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Fighter

Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.

Source: Player's Handbook

You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.

Fighter Class Table

LevelProficiency BonusFeatures
1st+2
  • Fighting Style
  • Second Wind
2nd+2
  • Action Surge
3rd+2
  • Martial Archetype
4th+2
  • Martial Versatility
  • Ability Score Improvement
5th+3
  • Extra Attack
6th+3
  • Martial Versatility
  • Ability Score Improvement
7th+3
  • Martial Archetype Feature
8th+3
  • Martial Versatility
  • Ability Score Improvement
9th+4
  • Indomitable
10th+4
  • Martial Archetype Feature
11th+4
  • Extra Attack (x2)
12th+4
  • Martial Versatility
  • Ability Score Improvement
13th+5
  • Indomitable (x2)
14th+5
  • Martial Versatility
  • Ability Score Improvement
15th+5
  • Martial Archetype Feature
16th+5
  • Martial Versatility
  • Ability Score Improvement
17th+6
  • Action Surge (x2)
  • Indomitable (x3)
18th+6
  • Martial Archetype Feature
19th+6
  • Martial Versatility
  • Ability Score Improvement
20th+6
  • Extra Attack (x3)

Hitpoints

Hit Dice: 1d10 per Fighter level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Fighter level after 1st

Proficiencies

Armor: Fighters are proficient with all armor and shields

Weapons: Fighters are proficient in all simple and martial weapons

Tools: Fighters are not proficient with any tools

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Saving Throws: Strength, Constitution

Equipment

  • (a) chain mail or (b) leather, 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

Class Features

Fighting Style

1

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

StyleDescription
ArcheryYou gain a +2 bonus to attack rolls you make with ranged weapons.
Blind FightingYou have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
DefenseWhile you are wearing armor, you gain a +1 bonus to AC.
DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
ProtectionWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
InterceptionWhen a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Superior TechniqueYou learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown-Weapon FightingYou can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon FightingWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed FightingYour unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.

Second Wind

1

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.

Action Surge

2
17

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional 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.

Subclass: Martial Archetype

3
7
10
15
18

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

SubclassDescription
Arcane ArcherAn Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects.
ChampionThe Champion focuses on the development of raw physical power honed to deadly perfection.
Eldritch KnightThe Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic.
Rune KnightRune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants.
SamuraiThe Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies.
BanneretA banneret is a knight who inspires greatness in others by committing brave deeds in battle.
Battle MasterBattle Masters employ martial techniques passed down through generations.
CavalierThe cavalier excels at mounted combat and is equally at home leading a cavalry charge or exchanging repartee at a state dinner.
Echo KnightThe Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle.
Psi WarriorAwake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weaponory.

Martial Versatility

4
6
8
12
14
16
19

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to fighters.
  • If you know a maneuver from the Battle Master archetype, you can replace it with another maneuver from that archetype.

Ability Score Improvement

4
6
8
12
14
16
19

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 Attack

5
11
20

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

9
13
17

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.

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