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 Fighter levels, as specified in the subclass.
Champion
Player’s Handbook
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.
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Posted Sep 12, 2026I understand the frustration, but the unfortunate reality is that books cost money and they always have.
Keep in mind also that D&D Beyond has a content sharing system, where if you join a campaign where someone else owns the book, you can view it and use character options from it, as long as at least one person in the campaign has a master-tier subscription.
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Posted Sep 11, 2026I swear, why do I need to buy the digital book to get a subclass? This is so annoying. Why can't they make it free to access? Or make it so you require an account to access more info. That would be so much better.
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Posted Sep 8, 2026Since Echo Knight is third-party content from Critical Role, it's up to the people from Critical Role to decide how, when, and whether it gets updated for 5.5e. Given how things have changed for CR since that subclass's original release, it seems unlikely they're going to be much interested in doing anything with it at this point, though.
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Posted Sep 8, 2026can we get update to echo night please for 5.5 and ty. BIG ROB OUT!!!
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Posted Sep 7, 2026There are two different things called "Champion" which are totally unrelated. The one you see on this page is an official D&D Fighter subclass from the Player's Handbook.
There is also a class called "Champion" from Free League's Lord of the Rings Roleplaying book. The LOTR stuff uses a completely different set of classes from regular D&D, and one of them happens to have the same name as a pre-existing Fighter subclass.
The D&D Champion subclass and the LOTR Champion class are totally separate things that happen to share the same name but have nothing to do with each other.
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Posted Sep 6, 2026Why is the champion also listed as a separate class? (Free League).
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Posted Sep 3, 2026Eldritch Knight is already on this page, right here: https://www.dndbeyond.com/classes/2190879-fighter#EldritchKnight
But this page only shows content that you own or have access to through content sharing. If you're not seeing that subclass, it's because you don't have access to the book it's from (the Player's Handbook). To use that subclass on D&D Beyond, you'd need to either purchase the digital version of that book or join a campaign where it's being shared.
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Posted Sep 1, 2026Can y'all put eldritch knight in here?
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Posted Aug 18, 2026The Eldritch Knight definitely does not use a spellbook. That's pretty clear from the description of their Spellcasting feature. I'm not really sure why that's a problem; every other spellcasting class and subclass aside from Wizards gets by just fine without one.
The 5e Eldritch Knight didn't use a spellbook either, so this isn't a 5.5e issue. The mechanics of how spell preparation works for this class haven't changed, just the terminology.
And yes, you could multiclass into Wizard and take a different Fighter subclass instead, sure. In doing so, you miss out on all the other subclass features from the Eldritch Knight subclass and (if you take most of your levels in Wizard for the better spell progression) all the class features from the Fighter class. If you like that better than the Eldritch Knight subclass, that's totally fine.
That would make sense thematically, but I think they've omitted it for game balance reasons, as it might be a little much to be able to fight with two weapons (or a weapon and shield) and be able to cast spells with material components at the same time without taking the feat that enables it.
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Posted Aug 17, 2026ALSO,
The bonded weapon (war bond feature) should let the bonded weapon count as an Arcane Focus for purposes of being a martial caster, etc.
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Posted Aug 17, 2026SO, regarding the Eldritch Knight subclass. I think the idea is that they prepare, cast, and otherwise learn spells similar to how the Wizard does. HOWEVER, only being able to swap out spells on a level up AND, evidently, NO SPELLBOOK?
1. Is the no spellbook intentional or just missed a paragraph?
1A. Well, I just checked my printed copy and it's not there either.
Okay, so no spellbook is just mind-boggling to me - - the Eldritch Knight just has some quasi-explained "list" of prepared spells.
2. Do they just know EVERY Wizard spell?
2A. I guess they just do? wut
The purpose of the spellbook, at least in like every single previous edition of D&D, was to know what spells a wizard knows or has learned so that they may prepare from those spells (in their spellbook) each day to cast (use slots). I understood the need of getting rid of confusing terms and trying to simplify spellcasting for people in 5/5.5e and doing away with the term spells known vs. spells prepared, but the Eldritch Knight is suffering from this change.
In conclusion, the Eldritch Knight EITHER:
-- Needs a spellbook just as the wizard has, or
-- The subclass needs to be updated/changed because you might as well just multiclass fighter/wizard for more spells, a spellbook, and better spell progression?
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Posted Jul 4, 2026i love how the mercy dice table has a typo saying "'Cuatl' Herald Mercy Dice"
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Posted Jun 18, 2026Ah. Well, the Gunslinger subclass from Critical Role was written for the 5e Fighter class, so it's found on the class page for that class. It is freely available and doesn't require any purchase.
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Posted Jun 17, 2026I was trying to respond to someone's question. They asked about the 'gunslinger subclass'.
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Posted Jun 16, 2026This page shows all the subclasses you have access to. If you're only seeing one, it's because you don't own the books that include the others.
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Posted Jun 16, 2026It is a regular class. You just have to scroll down. But, (this is true for all classes), they only show one subclass for each class to encourage a purchase.
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Posted Jun 2, 2026That's true. One of the reasons they've given for not doing this is that it puts a significant burden on physical stores that sell the books to ensure that the codes aren't stolen from physical copies on the shelves. There are ways around that, of course, but it's an expense that they seem to feel isn't worthwhile.
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Posted Jun 2, 2026strictly speaking - you COULD have a product code that allowed you to access the PHB or any book on DND Beyond if you bought the physical copy - other companies have done this already.
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Posted May 27, 2026Two things to point out here:
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Posted May 26, 2026Which IMHO is crap. But then I'm a quirky curmudgeon of an old school D&Der who cut my teeth on the red boxed basic set around 1979 and hold all sorts of old fashioned opinions about the world of digital greed and multinational business class exploiters squeezing as much profit out of a popular fandom as possible by charging separately for physical and digital editions IN GENERAL --- WOTC or anybody else who does it.
Now, if the digital edition was instead a different actual physical PRODUCT then I could see paying twice even though it contains the same content, but that's because the company had to spend MONEY to produce the second product and so are JUSTIFIED in charging for it. May be they have to pay a few wageslave clerks one time to digitize the data in the other case but that's it, and its only a one time expense. SO, if you charge for the digital edition at all, IMHO it should be a considerably reduced price that at least vaguely reflects the actual cost to the company of producing it. It would also reflect the reduced VALUE to the consumer of a digital edition. since a digital edition isn't as easy to access as a physical book and is totally useless if your internet goes down.