Fighter

Hit Points
Saving Throws: Choose two from Health, Dexterity, and Perception
 * Hit Dice: 1d10 per fighter level.
 * Hit Points at 1st Level: 10 + your Health modifier.
 * Hit Points at Higher Levels: 1d10 (or 6) + your Health modifier per fighter level after 1st.

Fighting Style
At first level, choose one of the following options.

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.
 * 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 that you are

to impose disadvantage on the attack roll. You must be wielding a shield.
 * 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

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. trained in making ranged attack 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. 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.
 * Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
 * Mariner: As long as you are
 * Close Quarters Shooter: You are
 * Tunnel Fighter: You excel at

Second Wind
At first level, 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 short or long rest before you can use it again.

Action Surge
Starting at second level, on your turn, you can take one additional action on top of your regular action and a possible bonus 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.

Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, 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 20th level in this class.

Know Your Enemy
Starting at 7th level, if you spend 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:


 * Health score
 * Dexterity score
 * Armor Class
 * Current hit points
 * Vitality
 * Total class levels (if any)
 * Fighter class levels (if any)

Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, 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.

Gunslinger
At level 1, you are trained in making ranged attack 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.

Quick Draw
Starting at 3rd level, you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.d

Rapid Strike
Starting at 9th level, if you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can only do so once per turn.

Sudden Strike
Starting at 13th level, if you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.

Intense Rivalry
At 17th level, you have an uncanny knack for succeeding when you need to. You gain a bonus to your Initiative Rolls equal to your Intelligence modifier (minimum of +1). You deal a critical on an 18, 19, and 20.

Target
At first level, you may choose one specific creature or a known faction.

You have advantage on Wisdom (Survival) checks to track your target, as well as on Intelligence checks to recall information about them.

Stalk
Beginning at 3rd level, at the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turns.

Fighter's Philosophy
At level 3, you gain one of the following features of your choice.


 * Punisher: When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.


 * Opportunist: When a Medium or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.


 * In the Thick of It: Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics
At 9th level, you gain one of the following features of your choice.


 * Escape the Horde: Opportunity attacks against you are made with disadvantage.
 * Multi-attack Defense: When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.


 * Steel Will: You have advantage on saving throws against being frightened.

Multi-attack
At 13th level, you gain one of the following features of your choice.


 * Volley: You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.


 * Whirlwind Attack: You can use your action to make a melee attack against any number of creatures within 5 feet of you. with a separate attack roll for each target.

Mercenary's Defense
At 17th level, you gain one of the following features of your choice.


 * Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


 * Stand Against the Tide: When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.


 * Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Maneuvers
You learn three special maneuvers. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice
You start with four superiority dice, which are d8s, and you expend one whenever you use a maneuver. You regain them all when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving Throws
Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC: 8 + your proficiency bonus + your Health or Dexterity modifier (your choice)

Improved Combat Superiority
When you reach 10th level, your superiority dice turn into d10. When you reach level 18, your dice turn into d12.

Relentless
Starting at level 15, whenever you roll for initiative and have zero superiority dice, you get 1 superiority die back.

Maneuvers
The maneuvers are presented in alphabetical order.

die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
 * Commander's Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority

must make a Health saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
 * Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target

attacker other than you has advantage if the attack is made before the start of your next turn.
 * Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an

hits, add the superiority die to the attack's damage roll.
 * Evasive Footwork: When you move on your turn, you can expend a superiority die, adding the total to your AC until you stop moving.
 * Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. Until the end of the turn, you have advantage on your next attack roll against that creature. If that attack

the target has a disadvantage on all attack rolls against targets other than you until the end of your next turn.
 * Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save,


 * Lunging Attack: When you make a melee attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
 * Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who

frightened of you until the end of your next turn.
 * Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is


 * Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.


 * Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

you.
 * Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Health saving throw. On a failed save, you push the target up to 15 feet away from

superiority die roll + your Charisma modifier.
 * Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the


 * Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
 * Sweeping Attack: When you hit a creature with a melee attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original


 * Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Health saving throw or be knocked prone.

Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Willpower modifier.

Flurry of Blows
Immediately after you take the Attack action on your turn, you can choose to make two unarmed strikes as a bonus action. You may do this three times per day.

Open Hand Technique
At 3rd level, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:


 * It must succeed on a Dexterity saving throw or be knocked prone.
 * It must make a Health saving throw. If it fails, you can push it up to 15 feet away from you.
 * It can't take reactions until the end of your next turn.

Wholeness of Body
At 6th level, as an action, you can regain hit points equal to three times your fighter level. You must finish a long rest before you can use this feature again.

Tranquility
Beginning at 11th level, at the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

Quivering Palm
At 17th level, when you hit a creature with an unarmed strike, you can choose to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Health saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Improved Critical
Starting at 3rd level, your attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Health or Dexterity check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Health modifier.

Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical
Starting at 15th level, your attacks score a critical hit on a roll of 18-20.

Anger of a Gentle Soul
At 17th level, if you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your fighter level.

Once you use this ability, you can't use it again until you finish a short or long rest.