![]() When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. While you are wearing armor, you gain a +1 bonus to AC. ![]() Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. You have blindsight with a range of 10 feet. You gain a +2 bonus to attack rolls you make with ranged weapons. You can't take a Fighting Style option more than once, even if you later get to choose again. You adopt a particular style of fighting as your specialty. (a) a dungeoneer's pack or (b) an explorer's pack.(a) a light crossbow and 20 bolts or (b) two handaxes.(a) a martial weapon and a shield or (b) two martial weapons.(a) chain mail or (b) leather, longbow, and 20 arrows.Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival Equipment ![]() Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st Proficiencies Hit Points at 1st Level: 10 + your Constitution modifier The FighterĪbility Score Improvement, Martial Versatility (Optional)Īs a fighter, you gain the following class features. You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class. They are well acquainted with death, both meting it out and staring it defiantly in the face. Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. ![]()
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