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Fighter

Fighter

Fighters have mastered the art of combat, wielding weapons with unmatched skill and wearing armour like a second skin.

Class Features

As a fighter, you gain the following class features.

Hit Points

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: All armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Constitution

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

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table- The Fighter

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

Fighting Style

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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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.

Great Weapon Fighting

When 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.

Protection

When a creature you can see attacks a target other than you that is within 5ft of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind

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

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 Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques.

Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

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.

You can't increase an ability score above 20 using this feature.

Extra Attack

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

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.

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Champion

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 Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

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 1ft × by your Strength modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Survivor

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.

  • name Fighter
  • type martial
  • hit_dice d10
  • subtypes
    • dps
    • tank
  • class Fighter
  • class_action_name Second Wind
  • class_charges
      • value 1
      • level 2
      • value 2
      • level 17
  • ability_saving_throws
    • STR
    • CON
  • proficiency_selection
      • name Choose proficiencies
      • type skill
      • value 2
      • list
        • Acrobatics
        • Animal Handling
        • Athletics
        • History
        • Insight
        • Intimidation
        • Perception
        • Survival
  • non_skill_proficiencies
      • name Light Armor
      • type armor-type
      • name Medium Armor
      • type armor-type
      • name Heavy Armor
      • type armor-type
      • name Shields
      • type armor-type
      • name Simple Weapons
      • type weapon-type
      • name Martial Weapons
      • type weapon-type
  • feats
      • name Fighting Style
      • type choice
      • value 1
      • values
          • name Archery
          • type passive
          • description You gain +2 to attack rolls you make with ranged weapons.
          • name Defense
          • type passive
          • description You gain `+1 AC` while you are wearing armor.
          • name Dueling
          • type passive
          • description You gain +2 bonus to damage rolls with your primary weapon when you are wielding a one-handed melee weapon and no other weapons.
          • name Great Weapon Fighting
          • type passive
          • description When you roll 1 or 2 on a damage die for an attack with a two-handed melee weapon, you can reroll the die and must use the new roll even if it is a 1 or 2. The weapon must have the `two-handed` or `versatile` property.
          • name Protection
          • type passive
          • description When you are wielding a shield a creature you can see attacks a target other than you within `5ft` of you, you can use a `reaction` to impose `disadvantage` on their attack roll.
          • name Two-Weapon Fighting
          • type passive
          • description When you engage in two-weapon fighting, you add your ability modifier to the damage of the second attack.
      • name Second Wind
      • type defense
      • name Action Surge
      • type offense
      • requirement
        • type level
        • value 2
  • subclass
    • name Martial Archetype
    • requirement
      • type level
      • value 3
  • subclasses
      • name Champion
      • type martial
      • description The Champion focuses on raw physical power and enduring stamina, improving critical strikes and excelling at straightforward, hard-hitting combat maneuvers.
      • feats
          • name Improved Critical
          • type passive
          • description Your weapon attacks score a `critical hit` on a roll of `19-20`.
          • requirement
            • type level
            • value 3
          • name Remarkable Athlete
          • type passive
          • description Add half your proficiency bonus (rounded up) to Strength, Dexterity, or Constitution checks that don’t already use it.
          • requirement
            • type level
            • value 7
          • name Additional Fighting Style
          • type passive
          • description You can choose a second option from the Fighting Style class feature.
          • requirement
            • type level
            • value 10
          • name Survivor
          • type passive
          • description At the start of each of your turns, if you have less than half your hit points, regain `5 + CON mod` hit points.
          • requirement
            • type level
            • value 18
      • name Battle Master
      • type martial
      • description The Battle Master employs tactical maneuvers fueled by superiority dice, granting unique options that let them control the battlefield and support allies while outmaneuvering foes.
      • feats
          • name Combat Superiority
          • type class action
          • description You learn `4` maneuvers and gain `4` superiority dice (d8) to fuel them. You regain all expended dice after a short or `long rest`.
          • requirement
            • type level
            • value 3
          • name Student of War
          • type passive
          • description Gain proficiency with one artisan’s tool of your choice.
          • requirement
            • type level
            • value 3
          • name Know Your Enemy
          • type class action
          • description Spend `1 min` observing a creature to learn details about its abilities compared to yours.
          • requirement
            • type level
            • value 7
          • name Improved Combat Superiority
          • type passive
          • description Your superiority dice become `d10`.
          • requirement
            • type level
            • value 10
          • name Relentless
          • type passive
          • description If you roll initiative and have no superiority dice remaining, regain `1` superiority die.
          • requirement
            • type level
            • value 15
      • name Eldritch Knight
      • type third-caster
      • spellcasting_ability INT
      • description The Eldritch Knight blends martial prowess with arcane magic, drawing on the Wizard’s spell list (primarily Abjuration and Evocation) to enhance offense and defense on the battlefield.
      • feats
          • name Spellcasting
          • type spellcasting
          • description You learn two cantrips and a limited number of spells from the Wizard spell list.
          • requirement
            • type level
            • value 3
          • name Weapon Bond
          • type class action
          • description Perform a ritual to bond with a weapon, preventing it from being disarmed unless `incapacitated`.
          • requirement
            • type level
            • value 3
          • name War Magic
          • type class action
          • description When you use your `action` to cast a cantrip, you can make a weapon attack as a `bonus action`.
          • requirement
            • type level
            • value 7
          • name Improved War Magic
          • type class action
          • description When you use your `action` to cast a spell, you can make a weapon attack as a `bonus action`.
          • requirement
            • type level
            • value 18