Through experience, you acquire new power. You gain the following traits.
Second Wind
- Draw on your stamina to protect yourself. Once per short rest, you can regain 1d10 + Fighter Level
hit points.
- Fighting Style
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Archery
- You gain a +2 bonus to Ranged Weapon attack rolls.
Defence
- You gain a +1 bonus to
Armour Class while wearing Armour.
Duelling
- When you are wielding a melee weapon that is not Two-Handed or Versatile in one hand, and no weapon in the other hand, you gain a +2 bonus to damage rolls with that weapon, increasing your chance to do heavy damage.
Great Weapon Fighting
- When you roll a 1 or 2 on a damage die for an attack with a Two-Handed melee weapon, that die is rerolled once.
Protection
- When you have a Shield, impose
Disadvantage on an enemy who attacks one of your allies when you are within
1.5 m / 5 ft. You must be able to see the enemy. (This is a reaction. Toggle a reaction during your turn. It will automatically execute when needed.)
Two-Weapon Fighting
- When you make an offhand attack, you can add your Ability Modifier to the damage of the attack.
Action Surge
- Immediately gain an extra Action to use this turn. Recharges on a Short Rest.
Choose a subclass:
Subclass features:
Extra Attack
- You can attack twice, instead of once, whenever you take the Attack action on your turn.
Indomitable
- You have become as durable as an iron golem. Whenever you fail a Saving Throw, you can roll again, using the new result instead
Recharge: Long rest.
Subclass features:
Improved Extra Attack
- You can make two additional attacks (instead of one) after using the Attack action.