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Fighter (5e) Part 1

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About

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.

Fighter (5e) Part 2

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