The Fighter 1.1 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, Ability Score Improvement 8th +3 Ability Score Improvement 9th +4 Indomitable 10th +4 Martial Archetype feature 11th +4 Extra Attack (2) 12th +4 Ability Score Improvement 13th +5 Indomitable (two uses), Ability Score Improvement 14th +5 Ability Score Improvement 15th +5 Martial Archetype feature 16th +5 Ability Score Improvement 17th +6 Action Surge (two uses), Idomitable (three uses), Extra Attack (4) 18th +6 Martial Archetype feature 19th +6 Ability Score Improvement 20th +6 Extra Attack (4)

Class Features

As a Fighter, you gain the followering class features.

Hit Points

Hit Dice: 1d10 per level

1d10 per level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st

Proficiencies

Armor: All armor, Shields

All armor, Shields Weapons: Simple weapons, martial weapons.

Simple weapons, martial weapons. Tools: None

Saving Throws: Strength, Constitution

Strength, Constitution Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perceptioon, 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 shield (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

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.

Close Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.

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.

Mariner

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

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.

Tunnel Fighter

You excel at defending narrow passages, doorways and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.