Fighter Sheet

Description:

A master of martial combat, skilled with a variety of weapons and armor.

Primary Ability:

Strength or Dexterity

Saving Throw Proficiencies:

Strength and Constitution/Dex

Armor and Weapon Proficiencies:  

All armor, shields, simple and martial weapons

Skills Proficiencies:

Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Leveling Up

Hit Die:  d10

Hit Points:  10+ Constitution Modifier 1d10 Constitution Modifier per level above 1

Level 1

Your Proficiency Bonus is + 2.

Fighting Style:   You adopt a particular style of fighting as your specialty. Choose one of the following options.

-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.

Close Quarters Shooter (Unearthed Arcana: Light Dark Underdark!): 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.

-Tunnel Fighter (Unearthed Arcana: Light Dark Underdark!): 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.

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.

Level 2

Action Surge:   You can push yourself beyond your normal limits for a moment. 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.

Level 3

Martial Archetype:  You choose an archetype that you strive to emulate in your combat styles and techniques. Choose between Champion, Battle Master and Eldritch Knight, or a homebrew one.

Level 4

 

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.
 

Level 5

Proficiency Bonus is now +3

 

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.

Level 6

Another Ability Score Improvement

Level 7

A feature from your martial archetype is unlocked

Level 8

You gain another ability score improvement.

Level 9

Your proficiency bonus is now +4

 

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 tw ice between long rests
starting at 13th level and three times between long rests
starting at 17th level.

Level 10

You unlock another martial archetype feature.

Level 11

You now take three attacks on an attack action on your turn.

Level 12

You gain another ability score improvement.

Level 13

Your Proficiency Bonus is now +5.

You now have two uses of Indomitable before a long rest.

Level 14

You gain another ability score improvement.

Level 15

You unlock another martial archetype feature.

Level 16

You gain another ability score improvement.

Level 17

You now gain two uses of action surge and three uses of indomitable before a long rest.

Level 18

You unlock another martial archetype feature.

Level 19

You gain another ability score improvement.

Level 20

You now attack three times on an Attack action.

Fighter Sheet

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