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Class Feature - Hit points

As a fighter, you gain the following class features:

Hit Points: commonly abbreviated HP, are a number measuring the amount of damage a creature, character, or object can take before being killed, disabled or destroyed. They can be considered an abstract representation of life-force, health, endurance, luck and the sort of favoritism that follows main protagonists and antagonists in fictional stories. Receiving damage - another number representing an instance of injury or other harmful occurrence, usually a hostile attack of some sort - reduces their hit point total by an amount equal to the damage value.

Hit points at 1st level: 10 + Constitution modifier
Hit Dice: 1d10 per fighter level

Fighter Class Feature (Hit points)

Class Feature - Proficiencies

Proficiency is one of the most important mechanical parts of a character. It is a central part of any character or creature's statistics, and it's a defining part of what they are good at. Proficiencies come from several different sources, and apply to a variety of subjects, but they are measured by the same bonus. You either have the proficiency or you don't. You will gain proficiencies from your character's race, their class, their background, and occasionally from some other sources.

Armor: All armor, shields

Weapons:Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Athletics, Acrobatics

Fighter Class Feature (Proficiencies)

Class Feature - 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 Class Feature (Fighting Style)

Class Feature - 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 short or long rest before you can use it again.

Fighter Class Feature (Second Wind)

Class Feature - Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment.
On your turn, you can take one additional 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.

Fighter Class Feature (Action Surge)

Class Feature - Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques.
Choose:
Arcane Archer,
Cavalier,
Echo Knight,
Psi Warrior,
Purple Dragon Knight,
Rune Knight,
Samurai,
Scofflaw,
Champion,
Battle Master,
Eldritch Knight


3rd level and again at 7th, 10th, 15th, and 18th level.

Fighter Class Feature (Martial Archetype)

Class Feature - 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Ability Score Improvement:
Strength Score
Dexterity Score

Fighter Class Feature (Ability Score Improvement)

Martial Archetype - Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical - Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Fighter Martial Archetype (Champion)

Martial Archetype - Arcane Archer [1/2]

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
Arcane Archer Lore - At 3rd level, you learn magical theory or some of the secrets of nature-typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.
Arcane Shot - At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see Arcane Shot Options below). Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide

Fighter Martial Archetype (Arcane Archer)

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Martial Archetype - Arcane Archer [2/2]

to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Arcane Shot Options - The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic. If an option requires a saving throw, your Arcane Shot save DC is calculated as follows: Arcane Shot save DC = 8 + your proficiency bonus + your Intelligence modifier

Fighter Martial Archetype (Arcane Archer)

Arcane Shot Options - Banishing Arrow

You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild.
The creature hit by the arrow must also succeed on a Charisma saving throw or be banished.
While banished in this way, the target's speed is 0, and it is incapacitated.
At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.

Fighter Arcane Archer (Arcane Shot Options)

Arcane Shot Options - Beguiling Arrow

Your enchantment magic causes this arrow to temporarily beguile its target.
The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target.
The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn.
This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Fighter Arcane Archer (Arcane Shot Options)

Arcane Shot Options - Bursting Arrow

You imbue your arrow with force energy drawn from the school of evocation.
The energy detonates after your attack.
Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

The force damage increases to 4d6 when you reach 18th level in this class.

Fighter Arcane Archer (Arcane Shot Options)

Arcane Shot Options - Enfeebling Arrow

You weave necromantic magic into your arrow.
The creature hit by the arrow takes an extra 2d6 necrotic damage.
The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

The necrotic damage increases to 4d6 when you reach 18th level in this class.

Fighter Arcane Archer (Arcane Shot Options)

Arcane Shot Options - Grasping Arrow

When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target.
The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

Fighter Arcane Archer (Arcane Shot Options)

Arcane Shot Options - Piercing Arrow

You use transmutation magic to give your arrow an ethereal quality.
When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover.
Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 18th level in this class.

Fighter Arcane Archer (Arcane Shot Options)

Arcane Shot Options - Seeking Arrow

Using divination magic, you grant your arrow the ability to seek out a target.
When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.

The force damage increases to 2d6 when you reach 18th level in this class.

Fighter Arcane Archer (Arcane Shot Options)

Arcane Shot Options - Shadow Arrow

You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows.
The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Fighter Arcane Archer (Arcane Shot Options)

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Martial Archetype - Battle Master

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

Student of War - At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Fighter Martial Archetype (Battle Master)

Battle Master - Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers - You learn three maneuvers of your choice, which are listed under Maneuvers below. Many maneuvers enhance an attack in some way. 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 have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice 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 Strength or Dexterity modifier (your choice)

Fighter Martial Archetype (Battle Master)

Maneuver (1/5)

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 die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

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 must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Fighter Battle Master (Maneuvers)

Maneuver (2/5)

Evasive Footwork - When you move, you can expend one superiority die, rolling the die and adding the number rolled 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. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll.

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, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack - When you make a melee weapon 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.

Fighter Battle Master (Maneuvers)

Maneuver (3/5)

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 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.

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 attacker other than you has advantage if the attack is made before the start 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 frightened of you until the end of your next turn.

Fighter Battle Master (Maneuvers)

Maneuver (4/5)

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.

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 Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

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

Fighter Battle Master (Maneuvers)

Maneuver (5/5)

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 superiority die roll + your Charisma modifier.

Sweeping Attack - When you hit a creature with a melee weapon 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 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.

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 Strength saving throw. On a failed save, you knock the target prone.

Fighter Battle Master (Maneuvers)

Fighter

Martial Archetype - Cavalier [1/2]

The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Bonus Proficiency - When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Born to the Saddle - Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.







Unwavering Mark - Starting at 3rd level, you can menace your foes,

Fighter Martial Archetype (Cavalier)

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Martial Archetype - Cavalier [2/2]

foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Fighter Martial Archetype (Cavalier)

Fighter

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