Fighter
Hit Points
Hit Dice: 1d10 per Fighter level
Hit Points at 1st level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Fighter level after 1st
Proficiencies
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two: Acrobatics, Animal Handling, Athletics, History, Insight, Perception, Speech, SurvivalÂ
Equipment
You start with the following equipment, in addition to the equipment granted to you by your background:
(a) chain mail or (b) leather armor
(a) a martial weapon and a shield or (b) two martial weapons
(a) light crossbow or (b) two handaxes
(a) dungeoneers pack or (b) explorers pack
Maneuvers
This class grants you maneuvers, see Chapter 12: Maneuvers for more information.
Fighting Style
Your skill in battle surpasses that of most warriors. At 1st level, you gain a Fighting Style of your choice from the Fighting Style list. You can't learn a Fighting Style more than once, even if another feature allows you to learn another Fighting Style.
When you take a long rest, you can replace your Fighting Style with another.
Second Wind
Starting at 1st level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
You can use this feature twice. You regain one expended use on a short rest, and all expended uses on a long rest. At level 4, you have three uses of second wind, and at level 10 you have four uses of second wind.
Tactical Fighter
At 1st level, you have 2 additional exertion points, and you know 2 additional maneuvers. At levels 5, 13, and 17, you gain an additional exertion point and an additional maneuver.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest. You may expend 15 exertion points to use action surge when you have no charges remaining.
Tactical Mind
At 2nd level, when you fail an ability check, you can expend a use of second wind to add a 1d10 bonus to the ability check roll. If the check still fails, second wind is not expended.
Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques: Arcane Archer, Battle Master, Champion, Eldritch Knight, Psi Warrior, Rune Knight, Samurai
The archetype you choose grants you features at 3rd level, and again when you reach 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
Extra Attack
At 5th level you can attack twice, instead of once, when you take the attack action on your turn. At 11th level, this increases to 3 attacks, and at 17th level it increases to 4 attacks. You may spend 6 exertion points to make an additional attack when you take the attack action, on top of the extra attacks granted by this feature.
Tactical Shift
At 5th level, whenever you activate your second wind feature, you can either move up to half your speed without provoking opportunity attacks, or you can recover exertion points equal to half your proficiency bonus rounded down. You cannot have exertion points that exceed your maximum exertion point total.
Indomitable
At 9th level, if you fail a saving throw, you can reroll it with a bonus equal to your fighter level. You can use this feature once before you must take a long rest. At 13th level, you may use this twice, and at 17th you may use this three times. You can use 10 exertion points to use this feature if you have no charges remaining.
Studied Attacks
At 13th level, whenever you miss an attack roll against a creature, your next attack roll against that creature has advantage until the end of your next turn.
Tactical Recovery
At 20th level, whenever you roll for initiative and have less exertion than your proficiency bonus, you regain a number of exertion points so that you have half your total exertion points back.