SRD 5.1 SRD 5.1 (current printing)
SRD 5.2 SRD 5.2.1Fighter
A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
A dwarf in chain mail interposes his shield between the ogre's club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd's delight—and his own tactical advantage. His opponent's sword flares with blue light an instant before she sends lightning flashing forth to smite him.
All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
- Hit Die
- d10
- Primary Ability
- Strength, Dexterity
- Saving Throws
- Strength, Constitution
- Proficiencies
- All armor, Shields, Simple Weapons, Martial Weapons, Saving Throw: STR, Saving Throw: CON
The Fighter
| Level | Prof. Bonus | Action Surges | Indomitable Uses | Extra Attacks | Features |
|---|---|---|---|---|---|
| 1st | +2 | — | — | — | Fighting Style, Second Wind |
| 2nd | +2 | 1 | — | — | Action Surge (1 use) |
| 3rd | +2 | 1 | — | — | Martial Archetype |
| 4th | +2 | 1 | — | — | Ability Score Improvement |
| 5th | +3 | 1 | — | 1 | Extra Attack |
| 6th | +3 | 1 | — | 1 | Ability Score Improvement |
| 7th | +3 | 1 | — | 1 | Martial Archetype feature |
| 8th | +3 | 1 | — | 1 | Ability Score Improvement |
| 9th | +4 | 1 | 1 | 1 | Indomitable (1 use) |
| 10th | +4 | 1 | 1 | 1 | Martial Archetype feature |
| 11th | +4 | 1 | 1 | 2 | Extra Attack (2) |
| 12th | +4 | 1 | 1 | 2 | Ability Score Improvement |
| 13th | +5 | 1 | 2 | 2 | Indomitable (2 uses) |
| 14th | +5 | 1 | 2 | 2 | Ability Score Improvement |
| 15th | +5 | 1 | 2 | 2 | Martial Archetype feature |
| 16th | +5 | 1 | 2 | 2 | Ability Score Improvement |
| 17th | +6 | 2 | 3 | 2 | Action Surge (2 uses), Indomitable (3 uses) |
| 18th | +6 | 2 | 3 | 2 | Martial Archetype feature |
| 19th | +6 | 2 | 3 | 2 | Ability Score Improvement |
| 20th | +6 | 2 | 3 | 3 | Extra Attack (3) |
Class Features
Fighting Style — 1st level
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.
Fighting Style: Archery — 1st level
You gain a +2 bonus to attack rolls you make with ranged weapons.
Fighting Style: Defense — 1st level
While you are wearing armor, you gain a +1 bonus to AC.
Fighting Style: Dueling — 1st level
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.
Fighting Style: Great Weapon Fighting — 1st level
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.
Fighting Style: Protection — 1st level
When 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.
Fighting Style: Two-Weapon Fighting — 1st level
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Maneuver Versatility — 1st level
1st-level feature (enhances Maneuvers)
If you know any maneuvers from the fighter's Battle Master archetype, you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.
Martial Versatility — 1st level
1st-level feature (enhances Fighting Style)
Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.
Second Wind — 1st level
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 (1 use) — 2nd level
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.
Battle Fervor — 2nd level
2nd-level fighter optional feature (alternative to Action Surge)
In combat, you gain an additional action on each of your turns. That action can be used only to take the Attack (one grapple or shove only), Disengage, Help, Search, or Use an Object action. If you are using the Action Options presented in the Dungeon Master's Guide, you can also use this feature to take the Climb onto a Bigger Creature, Overrun, Shove Aside, or Tumble action.
You can use this additional action a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.
Starting at 17th level, when you roll initiative, you can immediately move up to your speed and take one of the actions listed earlier in this feature.
Combat Expertise — 3rd level
3rd-level fighter optional feature
You lean maneuvers that are fueled by a special dice called superiority dice
Maneuvers. You learn three maneuvers of your choice from among those available to the Battle Master archetype. Many maneuvers enhance an attack in some way. You can useonly one maneuver per attack.
You learn one additional maneuver of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice. You have two superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and again at 15th level. Additionally, your superiority dice become d8s at 10th level and become d10s at 18th level.
Saving Throws. 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).
Archetype Maneuvers (Optional). When you choose your martial archetype at 3rd level, you learn one additional maneuver based on the archetype you chose, as shown in the table below. For homebrew archetypes, the DM may choose a list of possible maneuvers that best fits the archetype.
Archetype Maneuvers
| Archetype | Maneuver Learned |
|---|---|
| Arcane Archer | Evasive Footwork, Precision Attack, or Pushing Attack |
| Banneret | Commander's Strike, Maneuvering Attack, or Rally |
| Cavalier | Lunging Attack, Maneuvering Attack, or Parry |
| Champion | Any maneuver of your choice |
| Echo Knight | Evasive Footwork, Feinting Attack, or Lunging Attack |
| Eldritch Knight | Distracting Strike, Menacing Attack, or Pushing Attack |
| Psi Knight | Distracting Strike, Lunging Attack, or Pushing Attack |
| Rune Knight | Menacing Attack, Pushing Attack, or Trip Attack |
| Samurai | Evasive Footwork, Feinting Attack, or Riposte |
Martial Archetype — 3rd level
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.
Ability Score Improvement — 4th 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.
Martial Versatility — 4th level
4th-level fighter optional feature
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 any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
Proficiency Versatility — 4th level
4th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Extra Attack — 5th level
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.
Show of Skill — 5th level
5th-level fighter optional feature
You blend your martial talent with the softer skills needed to navigate the world. If you are holding a weapon when you make a check using the Acrobatics, Athletics, Intimidation, or Performance skill, you gain a bonus to the roll equal to half your proficiency bonus. You use your weapon to assist in your check, such as pole vaulting with a staff, using your sword to aid your balance, or menacing an enemy with your bloodied flail.
Ability Score Improvement — 6th 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.
Additional Fighting Styles — 6th level
6th-level and higher fighter optional feature (replaces extra Ability Score Improvements)
Your style of fighting broadens. At 6th level and again at 14th level, you can choose an additional option from the Fighting Style feature you gain at 1st level.
Proficiency Versatility — 6th level
6th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Martial Archetype feature — 7th level
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.
Ability Score Improvement — 8th 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.
Proficiency Versatility — 8th level
8th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Endless Stamina — 9th level
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed
In addition, you have advantage on saving throws against exhaustion, and whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Indomitable (1 use) — 9th level
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.
Legendary Resistance — 9th level
9th-level and higher fighter optional feature (replaces Indomitable)
If you fail a saving throw, you can choose to succeed on it instead (no reaction required). If you use this feature on a death saving throw, it counts as rolling a 15 on the d20.
Once you use this feature, you can't use it 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.
Mundane Expert — 9th level
9th-level and higher fighter optional feature
Your experiences as a fighter have improved your proficiency in certain mundane activities. Choose one of the following benefits, and then choose another one at 13th and 17th level.
Remarkable Athlete — 9th 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
Resolving Vigor — 9th level
9th-level and higher fighter optional feature (alternative to Indomitable, adds to Second Wind)
Your Second Wind feature grows in power as you gain levels in this class.
Starting at 9th level, when you use your Second Wind, your exhaustion level, if any, is decreased by 1. Any poison affecting you also immediately ends.
Starting at 13th level, you can use your Second Wind even if you are incapacitated. When you do so, the effect causing that condition immediately ends on yourself, but you only regain half as many hit points
Starting at 17th level, you can use your Second Wind twice between rests.
Skill Training — 9th level
Choose one skill. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill.
Choose one skill. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill.
Martial Archetype feature — 10th level
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.
Extra Attack (2) — 11th level
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.
Ability Score Improvement — 12th 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.
Proficiency Versatility — 12th level
12th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Indomitable (2 uses) — 13th level
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.
Ability Score Improvement — 14th 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.
Proficiency Versatility — 14th level
14th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Martial Archetype feature — 15th level
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.
Ability Score Improvement — 16th 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.
Proficiency Versatility — 16th level
16th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Action Surge (2 uses) — 17th level
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.
Indomitable (3 uses) — 17th level
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 Archetype feature — 18th level
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.
Ability Score Improvement — 19th 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.
Proficiency Versatility — 19th level
19th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Extra Attack (3) — 20th level
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.
Multiclassing
- Proficiencies Gained
- Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons
Discussion
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