Fighter
Class 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 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with 200 gp, in addition to the equipment granted by your background. The following are good starting items for fighters:
- Chain mail or studded leather armor, longbow, and 20 arrows
- A martial weapon and a shield or two martial weapons
- A light crossbow and 20 bolts or two handaxes
- A dungeoneer's pack or an explorer's pack
Level | Features | Knacks Known | Maneuvers Known | Focus Pool | Maneuver Degree |
---|---|---|---|---|---|
1st | Fighting Style, Combat Maneuvers | - | 3 | 2 | 1st |
2nd | Action Surge (one use), Soldiering Knacks, Steely Mien | 1 | 4 | 3 | 1st |
3rd | Martial Archetype | 1 | 4 | 4 | 1st |
4th | Ability Score Improvement, Reserves | 1 | 5 | 6 | 1st |
5th | Extra Attack | 2 | 6 | 7 | 2nd |
6th | Ability Score Improvement, Martial Lore | 2 | 7 | 7 | 2nd |
7th | Martial Archetype feature | 2 | 7 | 8 | 2nd |
8th | Ability Score Improvement | 2 | 8 | 9 | 2nd |
9th | Indomitable (one use) | 3 | 9 | 10 | 3rd |
10th | Martial Archetype feature | 3 | 10 | 10 | 3rd |
11th | Extra Attack (2) | 3 | 10 | 11 | 3rd |
12th | Ability Score Improvement | 3 | 11 | 12 | 3rd |
13th | Indomitable (two uses), Studied Attacks | 4 | 12 | 13 | 4th |
14th | Ability Score Improvement, War's Toll | 4 | 13 | 13 | 4th |
15th | Martial Archetype feature | 4 | 13 | 14 | 4th |
16th | Ability Score Improvement | 4 | 14 | 15 | 4th |
17th | Action Surge (two uses), Indomitable (three uses) | 5 | 15 | 16 | 5th |
18th | Martial Archetype feature | 5 | 16 | 16 | 5th |
19th | Ability Score Improvement | 5 | 16 | 16 | 5th |
20th | Extra Attack (3) | 5 | 17 | 17 | 5th |
Level | Features | Knacks Known | Maneuvers Known | Focus Pool | Maneuver Degree |
---|---|---|---|---|---|
21st | Epic Ability Score Improvement, Fighting Style Mastery | 6 | 18 | 18 | 5th |
22nd | Agoge | 6 | 19 | 18 | 5th |
23rd | Martial Archetype feature | 6 | 19 | 18 | 5th |
24th | Expanded Reserves, Legendary Action | 6 | 20 | 19 | 5th |
25th | Epic Ability Score Improvement, Extra Attack (4) | 7 | 21 | 20 | 5th |
26th | Inexorable | 7 | 22 | 20 | 5th |
27th | Martial Archetype feature | 7 | 22 | 20 | 5th |
28th | Legendary Resistance | 7 | 23 | 21 | 5th |
29th | Epic Ability Score Improvement, Action Surge (three uses) | 8 | 24 | 22 | 5th |
30th | Extra Attack (5) | 8 | 25 | 22 | 5th |
Fighting Style
1st-level Fighter feature
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Martial Versatility
Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.
Combat Maneuvers
1st-level Fighter feature
At 1st level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions of your choice. You learn three maneuvers of your choice from traditions you are proficient with.
The Fighter table shows how much focus you have to use your maneuvers of 1st degree and higher. To use one of your maneuvers, you must expend focus from your focus pool. You regain all expended focus when you finish a short or long rest. Your maneuvers show how much focus they cost. The Maneuvers Known column of the Fighter table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level. You cannot know more maneuvers of a degree than you know of degrees below it.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver, and whenever you finish a long rest, you can replace any maneuvers you know with maneuvers from traditions you are proficient with of the same degree over the course of 10 minutes.
Action Surge
2nd-level Fighter feature
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 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, and at 29th level, you can use it three times before a rest, but only once on the same turn.
Soldiering Knacks
2nd-level Fighter feature
Over the course of your training and adventures you have picked up a variety of skills and tricks to help you make your way. At 2nd level you gain a soldiering knack of your choice. Your soldiering knacks are detailed on the Soldiering Knacks page. The Knacks Known column of the Fighter table shows when you learn more fighter soldiering knacks. A level prerequisite refers to your level in this class.
Additionally, when you gain a level in this class, you can choose one of the Soldiering Knacks you know and replace it with another Soldiering Knack that you could learn at that level.
Steely Mien
2nd-level Fighter feature
At 2nd level your combat experience becomes obvious on some subtle level, influencing how people perceive you, or perhaps how you see them. Choose one of the following options:
Closed Helm
You have great control over your emotions; your face is an unmoving mask, revealing nothing of what you’re thinking. Creatures have Disadvantage on Insight checks made against you. In addition, you are immune to magic and abilities that allow creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type.
Heroic Flair
Your victories have emboldened you and you radiate with heroic confidence. You have Advantage on Charisma (Persuasion) checks made to influence friendly creatures with a CR lower than your fighter class levels.
Watchful Eye
You are eternally alert and wary, ready for trouble. You have Advantage on Insight checks made to determine hostile intent or predict violence, and you have a +5 bonus to your passive Wisdom (Perception).
Martial Archetype
3rd-level Fighter feature
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, 18th, 23rd, and 27th level.
Arcane Archer | Xanathar's Guide to Everything. Altered. |
Battle Master | Removed, all martials have maneuvers |
Cavalier | Xanathar's Guide to Everything. Altered. |
Champion | Player's Handbook. Altered. |
Crusader | Homebrew. |
Dragoon | Homebrew. |
Echo Knight | Explorer's Guide to Wildemount. Altered. |
Eldritch Knight | Player's Handbook. Altered. |
Medic | Homebrew. |
Psi Warrior | As in Tasha's Cauldron of Everything except can get proficiency in choice of Determination, Juggernaut, or Templar combat maneuvers at 3rd level, and can choose a bonus proficiency from your choice of Arcana, Insight, Investigation, Perception, or a language at 3rd level |
Banneret | Removed, see Marshal for similar play |
Rune Knight | As in Tasha's Cauldron of Everything except can get proficiency in choice of Berserker, Juggernaut, or Templar combat maneuvers at 3rd level |
Samurai | As in Xanathar's Guide to Everything except can get proficiency in choice of Determination, Duelist, or Nemesis combat maneuvers and get new ability, Iaijutsi at 3rd level which adds Wisdom mod to initiative and allows you to act when surprised if you use Fighting Spirit; Fighting Spirit returns on short rest at 10th level and you reduce Fatigue and Strife by 1 on a short rest |
Sharpshooter | Unearthed Arcana. Altered. |
Ability Score Improvement
4th-level Fighter feature
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. Alternatively, you may select a single feat you meet the prerequisites for.
Additionally, you can replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level. The proficiency you replace needn't be from this class.
Lastly, you can do one of the following, representing a shift in the focus of your martial practice:
- Replace the option you chose for your Steely Mien feature with one of that feature’s other options.
- Replace the option you chose for your Martial Lore feature with one of that feature’s other options.
- Replace the option you chose for your War's Toll feature with one of that feature’s other options.
Reserves
4th-level Fighter feature
At 4th level your stamina increases, allowing you to engage foes longer without tiring. Your focus pool increases by 1 (Included in the Fighter table). At 8th, 12th, 16th, and 20th, level your focus pool increases by an additional point.
Extra Attack
5th-level Fighter feature
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, four when you reach 20th level in this class, five when you reach 25th level in this class, and six when you reach 30th level in this class.
Martial Lore
6th-level Fighter feature
At 6th level, your knowledge of martial lore deepens. Choose one of the following options:
Military Traditions
You’ve familiarized yourself with wars long past and military protocols of the present. Whenever you make an Intelligence check made to recall lore or gather information regarding warfare or military action, you are considered proficient in the skill and add double your proficiency bonus to the check. In addition, you have Advantage on Charisma checks made to influence soldiers, guards, or other organized martial forces.
Size Up
Your combat experience against a wide variety of foes has given you a good eye for evaluating threats. You can use a Bonus Action to determine the CR and armor class of a creature you can see within 200 feet.
Weapon Lore
Whenever you make an Intelligence check made to recall lore or gather information about weapons, armor, and other martial equipment, you are considered proficient in the skill and add double your proficiency bonus to the check. In addition, you can use an Action to investigate the magical properties of such an item by handling it, such as swinging a sword or hefting a shield. You learn its properties, how to use them, whether it requires attunement, and how many charges it has. You also learn if the item has any sentience or bears a curse, though you only learn if it is sentient or cursed (not the nature of that sentience or curse).
Indomitable
9th-level Fighter feature
When you fail a saving throw, you may choose to add a bonus to the roll equal to your fighter level, possibly turning the failure into a success. This feature can allow a saving throw to succeed even if the d20 result was 1. Once this feature causes you to succeed on a saving throw, 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.
Studied Attacks
13th-level Fighter feature
You masterfully 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.
War's Toll
14th-level Fighter feature
At 14th level, your experiences have left their impressions on you. All the lives ended—both friends and foes—inevitably weighs down on a person, and each must find their own way to cope and pay the toll of war. Choose one of the following.
Battle Scarred
You’ve embraced every victory and loss, and you wear each battle scar like a badge of honor. Whenever you are reduced to 0 hit points you gain a new permanent scar or mark, and you gain inspiration. Once you gain inspiration in this way you cannot do so again until you finish a long rest.
Carouser
You cope through drink and revelry, and have mastered both. You can gain the benefits of a long rest by spending 4 hours drinking, carousing, and taking the occasional blackout nap. You can carouse in this way so long as you consume at least 4 pint’s worth of ale (or equivalent drink), and you are alert and aware of your surroundings while doing so. If you carouse with another creature in this way, you can attempt to learn secrets from it by drinking it under the table. Each hour you spend carousing with a willing creature, make an opposed Constitution check. On a success, that creature answers a question truthfully (even questions it would not normally answer). In addition, you can enjoy alcohol as normal but can’t gain the Poisoned condition from it. This feature has no effect on creatures that are immune to the Poisoned condition.
One Eye Open
Your life has been so regularly in danger that you’ve learned to literally sleep with one eye open. You are alert and aware of your surroundings while sleeping during long rests. You can also never be Surprised and you add half your proficiency bonus to your initiative checks.
Epic Level Fighter: Epic Ability Score Improvement
21st-level Fighter feature
When you reach 21st level, and again at 25th and 29th level, you gain the benefits of an Ability Score Improvement, but your ability score increase can bring an ability score above 20, to a maximum of 24.
Epic Level Fighter: Fighting Style Mastery
21st-level Fighter feature
You have elevated your own fighting styles a cut above those of your peers. Fighting Styles you have gain the following improvements:
Epic Level Fighter: Agoge
22nd-level Fighter feature
Your rigorous and methodical training, has made you capable of shrugging off strenuous activity that would exhaust anybody else, as well as made you proficient with another skill. Choose one skill from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
In addition, treat the penalties imposed from Fatigue and Strife as if you had one less level of Fatigue or Strife, to a minimum of 0.
Epic Level Fighter: Expanded Reserves
24th-level Fighter feature
Your stamina increases further. At 24th and again at 28th level, your focus pool increases by an additional point (included in the Fighter table.)
Epic Level Fighter: Legendary Action
24th-level Fighter feature
At the end of another creature's turn, you can use a use of your Action Surge to immediately take an Action. You may only do this once per round, and only if you didn't use Action Surge on your turn.
Epic Level Fighter: Inexorable
26th-level Fighter feature
You learn to take a special action that you can only take on a turn where you use your Action Surge feature. When you take this Action, you draw on your legendary inner strength to empower your might to godlike heights for 1 minute or until you are Incapacitated, allowing you to shrug off magic that would hamper others. For the duration, your movement speed can’t be magically reduced and you can move through creations of force, such as those created by the forcecage or wall of force spells, as if they are difficult terrain.
Epic Level Fighter: Legendary Resistance
28th-level Fighter feature
Your Indomitable class feature now adds a bonus to saving throws equal to your fighter level.