|This article is about Fighter|
|For other uses of Fighter, see Fighter (disambiguation).|
Fighter is a class in 5th edition.
- 1 Class Features
- 1.1 Hit Points
- 1.2 Proficiencies
- 1.3 Equipment
- 1.4 Fighter Overview Table
- 1.5 Fighting Style
- 1.6 Second Wind
- 1.7 Action Surge
- 1.8 Martial Archetype
- 1.9 Ability Score Improvement
- 1.10 Extra Attack
- 1.11 Indomitable
- 2 Sources
As a Fighter, you gain the following class features.
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 first
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather, 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
Fighter Overview Table
|1st||+2||Fighting Style, Second Wind|
|2nd||+2||Action Surge (one use)|
|4th||+2||Ability Score Improvement|
|6th||+3||Ability Score Improvement|
|7th||+3||Martial Archetype feature|
|8th||+3||Ability Score Improvement|
|9th||+4||Indomitable (one use)|
|10th||+4||Martial archetype feature|
|11th||+4||Extra Attack (2)|
|12th||+4||Ability Score Improvement|
|13th||+5||Indomitable (two uses)|
|14th||+5||Ability Score Improvement|
|15th||+5||Martial Archetype feature|
|16th||+5||Ability Score Improvement|
|17th||+6||Action Surge (two uses), Indomitable (three uses)|
|18th||+6||Martial Archetype feature|
|19th||+6||Ability Score Improvement|
|20th||+6||Extra Attack (3)|
You adopt a particular style of fighting as your specialty. Choose one of the following options.
While you are wearing armor, you gain a +1 bonus to AC.
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 a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Starting at 2nd level, you can push yourself beyond your normal physical limits for a moment. On your turn, you can take an additional action on top of your regular action and a possible bonus action.
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
|This section exceeds the text of the SRD|
(12 official and unofficial Martial Archetypes.)
|Arcane Archer (pointer)||Arcane Archer Lore, Arcane Shot, Magic Arrow, Curving Shot||This archetype infuses arrows with magic.||Xanathar's Guide to Everything|
|Banneret (pointer)||Restriction: Knighthood, Rallying Cry, Royal Envoy, Inspiring Surge, Bulwark||a.k.a. Purple Dragon Knight. This archetype focuses on nobility and leadership.||Sword Coast Adventurer's Guide|
|Battlemaster (pointer)||Combat Superiority, Student of War, Know Your Enemy, Improved Combat Superiority, Relentless||This subclass gains dice to use for maneuvers.||Player's Handbook (5e)|
|Cavalier (pointer)||Bonus Proficiency, Born to the Saddle, Unwavering Mark, Warding Maneuver, Hold the Line, Ferocious Charger, Vigilant Defender||This archetype focuses on mounted combat and protecting allies.||Xanathar's Guide to Everything|
|Champion||Improved Critical, Remarkable Athlete, Additional Fighting Style, Superior Critical, Survivor||Champions focus on the development of raw physical power||SRD5|
|Eldritch Knight (pointer)||Spellcasting, Weapon Bond, War Magic, Eldritch Strike, Arcane Charge, Improved War Magic||Combines magic with martial prowess||Player's Handbook (5e)|
|Knight (martial archetype)||Focuses on the Knights Errant||UA Fighter|
|Monster Hunter (pointer)||Bonus Proficiencies, Combat Superiority, Hunter’s Mysticism, Monster Slayer, Improved Combat Superiority, Relentless||These fighters specialize in opposing creatures of gothic horror.||UA Gothic Characters|
|Monster Hunter UA (pointer)||This archetype focuses on fighting supernatural threats.||UA Gothic Heroes|
|Samurai (pointer)||Bonus Proficiency, Fighting Spirit, Elegant Courtier, Tireless Spirit, Rapid Strike, Strength before Death||These fighters embody an unbreakable fighting spirit.||Xanathar's Guide to Everything|
|Fighter/Scout (pointer)||Bonus Proficiencies, Conbat Superiority, Natural Explorer, Improved Combat Superiority, Relentless||DEPRECATED! This subclass focused on pathfinding||UA Classics Revisited|
|Sharpshooter (pointer)||Steady Aim, Careful Eyes, Close-Quarters Shooting, Rapid Strike, Snap Shot||This archetype focuses on ranged combat||UA Fighter|
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level you can increase two ability scores 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.
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.
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.