Fighter
Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it. 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.
Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad ability and extensive specialization makes Fighters superior combatants.
Fighters are the common face of a party, the primary warrior that make up the bulk of adventurers. They are highly versatile and can fill many niche roles as they seek glory and victory. Fighters and heroes are synonymous in nature as they seek to hone their skills during grand adventures.
Quick Build
You can make a Fighter quickly by following these suggestions. First put your highest ability score in STR or DEX if you want to focus on Ranged and Finesse weapons followed by CON. Second, choose the Soldier Background.
Class Features
Hit Points
Hit Dice: 1D10 per Fighter level
At 1st level: 10 + Your CON Modifier
At higher levels: 1D10 or 6 if lower than 6, + CON Modifier
Proficiencies
- Armor
- All Armor, Shields
- Weapons
- All Weapons
- Tools
- Woodcarver’s Tools
- Saving Throws
- STR, CON
- Skills
- Choose two from: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival
Starting Equipment
- 1. (a) chain mail or (b) leather armor, longbow, and 20 arrows
- 2. (a) a martial weapon and a shield or (b) two martial weapons
- 3. (a) a light crossbow and 20 bolts or (b) two handaxes
- 4. (a) a dungeoneer’s pack or (b) an explorer’s pack
Class Features
Fighting Style
You adopt a particular style of fighting as your specialty. You can't take the same Fighting Style option more than once, even if you later get to choose again.
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.
You can use this feature twice per long rest. You regain one use on a short rest and all uses on a long rest.
Weapon Mastery
You can use the mastery properties of weapons you are proficient with.
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action that is not a magical action.
Tactical Mind
When you fail an ability check you can push through and try for success. You can expend a use of Second Wind to roll 1D10 and add it to the check, possibly changing the result. If the ability check still fails the use of Second Wind is not expended.
Armor Mastery
You can use the Mastery properties of armors you are proficient with.
Martial Archetypes
Your skills have given you a specialization in fighting. You gain features from your subclass at level 3, 7, 10, 15 and 18.
Abyss Knight
Arcane Archer
Bannerett
Battle Master
Black Blade
Cavalier
Chainbound
Champion
Draco-Chevalier
Echo Knight
Eldritch Knight
Gladiator
Green Knight
Infernal Warrior
Living Weapon
Mageslayer
→ Choose your subclass belowAbility Score Increase
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.
Second Wind
Your health and stamina increase with training. You have an additional use of Second Wind.
Adaptive Fighter
Your training never ceases as you seek to become a well rounded warrior. You learn an additional Fighting Style that you do not already know.
Extra Attack
Your ferocity and strength increase. You can attack twice, instead of once, whenever you take the Attack action on your turn.
Tactical Shift
You learn how to brace your mind and body to prepare for your next move in the midst of battle. When you use your Second Wind, you can move up to half your movement speed without provoking opportunity attacks.
Ability Score Increase
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.
Indomitable
You have become unstoppable in your drive to reach new heights and developed a mind and physique to aid you in that pursuit. When you fail a saving throw you can reroll it with a bonus equal to half your Fighter level rounded down. You must use the new roll and cannot use this feature until finishing a long rest.
Armor Feat
You specialize in a specific type of armor. You learn one of the following Feats: Light Armor Master, Medium Armor Master, Heavy Armor Master.
Second Wind
Your training grants you additional stamina. You have an additional use of Second Wind.
Adaptive Fighter
You never stop learning and increasing your odds of victory. You learn an additional Fighting Style that you do not already know.
Two Extra Attacks
You have further optimized your power and movements on the battlefield. When you make the attack action you can make three attacks.
Ability Score Increase
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.
Indomitable
Your might in body and will have increased further with your training. You can use Indomitable twice per long rest.
Studied Attacks
Ever the capable warrior, you always learn from your mistakes. When you make an attack roll and miss your combat experience grants you advantage on your next attack this turn.
Ability Score Increase
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.
Adaptive Fighter
You further seek to become versatile or to specialize in how you fight. You learn an additional Fighting Style that you do not already know or one of the following Feats: Crusher, Piercer, or Slasher.
Indomitable
You reached new heights of strength and will, allowing you to overcome any odds put in your way. You can use Indomitable thrice per long rest.
Epic Boon
You gain an Epic Boon feat for which you qualify.
Three Extra Attacks
You are the peak of what a warrior aspires to be, a whirlwind of death and finesse. Whenever you make the attack action you can make four attacks.
Martial Archetypes
Fighter Subclasses (19)
Choose your subclass at the level indicated in the class table above.