Attack\|Extra Attack]] | | 6th | [[Fighter#Fighter's Technique\|Fighter's Technique]] | | 7th | [[Fighter#Martial Archetype\|Martial Archetype Feature]] | | 8th | [[Fighter#Feat\|Feat]] | | 9th | [[Fighter#Indomitable\|Indomitable]] | | 10th | [[Fighter#Martial Archetype\|Martial Archetype Feature]] | | 11th | [[Fighter#Extra Attack\|Extra Attack Improvement]] | | 12th | [[Fighter#Feat\|Feat]] | | 13th | [[Fighter#Indomitable\|Indomitable Improvement]] | | 14th | [[Fighter#Fighter's Technique\|Fighter's Technique Improvement]] | | 15th | [[Fighter#Martial Archetype\|Martial Archetype Feature]] | | 16th | [[Fighter#Feat\|Feat]] | | 17th | [[Fighter#Action Surge\|Action Surge Improvement]], [[Fighter#Indomitable\|Indomitable Improvement]] | | 18th | [[Fighter#Martial Archetype\|Martial Archetype Feature]], [[Fighter#Extra Attack\|Extra Attack Improvement]] | | 19th | [[Fighter#Feat\|Feat]] | | 20th | [[Fighter#Pinnacle Feat\|Pinnacle Feat]] | ##### Hit Points **Hit Dice**: 1d10 per fighter level **Hit Points at 1st Level:** 10 + your constitution modifier **Hit Points at Higher Levels:** 1d10 (or 6) + your constitution modifier ##### Proficiencies **Armor:** All armor, shields **Weapons:** Simple weapons, martial weapons **Tools:** None **Saving Throws:** Strength, Constitution **Skills:** Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival <br> ## Fighting Style *1st-level Fighter feature* You adopt a particular style of fighting as your specialty. Choose one of the following options or another available to you from [[Fighting Styles]]. 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. >###### Two-Weapon Fighting >When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. <br> ## Second Wind *1st-level Fighter feature* 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. You may use this feature a number of times per long rest equal to half your proficiency bonus rounded down. > This causes you to gain a second use at 9th level, and a third at 17th. <br> ## Action Surge *2nd-level Fighter feature* You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional 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. <br> ## Martial Archetype *3rd-level Fighter feature* You choose an archetype that you strive to emulate in your combat styles and techniques. You gain a Fighter subclass of your choice. The subclass you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. <br> ## Feat *4th level Fighter feature* Your skills mature as you continue to hone your talents or look to new horizons. You gain the [[Ability Score Improvement]] feat or another Feat of your choice. At 8th, 12th, 16th, and 19th levels you repeat this choice, gaining further feats. <br> ## Extra Attack *5th-level Fighter feature* 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 18th level in this class. <br> ## Fighter's Technique *6th-level Fighter feature* While others often dedicate their whole lives honing a skill, fighters often adopt alternate techniques that aid them in the thick of battle. At 6th level and again at 14th you gain a Fighter's Technique of your choice detailed [[Fighter#Fighter's Techniques|below]]. You may choose to gain a Feat of your choice in the place of a Fighter's Technique. <br> ## Indomitable *9th-level Fighter feature* You can reroll a saving throw that you fail. If you do so, you gain a bonus to the roll equal to half your fighter level plus your proficiency bonus, 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. <br> ## Pinnacle Feat *20th level Fighter feature* You reach a pinnacle of skill unseen by most gaining a uniquely powerful trait. You gain a Pinnacle Feat of your choice. > Reminder that although some pinnacle feats are available to everyone, things like class and subclass provide additional options. ##### Pinnacles of Power The pinnacle feats that require 20th level in Fighter are as follows; --- # Subclass Options The subclasses available to Fighters are as follows; %%- Arcane Archer, need to work on arrow recharge%% - [[Battle Master]], masters of martial techniques passed down through generations. - [[Champion]], brave warriors that hone their strength and endurance in battle. - [[Echo Knight]], warriors who command fading shades of unrealized timelines. %%- Eldritch Knight, need to work on spells%% - [[Psi Warrior]], fighters who augment their physical might with mental force. - [[Samurai]], fighters who draw on an implacable fighting spirit to overcome enemies. <br> ## Introductory Subclasses *The following subclasses are great choices as a first time Fighter.* # Battle Master *Masters of martial techniques passed down through generations.* ![[Battle Master#Subclass Features]] # Champion *Brave warriors that hone their strength and endurance in battle.* ![[Champion#Subclass Features]] --- # Fighter's Techniques *The techniques are presented in alphabetical order.* ### Diverse Combatant You can choose an additional option from the [[Fighter#Fighting Style|Fighting Style]] [[Fighter]] class feature. Whenever you gain a level in Fighter you may change your selection. <br> ### Field Medic You are trained in the ways of medicine and how to rabidly stabilize others. You gain proficiency with medicine and healer's kit, if you are already proficient with either your gain expertise with it. **Expert Hands.** Your healer's kit can hold an additional 10 uses. Expending a use to stabilize a creature with 0 hit points takes a bonus action. Whenever you stabilize a creature with 0 hit points they regain a number of hit points equal to your proficiency bonus. You may expend a use of your healer's kit to gain advantage on a Medicine check to diagnose an disease or illness. You can purchase supplies to regain 1 spent use of your healer's kit for 2sp. **Potent Treatment.** Your knowledge of medicine has taught you more potent methods of healing. You are able to stock your healer's kit with an additional number of special uses, referred to as remedy charges, equal to your levels in fighter. As an action you can expend a number of remedy charges up to your proficiency bonus to patch up the wounds of a willing creature within 5ft of you. They regain {xd6 + your proficiency bonus} hit points where x is equal to the number of remedy charges spent. Half of the overflow healing is gained as temporary hit points. You can purchase supplies to regain 1 remedy charge for 1gp. - Overflow Healing: Healing remaining after a creature is raised to full health. **Resourceful Practitioner.** When long resting you can search your surroundings for supplies you can potentially use as part of your healer's kit. Make a nature check and refer to the table below for if it was a failure or success. On a success you find materials equivalent to 1d4 +1 uses of your healer's kit and 1d4 - 1 remedy charges. | Supply Abundance | DC | | ---------------- | --- | | Abundant (Jungle, Forest) | 10 | | Average (Grasslands) | 15 | | Scarce (Glacier, Cave) | 20 | <br> ### Jeering Countenance You spent time studying the psychology of others and have learned methods to manipulate them in the thick of battle. **Goad**. As a special action on your turn or in the place of an attack you make a rude remark directed at a creature that can hear or see you. They must make a Wisdom saving throw DC {10 + your proficiency bonus + charisma modifier} becoming enraged on a failure. While enraged they must attack you when making an attack you are an available target for, they gain a -2 penalty to attacks against creatures other than you, and you gain a +2 bonus to attack rolls made against them. At the end of an enraged creature's turn they can repeat the save to lose the condition, for each of these saves they fail they gain a +2 bonus to future saves. **Mock.** As a reaction to a creature that can hear or see you missing or barely hitting you with an attack roll you can insult their attempt to cause you harm. They must make a Wisdom saving throw DC {12 + your proficiency bonus + charisma modifier}. On a failure they have disadvantage on attack rolls made against you until the end of your next turn, in addition you gain advantage on the next attack you make against them. - Barely Hitting: Hitting within 1 of your AC with an attack. A window of 2 beyond missing. <br> ### Resourceful You have learned how to make a healthy number of things, and learned how to break them in your free time. You gain proficiency with three tools of your choice. You gain advantage on Perception and Investigation checks to spot the weak points of a structure or object. You gain proficiency with improvised weapons. **Crushing Strike.** Whenever you critically strike a creature with a weapon attack you may damage a weapon they are wielding or a set of armor they are wearing. Attacks made with weapons damaged this way have a -1 penalty to attack rolls and damage. Armor worn that was damaged this way imposes a -1 penalty to Armor Class. Damaging an item a second time does not impose further penalties. Damage caused by this ability can be repaired with an hour of work with a relevant tool. <br> ### Weapon Expert You know how to use some weapons to their fullest extent. Choose two weapons you are proficient with. Up to twice per turn when you make an attack with once of the chosen weapons but before you roll to hit, you may add your proficiency bonus to the attack roll. When you do this you critically strike on a 19 or 20. <br> ### Weapon Master At the end of each long rest you may hone a number of weapons equal to your proficiency bonus spending a few minutes cleaning and maintaining each. Until the end of the next long rest the weapon's damage die increases by a d2 and attack rolls made with it gain a +1 bonus. - If the weapon has more than one damage die only one is improved. If this d2 bonus would cause the damage die to become greater than a d12 the weapon instead gains a +1 bonus to damage. %% --- # Buffs ### Fighter's Technique (Upgrade to 6th and 14th feat) 1 at 6th that upgrades at 14 as well as another at 14th that does not improve. Better feats, alternate is to just take a feat. (Maybe also a +1 to a stat) Tools - Able to make small things and fix most objects --- Tactics - Battle Master, another choice Mobility - More movement and dex shit, evasion?? Weapon Master - Able to improve others weapons, bigegr die Arcanist - Spells, more spells Old sharpshooter and weapon master ??? ### Second Fighting Style You get another I guess