Fighter

Class

Hit die
d10
Spellcasting
NONE
Saving throws
Dexterity, Strength
Dice rolled
1d10

Fighter progression

LevelProficiency BonusClass FeaturesSecond WindWeapon Mastery
1+2Fighting Style, Second Wind, Weapon Mastery23
2+2Action Surge (one use), Tactical Mind23
3+2Fighter Subclass23
4+2Ability Score Improvement34
5+3Extra Attack, Tactical Shift34
6+3Ability Score Improvement34
7+3Subclass feature34
8+3Ability Score Improvement34
9+4Indomitable (one use), Tactical Master34
10+4Subclass feature45
11+4Two Extra Attacks45
12+4Ability Score Improvement45
13+5Indomitable (two uses), Studied Attacks45
14+5Ability Score Improvement45
15+5Subclass feature45
16+5Ability Score Improvement46
17+6Action Surge (two uses), Indomitable (three uses)46
18+6Subclass feature46
19+6Epic Boon46
20+6Three Extra Attacks46

Ability Score Improvement

You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.

Action Surge

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.

Core Fighter Traits

Primary AbilityStrength or Dexterity
Hit Point DieD10 per Fighter level
Saving Throw ProficienciesStrength and Constitution
Skill ProficienciesChoose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Weapon ProficienciesSimple and Martial weapons
Armor TrainingLight, Medium, and Heavy armor and Shields
Starting EquipmentChoose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer's Pack, and 11 GP; or (C) 155 GP

Epic Boon

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.

Extra Attack

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

Fighter Subclass

You gain a Fighter subclass of your choice. The Champion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.

Fighting Style

You have honed your martial prowess and gain a Fighting Style feat of your choice (see "Feats"). Defense is recommended.

Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.

Indomitable

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.

Proficiency Bonus

[Column data]

Second Wind

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.

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

Second Wind

[Column data]

Studdied Attacks

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.

Tactical Master

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.

Tactical Mind

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.

Tactical Shift

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

Three Extra Attacks

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

Two Extra Attacks

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

Weapon Mastery

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.

When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.

Weapon Mastery

[Column data]

This classe is different in the other edition

What20142024
Saving throwsConstitution, StrengthDexterity, Strength

Read the other edition's version · Everything that changed for classes