Classes

Fighter

Can Cast Spells: No

Masters of martial combat, fighters are unmatched in their ability to wield weapons and wear armor. Whether through rigorous military training, gladiatorial combat, or countless battles for survival, they have honed their bodies into living weapons. You might be a disciplined knight who lives by a strict code, a hardened mercenary who fights for coin, or a talented weapons master who seeks perfection through combat. Whatever your background, your expertise with arms and armor makes you a devastating force on any battlefield.

As a fighter, you are far more than a simple warrior -- you are a student of combat in all its forms. Your superior fighting techniques allow you to strike with precision, outlast your foes through sheer determination, and adapt to any combat situation. While others might rely on magic or divine favor, you trust in your carefully honed skills and the weapons you've mastered. Through countless hours of practice and real-world experience, you've learned to fight smarter as well as harder, knowing exactly when to press an advantage or execute a perfect defense. Whether wielding a single blade with finesse or laying waste with heavy armor and a greatsword, you are the definition of martial prowess.

Hit Points

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + 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:

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 5 feet 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.

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. Select one fighter subclass. 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. As normal, 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.

 

Fighter Table


Level
Proficiency
Bonus

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

 

Fighter Subclasses

Name Description
Arcane Archer An Arcane Archer studies a unique method of archery that weaves magic into attacks to produce supernatural effects.
Battle Master To a Battle Master, combat is an academic field, sometimes including subjects beyond battle.
Cavalier The archetypal Cavalier excels at mounted combat.
Champion The Champion focuses on the development of raw physical power honed to deadly perfection.
Eldritch Knight The Eldritch Knight combines martial mastery with a careful study of magic.
Samurai The Samurai draws on an implacable fighting spirit to overcome enemies.

Player's Handbook. Wizards of the Coast, 2014.