Go Dungeons Class Fighter

Fighter Primary

 * Weapon Mastery - You are proficient in melee combat
 * Gain a +2 attack bonus on melee attacks
 * Fighting Style - Must choose one style
 * Duelist - When using a 1h weapon and no other weapon, add a damage dice.
 * Dual Wielder - You can add your damage modifier on your second attack.
 * Great Weapon - If you roll less than 3 on your damage roll, you can roll again.
 * Must use the new roll even if it's lower
 * Extra Attack - You gain an extra attack.
 * You can select a different target or hold it to use another time during the round.
 * If unused until next turn, you lose the extra attack.
 * Second Wind - As a bonus action, you can heal with your hit dice. Can't be use on consecutive turns.

Fighter Secondary
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 * Athlete - Gain advantage on Athletic checks
 * Action Surge - You push yourself beyond your limits are able to have 2 Actions on your turn.
 * Can't be use on consecutive turns.
 * Can't be used on the very first turn.
 * Archetype - You are able to chose one archetype to define you as a Fighter
 * Battle Master - You use techniques to fight the enemies
 * Combat Superiority - You learn more skills to help you during battle. Can't be used consecutively.
 * Commander's Strike - You can decide not to use one of your attacks for an ally to attack with you instead
 * Disarming Strike - You can attempt to disarm the target (DEX roll off)
 * Parry - If you are being attacked in melee range, you take half damage and can attempt to attack back.
 * Pushing Strike - You can attempt to push/knock your target (STR roll off)
 * Champion - You hone your skills for dominance over the enemy
 * As a champion, you can choose another Fighting Style
 * Improved Critical - Your critical rolls are 18-20
 * You can choose to attack as a bonus action.
 * You can counter attack someone who hits you in melee range.