Fighter
Class
Primary Ability Strength or Dexterity
Hit Die d10 per Fighter level
Saving Throws Strength, Constitution
Proficiencies All armor, Shields, Simple Weapons, Martial Weapons
Skills Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, or Survival
Starting Equipment (a) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (b) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (c) 155 GP
Subclasses Champion, Lantern Warden
Class Features
LVL 1Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice (see "Feats"). Defense is recommended. Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
LVL 1Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
LVL 1Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
LVL 2Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
LVL 2Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
LVL 3Fighter Subclass
You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.
LVL 4Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
LVL 5Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
LVL 5Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
LVL 6Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
LVL 7Fighter Subclass
You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.
LVL 8Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
LVL 9Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. 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 before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
LVL 9Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
LVL 10Fighter Subclass
You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.
LVL 11Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
LVL 12Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
LVL 13Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. 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 before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
LVL 13Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
LVL 14Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
LVL 15Fighter Subclass
You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.
LVL 16Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
LVL 17Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
LVL 17Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. 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 before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
LVL 18Fighter Subclass
You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.
LVL 19Epic Boon
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
LVL 20Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Subclass: Champion
Pursue Physical Excellence in Combat
A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.
LVL 3Improved Critical
Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
LVL 3Remarkable Athlete
Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks. In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
LVL 7Additional Fighting Style
You gain another Fighting Style feat of your choice.
LVL 10Heroic Warrior
The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
LVL 15Superior Critical
Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18-20 on the d20.
LVL 18Survivor
You attain the pinnacle of resilience in battle, giving you these benefits. Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18-20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it. Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.
Subclass: Lantern WardenOriginal
Hold the Light Against the Dark Roads
Lantern Wardens are sworn to the old caravan roads and the villages along them, where the night still has teeth. They carry a warden's lantern, blessed at a roadside shrine, and fight beneath its glow. Where its light falls, travellers find courage and the things of the dark find a blade waiting for them.
LVL 3Warden's Lantern
You carry a blessed lantern. While it is held in one of your hands or hung from your belt or pack, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. You can douse or relight it as a Bonus Action. While your lantern is lit, you have Advantage on saving throws against being Frightened, and when you hit a creature within its Bright Light with an attack, you can deal an extra 1d6 Radiant damage to it. You can deal this extra damage only once per turn.
LVL 7Shelter in the Light
When a creature you can see attacks an ally within the Bright Light of your lantern, you can take a Reaction to impose Disadvantage on the attack roll. You can use this Reaction a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
LVL 10Searing Glare
As a Bonus Action, you can flare your lantern. Each creature of your choice in its Bright Light makes a Constitution saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature has the Blinded condition until the end of its next turn. Undead and Fiends have Disadvantage on this save. Once you use this feature, you can't use it again until you finish a Short or Long Rest.
LVL 15Unquenched
Your lantern can't be extinguished by wind, water, or magic other than an . In addition, you and your allies within its Bright Light have Resistance to Necrotic damage.
LVL 18Beacon of the Road
The light of your lantern now reaches 40 feet as Bright Light and an additional 40 feet as Dim Light, and its extra Radiant damage increases to 2d6. When an ally starts its turn in the Bright Light with fewer than half its Hit Points remaining, it regains Hit Points equal to 5 plus your Constitution modifier.