
Fighter Legacy This doesn't reflect the latest rules and lore. Learn More Class Details
A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.
All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
Well-Rounded Specialists
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.
Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.
Creating a Fighter
As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.
You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace.
QUICK BUILD
You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight martial archetype. Second, choose the soldier background.
The Fighter Table
Level | Proficiency | Features |
---|---|---|
1st | +2 | |
2nd | +2 | Action Surge (one use) |
3rd | +2 | |
4th | +2 | |
5th | +3 | |
6th | +3 | |
7th | +3 | |
8th | +3 | |
9th | +4 | Indomitable (one use) |
10th | +4 | |
11th | +4 | Extra Attack (2) |
12th | +4 | |
13th | +5 | Indomitable (two uses) |
14th | +5 | |
15th | +5 | |
16th | +5 | |
17th | +6 | Action Surge (two uses), Indomitable (three uses) |
18th | +6 | |
19th | +6 | |
20th | +6 | Extra Attack (3) |
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 skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (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
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
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional 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
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
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.
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.
Extra Attack
Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
The number of attacks increases to four when you reach 20th level in this class.
Extra Attack
At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.
Martial Archetypes
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
Champion Legacy This doesn't reflect the latest rules and lore. Learn More
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.
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
Starting at 7th level, 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.
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.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Survivor
At 18th level, 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.
Gunslinger
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated. To use this content, toggle the Critical Role content on in the character builder.
Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.
However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.
This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Firearms
Name | Cost | Ammo | Damage | Weight | Range | Properties |
---|---|---|---|---|---|---|
Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | |
Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | |
Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
|
Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | |
Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | |
Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
|
Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Adept Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Rapid Repair
Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.
Vicious Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Trick Shots
These trick shots are presented in alphabetical order.
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.
Dazing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Forceful Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Piercing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
Violent Shot
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Winging Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Reason for it not being weapons is to prevent the shenanigans that happen with ranged weapons (sharpshooter primarily). Otherwise, the sniper with the right upgrades is attacking for around 100 damage, at advantage, with a +8 to hit, at long range. This can be done every round, as it has no resource cost.
Not being weapons also stops extra attack from working with the guns. Imagine extra attack with that sniper
I agree with most people here about it being a little to strong on the sniper side, Other then that Im not too concerned. I ran the numbers and the pistol is within 10 of a regular fighter but the sniper is up to 15 above the pistol so +25. I think to bring it down I would say scale it to. 1d10, 2d10,3d10 and 4d10. Should bring it right in line with the pistol. As far as the fact these are abilities and not technically weapon attacks Im kind of fine with it.
If you look in the back of the DMG there are guns, From flintlock to laser weaponry, and you can even find them here on dnd beyond, though they do need some tweaking to work properly. The class does need some balancing and re-wording, but there is a lot of interesting stuff there.
Renegade has lots of problems, both from wording and balance. But I really like the general concept, especially Sniper's. Some homebrew fixes would make it a great subclass. Here are the problems I see and my ideas on fixes.
1. Guns are not weapons or even items. RAW, they are abilities that you can always use. It seems strange. Not only you can't find magical ones, but you actually can't use them on any attack outside of action on your turn. Also, RAW, nor Sharpshooter nor Archery fighting style won't work with them.
What to do: make them weapons - Pistol and Rifle. Basically reskinned Hand Crossbow and Heavy Crossbow, but "No reload" part of Crossbow expert won't work on them. If you take Pistoleer, you can ignore the Pistol 'reload' property. If you take Sniper, damage of Rifle is increased, but only with the Attack action on your turn, rule working the same as Extra attack. If you attack in some other way, you still deal 1d10 damage. If you buy a new gun, you need to finish a long rest to apply upgrades to them. It must be the same upgrades you had before unless you have lvl 15 feature.
2. Double Barrel. It's obvious why it's OP - it basically doubles the damage of Sniper. A minor upgrade isn't supposed to do something like this.
What to do: I've already said this. Halve the number of damage dices on each shot. For example (2d10+Dex)*2 instead of 4d10+Dex. You still get some additional damage and the ability to target two enemies, but now it worth to consider other options.
3. Trial by Fire. It's not so obviously OP and unbalanced, but still too strong compared to other major upgrades, especially with Pistol. It works on every attack, making it potential +18 damage a turn at 11th lvl for one use of the ability. Double up has the same number of uses but deals only up to 5 damage per use, and other upgrades don't scale at all.
What to do: Make it work on the first attack that hits, not all of them. If you think that half-lvl damage is not enough for a bonus action, make it deal full-lvl damage. This fix will make it a bit less powerful, and actually usable with a Sniper. In addition, add some scaling to other upgrades - for example, one additional dice of damage on 10th and 18th lvl.
4. Cunning Shot. It's not actually OP, just very unusual. There are no other abilities that let you ignore immunities, and I don't see why Renegate should be an exception.
What to do: just use usual wording for abilities like that: "Attacks are magical in the purpose of overcoming resistances and immunity to non-magical damage".
Personally I think that the sniper renegade is broken. 4d10+2*dex modifier at level 5, every round with no ammo cost, misfire or reloading? And then double that with an action surge, add an extra 10-40 damage with sharpshooter AND you can give yourself advantage on all of those attacks. Add in another attack if someone casts haste on you for 3 attacks per round.
It seems straight up better than any other fighter option. Level 11+ it could be debated on whether the 3rd attack is better than increasing the dice, but it still seems really strong, especially with how few campaigns actually get to those high levels.
The only thing I can think of that is holding it back is the fact that this weapon doesn't have an extended range and it's debateable on whether or not you can enchant it with +1 or something similar, though you don't need that after 7th level.
The worst part is that you can't just take away the double barrel upgrade, because then the sniper becomes worse than a longbow sharpshooter.
Personally I think the renegade would be better using the gunslingers guns and let them have the major upgrades and the calliber nett, crosshairs and smokescreen minor upgrades and the rest of the renegade stuff.
It's already added, just enable partnered content when you make a character.
how do i add the new sub class ( the renegade) to my copenduim?
Pistol is definitely not a bad option if you take the feats sharpshooter from the PB, and Elven Accuracy from XGtE. If you take crosshairs it seems like a super reliable way to get the +10 dmg from sharpshooter every shot.
Damage from pistols at 20th is ~12(4d6) + 20 (4 x DEX modifier, which at 20th lvl fighter is probably 5) + 40 (from sharpshooter) that’s 72 dmg a turn not even including the +40 you’d get from trial by fire. Plus the Crits you’d get from rolling 3 attack dice per attack.
Sniper definitely has high damage output at like 100 per turn (with just dice and DEX mod.) I’m just saying pistols is kinda viable, but I’m pretty new to the game so maybe I’m missing something y’all are seeing.
And what was stopping your archer from doing the same thing?
Needs some work on the writing side.
The bad thing about Sniper is that Double-Barrel is a must-have minor upgrade, that doubles your damage. It shouldn't be the case, upgrades are supposed to be equal and work for playstyle, not for pure damage. Lowering Snipe damage scaling won't fix it.
As I said, the best way is to make upgrade itself lower damage dies. 6d10+Dex without it against (3d10+Dex)*2 with it. It looks fair to me.
Party's wizard: I do that every day with just a word, toad eye and a handshake.
Sorry, but yes, I get what you mean. That idea came to me, and it was too good.
Eh Pistol has merits. You can wield a shield with a pistol, be like Cap in that one scene from Captain America: The First Avenger. But also it has the Agonizing Blast benefit - it gets four attacks at 20th level (equivalent to all four attacks from Extra Attack), applies Dex mod to all damage and applies Trial by Fire to every roll.
So (6d10+Dex+Half Level)*2 vs (1d6+Dex+Half Level)*4. Sniper is definitely superior in the damage department and needs some tuning mostly just on damage die scaling (letting it scale to 4d10 puts it perfectly in line with Pistol in terms of average damage). But Pistol isn't a slouch and basically doubles the usefulness of Trial by Fire and the advantage from Crosshairs on top of being the only option usable in melee.
you give something a gun and it becomes broken. i got a gunslinger that killed the bbeg in a single attack
(6d10+Dex)*2 damage is something that Snipers can do every turn.
Easy fix - make Double Barrel half the number of damage die per attack.
1d10+Dex on 5th lvl, 2d10+Dex on 11th lvl, 3d10+Dex on 20th lvl. You still get some additional damage, and you have higher chances to hit, but it's not much and seems totally fair for minor upgrade.
And wizards have fireball and meteor swarm. It's fair....
Graves and miss fortune are renegades.
Oh, hey, more gun fighter
That's what I gathered. That the gun attacks take the place of multiattack. That's how I'd rule it at my table at least