Masters of arms and armor. Fighters may wield any weapon, from dagger to greatsword, and wear any
armor, from leather to full plate.
Starts with 12 HP and gains +12 HP every level.
Starts off with no gear, just bare knuckles.
Starts off with 150 gold pieces to buy everything from gear to weapons to armor.
Requirement: to be a fighter class, your strength ability scores must be at least 16.
Fighter Default Class Abilities
Weapon Supremacy
Choose a weapon type at 1st level (sword, axe, spear,
etc.). You gain +1 to hit when using it. At level 5 +2 to hit with it. This stacks with magic
and/or magical weapon that is of the same. At level 5 select a second weapon.
Second Wind
Once per day, regain 1d6 HP mid-battle through sheer grit. At level 4 1d6+6 HP mid-battle.
At level 7 3d6+6 - once per day can be used any time.
Mighty Heave
You can attempt feats of sheer strength: lifting gates, breaking shackles, bending bars. Success
chance = 35% at 1st level, +5% per level thereafter.
Combat Focus
Once per day, you may re-roll one missed attack roll. At 5th level twice per day.
Fearless
Immune to fear effects from foes with HP equal to or lower than your current level max Hit
Points.