{"name":"Fighter","overview":"[img:5626354|right|280|nolink]\r\nA Nord in clanging plate armour holds her shield\r\nbefore her as she runs toward the massed goblins. A\r\nBosmer behind her, clad in studded leather armor, peppers\r\nthe goblins with arrows loosed from his exquisite\r\nbow. The Orc nearby shouts orders, helping\r\nthe two combatants coordinate their assault to the\r\nbest advantage.\r\n\r\nA Imperial in chain mail interposes his shield between\r\nthe giant's club and his companion, knocking the deadly\r\nblow aside. His companion, a Redguard in scale armor,\r\nswings two scimitars in a blinding whirl as she circles\r\nthe giant, looking for a blind spot in its defenses.\r\nA forgemaster works on a blade, surrounded oppresive heat before pulling from the flames a sword of steel honed as sharp as ebony. Donning armour exquistely fitted, the forgemaster turns away from the work, thoughts turning to war.\r\n\r\nAll of these heroes are fighters, perhaps the most\r\ndiverse class of characters in Tamriel. Questing knights, conquering overlords, royal\r\nchampions, elite foot soldiers, hardened mercenaries,\r\nand bandit kings\u2014as fighters, they all share an\r\nunparalleled mastery with weapons and armor, and a\r\nthorough knowledge of the skills of combat. And they\r\nare well acquainted with death, both meting it out and\r\nstaring it defiantly in the face.","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","armor_proficiencies":"All armour, shields","weapon_proficiencies":"Simple weapons, martial weapons","tools":"None","saving_throws":"Strength, Constitution","skills":"Choose two skills from Acrobatics, Animal\r\nHandling, Athletics, History, Insight, Intimidation,\r\nPerception, and Survival","starting_equipment":"You start with the following equipment, in addition to\r\nthe equipment granted by your background:\r\n\u2022 (a) iron chainmail or (b) leather armour, longbow, and 20 arrows\r\n\u2022 (a) a martial weapon and a banded iron shield or (b) two martial\r\nweapons\r\n\u2022 (a) a light crossbow and 20 bolts or (b) two handaxes\r\n\u2022 (a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack [anchor|Maneuvers]","spellcasting":"[img:5918778|right|400|nolink]\r\n[i]3rd level fighter feature[\/i]\r\n[br]\r\n[u]Battle Master Maneuvers:[\/u] If you choose the Battle Master or Champion subclass, you can begin to learn Maneuvers, listed below. The maneuvers are presented in alphabetical order.\r\n\r\n[b]Commander\u2019s Strike.[\/b] When you take the Attack\r\naction on your turn, you can forgo one of your attacks\r\nand use a bonus action to direct one of your companions\r\nto strike. When you do so, choose a friendly creature\r\nwho can see or hear you and expend one superiority die.\r\nThat creature can immediately use its reaction to make\r\none weapon attack, adding the superiority die to the\r\nattack\u2019s damage roll.\r\n\r\n[b]Disarming Attack.[\/b] When you hit a creature with a\r\nweapon attack, you can expend one superiority die to\r\nattempt to disarm the target, forcing it to drop one item\r\nof your choice that it\u2019s holding. You add the superiority\r\ndie to the attack\u2019s damage roll, and the target must\r\nmake a Strength saving throw. On a failed save, it drops\r\nthe object you choose. The object lands at its feet.\r\n\r\n[b]Distracting Strike.[\/b] When you hit a creature with a\r\nweapon attack, you can expend one superiority die to\r\ndistract the creature, giving your allies an opening. You\r\nadd the superiority die to the attack\u2019s damage roll. The\r\nnext attack roll against the target by an attacker other\r\nthan you has advantage if the attack is made before the\r\nstart of your next turn.\r\n\r\n[img:5918783|left|300|nolink]\r\n[b]Evasive Footwork.[\/b] When you move, you can expend\r\none superiority die, rolling the die and adding the\r\nnumber rolled to your AC until you stop moving.\r\n\r\n[b]Feinting Attack.[\/b] You can expend one superiority die\r\nand use a bonus action on your turn to feint, choosing\r\none creature within 5 feet of you as your target. You\r\nhave advantage on your next attack roll against that\r\ncreature. If that attack hits, add the superiority die to the\r\nattack\u2019s damage roll.\r\n\r\n[b]Goading Attack.[\/b] When you hit a creature with a\r\nweapon attack, you can expend one superiority die to\r\nattempt to goad the target into attacking you. You add\r\nthe superiority die to the attack\u2019s damage roll, and\r\nthe target must make a Wisdom saving throw. On a\r\nfailed save, the target has disadvantage on all attack\r\nrolls against targets other than you until the end of\r\nyour next turn.\r\n\r\n[b]Lunging Attack.[\/b] When you make a melee weapon\r\nattack on your turn, you can expend one superiority die\r\nto increase your reach for that attack by 5 feet. If you hit,\r\nyou add the superiority die to the attack\u2019s damage roll.\r\n\r\n[b]Maneuvering Attack.[\/b] When you hit a creature with\r\na weapon attack, you can expend one superiority\r\ndie to maneuver one of your comrades into a more\r\nadvantageous position. You add the superiority die to the\r\nattack\u2019s damage roll, and you choose a friendly creature\r\nwho can see or hear you. That creature can use its\r\nreaction to move up to half its speed without provoking\r\nopportunity attacks from the target of your attack.\r\n\r\n[b]Menacing Attack.[\/b] When you hit a creature with a\r\nweapon attack, you can expend one superiority die to\r\nattempt to frighten the target. You add the superiority\r\ndie to the attack\u2019s damage roll, and the target must\r\nmake a Wisdom saving throw. On a failed save, it is\r\nfrightened of you until the end of your next turn.\r\n\r\n[b]Parry.[\/b] When another creature damages you with a\r\nmelee attack, you can use your reaction and expend one\r\nsuperiority die to reduce the damage by the number you\r\nroll on your superiority die + your Dexterity modifier.\r\n\r\n[b]Precision Attack.[\/b] When you make a weapon attack\r\nroll against a creature, you can expend one superiority\r\ndie to add it to the roll. You can use this maneuver\r\nbefore or after making the attack roll, but before any\r\neffects of the attack are applied\r\n\r\n[b]Pushing Attack.[\/b] When you hit a creature with\r\na weapon attack, you can expend one superiority\r\ndie to attempt to drive the target back. You add the\r\nsuperiority die to the attack's damage roll, and if the\r\ntarget is Large or smaller, it must make a Strength\r\nsaving throw. On a failed save, you push the target up\r\nto 15 feet away from you.\r\n\r\n[b]Rally.[\/b] On your turn, you can use a bonus action and\r\nexpend one superiority die to bolster the resolve of one\r\nof your companions. When you do so, choose a friendly\r\ncreature who can see or hear you. That creature gains\r\ntemporary hit points equal to the superiority die roll +\r\nyour Charisma modifier.\r\n\r\n[b]Riposte.[\/b] When a creature misses you with a melee\r\nattack, you can use your reaction and expend one\r\nsuperiority die to make a melee weapon attack against\r\nthe creature. If you hit, you add the superiority die to the\r\nattack's damage roll.\r\n\r\n[b]Sweeping Attack.[\/b] When you hit a creature with a\r\nmelee weapon attack, you can expend one superiority\r\ndie to attempt to damage another creature with the\r\nsame attack. Choose another creature within 5 feet\r\nof the original target and within your reach. If the\r\noriginal attack roll would hit the second creature, it\r\ntakes damage equal to the number you roll on your\r\nsuperiority die. The damage is of the same type dealt by\r\nthe original attack.\r\n\r\n[b]Trip Attack.[\/b] When you hit a creature with a weapon\r\nattack, you can expend one superiority die to attempt\r\nto knock the target down. You add the superiority die\r\nto the attack\u2019s damage roll, and if the target is Large or\r\nsmaller, it must make a Strength saving throw. On a\r\nfailed save, you knock the target prone.\r\n[img:5919151]\r\n[anchor|Class-Features]","class_features":"\r\n[br]\r\n[b]Second Wind[\/b]\r\n[br]\r\n[i]1st level fighter feature[\/i]\r\n[br]\r\nYou have a limited well of stamina that you can draw on\r\nto protect yourself from harm. On your turn, you can use\r\na bonus action to regain hit points equal to 1d 10 + your\r\nfighter level.\r\n[br]\r\nOnce you use this feature, you must finish a short or\r\nlong rest before you can use it again.\r\n\r\n[b]Fighting Style[\/b]\r\n[br]\r\n[i]1st level fighter feature[\/i]\r\n[br]\r\n[img:5625981|right|300|nolink]\r\nYou adopt a particular style of fighting as your specialty.\r\nChoose one of the following options. You can\u2019t take a\r\nFighting Style option more than once, even if you later\r\nget to choose again.\r\n\r\n[u]Archery:[\/u]\r\nYou gain a +2 bonus to attack rolls you make with\r\nranged weapons.\r\n\r\n[u]Defence:[\/u]\r\nWhile you are wearing armour, you gain a +1 bonus to AC.\r\n\r\n[u]Dueling:[\/u]\r\nWhen you are wielding a melee weapon in one hand and\r\nno other weapons, you gain a +2 bonus to damage rolls\r\nwith that weapon.\r\n\r\n[u]Great Weapon Fighting:[\/u]\r\nWhen you roll a 1 or 2 on a damage die for an attack you\r\nmake with a melee weapon that you are wielding with\r\ntwo hands, you can reroll the die and must use the new\r\nroll, even if the new roll is a 1 or a 2. The weapon must\r\nhave the two-handed or versatile property for you to gain\r\nthis benefit.\r\n\r\n[u]Protection:[\/u]\r\nWhen a creature you can see attacks a target other\r\nthan you that is within 5 feet of you, you can use your\r\nreaction to im pose disadvantage on the attack roll. You\r\nmust be wielding a shield.\r\n\r\n[u]Two-Weapon Fighting:[\/u]\r\nWhen you engage in two-weapon fighting, you can add\r\nyour ability modifier to the damage of the second attack.\r\n\r\n[hr]\r\n\r\n[b]Action Surge[\/b]\r\n[br]\r\n[i]2nd level fighter feature[\/i]\r\n[br]\r\nYou can push yourself beyond your\r\nnormal limits for a moment. On your turn, you can take\r\none additional action on top of your regular action and a\r\npossible bonus action. Once you use this feature, you must finish a short or\r\nlong rest before you can use it again. Starting at 17th\r\nlevel, you can use it twice before a rest, but only once on\r\nthe same turn.\r\n\r\n[b]Martial Archetypes[\/b]\r\n[br]\r\n[i]3rd level fighter feature[\/i]\r\n[br]\r\nYou choose an archetype that you strive to\r\nemulate in your combat styles and techniques. Choose\r\nChampion, Battle Master, or Forge Master, all detailed\r\nat the end of the class description. The archetype you\r\nchoose grants you features at 3rd level and again at 7th,\r\n10th, 15th, and 18th level.\r\n\r\n[b]Ability Score Improvement[\/b]\r\n[br]\r\nWhen you reach 4th level, and again at 6th, 8th, 12th,\r\n14th, 16th, and 19th level, you can increase one ability\r\nscore of your choice by 2, or you can increase two ability\r\nscores of your choice by 1. As normal, you can\u2019t increase\r\nan ability score above 20 using this feature.\r\n\r\n[b]Extra Attack[\/b]\r\n[br]\r\n[i]5th level fighter feature[\/i]\r\n[br]\r\nYou can attack twice, instead of\r\nonce, whenever you take the Attack action on your turn.\r\nThe number of attacks increases to three when you\r\nreach 11th level in this class and to four when you reach\r\n20th level in this class.\r\n\r\n[b]Indomitable[\/b]\r\n[br]\r\n[i]9th level fighter feature[\/i]\r\n[br]\r\nYou can reroll a saving throw that\r\nyou fail. If you do so, you must use the new roll, and you\r\ncan\u2019t use this feature again until you finish a long rest.\r\nYou can use this feature twice between long rests\r\nstarting at 13th level and three times between long rests\r\nstarting at 17th level. [anchor|Fighting-Style]","subclass_options":"[anchor|Champion]\r\n[img:5918806|right|300|nolink]\r\n[h1]Martial Archetype: Champion[\/h1]\r\n[i]3rd level fighter feature[\/i]\r\n[br]\r\nThe archetypal Champion focuses on the development\r\nof raw physical power honed to deadly perfection.\r\nThose who model themselves on this archetype combine\r\nrigorous training with physical excellence to deal\r\ndevastating blows.\r\n\r\n[b]Combat Superiority[\/b]\r\n[br]\r\n[i]3rd level fighter feature[\/i]\r\n[br]\r\nWhen you choose this archetype, you\r\nlearn maneuvers that are fueled by special dice called\r\nsuperiority dice.\r\n\r\n[u]Maneuvers:[\/u] You learn one maneuver of your\r\nchoice, which are detailed under [url:https:\/\/www.worldanvil.com\/block\/1420281#Maneuvers]\"Maneuvers\"[\/url]in spellcasting.\r\nMany maneuvers enhance an attack in some way. You\r\ncan use this maneuver once per attack.\r\n\r\n[u]Superiority Dice:[\/u] You have two superiority dice,\r\nwhich are d8s. A superiority die is expended when you\r\nuse it. You regain all of your expended superiority dice\r\nwhen you finish a short or long rest.\r\n\r\n[u]Saving Throws:[\/u] Some of your maneuvers require your target to make a saving throw to resist the maneuver\u2019s effects. The saving throw DC is calculated as follows:\r\n\r\n[center][b]Maneuver save DC[\/b] = 8 + your proficiency bonus +\r\nyour Strength or Dexterity modifier (your choice)[\/center]\r\n\r\n[b]Improved Critical[\/b]\r\n[br]\r\n[i]3rd level fighter feature[\/i]\r\n[br]\r\nBeginning when you choose this archetype, your weapon attacks score a critical hit on a\r\nroll of 19 or 20.\r\n\r\n[b]Remarkable Athlete[\/b]\r\n[br]\r\n[i]7th level fighter feature[\/i]\r\n[br]\r\nYou can add half your proficiency\r\nbonus (round up) to any Strength, Dexterity, or\r\nConstitution check you make that doesn\u2019t already use\r\nyour proficiency bonus.\r\n[br]\r\nIn addition, when you make a running long jump, the\r\ndistance you can cover increases by a number of feet\r\nequal to your Strength modifier.\r\n\r\n[b]Additional Fighting Style:[\/b]\r\n[br]\r\n[i]10th level fighter feature[\/i]\r\n[br]\r\nYou can choose a second option from the\r\nFighting Style class feature.\r\n\r\n[b]Superior Critical[\/b]\r\n[br]\r\n[i]15th level fighter feature[\/i]\r\n[br]\r\nYour weapon attacks score a\r\ncritical hit on a roll of 18-20.\r\n\r\n[b]Survivor[\/b]\r\n[br]\r\n[i]18th level fighter feature[\/i]\r\n[br]\r\nYou attain the pinnacle of resilience in\r\nbattle. At the start of each of your turns, you regain hit\r\npoints equal to 5 + your Constitution modifier if you\r\nhave no more than half of your hit points left. You don\u2019t\r\ngain this benefit if you have 0 hit points. [anchor|Battle-Master]\r\n\r\n[img:5918809|right|300|nolink]\r\n[h1]Martial Archetype: Battle Master[\/h1]\r\n[i]3rd level fighter feature[\/i]\r\n[br]\r\nThose who emulate the archetypal Battle Master\r\nemploy martial techniques passed down through\r\ngenerations. To a Battle Master, combat is an academic\r\nfield, sometimes including subjects beyond battle such\r\nas weapon-smithing and calligraphy. Not every fighter\r\nabsorbs the lessons of history, theory, and artistry\r\nthat are reflected in the Battle Master archetype, but\r\nthose who do are well-rounded fighters of great skill\r\nand knowledge.\r\n\r\n[b]Combat Superiority[\/b]\r\n[br]\r\n[i]3rd level fighter feature[\/i]\r\n[br]\r\nWhen you choose this archetype, you\r\nlearn maneuvers that are fueled by special dice called\r\nsuperiority dice.\r\n\r\n[u]Maneuvers:[\/u] You learn three maneuvers of your\r\nchoice, which are detailed under [url:https:\/\/www.worldanvil.com\/block\/1420281#Maneuvers]\"Maneuvers\"[\/url]in spellcasting.\r\nMany maneuvers enhance an attack in some way. You\r\ncan use only one maneuver per attack.\r\nYou learn two additional maneuvers of your choice\r\nat 7th, 10th, and 15th level. Each time you learn new\r\nmaneuvers, you can also replace one maneuver you\r\nknow with a different one.\r\n\r\n[u]Superiority Dice:[\/u] You have four superiority dice,\r\nwhich are d8s. A superiority die is expended when you\r\nuse it. You regain all of your expended superiority dice\r\nwhen you finish a short or long rest.\r\n[br]\r\nYou gain another superiority die at 7th level and one\r\nmore at 15th level.\r\n\r\n[u]Saving Throws:[\/u] Some of your maneuvers require\r\nyour target to make a saving throw to resist the\r\nmaneuver\u2019s effects. The saving throw DC is calculated\r\nas follows:\r\n\r\n[center][b]Maneuver save DC[\/b] = 8 + your proficiency bonus +\r\nyour Strength or Dexterity modifier (your choice)[\/center]\r\n\r\n[b]Student of War[\/b]\r\n[br]\r\n[i]3rd level fighter feature[\/i]\r\n[br]\r\nYou gain proficiency with one type of\r\nartisan\u2019s tools of your choice.\r\n\r\n[b]Know Your Enemy[\/b]\r\n[br]\r\n[i]7th level fighter feature[\/i]\r\n[br]\r\nIf you spend at least 1 minute\r\nobserving or interacting with another creature outside\r\ncombat, you can learn certain information about its\r\ncapabilities compared to your own. The DM tells you if\r\nthe creature is your equal, superior, or inferior in regard\r\nto two of the following characteristics of your choice: Strength score, Dexterity score, Constitution score, Armour Class, Current hit points, Total class levels (if any), Fighter class levels (if any).\r\n\r\n[b]Improved Combat Superiority[\/b]\r\n[br]\r\n[i]10th level fighter feature[\/i]\r\n[br]\r\nYour superiority dice turn into d10s. At\r\n18th level, they turn into d12s.\r\n\r\n[b]Relentless[\/b]\r\n[br]\r\n[i]15th level fighter feature[\/i]\r\n[br]\r\nWhen you roll initiative and\r\nhave no superiority dice remaining, you regain 1\r\nsuperiority die. [anchor|Forge-Master]\r\n\r\n[img:5918810|right|300|nolink]\r\n[h1]Martial Archetype: Forge Master[\/h1]\r\n[i]3rd level fighter feature[\/i]\r\n[br]\r\nThe archetypal Forge Master combines the martial\r\nmastery common to all fighters with a advanced study of\r\nblacksmithing. Forge Master's use superior metals to create weapons and armour much stronger than any common blacksmith could ever hope to create. When you reach 3rd level, you augment your martial\r\nprowess with the ability to create such weapons and armour.\r\n\r\n[b]Tools of the Trade[\/b]\r\n[br]\r\n[i]3rd level fighter feature[\/i]\r\n[br]\r\nYou gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.\r\n\r\n[b]Honed Weapon[\/b]\r\n[br]\r\n[i]3rd level fighter feature[\/i]\r\n[br]\r\nYou learn a ritual that improves one weapon beyond its normal capabilites. You perform\r\nthe ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your\r\nreach throughout the ritual, at the conclusion of which\r\nthe weapon becomes honed. Once you have honed a weapon it is bonded to yourself, you\r\ncan\u2019t be disarmed of that weapon unless you are\r\nincapacitated, it will remain bonded to you while it is in your possesion and for 24 hours after it leaves your possesion.\r\n[br]\r\nYou can have only one honed weapon. If you attempt to hone a second weapon, you must\r\nbreak the bond with one of the other one, causing it to lose its honed property in 24 hours. A honed weapon can have the damage and properties of any superior version of the weapon you know how to craft.\r\n\r\n[b]Elven & Dwemer Smithing[\/b]\r\n[br]\r\n[i]3rd level fighter feature[\/i]\r\n[br]\r\nYou learn to craft superior Elven weapons and armour that use refined moonstone. You are also able to craft superior Dwemer weapons and armour that use dwemer ingots.\r\n\r\n[b]Repair Hammer[\/b]\r\n[br]\r\n[i]5th level fighter feature[\/i]\r\n[br]\r\nYou can spend 1 hour during a long rest to create a repair hammer. This hammer will temper any damaged armour you can strike with the hammer, at the cost of an action. Provided you have the required materials in your inventory to temper it, the armour will be tempered instantaneously and regain all your temporary hit points. The repair hammer will be consumed in the process and you can only have one repair hammer active at a time.\r\n\r\n[img:5918817|left|300|nolink]\r\n[b]Advanced Armour[\/b]\r\n[br]\r\n[i]5th level fighter feature[\/i]\r\n[br]\r\nYou can modify your own armour. The armour now replaces any missing limbs, functioning identically to a limb it replaces. If the armour normally has a Strength requirement, the armour lacks this requirement for you. Additionally the armour has one special ability, choose from the following options:\r\n\r\n[u]Self Repair:[\/u] As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\r\n\r\n[u]Muffled:[\/u] You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal. Additionally your walking speed increases by 5 feet.\r\n\r\n[u]Pugilist Gauntlets:[\/u] Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 bludgening damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.\r\n\r\n[u]Inbuilt Crossbow:[\/u] A small crossbow appears on one of your armored wrists. It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 piercing damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 piercing damage to that target or another target directly behind them.\r\n\r\n[b]Orcish & Guilded Smithing[\/b]\r\n[br]\r\n[i]7th level fighter feature[\/i]\r\n[br]\r\nYou learn to craft superior Orcish weapons and armour that use orichalcum ingots. You are also able to craft superior Elven Guilded weapons and armour that use quicksilver ingots.\r\n\r\n[b]Ebony & Glass Smithing[\/b]\r\n[br]\r\n[i]10th level fighter feature[\/i]\r\n[br]\r\nYou learn to craft superior Ebony weapons and armour that use ebony ingots. You are also able to craft superior Glass weapons and armour that use refined malachite. Additionally choose an additonal special ability for your advanced armour.\r\n\r\n[b]Arcane Blacksmith[\/b]\r\n[br]\r\n[i]12th level fighter feature[\/i]\r\n[br]\r\nYou can reforge magical or enchanted weapons and armour to a superior version using any materials you know how to craft with. This will require the cost and materials of the superior armour or weapon as normal. But the magical nature or enchantment will be preserved in the process. Creating effectively a new weapon with the same enchantment. This process destroys the original however and cannot be repeated without also destroying the reforged weapon. This process will also not work on daedric artifacts.\r\n\r\n[b]Daedric & Stalhrim Smithing[\/b]\r\n[br]\r\n[i]15th level fighter feature[\/i]\r\n[br]\r\nYou learn to craft superior Daedric weapons and armour that use daedra hearts and ebony ingots. You are also able to craft superior Stalhrim weapons and armour that use stalhrim and quicksilver ingots. Additionally choose an additonal special ability for your advanced armour.\r\n\r\n[b]Draconic Smithing[\/b]\r\n[br]\r\n[i]18th level fighter feature[\/i]\r\n[br]\r\nYou learn to craft superior Draconic weapons and armour that use dragonscales, dragonbones and ebony ingots. Additionally you now have all the special abilites for your advanced armour.","table_data":"[b]Level | Proficency Bonus | Features[\/b]\r\n1st | +2 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Fighting-Style]Fighting Style[\/url], [url:https:\/\/www.worldanvil.com\/block\/1420281#Class-Features]Second Wind[\/url]\r\n2nd | +2 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Class-Features]Action Surge (one use)[\/url]\r\n3rd | +2 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Champion]Champion[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420281#Battle-Master]Battle Master[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420281#Forge-Master]Forge Master[\/url]\r\n4th | +2 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Class-Features]Ability Score Improvement[\/url]\r\n5th | +3 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Class-Features]Extra Attack[\/url], [url:https:\/\/www.worldanvil.com\/block\/1420281#Forge-Master]Forge Master Feature[\/url]\r\n6th | +3 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Class-Features]Ability Score Improvement[\/url]\r\n7th | +3 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Champion]Champion[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420281#Battle-Master]Battle Master[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420281#Forge-Master]Forge Master Feature[\/url]\r\n8th | +3 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Class-Features]Ability Score Improvement[\/url]\r\n9th | +4 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Class-Features]Indomitable (one use)[\/url]\r\n10th | +4 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Champion]Champion[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420281#Battle-Master]Battle Master[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420281#Forge-Master]Forge Master Feature[\/url]\r\n11th | +4 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Class-Features]Extra Attack (2)[\/url]\r\n12th | +4 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Class-Features]Ability Score Improvement[\/url], [url:https:\/\/www.worldanvil.com\/block\/1420281#Forge-Master]Forge Master Feature[\/url]\r\n13th | +5 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Class-Features]Indomitable (two uses)[\/url]\r\n14th | +5 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Class-Features]Ability Score Improvement[\/url]\r\n15th | +5 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Champion]Champion[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420281#Battle-Master]Battle Master[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420281#Forge-Master]Forge Master Feature[\/url]\r\n16th | +5 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Class-Features]Ability Score Improvement[\/url]\r\n17th | +6 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Class-Features]Action Surge (two uses), Indomitable (three uses)[\/url]\r\n18th | +6 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Champion]Champion[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420281#Battle-Master]Battle Master[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420281#Forge-Master]Forge Master Feature[\/url]\r\n19th | +6 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Class-Features]Ability Score Improvement[\/url]\r\n20th | +6 | [url:https:\/\/www.worldanvil.com\/block\/1420281#Class-Features]Extra Attack (3)[\/url]","source":"","jsondata":"","tags":"D&D, Homebrew, Elder Scrolls, Skyrim","isShared":"on","templateId":"5460","blockId":"1420281","world":"f4f8efb5-511a-4465-a937-ff6eb7572bd9","folder":"26911"}