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.
As the 2024 rules are updated into D&D Beyond, it will be important for those doing so to understand that many players plan out their character builds over many levels using the listings and tables for their class (et al) as presented linearly in the source material. D&D Beyond, while the best character sheet creator to date, does not offer that full picture when in the streamlined tools that actually build the sheet, instead using snippets to describe choices. Those tools seem well targeted at presenting each choice, as it becomes available, regardless of which book the choice comes from. We love that! Don't change it. However using those tools, in practice, can disallow the bigger picture...which choices, now, will lead to fulfilled prerequisites for future choices and future flavor. Hence the D&D Beyond inclusion of the purchasable books and their big picture, linear breakdowns for planning. Thus far, my experience with the 2024 updates to D&D Beyond demonstrate a severe inability to plan out a PC. Where once was a a full, useful description of a class on a single, scrollable page, is now a need to flip back and forth between 2024 material and 2014 legacy material when portions of a description are not yet presented or enumerated on the default page for the new rules set. I appreciate and applaud the decision to keep players happy and include assets for both rules sets in Beyond. But it is this exact flipping and cross-referenceing "confusion" that WoTC tried to cure for 3.5 when creating 4e, and we all know how that turned out. Just the build tools here are not good enough. We need full book-like descriptions on a single page, enumerated to explain at which levels choices happen. Forget getting a new player to understand the game through D&D Beyond right now during what I hope is a temporary mess. Yes, I echo ThePTrickyExperience to say the Battle Master maneuvers are not here, despite the included passage that says they are. I echo TaylorW's need for levels listed in their proper places, as they were before, both narratively and in tables. Subclasses, yes. Fighting styles, yes. Please read everyone's comments. Merely pointing out that matters are backwardly compatible does not resolve the issue.
I don't see maneuvers listed for the Battle Master as of Sept 4, 2024. Are those on a different page?
It would be nice if we had the levels listed next to the features, like how it used to be.
There seems to be two fighting styles in the free rules, two-weapon and great weapon. They are jn feats, searched filtering for free rules and fighting style to see if there were any. Have not checked character builder.
Can't view what Fighting Styles are available with the Free Rules set, so essentially you can't roll a Fighter based on 2024 free rules alone.
None of the third party and older versions of subclasses that got reprinted are showing up on the 2024 classes. I tried to select the Scofflaw Fighter Subclass from Humblewood for my fighter but it doesn't show up when I got to select subclass. I hope this isn't intention because that would suck
It's backwards compatible
The subclass specializations don't show at what levels they come online.
Are they really not going to carry over subclasses?