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
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 Nov 4, 2025*rereads*...
Ok, That's Stupid. Yeah, I would have made it limited only by no. of second wind charges. And probably will homebrew it in my own games.
Is healing considered overpowered or something?
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Posted Nov 3, 2025You can use Second Wind multiple times, but Group Recovery specifically says you can't use it again until you take a short or long rest. You can use Second Wind again, but you can't use the Group Recovery add-on effect with it again.
Which seems needlessly limiting to me. I think I'd be a lot more likely to want to play one if that restriction weren't there.
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Posted Nov 3, 2025You actually get two uses of Second wind, 3 at level 4, and 4 at level 10 (regain 1use per short rest, or all uses per long rest). So, it's an improvement over Purple Dragon Knight, though you do need a minimum of 16 CHA to affect the same no. of allies.
Overall, the subclass is an improvement over Purple Dragon Knight, but as far as level 3 abilities go, I wouldn't say it has the punch of other subclasses. You're still a fighter with some minor support abilities and the ability to be the 'face' if you put enough into CHA. Though in my experience, languages are largely useless, though it depends on DM.
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Posted Nov 2, 2025Banneret is, once again, disappointing. Previously called the purple dragon knight, the banneret tries to be the warlord/commander subclass of the fighter in an attempt to create a more support role fighter. This is a type of fighter that a lot of people, myself included, love to play. The banneret, however, falls flat and you might as well play a battle master with rally and commander's strike. In social encounters the banneret is fine, not as good as the charisma based classes, but can absolutely be the party face. In combat, however, you get a single use of group heal each short rest. The healing itself is not much considering the buffs healing spells got, but you also don't have access to many aoe heals at 3rd level. This would be ok if the healing die increased ever, but it doesn't and will quickly be outclassed by spells. It does get a nice secondary effect at 7th level, but you still only get a single use of it every short rest. After your single use, your now a subclassless fighter until a short rest.
All other subclasses at 3rd level get:
Battle masters can use 4 maneuvers every short rest
Champions get advantage on all initiative rolls and a permanent expanded crit range
Eldritch knights gets spellcasting with cantrips
Psi warriors gets 4 uses of their abilities plus 1 extra per short rest
And then we have the banneret with its once per short rest heal that can heal on average 5.5 HP to at most 3 other people if you went 16 charisma. And it never increases in number of uses unlike every other subclass (even champion gets an even bigger crit range). Swing and a miss WOTC. Why do you hate martials so much?
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Posted Oct 31, 2025If you're in a campaign with someone who has a master-tier subscription, they can enable content sharing for the campaign, which shares all of the digital content everyone in the campaign owns with everyone else in the campaign.
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Posted Oct 31, 2025How do I content share? I have the physical version pf the players handbook but I dont want to spend another $30 on the Digital version.
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Posted Oct 30, 2025Eldritch Knight is from the Player's Handbook. This page only shows the subclasses you have access to, so if you don't own that book (or have access to it through content sharing) you won't see the subclasses from it.
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Posted Oct 30, 2025NOOO WHY NO ELDRICH KNIGHTTT????
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Posted Oct 29, 2025Battle Master is from the Player's Handbook. This page only shows the subclasses you have access to, so if you don't own that book (or have access to it through content sharing) you won't see the subclasses from it.
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Posted Oct 28, 2025Where is battle master?
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Posted Oct 24, 2025yes
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Posted Oct 23, 2025Not an official one. There's a third-party Gunslinger subclass in one of the Critical Role books. On D&D Beyond it is only available for the 2014 version of the Fighter class, not this one.
There's also an entire third-party Gunslinger class in Valda's Spire of Secrets.
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Posted Oct 22, 2025Is there a gunslinger? sorry new
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Posted Oct 20, 2025You can't. You need to own the digital version of the Player's Handbook (or have access to it through content sharing) to use that subclass.
D&D Beyond used to allow purchasing individual character options, but that feature was removed during the last big update to the marketplace site last year.
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Posted Oct 20, 2025How can I unlock Eldritch Knight individually, without purchasing a full book?
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Posted Oct 14, 2025If you all want a ******* magic using class chose a ******* paladin. Fighters are meant to survive without magic like a battle master or champion mixed with barbarian and you are unbeatable
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Posted Oct 13, 2025It just doesn't make sense to me that a kantrip alone is not permitted, but kantrip as part of an attack is. The Eldrich Knight gets to replace on attack per turn with a cantrip, even if they are action surging and/or heisted. That doesn't feel like too much of a nerf to me. Obviously, this is just my personal opinion, and since currently I don't have an eldrich knight at my table, it is purely theoretical. You have RAW on your side, you don't need the approval of a random person on the internet.
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Posted Oct 13, 2025Okay, but what I'm asking is: is there an actual problem there? Is there a reason to take one of the core abilities of the subclass and substantially weaken it in a way that the official rules very much could have, but didn't? The whole point of every class and subclass feature is to let the character do something cool that other classes/subclasses can't. The fact that War Magic makes Eldritch Knights better than other characters at this specific thing is a good thing, not a bad thing.
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Posted Oct 12, 2025Why is the magic action disallowed to begin with? I don't know for sure, but I believe one reason is cantrip scaling. A level 7 Eldrich Knight gets to use a fire bolt for 2d8 damage and also make a weapon attack, but only once, even if they action surge, because action surge is not meant to synergize with spells
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Posted Oct 12, 2025Why? What problem does it solve to disallow that?