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Hit Dice: 1d10 per fighter level. Hit Points at 1st Level: 10 + your Constitution modifier. Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st. Proficiencies. Armor: All armor, shields. Weapons: Simple weapons, martial weapons. Tools: None. Saving Throws: Strength, Constitution.
As a fighter, you gain the following class features. Hit Points Hit Dice: 1d10 per fighter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st. Proficiencies Armor: All armor, shields
In this article, I’ll dive deep into the D&D Fighter level up process, and in particular what new abilities and feats you’d unlock, as well as any change of the character’s stats.
As a fighter, you gain the following class features. Hit Points. Hit Dice: 1d10 per fighter level. Hit Points at 1st Level: 10 + your Constitution modifier. Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st. Starting Proficiencies.
The 1st-level spell is hard to pick, but Hex is a good go-to option for the Fighter. You get more attacks than anyone else (with the possible exception of the Monk), you’re proficient in Constitution saves so Concentration is reasonably safe, and with a 1-hour duration you can get a lot done on one spell slot.
Gain the following traits from the Core Fighter Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields. Gain the Fighter’s level 1 features, which are listed in the Fighter Features table.
You can’t increase an ability score above 20. In addition, every character’s proficiency bonus increases at certain levels. Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum.