D&D: The Worth of Steel
Brave warriors who take the field with armour and blade, Fighters are, arguably, the most straightforward of all the classes. They hail from every race and every nation, and adhere to every creed.
Hit Dice: d10
Armour Proficiencies: All Armour, Shields
Weapon Proficiencies: Simple Weapons, Martial Weapons
Tool Proficiencies: None
Saving Throws: Strength, Constitution
Skill Proficiencies: Two of Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception and Survival
-Chainmail OR Leather armour, longbow, 20 arrows
-A martial weapon and a shield OR two martial weapons
-A light crossbow and 20 bolts OR two handaxes
-A dungeoneer's pack OR an explorer's pack
Fighting Style: At level one, you can choose from a list of six fighting styles, selecting a bonus that properly suits how your Fighter, well, fights. These include Archery, Defense, Dueling, Great Weapon Fighting, Protection, and Two-Weapon Fighting.
Second Wind: Your Fighter has a deeper well of stamina than most and can push on through grievous wounds. You can use a bonus action to regain a small amount of hit points. This ability can only be used once, and recharges after a short or long rest.
Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits, striking out in a whirlwind of action. On your turn, you can take an additional action. This ability can only be used once, and recharges after a short of long rest. At 17th level, you gain the ability to can use this ability twice before resting.
Martial Archetype: At 3rd level, you refine your fighting style further, selecting an archetype that best suits your character. You gain benefits from your archetype at levels 3, 7, 10, 15, and 18.
Ability Score Improvement: When you reach 4th level, and again at level 6. 8. 12, 14, 16, and 19, you can increase one ability score by 2, two abilities scores by 1, or gain a feat.
Extra Attack: Beginning at 5th level, you can make two attacks when making an Attack action. This increases to three attacks at level 11 and four attacks at level 20.
Indomitable: At 9th level, your fighter gains the ability to reroll a failed saving throw. You must keep the new roll. You can only use this ability once, and it recharges on a long rest. You gain additional uses of this power at 13th and 17th level.