Fighter

Level
Prof. Bonus
Class Features
Second Wind
Weapon Mastery
1st
+2
Combat Stance, Second Wind, Weapon Mastery
2
3
2nd
+2
Action Surge, Tactical Mind
2
3
3rd
+2
Combat Maneuvers, Martial Archetype
2
3
4th
+2
Two Feats
3
4
5th
+3
Extra Attack, Tactical Shift
3
4
6th
+3
Archetype Feature, Feat
3
4
7th
+3
Weapon Adept
3
4
8th
+3
Feat
3
4
9th
+4
Indomitable
3
4
10th
+4
Archetype Feature
4
5
11th
+4
Two Extra Attacks
4
5
12th
+4
Feat
4
5
13th
+5
Weapon Expert
4
5
14th
+5
Archetype Feature, Feat
4
5
15th
+5
Improved Action Surge
4
5
16th
+5
Feat
4
5
17th
+6
Unconquerable
4
5
18th
+6
Three Extra Attacks
4
5
19th
+6
Feat
4
5
20th
+6
Epic Boon
4
5

Class Features

As a Fighter, you gain the following class features when you reach the specified levels in this class. These features are listed on the Fighter table.

Hit Points

Hit Dice: 1d10 per Fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points per Level after 1st: 1d10 (or 6) + your Constitution modifier

Proficiencies

Saving Throws: Strength, Constitution
Skills (Choose 2): Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, Survival
Weapons: Simple Weapons, Martial Weapons
Tools: None

Armour Training

Light Armour, Medium Armour, Heavy Armour, Shields

1st Level: Combat Stance

You have honed your martial prowess and gain one Combat Stance of your choice.

1st Level: Second Wind

You have a limited well of stamina that you can draw on to recover from harm. As a Bonus Action, you can regain Hit Points equal to 1d10 + your Fighter level.

You can use this feature twice, and you regain all expended uses when you finish a Long Rest.

When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter table.

1st Level: Weapon Mastery

Your training with weapons allows you to use three Mastery Techniques of your choice. You may use only one Mastery Technique per turn. When you reach certain levels in this class, you gain the ability to use more Mastery Techniques, as shown in the Weapon Mastery column of the Fighter table.

2nd Level: Action Surge

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 Rest or Long Rest before you can use it again.

2nd Level: Tactical Mind

You have a mind for tactics and getting the upper hand on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.

3rd Level: Combat Maneuvers

You learn combat maneuvers that are fueled by special dice called maneuver dice.   Maneuvers. You learn two maneuvers of your choice, choosing from the list of martial maneuvers or the list of maneuvers unique to the Fighter. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 6th, 10th, and 14th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.   Maneuver Dice. You have four maneuver dice, which are d6s. A maneuver die is expended when you use it. You regain all of your expended maneuver dice when you finish a Short Rest or Long Rest. You gain another maneuver die at 6th level and one more at 14th level.   Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:   Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)   Improved Combat Maneuvers. At 10th level, your maneuver dice turn into d8s. At 14th level, they turn into d10s. At 18th level, they turn into d12s.

3rd Level: Martial Archetype

You choose an archetype that you strive to emulate in your combat styles and techniques.

Your martial archetype is a specialization that grants you special abilities at certain Fighter levels. For the rest of your career, you gain each of your archetype's features that are of your Fighter level and lower. This class's description tells you the levels when your archetype provides features.

4th Level: Two Feats

You gain the Ability Score Improvement feat and another feat of your choice for which you qualify.

5th Level: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

5th Level: Tactical Shift

Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.

6th Level: Archetype Feature

You gain a feature from your martial archetype.

6th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

7th Level: Weapon Adept

You have honed your use of weapons to an art. Whenever you finish a Long Rest, you can practice weapon drills and change one of your Mastery Techniques. You must have a weapon that qualifies for the new technique. Additionally, you may use two Mastery Techniques per turn.

8th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

9th Level: Indomitable

If you fail a saving throw, you can choose to succeed instead. Once you use this feature, you can’t use it again until you finish a Long Rest.

10th Level: Archetype Feature

You gain a feature from your martial archetype.

11th Level: Two Extra Attacks

Your Extra Attack feature now confers two extra attacks rather than one.

12th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

13th Level: Weapon Expert

You are a master of weapons. Select one of your Mastery Techniques; you may now use this technique while wielding a weapon that does not qualify for that technique.

For example, you could use the Suppress technique while wielding a weapon that does not have the Ammunition property.

Additionally, you may use three Mastery Techniques per turn.

14th Level: Archetype Feature

You gain a feature from your martial archetype.

14th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

15th Level: Improved Action Surge

You can use Action Surge twice before a rest but no more than once on your turn.

16th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

17th Level: Unconquerable

When you’re in great peril, you can tap into a deep well of resilience within yourself. If you fail a saving throw and your Indomitable feature is expended, you can use it again by expending a use of your Second Wind, which also heals you.

18th Level: Three Extra Attacks

Your Extra Attack feature now confers three extra attacks rather than two.

19th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

20th Level: Epic Boon

You gain the following benefits:

  Ability Score Increase. Choose your Strength or Constitution score. That score increases by 2, and its maximum is now 30.
Epic Boon. You gain the Epic Boon of Recovery or another Epic Boon of your choice.

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