Class
Fighter
Official reference · XPHB · 2024
- Hit die
- 10
- Subclass title
- Fighter Subclass
- Epic boon level
- 19
Level progression
| Level | Proficiency Bonus | Second Wind | Weapon Mastery |
|---|---|---|---|
| 1 | +2 | 2 | 3 |
| 2 | +2 | 2 | 3 |
| 3 | +2 | 2 | 3 |
| 4 | +2 | 3 | 4 |
| 5 | +3 | 3 | 4 |
| 6 | +3 | 3 | 4 |
| 7 | +3 | 3 | 4 |
| 8 | +3 | 3 | 4 |
| 9 | +4 | 3 | 4 |
| 10 | +4 | 4 | 5 |
| 11 | +4 | 4 | 5 |
| 12 | +4 | 4 | 5 |
| 13 | +5 | 4 | 5 |
| 14 | +5 | 4 | 5 |
| 15 | +5 | 4 | 5 |
| 16 | +5 | 4 | 6 |
| 17 | +6 | 4 | 6 |
| 18 | +6 | 4 | 6 |
| 19 | +6 | 4 | 6 |
| 20 | +6 | 4 | 6 |
Class features
LEVEL 1
Fighting Style
You have honed your martial prowess and gain a category=FS of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different category=FS.
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 type=simple weapon or type=martial weapon 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.
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 ImprovementASI
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.
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 6
Ability Score ImprovementASI
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
LEVEL 7
Subclass Feature
You gain a feature from your Fighter Subclass.
LEVEL 8
Ability Score ImprovementASI
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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.
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 10
Subclass Feature
You gain a feature from your Fighter Subclass.
LEVEL 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
LEVEL 12
Ability Score ImprovementASI
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
LEVEL 13
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.
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 14
Ability Score ImprovementASI
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
LEVEL 15
Subclass Feature
You gain a feature from your Fighter Subclass.
LEVEL 16
Ability Score ImprovementASI
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
LEVEL 17
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.
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 18
Subclass Feature
You gain a feature from your Fighter Subclass.
LEVEL 19
Epic Boon
You gain an category=EB or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
LEVEL 20
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Fighter Subclass
Purple Dragon Knight (Banneret)
Cavalier
Samurai
Echo Knight
Rune Knight
Battle Master
Level 3 · Battle Master
Master Sophisticated Battle Maneuvers
Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.
Level 7 · Know Your Enemy
As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required).
Level 10 · Improved Combat Superiority
Your Superiority Die becomes a d10.
Level 15 · Relentless
Once per turn, when you use a maneuver, you can roll 1d8 and use the number rolled instead of expending a Superiority Die.
Level 18 · Ultimate Combat Superiority
Your Superiority Die becomes a d12.
Champion
Level 3 · 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 7 · Additional Fighting Style
You gain another category=FS 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.
Eldritch Knight
Level 3 · Eldritch Knight
Support Combat Skills with Arcane Magic
Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.
Level 7 · War Magic
When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.
Level 10 · Eldritch Strike
You learn how to make your weapon strikes undercut a creature's ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Level 15 · Arcane Charge
When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.
Level 18 · Improved War Magic
When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Wizard spells that has a casting time of an action.
Psi Warrior
Level 3 · Psi Warrior
Augment Physical Might with Psionic Power
Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.
Level 7 · Telekinetic Adept
You have mastered new ways to use your telekinetic abilities, detailed below.
Level 10 · Guarded Mind
You have Resistance to Psychic damage. Moreover, if you start your turn with the Charmed or Frightened condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions.
Level 15 · Bulwark of Force
You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has Half Cover for 1 minute or until you have the Incapacitated condition.
Once you use this feature, you can't do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
Level 18 · Telekinetic Master
You always have the Telekinesis spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Intelligence. On each of your turns while you maintain Concentration on it, including the turn when you cast it, you can make one attack with a weapon as a Bonus Action.
Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
Banneret
Level 3 · Banneret
Rally Fellow Heroes with Inspiring Leadership
Bannerets are paragons of valor and leadership who protect the innocent and rally fellow adventurers to the causes of justice and freedom. Many are knights serving in Cormyr, the Silver Marches, Damara, Chessenta, or other lands across Faerûn. They wander the realms as knights errant, taking the fight against evil beyond their kingdom's borders.
A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band.
Level 7 · Team Tactics
When you use Group Recovery, each chosen ally has Advantage on D20 Tests until the start of your next turn.
Level 10 · Rallying Surge
When you use your Action Surge, you can choose allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies can immediately take a Reaction to use one of the following options.
Attack
The ally makes one attack with a weapon or an Unarmed Strike.
Move
The ally moves up to half its Speed without provoking an Opportunity Attack.
Level 15 · Shared Resilience
When an ally you can see within 60 feet of yourself fails a saving throw, you can take a Reaction to expend a use of your Indomitable feature. The ally can immediately reroll the saving throw with a bonus equal to your Fighter level; the ally must use the new roll.
Level 18 · Inspiring Commander
You gain the following benefits.
Bolstered Rally
The area of effect for both Group Recovery and Rallying Surge is now a 60-foot Emanation.
Unshakable Bravery
You have Immunity to the Charmed and Frightened conditions.
Arcane Archer
Level 3 · Arcane Archer
Deploy Magical Effects Through Enchanted Ammunition
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Over the centuries, other folk have learned this technique and broadened it so it applies to ranged weapons of many kinds and to aspects of adventuring life outside of combat.
Level 7 · Curving Shot
You learn how to direct an errant shot toward a new target. If you make a ranged attack roll with a weapon with the Ammunition property and miss, you can cause the shot to ricochet toward a new target as a Bonus Action immediately after the attack misses. The new target must be a creature you can see within the weapon's range and within 60 feet of the attack's original target. Make an attack roll against the new target.
Level 7 · Magical Ammunition
You learn to imbue your ammunition with magical properties. As a Magic action, you can imbue a piece of nonmagical ammunition with one of the following magical properties and fire it at a solid surface you can see within the weapon's range. When the ammunition hits the surface, the ammunition's effect activates, and the ammunition attaches to the surface it hit for the duration of the effect; you can remove an attached piece of ammunition as a Magic action, ending the effect early. When the effect ends, the ammunition is destroyed.
Once you use this feature, you can't do so again until you finish a Short or Long Rest. You can also restore your use of this feature by expending a use of your Second Wind (no action required).
Darkening Ammunition
Magical shadows fill a 15-foot Emanation originating from the ammunition for 1 minute. Nonmagical flames in the Emanation are extinguished, and creatures in the Emanation have a −5 penalty to Wisdom (Perception) checks and Passive Perception.
Unlocking Ammunition
A burst of magic fills a 15-foot Emanation originating from the ammunition. The ammunition also emits a loud knocking sound, audible up to 300 feet away. Any object in the Emanation that is held shut by a nonmagical lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If such an object has multiple locks, only one of them is unlocked.
Vine Ammunition
A 120-foot-long vine grows from the ammunition. You and other creatures can then climb it. The vine withers away after 10 minutes.
Level 10 · Ever-Ready Shot
When you roll Initiative, you can regain one expended use of Arcane Shot.
Level 15 · Indomitable Teleport
Your magical mastery lets you escape dire situations. When you use your Indomitable feature and succeed on the saving throw, you can teleport up to 60 feet to an unoccupied space you can see.
Level 18 · Masterful Shots
You employ agility in your sharpshooting. When a creature you can see misses you with an attack roll, you can take a Reaction to move up to half your Speed away from the attacker without provoking Opportunity Attacks. You can then make a ranged attack roll against the attacker as part of this Reaction if the attacker is within the weapon's range.
Pavesarii
Level 3 · Pavesarii
The ground shakes with the thundering of rapidly approaching hooves and boots. As the enemy crests the ridge into view, you slam your pavise shield into the earth in front of you. As you quickly load your crossbow, you whisper an incantation. Suddenly, the image on your shield shimmers and grows into a huge, illusory dragon, sparking panic and confusion amongst the onrushing cavalry. Horses buck their riders, and in the tumult, you find your target and let loose your bolt.
You are a Pavesarii, an expert in using the pavise tower shield as a mobile battle station. With origins on the battlefields of the Classical era, the late Middle Ages and Renaissance have taken the shield and bowman combination to new lethal heights, and you have taken it one step further, imbuing your attacks and defense with arcane prowess.
Level 3 · Steadfast Aegis
When you choose this archetype at 3rd level, you gain certain abilities that can change the tides of a battle, and you gain a tower shield. You also can use Strength when attacking with a crossbow instead of Dexterity.
Bonding with the Shield: You can spend 10 minutes with a tower shield to bond with it magically. If you are not willing, nothing can make you drop the shield. If it is somehow more than 10 ft. away from you, you can summon it back to your free hand as a reaction. You can don the shield with the same reaction.
Solid Defense: Your skills with tower shields are legendary. While holding a tower shield, it grants +3 Armor Class instead of +2.
As a bonus action, you can slam your tower shield into the ground and gain cover for your attacks. When you do so, ranged attacks against you are counted as if you are behind three quarters cover until the start of your next turn. In doing so, your movement speed is halved.
Shield Stratagems
Your shield can be used for nearby crowd control or to gain an advantage on the battlefield. As a bonus action you can choose one of the following, and you can do this a number of times equal to your Strength modifier before taking a short or long rest:
Staggering Bash: Make a melee attack against a target with your shield. On a hit, the target takes 1d6 bludgeoning damage. If you rolled 16 or more on the d20 when you hit the target, the target's Armor Class is reduced by an amount equal to your Strength modifier until the start of its next turn.
Abolishing Bash: Make a melee attack with your shield against a target who cast a spell in their last turn. On a hit, the target takes 1d6 bludgeoning damage. If you rolled 16 or more on the d20 when you hit the target, the target can't speak until the start of your next turn. If it is concentrating on a spell, it has Disadvantage on the Constitution saving throw against your damage.
Level 7 · Shimmering Aegis
Your magical bond with your tower shield grows. Choose two of the following spells. Your DC for any spell effects is: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice): color spray, mirror image, entangle, faerie fire, grease, heat metal, or hold person.
You can cast each of the spells once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Level 10 · Inspiring Aegis
You may choose two more spells from the Shield spell list. In addition, your shield can shed even more powerful auras. Choose one of the following from the Upgraded Spell List. You can cast it once per day: hallucinatory terrain, cloudkill, ice storm, insect plague, confusion (5th level).
Upgraded Shield Stratagems
At Level 10, your Staggering Bash and Abolishing Bash now do damage equal to 1d8 + your Strength modifier. You also gain a bonus to your speed equal to your Strength Modifier when you perform one of the Stratagems.
Level 15 · Commanding Aegis
Your shield now stands as a rallying call for your allies and a symbol of terror for your foes. You can choose one more spell from the Upgraded Spell List. Also, as a bonus action, you can cast heroism at 5th level. You can do this a number of times equal to your Strength modifier. You regain all uses of heroism when you finish a long rest.
Enraged Shield Stratagems
Your Staggering Bash and Abolishing Bash now have the potential to cause extreme physical or psychological harm. Your damage for these abilities now equals 1d10 + your Strength modifier. In addition, if you score a critical hit with your shield, roll a d10. Consult the following Shield Effects Table for the special damage effect to the target.
Shield Effects Table
| Roll | Effect |
|---|---|
| 1 | You knock the enemy's weapon out of their hand. If they have two weapons, you choose which weapon is knocked loose. |
| 2 | Your shield strikes a critical blow to one of your target's arms, breaking it. That arm is now useless until that target can be healed and take a long rest. |
| 3 | Your shield strikes a critical blow to one of your target's legs, breaking it. The target's speed is now halved, and they take 3d10 piercing damage at the start of every turn for a number of rounds equal to your Strength modifier. |
| 4 | Your shield hits the target with stored magic coursing through it. The target becomes fall under the effect of the polymorph spell. The GM chooses the form for the enemy. |
| 5 | The target becomes the center of a delayed blast fireball. |
| 6 | The target becomes the center of a circle of death spell, targeting only your enemies, including the target. |
| 7 | The target becomes the center of a divine word spell, and you choose the new targets within range. |
| 8 | The target is under the effect of the flesh to stone spell. |
| 9 | You knock the target out. They are incapacitated for 1 minute, and cannot be woken up by normal means: only damage or a spell that removes deleterious effects, such as lesser restoration or remove curse, can rouse the target before the 1 minute is up. |
| 10 | The target takes 8d10 + 40 necrotic damage that can't be reduced in any way. This damage also reduces their hit point maximum by an amount equal to the damage dealt until they finish a long rest. The target is decapitated if it dies from this damage. |
Level 18 · Paramount Aegis
Your ability to sway a battlefield with your magical shield has reached unparalleled levels. Choose one of the following spells. You can cast it once per day without needing a spell slot: sunburst, incendiary cloud. You can't do so again until you finish a long rest.
Ultimate Shield Stratagems: Your shield now deals damage equal to 1d12 + your Strength modifier. In addition, if you roll an 18 or higher on your shield attack, it counts as a critical hit. On a critical hit, you can now roll twice on the Shield Effects Table and choose which effect you want to occur.