Fighter
Few characters embody the raw, honed edge of martial skill like the fighter. From the heavily armored knight holding a battle line to the fleet-footed archer raining arrows from a distance, fighters are defined not by where their power comes from but by how completely they have mastered it. They train endlessly, refine every swing and parry, and emerge as the most versatile combatants in any adventuring party.
Fighters come from every corner of the world and every walk of life. A farmer's son who drilled with the militia, a noble daughter tutored by a weapons master, a mercenary who survived a hundred skirmishes—all can stand in the fighter's boots. What unites them is an unyielding dedication to the craft of war and the self-discipline to keep standing when others fall.
Whether a fighter anchors the front line, charges down mounted foes, conjures magical arrows, or channels psionic force, the class provides a foundation of unmatched combat endurance. Multiple attacks, the ability to act twice in a single round, and an iron will that refuses a failed saving throw make fighters the reliable backbone of any adventuring company.
Building a Fighter
Hit Dice. \(1d10\) per fighter level.
Proficiencies
Armor. All armor, shields.
Weapons. Simple weapons and martial weapons.
Tools. None.
Skills. Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
Saving Throws. Strength and Constitution are your saving throw proficiencies.
Equipment
You start with the following equipment:
- Chain mail or leather armor, longbow, and 20 arrows,
- a martial weapon and a shield, or two martial weapons,
- a light crossbow and 20 bolts or five javelins,
- a dungeoneer's pack or an explorer's pack.
Fighter Table:
| Level | Class Features Gained | Proficiency Bonus |
|---|---|---|
| 1st | Fighting Style, Second Wind | +2 |
| 2nd | Action Surge (×1) | +2 |
| 3rd | Choose Fighter Subclass | +2 |
| 4th | Obtain Feat | +2 |
| 5th | Extra Attack (×2) | +3 |
| 6th | Obtain Feat | +3 |
| 7th | Subclass Feature | +3 |
| 8th | Obtain Feat | +3 |
| 9th | Indomitable (×1) | +4 |
| 10th | Subclass Feature | +4 |
| 11th | Extra Attack (×3) | +4 |
| 12th | Obtain Feat | +4 |
| 13th | Indomitable (×2) | +5 |
| 14th | Obtain Feat | +5 |
| 15th | Subclass Feature | +5 |
| 16th | Obtain Feat | +5 |
| 17th | Action Surge (×2), Indomitable (×3) | +6 |
| 18th | Subclass Feature | +6 |
| 19th | Obtain Feat | +6 |
| 20th | Extra Attack (×4) | +6 |
Subclasses
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques: Arcane Archer, Banneret, Battle Master, Cavalier, Champion, Echo Knight, Eldritch Knight, Psi Warrior, Rune Knight, and Samurai. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th levels.
Class Features
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.
- 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 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.
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.