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.
You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.
Level | Features |
---|---|
1st | Fighting Style, Second Wind |
2nd | Action Surge (one use) |
3rd | Martial Archetype |
4th | Ability Score Improvement |
5th | Extra Attack |
6th | Ability Score Improvement |
7th | Martial Archetype feature |
8th | Ability Score Improvement |
9th | Indomitable (one use) |
10th | Martial Archetype feature |
11th | Extra Attack (2) |
12th | Ability Score Improvement |
13th | Indomitable (two uses) |
14th | Ability Score Improvement |
15th | Martial Archetype feature |
16th | Ability Score Improvement |
17th | Action Surge (two uses), Indomitable (three uses) |
18th | Martial Archetype feature |
19th | Ability Score Improvement |
20th | Extra Attack (3) |
Class Base Features
As a fighter, you gain the following 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 skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
- (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
Class Features
Level 01: Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style Options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Level 01: 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.
Level 02: 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.
Level 03 / 07 / 10 / 15 / 18: Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques:
- Arcane Archer (-)
- Banneret (-)
- Battle Master (PHB)
- Cavalier (-)
- Champion (PHB)
- Echo Knight (-)
- Eldritch Knight (PHB)
- Gunslinger (-)
- Psy Warrior (-)
- Rune Knight (-)
- Samurai (-)
The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Level 04: Martial Versatility (-)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice.
- Replace a fighting style you know with another fighter style available to fighters.
- If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
Level 04 / 06 / 08 / 12 / 14 / 16 / 19: Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
You can also choose to aquire a feat instead of an ability score improvement.
Level 05 / 11 / 20: 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.
Level 09 / 13 / 17: 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.