Starting equipment. You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) leather armor, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer's pack or (b) an explorer's pack
SRD 5.1, p.24 · OGL 1.0a
Fighter level table (D&D 2014)
Level
Proficiency bonus
What you gain
1
+2
STR & CON saves; choose 2 skills; choose a Fighting Style; Second Wind (regain 1d10 + Fighter level HP as a bonus action; 1/short or long rest). Proficiencies (SRD 5.1 p.24): Armor: All armor, shields. Weapons: Simple weapons, martial weapons. Equipment (SRD 5.1 p.24): You start with the following equipment, in addition to the equipment granted by your background:
• (a) chain mail or (b) leather armor, longbow, and 20 arrows
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) a light crossbow and 20 bolts or (b) two handaxes
• (a) a dungeoneer's pack or (b) an explorer's pack
2
+2
Action Surge (one additional action on your turn; 1/short or long rest).
3
+2
Choose your Martial Archetype. SRD 5.1 Champion: Improved Critical (your weapon attacks score a critical hit on a roll of 19 or 20).
4
+2
Ability Score Improvement (increase one ability by 2, or two abilities by 1; or take a Feat).
5
+3
Extra Attack (attack twice whenever you take the Attack action).
6
+3
Ability Score Improvement (or a Feat).
7
+3
Champion: Remarkable Athlete (add half your proficiency bonus, rounded up, to any STR, DEX, or CON check that doesn't already use it; running long jump distance increases by your STR modifier).
8
+3
ASI: distribute +2 across abilities (or take a Feat).
9
+4
Indomitable (reroll a failed saving throw and use the new roll; 1/long rest).
10
+4
Champion: Additional Fighting Style (choose a second option from the Fighting Style feature).
11
+4
Extra Attack (2): you can attack three times, instead of once, whenever you take the Attack action on your turn.
12
+4
ASI: distribute +2 across abilities (or take a Feat).
13
+5
Indomitable (2/long rest).
14
+5
Ability Score Improvement (or a Feat).
15
+5
Champion: Superior Critical (crit on 18-20)
16
+5
Ability Score Improvement (or a Feat).
17
+6
Action Surge (two uses) and Indomitable (3/long rest).
18
+6
Champion: Survivor (regain 5+CON HP per turn if ≤ half HP)
19
+6
Ability Score Improvement (or a Feat).
20
+6
Extra Attack (3): you can attack four times, instead of once, whenever you take the Attack action on your turn.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Martial ArchetypeLevel 3
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
When you reach 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 you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra AttackLevel 5
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Hit Dice: 1d10 per fighter level (SRD 5.1 p.24) / paladin level (p.30) / ranger level (p.35). Hit Points at 1st Level: 10 + your Constitution modifier. Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level / paladin level / ranger level after 1st. A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest (p.87).
Martial Archetypes. Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Improved CriticalLevel 3
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Additional Fighting StyleLevel 10
At 10th level, you can choose a second option from the Fighting Style class feature.
Superior CriticalLevel 15
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
RollQuest ships the D&D 2014 SRD as a content pack, on a 5e character sheet that does the maths - roll from the sheet and let the numbers work themselves out. Free to start.