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Fighter

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.

Multiclassing Prerequisites: Strength 13 or Dexterity 13


Class Table

Level Proficiency Bonus Features 1st 2nd 3rd 4th
1 +2 Fighting Style, Second Wind - - - -
2 +2 Action Surge (x1) - - - -
3 +2 Martial Archetype - - - -
4 +2 Ability Score Improvement - - - -
5 +3 Extra Attack - - - -
6 +3 Ability Score Improvement - - - -
7 +3 Martial Archetype feature - - - -
8 +3 Ability Score Improvement - - - -
9 +4 Indomitable (x1) - - - -
10 +4 Martial Archetype feature - - - -
11 +4 Extra Attack (2) - - - -
12 +4 Ability Score Improvement - - - -
13 +5 Indomitable (x2) - - - -
14 +5 Ability Score Improvement - - - -
15 +5 Martial Archetype feature - - - -
16 +5 Ability Score Improvement - - - -
17 +6 Action Surge (x2), Indomitable (x3) - - - -
18 +6 Martial Archetype feature - - - -
19 +6 Ability Score Improvement - - - -
20 +6 Extra Attack (3) - - - -

Note: Some archetypes grant limited spellcasting. The table above reflects the base Fighter.


Class Features

Hit Points

  • Hit Dice: 1d10 per fighter level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + 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 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival

Equipment

You start with:

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Fighting Style (1st level)

Choose one Fighting Style to specialize your combat approach. You can’t take a Fighting Style option more than once unless a feature says otherwise.

  • Archery
  • Defense
  • Dueling
  • Great Weapon Fighting
  • Protection
  • Two-Weapon Fighting Optional/expanded style lists may include Blind Fighting, Interception, Superior Technique, Thrown Weapon Fighting, Unarmed Fighting.

Second Wind (1st level)

As a bonus action, you regain hit points equal to 1d10 + your fighter level. Uses: once per short or long rest.


Action Surge (2nd level)

Take one additional action on your turn (on top of your regular action and possible bonus action).

  • Uses: once per short or long rest.
  • At 17th level: you can use Action Surge twice between rests, but only once per turn.

Martial Archetype (3rd level)

Choose an archetype that reflects your combat training. You gain features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Common examples include:

  • Champion
  • Battle Master
  • Eldritch Knight
  • Arcane Archer
  • Cavalier
  • Samurai
  • Echo Knight
  • Psi Warrior
  • Rune Knight
  • Purple Dragon Knight (Banneret)

Note: Some archetypes grant spellcasting (e.g., Eldritch Knight).


Ability Score Improvement (4th, 6th, 8th, 12th, 14th, 16th, 19th level)

Increase one ability score by 2, or two ability scores by 1. You can’t increase an ability score above 20 using this feature. Fighters gain more ASIs than any other class.


Extra Attack (5th level)

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

  • 11th level: three attacks
  • 20th level: four attacks

Indomitable (9th level)

You can reroll a saving throw that you fail. If you do so, you must use the new roll.

  • Uses: 1 at 9th level, 2 at 13th level, 3 at 17th level
  • Recharge: long rest

Archetype Features (various levels)

You gain additional features from your chosen Martial Archetype at 7th, 10th, 15th, and 18th levels. These define your unique combat role and capabilities.