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You 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.
You 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.
Once you use this feature, you must finish a short or long rest before you can use it again.
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.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once 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.
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
At 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.
You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.
optional feature}
Whenever 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:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The 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.
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
At 7th level, you gain a feature granted by your Martial Archetype.
You gain a feature from your Fighter Subclass.
Beginning 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.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
At 10th level, you gain a feature granted by your Martial Archetype.
You gain a feature from your Fighter Subclass.
At 11th level, you can attack three times whenever you take the Attack action on your turn.
You can attack three times instead of once whenever you take the Attack action on your turn.
At 13th level, you can use Indomitable twice between long rests.
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
At 15th level, you gain a feature granted by your Martial Archetype.
You gain a feature from your Fighter Subclass.
At 17th level, you can use Action Surge twice before a rest, but only once on the same turn.
At 17th level, you can use Indomitable three times between long rests.
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
At 18th level, you gain a feature granted by your Martial Archetype.
You gain a feature from your Fighter Subclass.
| Seconda Linfa | 1d10+18 HP /SR |
| Slancio d'Azione | 2/SR |
| Attacco Extra | 3× /azione |
| Indomabile | 3×/LR |