TEXT:  
   
   
   
   
   
   
  A fighter who focuses on the development of 
  raw physical power honed to deadly perfection
   
   Hit Die:                          Proficiencies                          Feature
   
                                                                         You can effectively wear any armor and wield shields. You                  Second Wind (PHB 
                                                    Armor         suffer none of the disadvantages that those without these                     72): Take a second  
  At first level, you have                                  proficiences experience.                                                                             to catch your breath 
  10 hit points, plus your                                                                                                                                                       and regain some of
  Constitution modifier.                                 Add your proficiency bonus to the attack roll for any attack you           your hit points. That  
                                                Weapons        make with simple or martial weapons. You can expertly wield           way, there's still time
                                                                         any weapon you pick up.                                                                              to attack or perform 
                                                                                                                                                                                                  another action on 
                                                    Saving        Add your proficiency bonus when making a Strength or                        your turn.  
                                                   Throws       Constitution saving throws.
   
   
   
   
   
  1st Level
  Ability         Strength or Dexterity should be your highest
  Scores        score to strengthen your swing or improve your
                       aim. Constitution should be your second-highest
                       score to keep you in the fight longer.
  Skills          You have special training or a certain knack in
                       two skills. Consider choosing Intimidation
                       and either Acrobatics or Athletics. When you
                       make a skill check using either of these skills,
                       add your proficiency bonus.
  Starting      Consider starting with the following, in addition  
  Equipment to the equipment granted by your background.  
                            • (a) a greatsword or (b) a rapier and a shield  
                            • (a) chain mail or (b) leather armor, longbow,
                              and 20 arrows  
                            • (a) two handaxes or (b) a light crossbow and
                              20 bolts  
                            • (a) an explorer's pack or (b) a dungeoneer’s
                              pack
  Fighting     If you wield a bow, choose Archery to improve  
  Style           your aim. If you prefer the rapier, choose Dueling
  (PHB 72)    for more damage. Otherwise, pick up Great
                       Weapon Fighting so your hits always pack a
                       punch.
   
  2nd Level
                      Your hit points increase by 1d10 + your
                      Constitution modifier. Unlike 1st level, you must
                      roll for these hit points or take the average (6).
                      You gain another Hit Die (total of 2d10). 
  Action        Once between rests, push yourself to perform
  Surge         one additional action on your turn.  
  (PHB 72)    
  1
  
  3rd Level
                      Your hit points increase by 1d10 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 3d10). 
  Improved  Double your chances of a critical hit.  
  Critical       
  (PHB 72)
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  5th Level
                      Your hit points increase by 1d10 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 5d10). 
                       Increase your proficiency bonus from +2 to +3.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Extra           This is one of the best fighter features. Attack
  Attack          twice, instead of once, whenever you take the  
  (PHB 72)     Attack action on your turn.
  4th Level
                     Your hit points increase by 1d10 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 4d10). 
  Ability       Increase one ability score of your choice by 2, or
  Score        increase two ability scores of your choice by 1.  
  Increase   This should be added to an ability score that’s
  (PHB 72)   important to you—like Strength or Dexterity. You
                     can forgo taking the Ability Score Improvement
                     feature to take a feat of your choice instead. If you
                     do and you're a ranged or finesse fighter, consider
                     taking Athlete, Crossbow Expert, Mobile, or
                     Sharpshooter. If you're a strength-based fighter,
                     consider Charger, Heavy Armor Master, Orcish
                     Fury (if half-orc), Sentinel, or Shield Master.
   
  Where Are the other
  Archetypes and Levels?
  2
  
  Fighter Training Ground
  Choose Your Weapon
  More so than any other class, a fighter is defined by the
  weapon he or she wields. Each fighter archetype can choose
  any type of weapon, except Arcane Archers who should
  strictly stick to bows.
  Sword and Board. You're an iconic fighter, wielding a one-
  handed melee weapon, such as a longsword, in one hand and
  a shield in the other. Your highest ability score should be
  Strength, and your fighting style should be Defense, Dueling,
  or Protection. Wear the best heavy armor you can afford, up
  to plate when you've saved up 1,500 gold pieces.
  Heavy Hitter. You are sometimes mistaken for a barbarian
  because you heft the largest, heaviest-hitting weapon you can
  get. That usually means a greataxe or greatsword, which
  must be wielded with two hands. Obviously, Strength is your
  most important ability score. Choose the Defense or Great
  Weapon Fighting style. Like the sword-and-board build,
  purchase the best armor your money can buy, topping out at
  plate armor. Small races, such as gnomes and halflings are
  ineffective in this role.
  Pikeman. Much like the heavy hitter, this fighter uses a
  weapon that requires two hands. But yours has the reach
  property, such as the glaive, lance, or pike. Invest in heavy
  armor because you are going to draw enemies' attacks. Your
  job is to wade into the horde and pin them all down, raining
  pain down on anyone trying to escape. Strength should be
  your highest ability score. The Sentinel feat is a good fit, as is
  the Great Weapon Fighting or Defense fighting style. Small
  races, such as gnomes and halflings are ineffective in this
  role.
  Two-Weapon Finesse Fighter. You wield two light
  weapons, one in each hand. Dexterity should be your highest
  score. Choose weapons with the finesse property, such as a
  pair of scimitars or shortswords. Pick up the Two-Weapon
  Fighting style at 1st level. Because your highest score is
  Dexterity, purchase light armor. Consider medium armor only
  if you get the Medium Armor Master feat.
  Two-Weapon Strength Fighter. You're like a two-weapon
  finesse fighter, except Strength is your highest ability score,
  you wield handaxes or light hammers, and you go for heavy
  armor.
  Archer. Arcane Archers should always choose this build,
  but any fighter can be an archer. Your Dexterity is your
  highest ability score, you wear light armor only, and you use
  ranged weapons. Choose Archery as your fighting style.
  Finesse Fighter. You wield a shield, but you're quick on
  your feet and your weapon is a light, slender weapon. Make
  Dexterity your highest ability score and pick up a rapier. Your
  armor should be light, so your Dexterity can contribute to
  your Armor Class. Take the Defense, Dueling, or Protection
  fighting style.
  Hit 'Em Again
  Starting at 5th level, the fighter can attack more than once
  with the Attack action. This simple feature is your greatest
  strength. It means you get more attacks per round than any
  other character class, making you a reliable damage-dealer.
  Take a Breath
  Your Second Wind feature is powerful when timed right. Use
  it no later than the moment you suspect that suffering a
  critical hit might lay you out. Otherwise, it can be frustrating
  dropping to 0 hit points without having used your Second
  Breath feature.
  Mighty Feats of Valor
  Most fighter archetypes are single-ability dependent. That
  means that their features and role only depend on a single
  ability score, such as Strength or Dexterity. On top of that,
  fighters get more Ability Score Increases than any other
  class. It's entirely possible to build a fighter using Point Buy
  that maxes out Strength or Dexterity at 6th level and
  Constitution too at 12th level. After that there are still three
  Ability Score increases to go.
  If your Dungeon Master allows the optional feat rule, invest
  in feats. Look at the recommendations for your archetype in
  the preceding level-up cards and round out your fighter's
  abilities with feats.
  If feats aren't an option, you can diversify your character.
  Boosting Wisdom makes your fighter more observant and
  discerning. A higher Charisma can make your fighter more
  capable in social situations, perhaps even taking on a
  leadership or negotiator role.
  Armor Upgrade
  No matter your build, whether Strength or Dexterity, there is
  better armor out there than what you probably started with.
  Dexterity-based fighters should, as soon as they acquire 45
  gold pieces, upgrade their armor to studded leather. It has a
  higher AC than the leather armor they probably started with
  and no disadvantages to Stealth checks.
  Strength-based fighters should go all the way to plate
  armor. It costs a small fortune: 1,500 gold pieces. But short of
  magical armor, it's the best.
  I would avoid medum armor unless you have no more than
  a +2 Dexterity modifier (or a +3 Dexterity modifier and the
  Medium Armor Master feat). In that case, a breastplate or half
  plate is best.
  Odds Are Better than Even
  When a new level calls for an Ability Score Increase, look at
  your two most important ability scores. If both are an odd
  number, consider boosting both scores by 1. By so doing, you
  can increase both ability score modifiers!
  3
  
  Half-Elf Fighter 1
  “I do whatever I need to do to help others. Even if it means
  skirting the law and thumbing my nose at those in power.”
   
  You came from a city caught in the vice grip of a tyrannical
  leader. You turned to smuggling weapons and money into and
  out of the city to arm and assist resistance fighters. After a
  hard-fought victory, the resistance prevailed. But the city's
  new leaders turned their back on the resistance and threw
  out those who hadn't obeyed the rule of law in the past. Now
  in exile, you have pledged your talents to work for those who
  still struggle under the thumb of tyranny and fear.
  Background (Criminal)
  You are an experienced criminal with a history of breaking
  the law. You have spent a lot of time among other criminals
  and still have contacts within the criminal underworld. You
  have survived up to this point by flouting the regulations of
  society.
  Your expertise is smuggling. You are unmatched at getting
  illegal goods in and out of cities.
  Criminal Contact. You have a reliable and trustworthy
  contact who acts as your liaison to a network of other
  criminals. You know how to get messages to and from your
  contact, even over great distances; specifically, you know the
  local messengers, corrupt caravan masters, and seedy sailors
  who can deliver messages for you.
  Personality Trait. You are always calm, no matter what
  the situation. You never raise your voice or let your emotions
  control you. And you would rather make a new friend than a
  new enemy.
  Ideal. You're loyal to your friends, not to any ideals, and
  everyone else can take a trip down the Styx for all you care.
  Bond. Someone you loved died because of a mistake you
  made. That will never happen again.
  Flaw. You have a "tell" that reveals when you're lying.
  Half-Elf Traits
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Darkvision. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were dim
  light. You can’t discern color in darkness, only shades of gray.
  Fighter Features
  Fighting Style: Dueling. When you are wielding a melee
  weapon in one hand and no other weapons, you gain a +2
  bonus to damage rolls with that weapon.
  Second Wind. On your turn, you can use a bonus action to
  regain 1d10 + 1 hit points. Once you use this feature, you
  must finish a short or long rest before you can use it again.
  Equipment
  Backpack, bedroll, crowbar, dark common clothes with hood,
  hempen rope (50 feet), leather armor, light crossbow and case
  with 20 bolts, longbow and quiver with 20 arrows, mess kit,
  rapier, rations (10 days), shield, tinderbox, torches (10),
  waterskin, pouch with money (15 gp).
  4
  Medium humanoid (half-elf), chaotic good 
  Armor Class 16 (leather, shield)
  Hit Points 12 (Hit Dice 1d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 16 (+3) 15 (+2) 10 (+0) 13 (+1) 14 (+2)
  Proficiences (+2 proficiency bonus) 
  Armor all, shields 
  Saving Throws Str +1, Con +4; advantage on
  saves against being charmed 
  Skills Athletics +1, Deception +4, Intimidation
  +4, Perception +3, Sleight of Hand +5, Stealth
  +5 
  Tools dice set, thieves' tools +5 
  Weapons simple, martial
  Senses darkvision, passive Perception 13
  Languages Common, Elvish, Halfling 
   
  Actions
  Attack. You can attack when you take this action,
  using the following: 
  Rapier. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. 
  Hit: 1d8 + 5 piercing damage. 
  Longbow. Ranged Weapon Attack: +5 to hit,
  range 150/600 ft., one target. 
  Hit: 1d8 + 3 piercing damage. 
  Light Crossbow. Ranged Weapon Attack: +5 to
  hit, range 80/320 ft., one target. 
  Hit: 1d8 + 3 piercing damage. 
   
  Bonus Actions
  Second Wind. Regain 1d10 + 1 hit points. 
   
  Options
  Fey Ancestry. Half-elf trait 
   
  
  Half-Elf Fighter 5
  “I do whatever I need to do to help others. Even if it means
  skirting the law and thumbing my nose at those in power.”
   
  You came from a city caught in the vice grip of a tyrannical
  leader. You turned to smuggling weapons and money into and
  out of the city to arm and assist resistance fighters. After a
  hard-fought victory, the resistance prevailed. But the city's
  new leaders turned their back on the resistance and threw
  out those who hadn't obeyed the rule of law in the past. Now
  in exile, you have pledged your talents to work for those who
  still struggle under the thumb of tyranny and fear.
  Background (Criminal)
  You are an experienced criminal with a history of breaking
  the law. You have spent a lot of time among other criminals
  and still have contacts within the criminal underworld. You
  have survived up to this point by flouting the regulations of
  society.
  Your expertise is smuggling. You are unmatched at getting
  illegal goods in and out of cities.
  Criminal Contact. You have a reliable and trustworthy
  contact who acts as your liaison to a network of other
  criminals. You know how to get messages to and from your
  contact, even over great distances; specifically, you know the
  local messengers, corrupt caravan masters, and seedy sailors
  who can deliver messages for you.
  Personality Trait. You are always calm, no matter what
  the situation. You never raise your voice or let your emotions
  control you. And you would rather make a new friend than a
  new enemy.
  Ideal. You're loyal to your friends, not to any ideals, and
  everyone else can take a trip down the Styx for all you care.
  Bond. Someone you loved died because of a mistake you
  made. That will never happen again.
  Flaw. You have a "tell" that reveals when you're lying.
  Half-Elf Traits
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Darkvision. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were dim
  light. You can’t discern color in darkness, only shades of gray.
  Fighter Features
  Fighting Style: Dueling. When you are wielding a melee
  weapon in one hand and no other weapons, you gain a +2
  bonus to damage rolls with that weapon.
  Second Wind. On your turn, you can use a bonus action to
  regain 1d10 + 5 hit points. Once you use this feature, you
  must finish a short or long rest before you can use it again.
  Action Surge. 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.
  Extra Attack. You can attack twice instead of once
  whenever you take the Attack action on your turn.
  Martial Archetype: Champion
  Improved Critical. Your weapon attacks score a critical hit
  on a roll of 19 or 20.
  Equipment
  Backpack, bag of holding, bedroll, crowbar, dark common
  clothes with hood, dice set, hempen rope (50 feet), longbow
  and quiver with 20 arrows, mess kit, rapier, rations (10 days),
  shield, studded leather armor, thieves' tools, tinderbox,
  torches (10), waterskin, pouch with money (33 gp and 5 sp).
  Medium humanoid (half-elf), chaotic good 
  Armor Class 18 (studded leather, shield)
  Hit Points 44 (Hit Dice 5d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 18 (+4) 15 (+2) 10 (+0) 13 (+1) 14 (+2)
  Proficiences (+3 proficiency bonus) 
  Armor all, shields 
  Saving Throws Str +2, Con +5; advantage on
  saves against being charmed 
  Skills Athletics +2, Deception +5, Intimidation
  +5, Perception +4, Sleight of Hand +7, Stealth
  +7 
  Tools dice set, thieves' tools +7 
  Weapons simple, martial
  Senses darkvision, passive Perception 14
  Languages Common, Elvish, Halfling 
   
  Actions
  Attack. You can attack twice when you take this
  action, using the following: 
  Rapier. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. 
  Hit: 1d8 + 6 piercing damage. 
  Longbow. Ranged Weapon Attack: +7 to hit,
  range 150/600 ft., one target. 
  Hit: 1d8 + 4 piercing damage. 
   
  Bonus Actions
  Second Wind. Regain 1d10 + 5 hit points. 
   
  Action Surge. Take one additional action on top of
  your regular action. 
   
  Options
  Fey Ancestry. Half-elf trait 
   
  Improved Critical. Champion feature. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Adam Hancock/Complete Visual Guide to Champions.pdf