

Fighter (5e) Part 1
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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, 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 hand axes • (a) a dungeoneer’s pack or (b) an explorer’s pack |
. | . |
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. |
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