Fighter

Fighters are masters of all things martial. They have spent years honing their skill with weapons, allowing them to effortlessly trip or disarm opponents in the blink of an eye while unleashing a flurry of strikes.
The Fighter
Fighter Level
Proficiency Bonus
Features
Maneuvers Known
Maneuver Die
1st+2Fighting Style, Second Wind
2nd+2Maneuvers (1/round)21d4
3rd+2Martial Archetype21d4
4th+2Ability Score Improvement21d4
5th+3Extra Attack21d4
6th+341d6
7th+3Martial Archetype feature41d6
8th+3Ability Score Improvement41d6
9th+4Action Surge (1/rest), Indomitable (1/rest)41d6
10th+4Martial Archetype feature41d6
11th+4Maneuvers (2/round)41d6
12th+4Ability Score Improvement41d6
13th+5Indomitable (2/rest)41d6
14th+561d8
15th+5Martial Archetype feature61d8
16th+5Ability Score Improvement61d8
17th+6Action Surge (2/rest), Indomitable (3/rest)61d8
18th+6Martial Archetype feature61d8
19th+6Ability Score Improvement61d8
20th+6Maneuvers (∞)61d8

Hit Points

Hit Dice: 1d10 per Fighter level
Hit Points: 10 + 10 times your level

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

Multiclassing

Ability Score Minimum: Strength 1 or Dexterity 1
Proficiencies Gained: Light armor, medium armor, shields, simple weapons, martial weapons

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) chain mail or (b) leather armor, a 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
For information on equipment, you may check the equipment page.

Fighting Style

1st-level Fighter feature
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
In addition, you cannot have disadvantage on attacks against a creature that you can sense with blindsight.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll damage for an attack you made with a two-handed or versatile melee weapon that you wielded with two hands, you can reroll any of the weapon's damage dice. You must use the new rolls.

Inspiring

When you recover hit points, one ally within 30 feet of you that can see you can gain a number of temporary hit points equal to half of the hit points you recovered. Hit points recovered as part of a short rest do not grant this benefit.

Protection

While you wield a shield and you aren't incapacitated, each creature of your choice (other than yourself) within 5 feet of you has half cover against attacks you can see.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
In addition, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind

1st-level Fighter feature
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a minor action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short rest before you can use it again.

Maneuver Training

2nd-level Fighter feature
You learn special combat maneuvers, the complete list of which is visible further below.
Maneuvers. You learn two maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn additional maneuvers at later levels as detailed in the Fighter table. Whenever you learn a new maneuver, you may also replace one of your known maneuvers with a different maneuver of your choice.
Maneuver Die. Once you use a maneuver die, you cannot use one again until the start of your next turn. At 11th level, you can use two maneuvers per round instead of one, and at 20th level, you can use as many as you want. You may only use one maneuver on any individual attack.
The type of your maneuver die changes as you level up according to the Fighter table.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity (your choice)
(32/32)
Level
Maneuver
Prerequisite
2ndDisarming Attack
2ndDistracting Strike
2ndFeinting Attack
2ndGoading Attack
2ndGrazing Attack
2ndLunging Attack
2ndManeuvering Attack
2ndMenacing Attack
2ndPrecision Attack
2ndPushing Attack
2ndRounding Attack
2ndSweeping Attack
2ndTrip Attack
6thAmbush
6thBait and SwitchDefense fighting style
6thBleeding Strike
6thCommanding Presence
6thEvasive FootworkBlind Fighting fighting style
6thFelling BlowGreat Weapon Fighting fighting style
6thGrappling StrikeUnarmed Fighting fighting style
6thInterceptionProtection fighting style
6thParryDueling fighting style
6thProvokeProtection fighting style
6thQuick TossThrown Weapon Fighting fighting style
6thRallyInspiring fighting style
6thRiposteTwo-Weapon Fighting fighting style
6thTactical Assessment
6thTimed ShotArchery fighting style
14thBlinding Attack
14thConcussive Blow
14thVolley
14thWhirlwind Attack

Martial Archetype

3rd-level Fighter feature
You choose an archetype from the list available 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, and 18th level.
The archetype options are listed below:
Arcane Archer
Battle Master
Psi Warrior
Warlord

Ability Score Improvement

4th-level Fighter feature
You increase one ability score of your choice by 1. As normal, you can't increase an ability score above 5 using this feature.
You gain additional ability score improvements at 8th, 12th, 16th, and 19th levels.

Extra Attack

5th-level Fighter feature
After you take the attack action on your turn for the first time, you can take it again as a free action.

Action Surge

9th-level Fighter feature
You can push yourself beyond your normal limits for a moment. On your turn, you +2 AP.
Once you use this feature, you must finish a short 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.

Indomitable

9th-level Fighter feature
When you fail a saving throw, you can choose to add your fighter level to the total, potentially causing you to succeed. 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.