Fighter
Hit Die: d10 · Primary Ability: Strength or Dexterity · Fighter Subclass at Level 3
Hit Died10
Primary AbilityStrength or Dexterity
Saving ThrowsStrength, Constitution
SpellcastingNone
Subclasses4
Subclass AtLevel 3
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. Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation.
Proficiencies
Armor: Light armor, Medium armor, Heavy armor, Shields
Weapons: Simple weapons, Martial weapons
Saving Throws: Strength, Constitution
Skills: [object Object]
Weapons: Simple weapons, Martial weapons
Saving Throws: Strength, Constitution
Skills: [object Object]
Class Progression (Levels 1–20)
| Lvl | Prof | Second Wind | Weapon Mastery | Features |
|---|---|---|---|---|
| 1 | +2 | 2 | 3 | Fighting Style, Second Wind, Weapon Mastery |
| 2 | +2 | 2 | 3 | Action Surge (one use), Tactical Mind |
| 3 | +2 | 2 | 3 | Fighter Subclass |
| 4 | +2 | 3 | 4 | Ability Score Improvement |
| 5 | +3 | 3 | 4 | Extra Attack, Tactical Shift |
| 6 | +3 | 3 | 4 | Ability Score Improvement |
| 7 | +3 | 3 | 4 | Subclass feature |
| 8 | +3 | 3 | 4 | Ability Score Improvement |
| 9 | +4 | 3 | 4 | Indomitable (one use), Tactical Master |
| 10 | +4 | 4 | 5 | Subclass feature |
| 11 | +4 | 4 | 5 | Two Extra Attacks |
| 12 | +4 | 4 | 5 | Ability Score Improvement |
| 13 | +5 | 4 | 5 | Indomitable (two uses), Studied Attacks |
| 14 | +5 | 4 | 5 | Ability Score Improvement |
| 15 | +5 | 4 | 5 | Subclass feature |
| 16 | +5 | 4 | 6 | Ability Score Improvement |
| 17 | +6 | 4 | 6 | Action Surge (two uses), Indomitable (three uses) |
| 18 | +6 | 4 | 6 | Subclass feature |
| 19 | +6 | 4 | 6 | Epic Boon |
| 20 | +6 | 4 | 6 | Three Extra Attacks |
Fighter Subclass
Battle Master
Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully…
Lv 3: Combat SuperiorityLv 3: Student of WarLv 7: Know Your EnemyLv 10: Improved Combat SuperiorityLv 15: RelentlessLv 18: Ultimate Combat Superiority
Champion
A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, an…
Lv 3: Improved CriticalLv 3: Remarkable AthleteLv 7: Additional Fighting StyleLv 10: Heroic WarriorLv 15: Superior CriticalLv 18: Survivor
Eldritch Knight
Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore…
Lv 3: SpellcastingLv 3: War BondLv 7: War MagicLv 10: Eldritch StrikeLv 15: Arcane ChargeLv 18: Improved War Magic
Psi Warrior
Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of m…
Lv 3: Psionic PowerLv 7: Telekinetic AdeptLv 10: Guarded MindLv 15: Bulwark of ForceLv 18: Telekinetic Master
Class Features
Fighting Style Level 1
You have honed your martial prowess and gain a Fighting Style feat of your choice (see chapter 5). Defense is recommended. Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Second Wind Level 1
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain more uses at certain Fighter levels, as shown in the Second Wind column.
Weapon Mastery Level 1
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. You gain additional weapon mastery uses at certain Fighter levels, as shown in the Weapon Mastery column.
Action Surge Level 2
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
Tactical Mind Level 2
You have a mind for tactics 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.
Extra Attack Level 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift Level 5
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Indomitable Level 9
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. 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 before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
Tactical Master Level 9
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Two Extra Attacks Level 11
You can attack three times instead of once whenever you take the Attack action on your turn.
Studied Attacks Level 13
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Epic Boon Level 19
You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Three Extra Attacks Level 20
You can attack four times instead of once whenever you take the Attack action on your turn.