System	
  Reference	
   Document	
  5.1 	
   24	
  
Fighter 
Class Features 
As	
  a	
  fighter,	
  you	
  gain	
  the	
  following	
  class	
  features. 	
  
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	
  per	
  fighter	
  level	
  after	
  1st 	
  
Proficiencies 
Armor:	
  All	
  armor,	
  shields 	
  
Weapons:	
  Simple	
  weapons,	
  martial	
  weapons	
  
Tools:	
  None	
  
Saving	
  Throws:	
   Strength,	
  Constitution 	
  
Skills:	
  Choose	
  two	
  skills	
  from	
  Acrobatics,	
  Animal	
  
Handling,	
  Athletics,	
  History,	
  Insight,	
  Intimidation,	
  
Perception,	
  and	
  Survival 	
  
Equipment 
You	
  start	
  with	
  the	
  following	
  equipment,	
  in	
  addition	
  
to	
  the	
  equipment	
  granted	
  by	
  your	
  background: 	
  
• (a)	
  chain	
  mail	
  or	
  ( b)	
  leather	
  armor,	
  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
The	
  Fighter	
  
Level	
  
Proficiency	
  
Bonus	
   Features	
  
1st	
   +2 Fighting	
  Style,	
  Second	
  Wind 	
  
2nd	
   +2 Action	
  Surge	
  (one	
  use) 	
  
3rd	
   +2 Martial	
  Archetype	
  
4th	
   +2 Ability	
  Score	
  Improvement 	
  
5th	
   +3 Extra	
  Attack	
  
6th	
   +3 Ability	
  Score	
  Improvement 	
  
7th	
   +3 Martial	
  Archetype	
  feature 	
  
8th	
   +3 Ability	
  Score	
  Improvement 	
  
9th	
   +4 Indomitable	
  (one	
  use) 	
  
10th	
   +4 Martial	
  Archetype	
  feature 	
  
11th	
   +4 Extra	
  Attack	
  (2)	
  
12th	
   +4 Ability	
  Score	
  Improvement 	
  
13th	
   +5 Indomitable	
  (two	
  uses) 	
  
14th	
   +5 Ability	
  Score	
  Improvement 	
  
15th	
   +5 Martial	
  Archetype	
  feature 	
  
16th	
   +5 Ability	
  Score	
  Improvement 	
  
17th	
   +6 Action	
  Surge	
  (two	
  uses),	
  
Indomitable	
  (three	
  uses) 	
  
18th	
   +6 Martial	
  Archetype	
  feature 	
  
19th	
   +6 Ability	
  Score	
  Improvement 	
  
20th	
   +6 Extra	
  Attack	
  (3)	
  
Fighting Style 
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 
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	
  sh ort	
  or	
  long	
  rest	
  before	
  you	
  can	
  
use	
  it	
  again.	
  