Fighter

While others frolicked and fiddled with hobbies, you learned stances and how to dance around a swinging blade. Where the drunk and foolish exhaust themselves on wild punches, you practice breath control and the art of finding an opening.
Pity the thief who finds you in the night, you who have mastered more weapons than they've eaten meals. What is a fox to a falcon? What is a crab to a squid? Let them come and find out...
Second 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.
At your level you can use it twice.
Core Fighter Traits
- Primary Ability
- Strength or Dexterity
- Hit Point Die
- D10 per Fighter level
- Saving Throw Proficiencies
- Strength and Constitution
- Weapon Proficiencies
- Simple and Martial weapons
- Armor Training
- Light, Medium, and Heavy armor and Shields
Skill Proficiencies
Choose 2 from the class list.
Fighting 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.
Weapon 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.
At your level: three kinds of weapons.
