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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.

Source: System Reference Document 5.2 (CC-BY-4.0). Subclasses marked Original are from The Dragon's Lantern.

Antimagic Field

8th-level abjuration

Casting Time 1 action

Range Self

Components V, S, M (A pinch of powdered iron or iron filings)

Duration Concentration, up to 1 hour

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.

Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.

A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.

Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.

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