Archery
At Fighter level 1, Archery grants a +2 bonus to attack rolls made with ranged weapons.
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At Fighter level 1, Archery grants a +2 bonus to attack rolls made with ranged weapons.
Understand this choiceDefence adds +1 Armour Class while the Fighter is wearing armour.
Understand this choiceDuelling adds 2 damage with a one-handed melee weapon when the other hand holds no weapon.
Understand this choiceGreat Weapon Fighting rerolls a damage die showing 1 or 2 once for an attack with a two-handed melee weapon.
Understand this choiceWith a shield, Protection can impose disadvantage on an enemy attacking a nearby ally when the Fighter can see that enemy.
Understand this choiceTwo-Weapon Fighting lets the Fighter add their ability score modifier to offhand attack damage.
Understand this choiceBattle Master grants four Superiority Dice and three manoeuvre choices at Fighter level 3, with additional manoeuvres and a die later.
Understand this choiceAgonising Blast adds the Warlock's Charisma modifier to Eldritch Blast damage unless that modifier is negative.
Understand this choiceRepelling Blast lets the Warlock push a creature hit by Eldritch Blast up to 4.5 m away.
Understand this choiceDevil's Sight allows normal sight in magical and non-magical darkness out to 24 m.
Understand this choicePact of the Blade summons or binds a pact weapon, which uses the Warlock's spellcasting ability modifier.
Understand this choicePact of the Chain grants a familiar in a chosen animal, imp, or quasit form; at level 5, the familiar gains Extra Attack.
Understand this choicePact of the Tome grants a grimoire with three named cantrips; level 5 adds three spells usable once per long rest.
Understand this choiceBounty Hunter grants Investigation proficiency and gives targets hit by Ensnaring Strike disadvantage on their saving throw.
Understand this choiceBeast Tamer grants the ability to cast Find Familiar as a ritual, once per short rest.
Understand this choiceSelected systems and editions described by the linked references.