FIGHTER. quick reference D &D 5 E

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1 FIGHTER quick reference D &D 5 E

2 Level Prof. Bonus 1st + Fighting Style, Second Wind nd + Action Surge (one use) rd + Martial Archetype th + 5th + Extra Attack Features 6th + 7th + Martial Archetype feature 8th + 9th + Indomitable (one use) 10th + Martial Archetype Feature 11th + Extra Attack () 1th + 1th Indomitable (two uses) 1th 15th Martial Archetype feature 16th 17th Action Surge (two uses), Indomitable (three uses) 18th Martial Archetype feature 19th 0th Extra Attack () Fighter Hit points Hit Dice. 1d10 per fighter level Hit points at 1st Level your Constitution modifier Hit Points at Higher Level. 1d10 (or 6) + your Constitution modifier per fighter level after 1st Proficiencies Armor. All armor, shields Weapons. Simple weapons, Martial weapons Tools. None Saving Throws. Strength, Constitution Skills. Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival Equipment You start with the following equipment: (a) chain mail or (b) leather, longbow, and 0 arrows (a) a martial weapon and a shield or, (b) two martial weapons (a) a light crossbow and 0 bolts or (b) two handaxes (a) a dungeoneer s pack or (b) an explorers pack Fighting Style Choose one of the following. You cannot take a Fighting Style option more than once. Archery You can + bonus to attack rolls with ranged weapons Defense While wearing armor, you gain +1 bonus to AC Dueling When wielding a melee weapon in one hand and no other weapons, gain + bonus to attack damage rolls with that weapon Great Weapon Fighting When you roll a 1 or on a damage die for attacks made with two handed weapons, you can reroll that die, and must use the new roll. Protection When a creature you can see attacks a target other than you who is within 5ft of you, you can use your reaction to impose disadvantage on the attack. You must be wielding a shield. Two-Weapon Fighting While dual-wielding weapons, you can add your ability modifier to the damage of the second attack Close Quarters Shooter When making a ranged attack while withing 5ft of a hostile creature, you don t have disadvantage. Ranged attacks ignore half cover and three quarters cover against targets within 0ft. You also gain +1 bonus to attack rolls on ranged attacks. Tunnel Fighter As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in this stance, you can make opportunity attacks without using your reaction, and can use your reaction to make a melee attack against a creature that moves more than 5ft while within your reach. Mariner As long as you are not wearing heavy armor or using a shield, you have a swimming and climbing speed equal to your normal speed, and gain +1 bonus to AC Second Wind On your turn, you can use a bonus action to regain 1d10 + your fighter level. You must finish a short or long rest before using this feature again. Action Surge At nd level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. You must finish a short or long rest before using this feature again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. You can increase one ability score by, or two scores by 1, at th, 6th, 8th, 1th, 1th, 16th, and 19th level. You can t increase an ability score above 0 using this feature. Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at 11th level, and four attacks at 0th level. Indomitable At 9th level, you can reroll a saving throw that you fail. If you do, you must use the new roll, and cannot use this feature again until you finish a long rest. You can use this feature twice between long rests at 1th level, and three times at 17th level. PAGE 1

3 Martial Archetypes At rd level, you choose an archetype of combat. It grants bonuses at rd, 7th, 10th, 15th, and 18th levels. Battle Master Combat Superiority At rd level, you gain maneuvers that are fueled by superiority dice. Maneuvers. You learn three maneuvers of your choice, from the list below. You can only use one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you may replace one you already know. Superiority Dice. You have four superiority dice, which are d8s. They are expended if you use them. You regain all superiority dice when you finish a short or long rest. You gain another superiority die at 7th and 15th level. Saving Throws. The saving throw DC is 8 + Proficiency Bonus + Strength or Dexterity modifier (your choice) Maneuvers Commander s Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend a superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack s damage roll. Disarming Attack. When you hit a creature with a attempt to disarm it, forcing it to drop an item of your choice that it s holding. You add the superiority die to the attack s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Distracting Strike. When you hit a creature with a distract the creature. You add the superiority die to the attack s damage roll. The next attack roll against the target by another has advantage if the attack is made before the start of your next turn, Evasive Footwork. When you move, you can expend a superiority die, rolling the die and adding the number rolled to your AC until you stop moving, Feinting Attack. You can expend a superiority die and use a bonus action on your turn to feint, choosing one creature within 5ft of you as your target. You have advantage on your next attack roll against that creature during this turn. If that attack hits, add the superiority die to the attack s damage roll. Goading Attack. When you hit a creature with a attempt to goad the target into attacking you. You add the superiority die to the attack s damage roll, and the target makes a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. Lunging Attack. When you make a melee weapon attack on your turn, you can expend a superiority die to increase your reach for that attack by 5ft. If you hit, you add the superiority die to the attack s damage roll. Maneuvering Attack. When you hit a creature with a weapon attack, you can expend a superiority die to maneuver one of your comrades into a more advantageous position. Add the superiority die to the attack s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Menacing Attack. When you hit a creature with a attempt to frighten the target. You add the superiority die to the attack s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Parry. When another creature damages you with a melee attack, you can use your reaction and expend a superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier, Precision Attack. When you make a weapon attack roll against a creature, you can expend a superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. Pushing Attack. When you hit a creature with a attempt to drive the target back. Add the superiority die to the attack s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15ft away. Rally. On your turn, you can use a bonus action and expend a superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. They gain temporary hit points equal to the superiority die roll + your Charisma modifier. Riposte. When a creature misses you with a melee attack, you can use your reaction and expend a superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack s damage roll. Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend a superiority die to attempt to damage another creature with the same attack. Choose another creature within 5ft of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack, Trip Attack. When you hit a creature with a weapon attack, you can expend a superiority die to attempt to knock the target down. You add the superiority die to the attack s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. Student of War At rd level, you gain proficiency with one type of artisan s tools of your choice Know Your Enemy At 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Strength score, Dexterity score, Constitution score, Armor Class, Current Hit points, total class levels (if any), or Fighter class levels (if any). PAGE

4 Champion Improved Critical Your weapon attacks score a critical on a 19 or 0. Remarkable Athlete At 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that you aren t proficient in. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. Superior Critical At 15th level, your weapon attacks score a critical on an attack roll of Survivor At 18th level, at the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half your hit points. You don t gain this benefit if you have 0 hit points. Eldritch Knight Spellcasting At rd level, you gain the ability to cast spells. Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you expend a slot of the spell s level or higher. You regain all spell slots when you finish a long rest. Spells Known of 1st-Level and Higher. You know three 1st level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The following table shows when you learn more spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. The spells you learn at 8th, 1th, and 0th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you re replacing the spell you gained at 8th, 1th, or 0th level. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Fighter Level 0th Spells Knwn 1st nd rd th rd th 5th 6th 7th 5 8th 6 9th 6 10th 7 11th 8 1th 8 1th 9 1th 10 15th 10 16th 11 17th 11 18th 11 19th 1 1 0th 1 1 Weapon Bond At rd level, your learn a ritual to create a bond between you and a weapon. You perform this ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you forge the bond. Once you have bonded with a weapon, you can t be disarmed of that weapon unless incapacitated. If it s on the same plane of existence, you can summon it to your hand as a bonus action. You can have up to two bonded weapons, but can only summon one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. War Magic At 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Eldritch Strike At 10th level, when you hit a creature with a weapon attack, it has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. Arcane Charge At 15th level, you can the ability to teleport up to 0ft to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. Improved War Magic At 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier PAGE

5 Purple Dragon Knight Restriction: Knighthood Purple Dragon Knights are tied to a specific order of Cormyrean knighthood. Banneret serves as the generic term for this archetype if you use it in other campaign settings, or to model warlords other than Purple Dragon Knights. Rallying Cry At rd level, when you use your Second Wind feature, you can choose up to three creature within 60ft of you that are allied with you. Each gains hit points equal to your fighter level, providing they can see or hear you. Royal Envoy At 7th level, you gain proficiency in Persuasion. If you are already proficient in it, you gain proficiency in one of the following of your choice: Animal Handling, Eldritch Knight Spells Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any checks you make that uses Persuasion. Inspiring Surge At 10th level, when you use your Action Surge, you can choose one creature with 60ft that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. At 17th level, you can choose two allies, rather than one. Bulwark At 15th level, when you use Indomitable Will to reroll an Intelligence, Wisdom, or Charisma saving throw and you aren t incapacitated, you can choose one ally within 60ft of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll. Cantrips (0 Level) Acid Splash ( Conjuration) Blade Ward ( Abjuration) Booming Blade ( Evocation) Chill Touch ( Necromancy) Control flames ( Transmutation) Create bonfire ( Conjuration) Dancing Lights ( Evocation) Fire Bolt ( Evocation) Friends ( Enchantment) Frostbite ( Evocation) Green-Flame Blade ( Evocation) Gust ( Transmutation) Light ( Evocation) Lightning Lure ( Evocation) Mage Hand ( Conjuration) Mending ( Transmutation) Message ( Transmutation) Minor Illusion ( Illusion) Mold earth ( Transmutation) Poison Spray ( Conjuration) Prestidigitation ( Transmutation) Ray of Frost ( Evocation) Shape water ( Transmutation) Shocking Grasp ( Evocation) Sword Burst ( Conjuration) Thunderclap ( Evocation) True Strike ( Divination) Illusory Script ( Illusion) Phantasmal Force ( Illusion) Jump ( Transmutation) Pyrotechnics ( Transmutation) Longstrider ( Transmutation) Ray of Enfeeblement ( Necromancy) Mage Armor ( Abjuration) Rope Trick ( Transmutation) Magic Missile ( Evocation) Scorching Ray ( Evocation) Protection from Evil and Good See Invisibility ( Divination) (Abjuration) Shatter ( Evocation) Ray of Sickness ( Necromancy) Skywrite ( Transmutation) Shield (Abjuration) Snilloc s snowball swarm ( Evocation) Silent Image ( Illusion) Spider Climb ( Transmutation) Sleep ( Enchantment) Suggestion ( Enchantment) Tasha s Hideous Laughter Web ( Conjuration) (Enchantment) Tenser s Floating Disk ( Conjuration) rd Level Animate Dead ( Necromancy) Thunderwave ( Evocation) Bestow Curse ( Necromancy) Unseen Servant ( Conjuration) Blink ( Transmutation) Witch Bolt ( Evocation) Clairvoyance ( Divination) nd Level Counterspell ( Abjuration) Aganazzar s scorcher ( Evocation) Dispel Magic ( Abjuration) Alter Self ( Transmutation) Erupting earth ( Transmutation) Arcane Lock ( Abjuration) Fear ( Illusion) Blindness/Deafness ( Necromancy) Feign Death ( Necromancy) Blur ( Illusion) Fireball (Evocation) Cloud of Daggers ( Conjuration) Flame arrows ( Transmutation) Continual Flame ( Evocation) Fly ( Transmutation) Crown of Madness ( Enchantment) Gaseous Form ( Transmutation) Darkness ( Evocation) Glyph of Warding ( Abjuration) Darkvision ( Transmutation) Haste ( Transmutation) 1st Level Detect Thoughts ( Divination) Hypnotic Pattern ( Illusion) Absorb elements ( Abjuration) Dust devil ( Conjuration) Leomund s Tiny Hut ( Evocation) Alarm ( Abjuration) Earthbind ( Transmutation) Lightning Bolt ( Evocation) Burning Hands ( Evocation) Enlarge/Reduce ( Transmutation) Magic Circle ( Abjuration) Catapult ( Transmutation) Flaming Sphere ( Conjuration) Major Image ( Illusion) Charm Person ( Enchantment) Gentle Repose ( Necromancy) Melf s minute meteors ( Evocation) Chromatic Orb ( Evocation) Gust of Wind ( Evocation) Nondetection ( Abjuration) Color Spray ( Illusion) Hold Person ( Enchantment) Phantom Steed ( Illusion) Comprehend Languages ( Divination) Invisibility ( Illusion) Protection from Energy ( Abjuration) Detect Magic ( Divination) Knock ( Transmutation) Remove Curse ( Abjuration) Disguise Self ( Illusion) Levitate ( Transmutation) Sending ( Evocation) Earth tremor ( Evocation) Locate Object ( Divination) Sleet Storm ( Conjuration) Expeditious Retreat ( Transmutation) Magic Mouth ( Illusion) Slow ( Transmutation) False Life ( Necromancy) Magic Weapon ( Transmutation) Stinking Cloud ( Conjuration) Feather Fall ( Transmutation) Maximilian s earthen grasp Tidal wave ( Conjuration) Find Familiar ( Conjuration) (Transmutation) Tongues ( Divination) Fog Cloud ( Conjuration) Melf s Acid Arrow ( Evocation) Vampiric Touch ( Necromancy) Grease ( Conjuration) Mirror Image ( Illusion) Wall of sand ( Evocation) Ice knife ( Conjuration) Misty Step ( Conjuration) Wall of water ( Evocation) Identify ( Divination) Nystul s Magic Aura ( Illusion) Water Breathing ( Transmutation) PAGE

6 th Level Arcane Eye ( Divination) Banishment ( Abjuration) Blight (Necromancy) Confusion ( Enchantment) Conjure Minor Elementals Control Water ( Transmutation) Dimension Door ( Conjuration) Elemental bane ( Transmutation) Evard s Black Tentacles Fabricate ( Evocation) Fire Shield ( Evocation) Greater Invisibility ( Illusion) Hallucinatory Terrain ( Illusion) Ice Storm ( Evocation) Leomund s Secret Chest Locate Creature ( Divination) Mordenkainen s Faithful Hound Mordenkainen s Private Sanctum (Abjuration) Otiluke s Resilient Sphere (Evocation) Phantasmal Killer ( Illusion) Polymorph ( Transmutation) Stone Shape ( Transmutation) Stoneskin ( Abjuration) Storm sphere ( Evocation) Vitriolic sphere ( Evocation) Wall of Fire ( Evocation) Watery sphere ( Conjuration) 5th Level Animate Objects ( Transmutation) Bigby s Hand ( Evocation) Cloudkill ( Conjuration) Cone of Cold ( Evocation) Conjure Elemental ( Conjuration) Contact Other Plane ( Divination) Control winds ( Transmutation) Creation ( Illusion) Dominate Person ( Enchantment) Dream ( Illusion) Geas ( Enchantment) Hold Monster ( Enchantment) Immolation ( Evocation) Legend Lore ( Divination) Mislead ( Illusion) Modify Memory ( Enchantment) Passwall ( Transmutation) Planar Binding ( Abjuration) Rary s Telepathic Bond ( Divination) Scrying ( Divination) Seeming ( Illusion) Telekinesis ( Transmutation) Teleportation Circle ( Conjuration) Transmute rock ( Transmutation) Wall of Force ( Evocation) Wall of Stone ( Evocation) Etherealness ( Transmutation) Finger of Death ( Necromancy) Forcecage ( Evocation) Mirage Arcane ( Illusion) Mordenkainen s Magnificent Mansion ( Conjuration) Mordenkainen s Sword ( Evocation) Plane Shift ( Conjuration) Prismatic Spray ( Evocation) Project Image ( Illusion) Reverse Gravity ( Transmutation) Sequester ( Transmutation) Simulacrum ( Illusion) Symbol ( Abjuration) Teleport ( Conjuration) Whirlwind ( Evocation) 6th Level Arcane Gate ( Conjuration) 8th Level Chain Lightning ( Evocation) Abi-Dalzim s horrid wilting Circle of Death ( Necromancy) ( Necromancy) Contingency ( Evocation) Antimagic Field ( Abjuration) Create Undead ( Necromancy) Antipathy/Sympathy ( Enchantment) Disintegrate ( Transmutation) Clone ( Necromancy) Drawmij s Instant Summons Control Weather ( Transmutation) Demiplane ( Conjuration) Eyebite ( Necromancy) Dominate Monster ( Enchantment) Flesh to Stone ( Transmutation) Feeblemind ( Enchantment) Globe of Invulnerability ( Abjuration) Incendiary Cloud ( Conjuration) Guards and Wards ( Abjuration) Maze ( Conjuration) Investiture of flame ( Transmutation) Mind Blank ( Abjuration) Investiture of ice ( Transmutation) Power Word Stun ( Enchantment) Investiture of stone ( Transmutation) Sunburst ( Evocation) Investiture of wind ( Transmutation) Telepathy ( Evocation) Magic Jar ( Necromancy) 9th Level Mass Suggestion ( Enchantment) Astral Projection ( Necromancy) Move Earth ( Transmutation) Foresight ( Divination) Otiluke s Freezing Sphere Gate ( Conjuration) (Evocation) Imprisonment ( Abjuration) Otto s Irresistible Dance Meteor Swarm ( Evocation) (Enchantment) Power Word Kill ( Enchantment) Programmed Illusion ( Illusion) Prismatic Wall ( Abjuration) Sunbeam ( Evocation) Shapechange ( Transmutation) True Seeing ( Divination) Time Stop ( Transmutation) Wall of Ice ( Evocation) True Polymorph ( Transmutation) 7th Level Weird ( Illusion) Delayed Blast Fireball ( Evocation) Wish ( Conjuration) PAGE 5

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