Hit Points

Hit Dice: 1d10 per level
Hit Points at 1st level: 10 + Con mod
Hit Points at Higher levels: 1d10 + Con mod per level above 1st.


Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival.


  • Choose: chainmail; or leather armor, longbow, and 20 arrows
  • Choose: a martial weapon and a shield; or two martial weapons
  • Choose: a light crossbow and 20 bolts; or two handaxes
  • Choose: a dungeoneer's pack; or an explorer's pack

Alternatively, buy gear using gold (5d4x10 gp; avg. 125 gp)

Revise to use update weapons/armor

Quick Build

Put your highest score in either Strength or Dexterity, depending on whether you want focus on melee weapons or archery/finesse weapons. Your next-highest score should be Constitution, or Intelligence if you plan on adopting the Eldritch Knight archetype. Finally, choose the soldier background.

Lvl Proficiency Bonus Features Battle Dice
1st +2 Fighting Style, Second Wind 1d4
2nd +2 Action Surge (one use) 1d4
3rd +2 Martial Archetype 2d4
4th +2 Ability Score Improvement 2d4
5th +3 Extra Attack 3d4
6th +3 Ability Score Improvement 3d4
7th +3 Martial Archetype feature 3d6
8th +3 Ability Score Improvement 3d6
9th +4 Indomitable (one use) 4d6
10th +4 Martial Archetype feature 4d6
11th +4 Extra Attack (2) 4d8
12th +4 Ability Score Improvement 4d8
13th +5 Indomitable (two uses) 5d8
14th +5 Ability Score Improvement 5d8
15th +5 Martial Archetype feature 5d10
16th +5 Ability Score Improvement 5d10
17th +6 Action surge (two uses), Indomitable (three uses) 6d10
18th +6 Martial Archetype feature 6d10
19th +6 Ability Score Improvement 6d12
20th +6 Extra Attack (3) 6d12

Fighting Styles

Choose one of the following options. You can't choose the same style twice, even if you later get to choose again.

Archery: You gain a +2 bonus on attack rolls you make with ranged weapons.

Defender: When wearing armor, you gain a +1 bonus to AC. When you are wielding a shield, you may use your reaction to impose disadvantage on an attack roll targeting another ally within 5 feet of you.

Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a weapon held in two hands, you can reroll the die and must use the new roll, even if it a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Mariner: As long as you not wearing heavy armor or wearing a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Tunnel Fighter: As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Versatile Weapon Master: When wielding a versatile weapon in two hands, you have +1 to AC. When wielding a versatile weapon in one hand and your other hand isn't holding a weapon or a shield, your weapon has the Reach property.

Martial Maneuvers

You know that there's more to combat than simply putting the pointy bits of your weapon in your adversary. You know a number of Martial Maneuvers which enable you to turn the tide of battle to your advantage by expending Battle Dice. At first level, you have 1 Battle Die, which is a d4, which can be expended by maneuvers. Expended battle dice are recovered at the end of your turn.

End of Turn Recovery: Chosen in order to encourage use of reaction based maneuvers. If it recovered at the start of turn, you'd have to deliberately leave some up at the end of your turn. With end of turn recovery, you aren't punished for not having anything to react to, and can still take full action on your own turn.

Martial Ability. Your prowess in battle comes from your strength, as well as the skills needed to leverage that strength to maximum effect. When a maneuver refers to your martial ability modifier, you use Strength. In addition, you use your Strength to determine the Save DC of any fighter maneuver which requires one.

  • Maneuver Save DC= 8 + your proficiency bonus + your Strength modifier.

List of Maneuevers

  • Disarming Strike. When you hit a creature with a weapon attack, you can expend one battle die as a bonus action, rolling it and adding the result to the attack's damage roll. The target must make a Strength saving throw. On a failed save, it drops one object of your choice that it's holding, which lands at the target's feet.

Second Wind

You have a limited well of stamina you can draw upon to protect yourself from harm. On your turn, you can use a bonus action to expend one battle die, rolling the die and adding your Constitution modifier. You regain hit points equal to the rolled value.

Action Surge

At 2nd level, you can push yourself beyond the normal limits for a moment. On your turn, you can take an additional action in addition to the normal one allotted to you. Once you use this feature, you must finish a short or long rest before you can use it again.

At 17th level, you can use this feature twice before a rest, but only once on the same turn.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose one of the below archetypes. This choice grants you features at 3rd, 7th, 10th, 15th, and 18th level.

Ability Score Improvement

At 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.

Alternatively, you can choose to gain a single feat of your choice. You may choose from this list, and potentially more depending on the individual campaign; ask the DM for more details.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. At 11th level, you can instead take three attacks, and at 20th level you may take 4 attacks.


At 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and cannot use this feature again until you finish a long rest.

You can use this feature twice between long rests at 13th level, and three times at 17th level.

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