Fighter: Difference between revisions
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Draw on your stamina to protect yourself. At the cost of a Bonus Action, regain 10+1d10 Hit Points. | Draw on your stamina to protect yourself. At the cost of a Bonus Action, regain 10+1d10 Hit Points. | ||
=== Fighting | === Indominatable === | ||
Rerolls a failed Saving Throw and can only be used once per Short Rest. Must be toggled in combat and is a free action. | |||
=== [[Fighting Styles]] === | |||
* Archery | |||
* Blind Fighting | |||
* Defense | |||
* Dueling | |||
* Protection | |||
* Great Weapon Fighting | |||
* Two-Weapon Fighting | |||
== Subclasses == | == Subclasses == | ||
Revision as of 15:43, 16 April 2026

| Fighter | |
|---|---|
| Hit Points | 91 |
| Saving Throws | Strength, Constitution |
| External Links | |
| Fighter on D&D 5e Wiki | |
| Fighter on Forgotten Realms Wiki | |
Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.
Class Features
Proficiencies
- Shields
- Light Armor
- Medium Armor
- Heavy Armor
- Simple Weapons
- Martial Weapons
Extra Attack
All fighters have two attack actions per turn.
Action Surge
Once per long rest, you can push yourself beyond your normal limits for a moment. You immediately gain an extra action to use that turn.
Second Wind
Draw on your stamina to protect yourself. At the cost of a Bonus Action, regain 10+1d10 Hit Points.
Indominatable
Rerolls a failed Saving Throw and can only be used once per Short Rest. Must be toggled in combat and is a free action.
- Archery
- Blind Fighting
- Defense
- Dueling
- Protection
- Great Weapon Fighting
- Two-Weapon Fighting