Fighter
Fighters are skilled and disciplined warriors who have honed their combat prowess through rigorous training and experience on the battlefield. Masters of a wide range of weapons and armor, they excel in both offense and defense. Fighters can specialize in various fighting styles, granting them unique bonuses, such as improved accuracy or the ability to wield two weapons simultaneously. As they advance, fighters gain Extra Attacks, allowing them to strike multiple times in a single turn, making them formidable combatants.
Class Features
As a fighter, you gain the following features.
Hit Points
Proficiencies
Armor: Heavy Armor, Light Armor, Medium Armor, Shield
Weapon: Martial Weapon, Simple Weapon
Saving Throw: Strength, Constitution
Skills: You have 2 of the following skills: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival.
Starting Gold
You start with 5d4 x 10 gold pieces (GP) unless you choose to take the equipment below
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor
- longbow
- (a) any martial weapon
- (a) shield or (b) any martial weapon
- (a) dungeoneer's pack or (b) explorer's pack
Fighter Features Table
LVL | Pro+ | Features |
---|---|---|
1st | +2 | Fighting Style, Second Wind |
2nd | +2 | Action Surge (one use) |
3rd | +2 | Martial Archetype, Martial Archetype Feature |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
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 | Indomitable (three uses), Action Surge (two uses) |
18th | +6 | Martial Archetype Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Extra Attack (3) |
Class Features at Level
Fighting Style
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.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
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 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.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
Action Surge (one use)
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.
Martial Archetype
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.
Martial Archetype Feature
Your Martial Archetype grants you abilities at this level.
Ability Score Improvement
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 can choose to take one Feat instead of the ability score increase.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Ability Score Improvement
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.
Martial Archetype Feature
Your Martial Archetype grants you abilities at this level.
Ability Score Improvement
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 can choose to take one Feat instead of the ability score increase.
Indomitable (one use)
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.
Martial Archetype Feature
Your Martial Archetype grants you abilities at this level.
Extra Attack (2)
You can attack three times, instead of once, whenever you take the Attack action on your turn.
Ability Score Improvement
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 can choose to take one Feat instead of the ability score increase.
Indomitable (two uses)
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can use this feature twice between long rests.
Ability Score Improvement
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.
Martial Archetype Feature
Your Martial Archetype grants you abilities at this level.
Ability Score Improvement
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 can choose to take one Feat instead of the ability score increase.
Indomitable (three uses)
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can use this feature three times between long rests.
Action Surge (two uses)
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.
You can use it twice before a short or long rest, but only once on the same turn.
Martial Archetype Feature
Your Martial Archetype grants you abilities at this level.
Ability Score Improvement
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 can choose to take one Feat instead of the ability score increase.
Extra Attack (3)
You can attack four times, instead of once, whenever you take the Attack action on your turn.
Martial Archetype
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
Champion
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Champion Features Table
LVL | Pro+ | Features |
---|---|---|
1st | +2 | Improved Critical |
2nd | +2 | – |
3rd | +2 | – |
4th | +2 | – |
5th | +3 | – |
6th | +3 | – |
7th | +3 | Remarkable Athlete |
8th | +3 | – |
9th | +4 | – |
10th | +4 | Additional Fighting Style |
11th | +4 | – |
12th | +4 | – |
13th | +5 | – |
14th | +5 | – |
15th | +5 | Superior Critical |
16th | +5 | – |
17th | +6 | – |
18th | +6 | Survivor |
19th | +6 | – |
20th | +6 | – |
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete
You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Superior Critical
Your weapon attacks score a critical hit on a roll of 18–20.
Survivor
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Duelist
Fighters who take on the Duelist archetype specialize in one-on-one combat, preferring the elegance and focus of single combat to the chaos of the battlefield. Whether with a rapier, a longsword, or a custom-made dueling weapon, Duelists are masters of precision and control, turning each duel into a deadly dance.
Duelist Features Table
LVL | Pro+ | Features |
---|---|---|
1st | +2 | – |
2nd | +2 | – |
3rd | +2 | Precision Strike, Combat Readiness |
4th | +2 | – |
5th | +3 | – |
6th | +3 | – |
7th | +3 | Counterattack |
8th | +3 | – |
9th | +4 | – |
10th | +4 | Perfect Defense |
11th | +4 | – |
12th | +4 | – |
13th | +5 | – |
14th | +5 | – |
15th | +5 | Elegant Maneuver |
16th | +5 | – |
17th | +6 | – |
18th | +6 | Master Duelist |
19th | +6 | – |
20th | +6 | – |
Precision Strike
Starting at 3rd level, you can use your bonus action to focus on a single target within 5 feet. Until the start of your next turn, any attack roll you make against the target has advantage, and if you hit, you add your Dexterity modifier to the damage roll.
Combat Readiness
Also at 3rd level, your intense focus and quick reflexes allow you to add your Dexterity modifier to your Initiative rolls.
Counterattack
At 7th level, when a creature within 5 feet of you makes an attack against you and misses, you can use your reaction to make a melee attack against that creature. This attack has advantage if you are using your dueling weapon.
Perfect Defense
At 10th level, when you are hit with a melee attack, you can use your reaction to add your Dexterity modifier (minimum of +1) to your AC, potentially causing the attack to miss. You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses after a long rest.
Elegant Maneuver
At 15th level, whenever you use your Precision Strike feature, you can also choose one creature within 5 feet of your target. That creature must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or be unable to make attacks of opportunity until the start of your next turn.
Master Duelist
At 18th level, you become a master of single combat. Whenever you use your Precision Strike feature and hit, your target is subjected to disadvantage on all attack rolls against creatures other than you until the start of your next turn. Additionally, when you hit a creature with your Counterattack feature, the damage is automatically a critical hit.
Spellblade
Spellblades are warriors who embrace both steel and spell, channeling arcane energies through their weapons to bolster their attacks and confound their enemies. They’re a versatile fighting force, equally comfortable on the front lines or casting spells from the rear.
Spellblade Features Table
LVL | Pro+ | Features | Cantrips Known | Spells Known | Spell Slots per Spell Level | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||
1st | +2 | – | – | – | – | – | – | – | – |
2nd | +2 | – | – | – | – | – | – | – | – |
3rd | +2 | Spellcasting, Enchanted Strike | 2 | 3 | 3 | – | – | – | – |
4th | +2 | – | 2 | 3 | 3 | – | – | – | – |
5th | +3 | – | 4 | 4 | 4 | 2 | – | – | – |
6th | +3 | – | 2 | 2 | 4 | 2 | – | – | – |
7th | +3 | Arcane Defense | 2 | 5 | 4 | 3 | – | – | – |
8th | +3 | – | 2 | 5 | 4 | 3 | – | – | – |
9th | +4 | – | 2 | 6 | 4 | 3 | 2 | – | – |
10th | +4 | Spellshatter | 3 | 6 | 4 | 3 | 2 | – | – |
11th | +4 | – | 3 | 7 | 4 | 3 | 3 | – | – |
12th | +4 | – | 3 | 7 | 4 | 3 | 3 | – | – |
13th | +5 | – | 3 | 8 | 4 | 3 | 3 | 1 | – |
14th | +5 | – | 3 | 8 | 4 | 3 | 3 | 1 | – |
15th | +5 | Elemental Infusion | 3 | 9 | 4 | 3 | 3 | 2 | – |
16th | +5 | – | 3 | 9 | 4 | 3 | 3 | 2 | – |
17th | +6 | – | 3 | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Arcane Ascendancy | 3 | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | – | 3 | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | – | 3 | 11 | 4 | 3 | 3 | 3 | 2 |
Spellcasting
Spell Slots
The Spellblade table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
At 3rd level, you choose a school of magic to specialize in: Abjuration, Evocation, or Transmutation. You learn two cantrips and three 1st-level spells from that school, drawn from the wizard spell list. You can cast these spells without needing material components and use Intelligence as your spellcasting ability.
The Spells Known column of the Spellblade table shows when you learn more wizard spells of your choice. Each of these spells must be of a level for which you have spell slots and must be from your chosen school. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from your school on the wizard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spell attack modifier = your proficiency bonus + your Intelligence modifier.
Enchanted Strike
Also at 3rd level, when you hit a creature with a weapon attack, you can expend a spell slot to deal additional damage of the same type dealt by the weapon. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st.
Arcane Defense
At 7th level, you can use your reaction to cast an Abjuration spell that you know when you or a creature within 30 feet of you is hit by an attack. The spell must have a casting time of 1 reaction or 1 bonus action.
Spellshatter
Starting at 10th level, when you hit a creature with a weapon attack, you can choose to dispel one spell affecting it. Make an Intelligence (Arcana) check against a DC of 10 + the spell’s level. On a successful check, the spell ends.
Elemental Infusion
At 15th level, when you cast an Evocation spell that deals damage, you can choose one damage type from the spell. For 1 minute, your weapon attacks deal an extra 1d6 damage of that type.
Arcane Ascendancy
At 18th level, you can use an action to enter a state of arcane focus for 1 minute. While in this state, you can cast spells as bonus actions and your weapon attacks are considered magical for overcoming resistance and immunity to nonmagical attacks. Once you use this feature, you can’t use it again until you complete a long rest.
Warlord
Fighters who adopt the Warlord archetype are natural leaders on the battlefield. They are as skilled in tactical decision-making as they are in combat. A Warlord knows that a well-placed command can be as lethal as any sword or spell, able to direct allies and seize the initiative to turn the tide of battle.
Warlord Features Table
LVL | Pro+ | Features |
---|---|---|
1st | +2 | – |
2nd | +2 | – |
3rd | +2 | Tactical Insight, Commanding Presence |
4th | +2 | – |
5th | +3 | – |
6th | +3 | – |
7th | +3 | Battle Plans |
8th | +3 | – |
9th | +4 | – |
10th | +4 | Shock and Awe |
11th | +4 | – |
12th | +4 | – |
13th | +5 | – |
14th | +5 | – |
15th | +5 | Master Strategist |
16th | +5 | – |
17th | +6 | – |
18th | +6 | Warlord's Rally |
19th | +6 | – |
20th | +6 | – |
Tactical Insight
Starting at 3rd level, you can use your Wisdom modifier in addition to your Intelligence modifier when you make an Investigation or History check related to battle tactics, enemy movements, or military history.
Commanding Presence
Also starting at 3rd level, you can use a bonus action to issue a command to an ally within 60 feet who can hear you. The ally can immediately make a single weapon attack as a reaction or move up to half their speed without provoking opportunity attacks. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses after a long rest.
Battle Plans
At 7th level, during a short or long rest, you can devise a set of battle plans. Choose up to six creatures (not including yourself). These creatures gain one of the following benefits until your next rest:
- Flanking Maneuvers: When a chosen creature and at least one other ally are within 5 feet of an enemy, the enemy is considered flanked.
- Defensive Formation: When a chosen creature is targeted by an attack, they gain a +1 bonus to AC if they are within 5 feet of an ally.
- Rapid Advance: Chosen creatures’ speed increases by 10 feet.
Shock and Awe
Starting at 10th level, whenever you score a critical hit or reduce an enemy to 0 hit points, you can issue a command as a reaction to an ally within 60 feet. This command does not expend a use of your Commanding Presence feature.
Master Strategist
At 15th level, you can use Commanding Presence as a reaction when an ally misses an attack or fails a saving throw, allowing them to reroll the d20. You must complete a long rest before you can use this feature again.
Warlord's Rally
At 18th level, as an action, you can let out a battle cry that invigorates your allies. All allies within 60 feet who can hear you regain hit points equal to your Fighter level + your Charisma modifier and gain advantage on attack rolls and saving throws until the end of your next turn. Once you use this feature, you can’t use it again until you complete a long rest.
Credits: SRD 5.1