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Fighter Class Features Overview

The document outlines a character sheet for a fighter in a role-playing game, detailing various attributes such as race, class, skills, and abilities. It includes sections for character statistics, fighting style options, inventory, and features like Second Wind and Action Surge. Additionally, it provides guidelines for ability score improvements and martial archetype features.

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joeygoldwasser
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0% found this document useful (0 votes)
73 views2 pages

Fighter Class Features Overview

The document outlines a character sheet for a fighter in a role-playing game, detailing various attributes such as race, class, skills, and abilities. It includes sections for character statistics, fighting style options, inventory, and features like Second Wind and Action Surge. Additionally, it provides guidelines for ability score improvements and martial archetype features.

Uploaded by

joeygoldwasser
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

RACE/SUBRACE BACKGROUND

Fighter CLASS
SUBCLASS
CHARACTER NAME
ALIGNMENT EXPERIENCE POINTS LEVEL

STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA


Inspiration INITIATIVE

SPEED
ARMOR
CLASS

PROFICIENCY CLIMB SIZE


BONUS
SWIM
FLY

EX SKILLS SAVING THROWS


___ Acrobatics (Dex) ___ Strength HIT POINTS TEMP HP
___ Animal Handling (Wis) ___ Dexterity
___ Arcana (Int) ___ Constitution FIGHTING STYLE
PICK ONE: 1
___ Athletics (Str) ___ Intelligence
___ Deception (Cha) ___ Wisdom • ARCHERY. You gain a +2 bonus to attack rolls you
HIT DICE
make with ranged weapons.
___ History (Int) ___ Charisma
• DEFENSE. While you are wearing armor, you gain a
___ Insight (Wis) MAX HIT POINTS +1 bonus to AC.
___ Intimidation (Cha) • DUELING. When you are wielding a melee weapon
___ Investigation (Int) in one hand and no other weapons, you gain a +2
PROFICIENCIES SUCCESS FAILURE bonus to damage rolls with that weapon.
___ Medicine (Wis) Light Armor • GREAT WEAPON FIGHTING. When you roll a 1 or
___ Nature (Int) Medium Armor 2 on a damage die for an attack you make with
___ Perception (Wis) Heavy Armor a melee weapon that you are wielding with two
___ Performance (Cha) MELEE ATTACK RANGED ATTACK hands, you can reroll the die and must use the new
Shields
BONUS ATTACKS BONUS roll, even if the new roll is a 1 or a 2. The weapon
___ Persuasion (Cha) Simple Weapons must have the two-handed or versatile property for
___ Religion (Int) Martial Weapons you to gain this benefit.
___ Sleight of Hand (Dex) • PROTECTION. When a creature you can see attacks
___ Stealth (Dex) a target other than you that is within 5 feet of you,
ATTACK
BONUS you can use your reaction to impose disadvantage
___ Survival (Wis) Passive (Wisdom) ATTACK DAMAGE / NOTES on the attack roll. You must be wielding a shield.
Perception
• TWO-WEAPON FIGHTING. When you engage in
two-weapon fighting, you can add your ability
TOOLS, LANGUAGES, AND SENSES modifier to the damage of the second attack.

SECOND WIND
On your turn, you can use a bonus action to 1
regain hit points equal to 1d10 + your fighter level.
SHORT REST RECHARGE

ACTION SURGE
On your turn, you can take one additional action. 2
PP GP SP CP SHORT REST RECHARGE
At 17th level, you can use this feature twice
17 before a rest, but only once on the same turn.

INVENTORY RACIAL TRAITS


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MARTIAL ARCHETYPE FEATURE
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Mage Hand Press
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ABILITY SCORE IMPROVEMENT
You can increase one ability score of your choice 4 ABILITY SCORE IMPROVEMENT
You can increase one ability score of your choice 12 FEATS AND NOTES

by 2, or you can increase two ability scores of your by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability choice by 1. As normal, you can’t increase an ability
score above 20 using this feature. score above 20 using this feature.

EXTRA ATTACK
You can attack twice, instead of once, 5 ABILITY SCORE IMPROVEMENT
You can increase one ability score of your choice 14
whenever you take the Attack action by 2, or you can increase two ability scores of your
11 on your turn. choice by 1. As normal, you can’t increase an ability
The number of attacks increases to three score above 20 using this feature.
when you reach 11th level in this class and to
20 four when you reach 20th level in this class.
MARTIAL ARCHETYPE FEATURE
15
ABILITY SCORE IMPROVEMENT
You can increase one ability score of your choice 6
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.

MARTIAL ARCHETYPE FEATURE


7

ABILITY SCORE IMPROVEMENT


You can increase one ability score of your choice 16 MAGIC ITEMS

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.

ABILITY SCORE IMPROVEMENT


8
MARTIAL ARCHETYPE FEATURE
18
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.

INDOMITABLE
You can reroll a saving throw that you fail. 9
If you do so, you must use the new roll.

13 SHORT REST RECHARGE


You can use this feature twice between long
rests starting at 13th level and three times
17 between long rests starting at 17th level.

MARTIAL ARCHETYPE FEATURE


10

ABILITY SCORE IMPROVEMENT


You can increase one ability score of your choice 19
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.

ATTUNED MAGIC ITEM 1 ATTUNED MAGIC ITEM 2 ATTUNED MAGIC ITEM 3

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