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Fighter: Difference between revisions
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: {{Ability|Dexterity}} for physical attacks with [[Finesse]] weapons, [[Armour Class]] (non-{{HeavyArmour}}), and [[Initiative]]. | : {{Ability|Dexterity}} for physical attacks with [[Finesse]] weapons, [[Armour Class]] (non-{{HeavyArmour}}), and [[Initiative]]. | ||
: {{Ability|Constitution}} for Hit Points (and {{Concentration}} Checks for {{Class|Eldritch Knight}}s). | : {{Ability|Constitution}} for Hit Points (and {{Concentration}} Checks for {{Class|Eldritch Knight}}s). | ||
: {{Ability|Intelligence}} for Spells ({{Class|Eldritch Knight}} only). | : {{Ability|Intelligence}} for Spells ({{Class|Eldritch Knight}} only), and some item effects (all subclasses). | ||
; Saving throw proficiencies | ; Saving throw proficiencies | ||
: {{Ability|Strength}}, {{Ability|Constitution}} | : {{Ability|Strength}}, {{Ability|Constitution}} |
Revision as of 21:22, 24 December 2023
Fighters have mastered the art of combat, wielding weapons with unmatched skill and wearing armour like a second skin.
Fighters have mastered the art of combat, wielding weapons with unmatched skill and wearing armour like a second skin.
Fighter is a character Class in Baldur's Gate 3. Fighters use their martial expertise to fight enemies and support their allies in combat. Fighters use Strength or Dexterity as their primary ability score.
The Fighter subclasses are:
, ,The Fighter Class Progression | ||
---|---|---|
Level | Proficiency Bonus | Features |
1st | +2 | Fighting Style | ,
2nd | ||
3rd | Choose a subclass | |
4th | ||
5th | +3 | |
6th | ||
7th | Subclass feature | |
8th | ||
9th | +4 | |
10th | Subclass feature | |
11th | ||
12th |
Class Information
- Hit points
- At Level 1: 10 + Modifier
- On level up: 6 + Modifier
- Key Ability Scores
- for physical attacks.
- for physical attacks with Finesse weapons, Armour Class (non- Heavy armour), and Initiative.
- for Hit Points (and Concentration Checks for s).
- for Spells ( only), and some item effects (all subclasses).
- Saving throw proficiencies
- ,
- Equipment Proficiencies
- Simple weapons, Martial weapons
- Light armour, Medium armour, Heavy armour
- Shields
- Skills proficiencies (Choose 2)
- , , , , , , ,
- You receive a bonus to every skill that you are proficient in. At Level 1 the Proficiency Bonus is +2.
Level Progression
Through experience, you acquire new power. You gain the following traits.
- Draw on your stamina to protect yourself. One per short rest, you can regain 1d10 + Fighter Levelhit points.
- Fighting Style
-
- You gain a +2 bonus to Ranged Weapon Attacks.
- You gain a +1 bonus to Armour Class while wearing Armour.
- When you are wielding a melee weapon that is not Two-Handed or Versatile in one hand, and no weapon in the other hand, you gain a +2 bonus to damage rolls with that weapon, increasing your chance to do heavy damage.
- When you roll a 1 or 2 on a damage die for an attack with a Two-Handed melee weapon, that die is rerolled once.
- When you have a Shield, impose Disadvantage on an enemy who attacks one of your allies when you are within 1.5 m / 5 ft. You must be able to see the enemy. (This is a reaction. Toggle a reaction during your turn. It will automatically execute when needed.)
- When you make an offhand attack, you can add your Ability Modifier to the damage of the attack.
- Immediately gain an extra Action to use this turn. Recharges on a Short Rest.
Choose a subclass:
|
|
- Choose a Feat.
Subclass Features:
(none) |
|
(none) |
- Proficiency Bonus: +3
- Your proficiency bonus increases to +3.
- You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Choose a Feat.
- Subclass Features:
|
|
|
- Choose a Feat.
- Proficiency Bonus: +4
- Your proficiency bonus increases to +4.
- You have become as durable as an iron golem. Whenever you fail a Saving Throw, you can roll again, using the new result instead Recharge: Long rest.
Subclass Features:
|
|
|
- You can make two additional attacks (instead of one) after using the Attack action.
- Choose a Feat.