
Once you use this feature, you must finish a short or long rest before you can use it again. On your turn, you can take one additional action. Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. You have a limited well of stamina that you can draw on to protect yourself from harm. 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. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. 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 armor class.

You have a +1 bonus to attack rolls on ranged attacks. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.You can draw a weapon that has the thrown property as part of the attack you make with the weapon. You regain your expended superiority dice when you finish a short or long rest. A superiority die is expended when you use it. You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source).If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You learn one maneuver of your choice from among those available to the Battle Master archetype. 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 or a simple or martial weapon to use this reaction. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). The weapon must have the two-handed or versatile property for you to gain this benefit.

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. 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. While you are wearing armor, you gain a +1 bonus to AC. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. You have blindsight with a range of 10 feet. You gain a +2 bonus to attack rolls you make with ranged weapons. You can't take a Fighting Style option more than once, even if you later get to choose again. You adopt a particular style of fighting as your specialty. (a) a dungeoneer's pack or (b) an explorer's pack.(a) a light crossbow and 20 bolts or (b) two handaxes.(a) a martial weapon and a shield or (b) two martial weapons.(a) chain mail or (b) leather, longbow, and 20 arrows.Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival Equipment Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st Proficiencies

Hit Points at 1st Level: 10 + your Constitution modifier The FighterĪbility Score Improvement, Martial Versatility (Optional)Īs a fighter, you gain the following class features. You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class. They are well acquainted with death, both meting it out and staring it defiantly in the face. Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat.
