
Fighter Class Details
Primary Ability | Strength or Dexterity |
---|---|
Hit Point Die | D10 per Fighter level |
Saving Throw Proficiencies | Strength and Constitution |
Skill Proficiencies | Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival |
Weapon Proficiencies | Simple and Martial weapons |
Armor Training | Light, Medium, and Heavy armor and Shields |
Starting Equipment | Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP |
Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.
Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles 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 ability and extensive specialization makes Fighters superior combatants.
Becoming a Fighter...
As a Level 1 Character
- Gain all the traits in the Core Fighter Traits table.
- Gain the Fighter’s level 1 features, which are listed in the Fighter Features table.
As a Multiclass Character
- Gain the following traits from the Core Fighter Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
- Gain the Fighter’s level 1 features, which are listed in the Fighter Features table.
Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
---|---|---|---|---|
1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
2 | +2 | Action Surge (one use), Tactical Mind | 2 | 3 |
3 | +2 | Fighter Subclass | 2 | 3 |
4 | +2 | Ability Score Improvement | 3 | 4 |
5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
6 | +3 | Ability Score Improvement | 3 | 4 |
7 | +3 | Subclass feature | 3 | 4 |
8 | +3 | Ability Score Improvement | 3 | 4 |
9 | +4 | Indomitable (one use), Tactical Master | 3 | 4 |
10 | +4 | Subclass feature | 4 | 5 |
11 | +4 | Two Extra Attacks | 4 | 5 |
12 | +4 | Ability Score Improvement | 4 | 5 |
13 | +5 | Indomitable (two uses), Studied Attacks | 4 | 5 |
14 | +5 | Ability Score Improvement | 4 | 5 |
15 | +5 | Subclass feature | 4 | 5 |
16 | +5 | Ability Score Improvement | 4 | 6 |
17 | +6 | Action Surge (two uses), Indomitable (three uses) | 4 | 6 |
18 | +6 | Subclass feature | 4 | 6 |
19 | +6 | Epic Boon | 4 | 6 |
20 | +6 | Three Extra Attacks | 4 | 6 |
Fighter Class Features
As a Fighter, you gain the following class features when you reach the specified Fighter levels. These features are listed on the Fighter Features table.
Level 1: Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Level 1: Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2: Action Surge
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 can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
Level 2: Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
Level 3: Fighter Subclass
You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass’s features that are of your Fighter level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 5: Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 9: Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 9: Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. 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 before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
Level 11: Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Level 13: Studied Attacks
You 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.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20: Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Fighter Subclasses
A Fighter subclass is a specialization that grants you features at certain levels, as specified in the subclass.
Champion
Pursue Physical Excellence in Combat
A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.
Level 3: Improved Critical
Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
Level 3: Remarkable Athlete
Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.
In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
Level 7: Additional Fighting Style
You gain another Fighting Style feat of your choice.
Level 10: Heroic Warrior
The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
Level 15: Superior Critical
Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.
Level 18: Survivor
You attain the pinnacle of resilience in battle, giving you these benefits.
Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.
Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.
sync your entitlements
For those seeking to locate the Battle Maneuvers:
https://www.dndbeyond.com/sources/dnd/phb-2024/character-classes#ManeuverOptions
I have the same issue. Maybe post this on Bugs and Support?
I'm seeing the same issue. I think it's a bug, as I've seen many more subclasses in the past when viewing this page, and I bought the books online directly.
why is champion the only subclass when i purchased the players handbook? my physical copy has way more, but digitaly i only have the champion subclass
Yes, any weapon attack within 30 feet
honestly its kinda cringe at low levels becuase a lot of the abilities arent worth an energy die. the telekinesis is op tho
"I can't seem to access the new eldritch knight from the character builder despite this seeming to suggest I can and I have a master account. Is this intentional or is it broken?"
-- OffbeatOutlawman
I think even with subscriptions you still need the PHB to get access to all the subclasses
I think that fighters work really well with almost any race , but martial races; like dwarves and(sometimes) elves , that's where fighter's really shine with there properties.
Well no, he's at least 30% more accurate, and doing literally an order of magnitude more damage with that melee weapon. Well beyond "marginally better."
Its dealing damage with a weapon by attacking. It does not state it has to be a melee attack or what type of weapon it has to be. Could be improvised weapons. But i personally would argue that the impact has to deal the damage, not the effect of something the weapon does by itself. Ask your DM though.
Does psionic strike work on thrown weapons?
If so I already have a character that throws dynamite at people.
Question about the Sweeping Attack Maneuver from the Battle Master. The 2nd target takes damage of the original attack's type. So attacking with a normal weapon deals the weapon's damage type, obviously. A Fighter Wizard multiclass could cast True Strike which now can cause the attack to deal radiant damage. This would mean the 2nd target would also take radiant damage. But what happens if the first creature takes 2 or more types of damage from the same attack (such as possibly from True Strike after 5th level or a flame tongue sword). Would it just take damage of the type the weapon dealt? I guess that would be the obvious choice but im curious if there are different opinions.
I'm still waiting for them to re-add Arcane Archer.
It's in the tables and descriptions for each subclass.
Yes you can.... just make it work with no excessive min/max stuff
This please!
@skeletal
Champion is such a beast.
At high levels they have a 15% chance to crit with single rolls
They have a 27.75% chance to crit on advantage
If you pick the old elven accuracy feat they have 38.6% chance to crit. that's just pure insanity seeing how stuff like Piercer functions now.
If you have 38% chance to crit and 3 attacks per turn, you can be nearly sure there will be 1 crit out of your 9 dice.
They have a bonus dice once per turn from their inspiration that they gain every turn (bringing you to a mere 52% chance that its not a crit.
Bonus fighting style basically means +1 armor since that's the style most will pick.
Champion is aimed at people who dislike listing 20+ abilities, and it makes them a critmachine.
Gunslinger is a critical roll class.
Ask Matt Mercer to update it to 2024, it now only functions with the 2014 base class.
Wizards doesn't deal with gunslingers since they are class from Pathfinder that was ported by Matt Mercer and they are slightly off balance for many campaigns (many DMs don't like firearms anyway)
Same question! Why isn't there access to the eldritch knight in the character builder?