{"name":"Fighter","overview":"A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.\r\nA dwarf in chain mail interposes his shield between the ogre's club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.\r\n\r\nA gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd's delight\u2014and his own tactical advantage. His opponent's sword flares with blue light an instant before she sends lightning flashing forth to smite him.\r\n\r\nAll of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings\u2014as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.\r\n\r\n[h2]Well-Rounded Specialists[\/h2]\r\nFighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.\r\n\r\n[h2]Trained for Danger[\/h2]\r\nNot every member of the city watch, the village militia, or the queen's army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.\r\nSome fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards\u2014few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.\r\n\r\n[h2]Creating a Fighter[\/h2]\r\nAs you build your fighter, think about two related elements of your character's background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.\r\n\r\nYou might have enjoyed formal training in a noble's army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught\u2014unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions\u2014the only things that stand between you and death's embrace.\r\n\r\n[h2]Quick Build[\/h2]\r\nYou can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight martial archetype. Second, choose the soldier background.","hit_dice":"1d10","hit_points_at_1st_level":"10+ your Constitution Modifier","hit_points_at_higher_levels":"1d10 (or 6) + your Constitution Modifier","armor_proficiencies":" Light Armor, Medium Armor, Heavy Armor, Shields","weapon_proficiencies":"Simple Weapons, Martial Weapons","tools":"None","saving_throws":"Strength, Constitution","skills":"Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.","starting_equipment":"You start with the following items, plus anything provided by your background.\r\n[ul]\r\n[li](a) chain mail or (b) leather armor, longbow, and 20 arrows[\/li]\r\n[li](a) a martial weapon and a shield or (b) two martial weapons[\/li]\r\n[li](a) a light crossbow and 20 bolts or (b) two handaxes[\/li]\r\n[li](a) a dungeoneer's pack or (b) an explorer's pack[\/li]\r\n[\/ul]\r\nAlternatively, you may start with 5d4 \u00d7 10 gp to buy your own equipment.","spellcasting":"","class_features":"\r\n\r\n\r\n[h3]\r\n[table]\r\n[tr]\r\n[th]The[\/th]\r\n[th]Fighter[\/th]\r\n[th][\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Level[\/td]\r\n[td]Proficiency Bonus[\/td]\r\n[td]Feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]+2[\/td]\r\n[td]Fighting Style, Second Wind[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]+2[\/td]\r\n[td]Action Surge[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]+2[\/td]\r\n[td]Martial Archetype[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]+2[\/td]\r\n[td]Ability Score Improvement, Martial Versatility[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]+3[\/td]\r\n[td]Extra Attack[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]+3[\/td]\r\n[td]Martial Archetype feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]+4[\/td]\r\n[td]Indomitable[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10[\/td]\r\n[td]+4[\/td]\r\n[td]Martial Archetype feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11[\/td]\r\n[td]+4[\/td]\r\n[td]Extra Attack (2)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12[\/td]\r\n[td]+4[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]+5[\/td]\r\n[td]Indomitable (two uses)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15[\/td]\r\n[td]+5[\/td]\r\n[td]Martial Archetype feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]+6[\/td]\r\n[td]Action Surge (two uses), Indomitable (three uses)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18[\/td]\r\n[td]+6[\/td]\r\n[td]Martial Archetype feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19[\/td]\r\n[td]+6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20[\/td]\r\n[td]+6[\/td]\r\n[td]Extra Attack (3)[\/td]\r\n[\/tr]\r\n[\/table]\r\nFighting Style[\/h3]\r\n\r\n\r\n\r\n\r\nYou adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.\r\n\r\n[h3]Archery[\/h3]\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n[h3]Blind Fighting[\/h3]\r\nYou have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.\r\n\r\n[h3]Defense[\/h3]\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n[h3]Dueling[\/h3]\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n[h3]Great Weapon Fighting[\/h3]\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\n[h3]Interception[\/h3]\r\nWhen a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.\r\n\r\n[h3]Protection[\/h3]\r\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\r\n\r\n[h3]Superior Technique[\/h3]\r\nYou learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).\r\n\r\nYou gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.\r\n\r\n[h3]Thrown Weapon Fighting[\/h3]\r\nYou can draw a weapon that has the thrown property as part of the attack you make with the weapon.\r\n\r\nIn addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.\r\n\r\n[h3]Two-Weapon Fighting[\/h3]\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\n[h3]Unarmed Fighting[\/h3]\r\nYour unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.\r\n\r\nAt the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.\r\n\r\n[h2]Second Wind[\/h2]\r\nYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again.\r\n\r\n[h2]Action Surge[\/h2]\r\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.\r\n\r\n[h2]Martial Archetype[\/h2]\r\nAt 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\r\n\r\nIf your DM allows the use of feats, you may instead take a feat.\r\n\r\n[h2]Martial Versatility[\/h2]\r\n4th-level fighter optional feature\r\n\r\nWhenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:\r\n\r\nReplace a fighting style you know with another fighting style available to fighters.\r\nIf you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 6th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\r\n\r\nIf your DM allows the use of feats, you may instead take a feat.\r\n\r\n[h2]Martial Archetype feature[\/h2]\r\nAt 7th level, you gain a feature granted by your Martial Archetype.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\r\n\r\nIf your DM allows the use of feats, you may instead take a feat.\r\n\r\n[h2]Indomitable[\/h2]\r\nBeginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.\r\n\r\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.\r\n\r\n[h2]Martial Archetype feature[\/h2]\r\nAt 10th level, you gain a feature granted by your Martial Archetype.\r\n\r\n[h2]Extra Attack (2)[\/h2]\r\nAt 11th level, you can attack three times whenever you take the Attack action on your turn.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\r\n\r\nIf your DM allows the use of feats, you may instead take a feat.\r\n\r\n[h2]Indomitable (two uses)[\/h2]\r\nAt 13th level, you can use Indomitable twice between long rests.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 14th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\r\n\r\nIf your DM allows the use of feats, you may instead take a feat.\r\n\r\n[h2]Martial Archetype feature[\/h2]\r\nAt 15th level, you gain a feature granted by your Martial Archetype.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\r\n\r\nIf your DM allows the use of feats, you may instead take a feat.\r\n\r\n[h2]Action Surge (two uses)[\/h2]\r\nAt 17th level, you can use Action Surge twice before a rest, but only once on the same turn.\r\n\r\n[h2]Indomitable (three uses)[\/h2]\r\nAt 17th level, you can use Indomitable three times between long rests.\r\n\r\n[h2]Martial Archetype feature[\/h2]\r\nAt 18th level, you gain a feature granted by your Martial Archetype.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\r\n\r\nIf your DM allows the use of feats, you may instead take a feat.\r\n\r\n[h2]Extra Attack (3)[\/h2]\r\nAt 20th level, you can attack four times whenever you take the Attack action on your turn.","subclass_options":"[spoiler]\r\n[hr][b]An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.[\/b]\r\n[h2]Arcane Archer Lore[\/h2]\r\nAt 3rd level, you learn magical theory or some of the secrets of nature\u2014typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.\r\n[h2]Arcane Shot[\/h2]\r\nAt 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see \"Arcane Shot Options\" below).\r\n\r\nOnce per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.\r\n\r\nYou gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.\r\n\r\n[h2]Arcane Shot Options[\/h2]\r\nThe Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.\r\n\r\nIf an option requires a saving throw, your Arcane Shot save DC is calculated as follows:\r\n\r\n[b]Arcane Shot save DC = 8 + your proficiency bonus + your Intelligence modifier[\/b]\r\n\r\n[b]Banishing Arrow.[\/b] You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.\r\n\r\nAfter you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.\r\n\r\n[b]Beguiling Arrow.[\/b] Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.\r\n\r\nThe psychic damage increases to 4d6 when you reach 18th level in this class.\r\n\r\n[b]Bursting Arrow.[\/b] You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.\r\n\r\nThe force damage increases to 4d6 when you reach 18th level in this class.\r\n\r\n[b]Enfeebling Arrow.[\/b] You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.\r\n\r\nThe necrotic damage increases to 4d6 when you reach 18th level in this class.\r\n\r\n[b]Grasping Arrow.[\/b] When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.\r\n\r\nThe poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.\r\n\r\n[b]Piercing Arrow.[\/b] You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.\r\n\r\nThe piercing damage increases to 2d6 when you reach 18th level in this class.\r\n\r\n[b]Seeking Arrow.[\/b] Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.\r\n\r\nThe force damage increases to 2d6 when you reach 18th level in this class.\r\n\r\n[b]Shadow Arrow.[\/b] You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.\r\n\r\nThe psychic damage increases to 4d6 when you reach 18th level in this class.\r\n[h2]Magic Arrow[\/h2]\r\nAt 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.\r\n\r\n[h2]Curving Shot[\/h2]\r\nAt 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.\r\n\r\n[h2]Additional Arcane Shot Option[\/h2]\r\nYou gain an additional Arcane Shot option of your choice when you reach 7th level.\r\n\r\n[h2]Additional Arcane Shot Option[\/h2]\r\nYou gain an additional Arcane Shot option of your choice when you reach 10th level.\r\n\r\n[h2]Ever-Ready Shot[\/h2]\r\nStarting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.\r\n\r\n[h2]Additional Arcane Shot Option[\/h2]\r\nYou gain an additional Arcane Shot option of your choice when you reach 15th level.\r\n\r\n[h2]Additional Arcane Shot Option[\/h2]\r\nYou gain an additional Arcane Shot option of your choice when you reach 18th level. Each option also improves when you become an 18th-level fighter.\r\n\r\n[hr] | Arcane Archer[\/spoiler]","table_data":"Level | Proficiency Bonus | Features\r\n1st | +2 | Fighting Style, Second Wind\r\n2nd | +2 | Action Surge\r\n3rd | +2 | Martial Archetype\r\n4th | +2 | Ability Score Improvement, Martial Versatility\r\n5th | +3 | Extra Attack\r\n6th | +3 | Ability Score Improvement\r\n7th | +3 | Martial Archetype feature\r\n8th | +3 | Ability Score Improvement\r\n9th | +4 | Indomitable\r\n10th | +4 | Martial Archetype feature\r\n11th | +4 | Extra Attack (2)\r\n12th | +4 | Ability Score Improvement\r\n13th | +5 | Indomitable (two uses)\r\n14th | +5 | Ability Score Improvement\r\n15th | +5 | Martial Archetype feature\r\n16th | +5 | Ability Score Improvement\r\n17th | +6 | Action Surge (two uses), Indomitable (three uses)\r\n18th | +6 | Martial Archetype feature\r\n19th | +6 | Ability Score Improvement\r\n20th | +6 | Extra Attack (3)","source":"","jsondata":"","tags":"","templateId":"5460","blockId":"1161222","world":"d97f870f-7292-4d5d-a87d-2cdc8e39e8c4","folder":"","isShared":"on"}