Fighter Class Details
A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.
All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
Well-Rounded Specialists
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style 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 general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.
Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.
Creating a Fighter
As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.
You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace.
QUICK BUILD
You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight martial archetype. Second, choose the soldier background.
The Fighter Table
Level |
Proficiency |
Features |
---|---|---|
1st |
+2 |
|
2nd |
+2 |
Action Surge (one use) |
3rd |
+2 |
|
4th |
+2 |
|
5th |
+3 |
|
6th |
+3 |
|
7th |
+3 |
|
8th |
+3 |
|
9th |
+4 |
Indomitable (one use) |
10th |
+4 |
|
11th |
+4 |
Extra Attack (2) |
12th |
+4 |
|
13th |
+5 |
Indomitable (two uses) |
14th |
+5 |
|
15th |
+5 |
|
16th |
+5 |
|
17th |
+6 |
Action Surge (two uses), Indomitable (three uses) |
18th |
+6 |
|
19th |
+6 |
|
20th |
+6 |
Extra Attack (3) |
Class Features
As a fighter, you gain the following class features.
Hit Points
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, 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 between long rests starting at 13th level and three times between long rests starting at 17th level.
Extra Attack
Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
The number of attacks increases to four when you reach 20th level in this class.
Extra Attack
At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.
Martial Archetypes
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
Champion
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Gunslinger
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated. To use this content, toggle the Critical Role content on in the character builder.
Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.
However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.
This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Firearms
Name | Cost | Ammo | Damage | Weight | Range | Properties |
---|---|---|---|---|---|---|
Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | |
Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | |
Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
|
Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | |
Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | |
Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
|
Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Adept Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Rapid Repair
Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.
Vicious Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Trick Shots
These trick shots are presented in alphabetical order.
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.
Dazing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Forceful Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Piercing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
Violent Shot
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Winging Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
The misfire value relates to the number rolled on the D20, not the overall attack roll. So even if you would have hit after rolling a 3 on the D20, its bad news if you use "Bad News."
For gunslinger when it says you roll the miss fire score or lower can you prevent this with your proficiency score? Also anyone try this out? how is it? any fun?
I’m glad you said all that. But I don’t see where there’s issue in what I said. Obviously not everyone likes to min-max, D&D isn’t all combat, any personality can be made of any class, yadda yadda. But the two main things I stated in response to another person, is that the Fighter archetype Arcane Archer wasn’t bad, and that Rangers get a lot of flak for situational abilities. Neither of these statements are wrong.
Fighter’s greatest strength will always be dealing or mitigating damage in combat, hands down. Any other feature or ability they earn is either to support this ability, or supplement it with a tidbit here and there. If you choose fighter, you most likely are focusing on the combat aspects of D&D: therefore in a sense, the “best” of the subclasses will be ones that reinforce that heavily (which champion and battle master do quite well). Hence me going into detail about the subclass’s options and features. Sure, you can be a suave POI with Samurai or Cavalier and have strengths outside of the battlefield. Doesn’t stop the fact that where you will most excel with those archetypes is *in* combat, not out of it. But for AA, outside of a thematic skill proficiency and a thematic cantrip, all of its other features are combat-oriented ranged attacks that, while they aren’t crazy good, are still fun for the *thematic* aspects the subclass is geared towards.
As for Ranger, never said they should be combat powerhouses against all odds. “Situational” isn’t subjective though, it’s fact in this case. If you’re a forest-raised bowman who hunted gnolls and gnomes, guess what? You’ll be amazing against *those* specific targets and *that* specific environment. But if it never comes up, or there’s a long period of time outside of those expertise fields? That training is not helping anyone (as opposed to other classes and their more universal abilities). It involves a lot more DM/player cooperation than most other classes for those reasons. Because even then, if the ranger gets the stars aligned and they’re in their element, it doesn’t go that far. Most Rangers only get one benefit to favored enemies in terms of combat, and that’s at level 20 for a sparse amount. Everything else is tracking and interacting: still valuable and can come in clutch no doubt, but you have to recognize the facts as they are. The whole craze of “revised ranger” wouldn’t exist otherwise.
———
As for the last two paragraphs about good DMing and luck, no clue how those are pertinent. Overall though nothing you said was wrong necessarily, just surprised someone replied to my thoughts so decisively. Interested to hear your response. Cheers!
This is all extremely subjective. Everything said only applies to effectiveness in combat. More specifically, optimizing melee or ranged DPS. Not everyone wants to min-max. Not all classes and subclasses are built for this purpose. The game is not only combat and characters are not only stat blocks. People may choose a class for thematic reasons because that’s the kind of character they want to roleplay, also a huge part of the game. Some classes shine in conversation and espionage, magic, in the wilderness, against multiple enemies, or in supporting their allies in combat without as much concern for the damage they can do.
Rangers train to survive in the wilderness and hunt certain types of creatures. Those “situational” abilities could make all the difference between life and death of a party in the wild, especially without a druid. They can deal optimal damage to say, a dragon, if it’s a favored enemy. Probably more than an all around damage dealing fighter or barbarian, sacrificing versatility for focus. They shouldn’t be trying to one shot an orc or whatever if they didn’t train to do that.
A good DM will put the party in various kinds of situations that will give every character a chance to shine at some point. Where each ability the players were excited about earning becomes relevant and useful. Not even the so-called “best” classes can take on every situation alone. Hence why you have a party.
There’s also the crucial but often overlooked factor of luck (unless playing a rogue that specializes in it). Any class can do incredible things with a high enough roll. The “best” classes can get destroyed if they fail a roll. No one but luck manipulators with those features staring them in the face pay that much mind to it when trying to optimize. Watch Critical Role. The Goliath Barbarian with an intelligence of 6, was the only one of 7 characters to succeed in an Investigation (Int. skill) check because of a natural 20.
If you’re a Cleric/Sorc. for instance, your Cleric spells are cast with Wisdom and your Sorc. spells with Charisma. You have to have a good stat in both. Just as you can’t use metamagic on a spell learned from your Cleric side. Completely different sources of magic. Even Wizard/Sorc., both arcane, have different ways of using magic, one learned and one inherent. It doesn’t make sense to use the same stat. Plan ahead when wanting to multiclass and make sure you have the proper stats.
Death domain isn’t evil, just a common choice for the evil alignment. I consider it a neutral force. Anubis and Osiris for instance are gods of death, but aren’t evil. You can be good and want to put the undead to rest with your powers, though that’s kind of the Grave Domain. You can use your abilities to control undead for good. There are other options available.
good job
Well that's gotta be a Typo.. Bad News doesn't have a Reload.. <_<
thak u matt and talison
Why doesn't Bad News have the reload property?
To have these available, you must have the player's handbook on D&D Beyond. This article only shows basic rules information, critical role content, and unearthed arcana information.
Super agree with you Drake, Brute looks super fun & think more will enjoy it when it made official
...that'd be a very lovely errata for Arcane Archer would so adore such a simple official change...
I hope Brute becomes official... It looks like a fun, simple, build to work with that's good to work for people wanting a super simple class build to work as they learn the game or just wanna turn off their brain.
You get both. for Some reason the layout on the site kinda makes it look like you have to pick one or the other.
its just repeating the idea of the archetype giving you firearm prof', adept marksman and Gunsmith when you reach third level is all.
Source: PDF Layout is done better and doesn't make it look like different options.
Hmm I do like the gunslinger a lot however it almost feels like it can be it's own class, having it tacked onto fighter removes many of its weaknesses,
A gunslinger is supposed to be hampered by losing their gun to a misfire, but since their also a fighter nothing is stopping them from "oh darn my gun broke" pulls out cross bow or greatsword
I think there is a mistake in the description of the 'Bad News' gun under the gunslinger archetype of matthew mercer. Right now it says that Bad News doesn't have the reload property, instead it has the explosive property. According to Matt's final update of the class Bad News should have the Reload 1 property and not the Explosive property.
Just wanted a clarification, once at 3rd level, I choose either Adept Marksman OR Gunsmith, correct?
For those interested in Matt Mercer's Gunslinger, i'd like to offer my help with a clear method for ammo crafting and some other elements:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/31853-ammunition-crafting-more-for-matt-mercers
Personal curiosity here. What would happen if your lvl 18 fighter cavalier with sharpshooter feat were to find himself not in direct melee with an enemy and pulled out a longbow? Would he be able to essentially lock down an army within range?