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Skills: C hoose two skills from Acrobatics, Animal Once you use this feature, you must finish a short or
Handling, Athletics, History, Insight, Intimidation, long rest before you can use it again. Starting at 17th
Perception, and Survival level, you can use it twice before a rest, but only once on
the sam e turn.
E q u i p m e n t
You start with the following equipment, in addition to M a r t i a l A r c h e t y p e
the equipment granted by your background:
At 3rd level, you choose an archetype that you strive to
• (a) chain mail or (b) leather, longbow, and 20 arrows emulate in your combat styles and techniques. Choose
• (a) a martial weapon and a shield or (b) two martial Champion, Battle Master, or Eldritch Knight, all detailed
weapons at the end of the class description. The archetype you
• (a) a light crossbow and 20 bolts or (b) two handaxes choose grants you features at 3rd level and again at 7th,
• (a) a dungeoneer’s pack or (b) an explorer’s pack 10th, 15th, and 18th level.
F i g h t i n g S t y l e A b i l i t y S c o r e I m p r o v e m e n t
You adopt a particular style of fighting as your specialty. W hen you reach 4th level, and again at 6th, 8th, 12th,
Choose one of the following options. You can’t take a 14th, 16th, and 19th level, you can increase one ability
Fighting Style option m ore than once, even if you later score of your choice by 2, or you can increase two ability
get to choose again. scores of your choice by 1. As normal, you can’t increase
an ability score above 20 using this feature.
A r c h e r y
You gain a +2 bonus to attack rolls you make with E x t r a A t t a c k
ranged weapons.
Beginning at 5th level, you can attack twice, instead of
D e f e n s e once, whenever you take the Attack action on your turn.
W hile you are wearing armor, you gain a +1 bonus to AC. The number of attacks increases to three when you
reach 11th level in this class and to four when you reach
D u e l i n g 20th level in this class.
W hen you are wielding a m elee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls I n d o m i t a b l e
with that weapon. Beginning at 9th level, you can reroll a saving throw that
you fail. If you do so, you must use the new roll, and you
G r e a t W e a p o n F i g h t i n g
can’t use this feature again until you finish a long rest.
W hen you roll a 1 or 2 on a damage die for an attack you
You can use this feature twice between long rests
m ake with a m elee weapon that you are wielding with
starting at 13th level and three times between long rests
two hands, you can reroll the die and must use the new
starting at 17th level.
roll, even if the new roll is a 1 or a 2. The weapon must
have the two-handed or versatile property for you to gain
M a r t i a l A r c h e t y p e s
this benefit.
Different fighters choose different approaches to
P r o t e c t i o n perfecting their fighting prowess. The martial archetype
W hen a creature you can see attacks a target other you choose to emulate reflects your approach.
than you that is within 5 feet of you, you can use your
reaction to im pose disadvantage on the attack roll. You C h a m p i o n
must be wielding a shield.
The archetypal Champion focuses on the development
of raw physical power honed to deadly perfection.
T w o -W e a p o n F i g h t i n g
Those who model themselves on this archetype combine
W hen you engage in two-weapon fighting, you can add
rigorous training with physical excellence to deal
your ability modifier to the damage of the second attack.
devastating blows.
S e c o n d W i n d
I m p r o v e d C r i t i c a l
You have a limited well of stamina that you can draw on Beginning when you choose this archetype at 3rd
to protect yourself from harm. On your turn, you can use level, your w eapon attacks score a critical hit on a
a bonus action to regain hit points equal to 1d 10 + your roll of 19 or 20.
fighter level.
Once you use this feature, you must finish a short or R e m a r k a b l e A t h l e t e
long rest before you can use it again. Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Dexterity, or
A c t i o n S u r g e Constitution check you make that doesn’t already use
your proficiency bonus.
Starting at 2nd level, you can push yourself beyond your
In addition, when you make a running long jump, the
normal limits for a moment. On your turn, you can take
distance you can cover increases by a number of feet
one additional action on top of your regular action and a
equal to your Strength modifier.
possible bonus action.

