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.
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.
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.
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.
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.
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.
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.
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.
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
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.
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.
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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.
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
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.
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.
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.
Additional Fighting Style
You gain another Fighting Style feat of your choice.
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.
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.
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.
They clearly want to make it not clear so you will continue to subscribe and use D&D beyond to make your character. In the character creator those options will just automatically pop up as you level up to the appropriate level. Making it to obvious in the text would make you not need to rely so heavily on the character builder, and thus not need to subscribe and buy digital books. The same thing holds true for all the referenced rules, now instead of explaining what something means in the text, they want you to flip back and forth to the rules glossary, which is insanely annoying and cumbersome in the physical book and annoying. But a task thats easy with they hyper links on D&D beyond, they clearly want us to rely heavily on the virtual content and set up the new rule books to be great online but crappy in their physical forms.
AW MAN!!! I CAN'T USE MY CRITICAL ROLE CONTENT WITH THE 2024 RULES T^T
where are the fighting styles?! You have it as a feature but dont list them on here? Again, who the hell designed this page and how has this not been fixed yet? Its been weeks that this content has been available!
Incredible how the official content is worse than a lot of homebrew content. How many revisions did this need to go through? Nobody thought to make it clear and easy to understand? It's got no visual breaks between subsections and no sub-labels to clarify what's what.
I literally make better class content than this. It only takes one line to improve it drastically.
Improved Critical
3rd level subclass feature.
Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19–20 on the d20. Immediately after scoring a critical hit, you can move up to half your speed without provoking Opportunity Attacks.
Remarkable Athlete
3rd level subclass feature.
Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.
Also the tooltips are bugged. There are new tooltips for the 2024 book and they don't seem to be updated.
It feels like a massive oversight that the subclass features do not say what level you gain access to them. Looking at the fighter table, I can see what levels I would gain access to new subclass features, but just by looking at this page I have no idea how to build a champion fighter, because it doesn't tell me which features I get at 3rd, 7th, 10th, 15th, and 18th level. A new player might look at this and expect to get all the features right at 3rd level, while an experienced player might compare it to the old champion fighter and take the subclass features that were moved back a few levels (such as Remarkable Athlete and Additional Fighting Style) at the levels they appeared in 2014 - and regardless of which route is taken, neither player is experiencing the subclass as intended.
Additionally, even though the other features are listed on the Features Table, it would be nice if their level requirements could be listed in tandem with the other features as well. It would make it much easier to build characters at any levels other than 1 or 20.
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?
Weapon mastery is the stupidest addition to the fighter since the purple dragon knight. They flaunt it like it's sorcery points or sneak attack damage but in reality, it's garbage. You get three weapon masteries at level three and can change them on a long rest, that's perfect, you're done, move on. Who are the fighters out there that are consistently using more than three weapons in between long rests? Then at level 20, the pinnacle of weapons mastery, the limit of character achievement short of becoming a god, you get six!!!
The legendary level 20 archer has mastery over the light crossbow, heavy crossbow, hand crossbow, sling, shortbow and longbow. But any time he has to use a melee weapon he's only marginally better than he was 19 levels ago.
Don't give us more, just let us change on a short rest, and then give us all of them. It is a fighter after all, it should be good at fighting.
Weapon Mastery isn't scaling in the builder. Just made a level 7 fighter but I can't choose more than the initail 3 weapon masteries even though I should have 4.
Another issue I noted while creating a character. The 4th level increase in weapon mastery listed in the table is not available for selection. You get the 3 at level 1, and the additional ones at 10th and 16th.
They are managing organization good!
It's crazy that they managed to do a worse job organizing and labelling abilities on these pages than on the 2014 version.
Go to the Legacy/2014 Fighter Page in the classes list and you'll find them there.
Exactly the issue I noticed - esp for classes with multiple subclass abilities at level 3 - I just have to guess what goes where based on context I guess lmao~
'BRACE' maneuver is missing now?
The maneuvers aren't listed.
I think you meant "aren't".
Deleted.
Why would you not put the levels at which you get class and subclass features on the features themselves. Now i have to scroll back and forth continuously to see when I get features or, for the subclasses, just guess when they happen apparently. Who was in charge of designing this page? terrible, why change what wasnt broken?
The levels are listed!
Planning a character without having the levels you acquire each feature listed is kinda rough...