Fighter

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 m ember 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. You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.


Hit Dice: [roll:1d10] per fighter level

Hit Points @ 1st Level: 10 + Constitution Modifier

Hit Points @ Higher Levels: [roll:1d10] (or 6) +your Constitution modifier per fighter level after 1st

Armour Proficiencies: Light, medium, and heavy armor, shields

Weapon Proficiencies: 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.

Starting Equipment:

(a) chain mail or (b) leather, 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


Class Features

Fighting Style

You adopt a particular style of fighting as your specialty. You can’t take a Fighting Style option more than once, even if you later get to choose again. Choose one of these

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Berserkergang. You fight with reckless abandon in battle. Once per turn, you can grant yourself advantage on a single melee weapon attack roll. Once you take this advantaged attack, your Armor Class is reduced by 2 until the beginning of your next turn.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Classical Swordplay. While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and a +1 to your Armor Class so long as you are not using heavy armor or a shield.
  • Defense. While you are wearing armor or wielding a shield, you gain a +1 bonus to AC.
  • Dual Wielding. When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.
  • 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.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Melee Marksman. Having a hostile creature within 5 feet of you does not impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet. When you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against it with your ranged weapon. On hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
  • 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.
  • Shield Warrior. You gain proficiency with shields as a martial melee weapon, and on hit, your shield deals 2d4 bludgeoning damage. If you are wielding a shield and nothing else, you gain a +1 bonus to your shield attack damage rolls and to your Armor Class.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
  • Versatile Fighting. While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.
  • Wrestler. When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. As a bonus action, you can regain hit points equal to 1d10 + your fighter level. You can use this feature twice, and you regain all expended uses when you finish a long rest. When you reach certain levels in this class, you gain more uses of this feature, as shown in the Second Wind column of the Fighter table below.

Weapon Mastery

Your training with weapons allows you to use the Mastery property of three kinds of Simple or Martial weapons of your choice, such as longswords and daggers. Whenever you finish a long rest, you can practice weapon drills and change the kinds of weapons you chose. When you reach certain levels in this class, you gain the ability to use the Mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter table below.

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, chosen from the following options: Attack, Dash, Disengage, or Dodge. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 18th level, you can use it twice before a rest, but only once on your turn.

Combat Superiority

Beginning at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice. These maneuvers are minor techniques slightly more complicated than swinging a weapon. They can be learned by warriors with modest training.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, ability check, or saving throw. You learn an additional maneuver of your choice at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. Whenever you gain a fighter level, you can replace one maneuver you know with another maneuver of your choice. If a maneuver has a prerequisite, like a minimum Ability Score, you can learn it at the same time you meet the prerequisites.

| Maneuver | Description |

|------------|-------------|

| Aristocratic Education. | When you make an Intelligence (History), Wisdom (Animal Handling), or Charisma (Persuasion) check, you can expend a Superiority Die and add it to the roll. You can use this maneuver after you roll, but before you know if you succeed or fail. |

| Bait and Switch. | When you’re within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks. Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. |

| Blinding Debris. | As a bonus action, you can expend a Superiority Die and force a creature within 10 feet to make a Constitution saving throw. On a failure, it takes piercing damage equal to your Superiority Die and is blinded until the start of your next turn. |

| Brace. | When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one Superiority Die and make one attack against the creature, using that weapon. If the attack hits, add the Superiority Die to the weapon’s damage roll. |

| Charlatan’s Guile. | Whenever you make a Dexterity (Sleight of Hand), Charisma (Deception), or a Charisma (Performance) check, you can expend a Superiority Die and add it to the result of your roll. You can use this maneuver after you roll, but before you know if you succeed or fail. |

| Commanding Strike. | When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one Superiority Die. That creature can immediately use its reaction to make one weapon attack, adding the Superiority Die to the attack’s damage roll. |

| Commander’s Presence. | When you make a Charisma (Intimidation), a Charisma (Persuasion) check, or an Intelligence (History) check, you can expend one Superiority Die and add the Superiority Die to the ability check. You can use this maneuver after you roll, but before you know if you succeed or fail. |

| Concussive Blow. | (Prerequisite: Strength of 13) When you hit a creature with a melee attack, you can expend a Superiority Die to empower your attack, and force it to make a Constitution saving throw. On a failed save, the target suffers the following effects until the beginning of your next turn:
- Its speed is reduced to 0.
- It can speak only falteringly.
- It cannot take actions, bonus actions, or reactions.
- It has disadvantage on Dexterity saving throws. |

| Coordinated Assault. | When a creature within reach is hit by an allied creature with a melee attack, you can expend a Superiority Die to make a melee weapon attack as a reaction. You have advantage on the attack and you add your Superiority Die to the damage roll on a hit. |

| Crippling Strike. | When you hit a creature with a weapon attack, you can expend a Superiority Die and force it to make a Dexterity saving throw. On a failure, it takes additional damage equal to your Superiority Die and its speed is 0 until the start of your next turn. |

| Crushing Strike. | (Prerequisite: Strength of 13) When you hit a creature with a melee weapon attack, you can expend a Superiority Die and force it to make a Constitution saving throw. On a failed save, it takes extra damage equal to your Superiority Die, and its Armor Class is reduced by 1 until its defenses are repaired, or it finishes a short or long rest. |

| Defensive Stance. | As a bonus action, you can expend a Superiority Die to enter a defensive stance which lasts until the start of your next turn. Each time a creature that you can see hits you with an attack while you are in your defensive stance, you roll your Superiority Die and add it to your Armor Class against the attack. |

| Dirty Hit. | ( Prerequisite: Dexterity of 13) When you hit a creature with a weapon attack, you can expend a Superiority Die and force it to make a Constitution saving throw. On a failed save, it takes additional damage equal to your Superiority Die, and until the start of your next turn it cannot take reactions and its speed is halved. |

| Disarming Attack. | When you hit a creature with a weapon attack, you can expend one Superiority Die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the Superiority Die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. |

| Distracting Strike. | When you hit a creature with a weapon attack, you can expend one Superiority Die to distract the creature, giving your allies an opening. You add the Superiority Die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. |

| Evasive Footwork. | When you move, you can expend one Superiority Die, rolling the die and adding the number rolled to your AC until you stop moving. |

| Execute. | (Prerequisite: Strength of 13) In place of an attack, you can expend a Superiority Die to try to execute an incapacitated or prone creature within 5 feet of you. Make an attack roll with a melee weapon and add your Superiority die to the attack roll. If your attack roll exceeds the target’s remaining hit points, its hit points are reduced to 0. |

| Flaming Shot. | (Prerequisite: Dexterity of 13) When you make a ranged weapon attack, you can expend a Superiority Die to light the ammunition aflame. On hit, the target takes additional fire damage equal to your Superiority Die. If your target is a flammable object that is not being worn or carried, you can ignite it in place of dealing damage. |

| Feat of Strength. | Whenever you make a Strength or Constitution-based ability check or saving throw, you can expend a Superiority Die and add it to the result of your roll. You can use this maneuver after you roll, but before you know whether you succeed or fail. |

| Feinting Attack. | You can expend one Superiority Die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the Superiority Die to the attack’s damage roll. The advantage is lost if not used on the turn you gain it. |

| First Aid. | As an action, you can touch a conscious and willing creature and expend a Superiority Die to heal them. As a reaction, the target can expend a Hit Die to regain hit points equal to its Hit Die + its Constitution modifier +your Superiority Die. |

| Glancing Blow. | When you make a melee weapon attack and miss, you can expend an Superiority Die to immediately repeat your attack against another target within the reach of your weapon. |

| Goading Attack. | When you hit a creature with a weapon attack, you can expend one Superiority Die to attempt to goad the target into attacking you. You add the Superiority Die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. |

| Grappling Strike. | Immediately after you hit a creature with a melee attack on your turn, you can expend one Superiority Die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the Superiority Die to your Strength (Athletics) check. |

| Heroic Fortitude. | Whenever you are forced to make a Strength, Dexterity, or Constitution saving throw, you can expend an Superiority Die and add it to the result of your roll. You can use this maneuver after you roll, but before you know whether you succeed or fail. |

| Heroic Will. | Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can expend a Superiority Die and add it to the result of your roll. You can use this maneuver after you roll, but before you know if you succeed or fail. |

| Hurl. | In place of an attack, you can expend a Superiority Die to throw an object you are holding at a target you can see within 60 feet, forcing it to make a Dexterity saving throw. On a failed save, both the object and target take bludgeoning damage equal to your Superiority Die + your Strength modifier. |

| Intimidating Command. | (Prerequisite: Charisma of 13) As a bonus action, you can expend a Superiority Die and shout a one-word command at a creature that can hear you within 30 feet, and force it to make a Wisdom saving throw. On a failure, it obeys your command on its next turn, unless the command is directly harmful to itself or impossible to follow. |

| Keen Observation. | Whenever you make an Intelligence (Investigation), Wisdom (Insight), or a Wisdom (Perception) check you can expend a Superiority Die and add it to your roll. You can use this maneuver after you roll, but before you know if you succeed or fail. |

| Lightstep. | Whenever you make a Dexterity (Acrobatics) or Dexterity (Stealth) check, or roll initiative, you can expend a Superiority Die and add it to your roll. You can use this maneuver after you roll, but before you know whether you succeed or fail. |

| Lunging Attack. | When you make a melee weapon attack on your turn, you can expend one Superiority Die to increase your reach for that attack by 5 feet. If you hit, you add the Superiority Die to the attack’s damage roll. |

| Maneuvering Attack. | When you hit a creature with a weapon attack, you can expend one Superiority Die to maneuver one of your comrades into a more advantageous position. You add the Superiority Die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. |

| Menacing Shout. | As a bonus action, you can expend a Superiority Die and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it is frightened of you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The fear effect ends early for the target if the frightened creature sees you take damage of any kind. |

| Mighty Leap. | When you make a running or standing jump, you can expend a Superiority Die to increase your jump distance by a number of feet equal to 5 times the Superiority Die roll (minimum of 5 feet), even if this distance would exceed your remaining speed. |

| Mighty Thrust. | In place of an attack, you can expend a Superiority Die to force a creature within reach to make a Strength saving throw. On a failure, it is pushed away from you a number of feet equal to 5 times your Strength modifier. Creatures more than one size larger than you have advantage on the saving throw. |

| Parry. | When another creature damages you with a melee attack, you can use your reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die + your Dexterity modifier. |

| Precision Attack. | When you make a weapon attack roll against a creature, you can expend one Superiority Die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. |

| Pushing Attack. | When you hit a creature with a weapon attack, you can expend one Superiority Die to attempt to drive the target back. You add the Superiority Die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. |

| Quick Toss. | As a bonus action, you can expend one Superiority Die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the Superiority Die to the weapon’s damage roll. |

| Rally. | On your turn, you can use a bonus action and expend one Superiority Die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the Superiority Die roll + your Charisma modifier. |

| Riposte. | When a creature misses you with a melee attack, you can use your reaction and expend one Superiority Die to make a melee weapon attack against the creature. If you hit, you add the Superiority Die to the attack’s damage roll. |

| Ruthless Strike. | When you hit a creature with a melee weapon attack, you can expend a Superiority Die and add it to the damage of the attack. |

| Scholarly Insight. | Whenever you make an Intelligence (Arcana), Intelligence (Nature), or Intelligence (Religion) check, you can expend a Superiority Die and add it to your roll. You can use this maneuver after you roll, but before you know if you succeed or fail. |
| Shattering Slam. | (Prerequisite: Strength of 13 ) In place of an attack, you can expend a Superiority Die to strike the ground at your feet, forcing creatures within 5 feet of you to make a Dexterity saving throw. On a failed save, creatures take bludgeoning damage equal to your Superiority Die + your Strength modifier and are knocked prone. On a successful save, creatures take half damage and do not fall prone. If the area you strike is loose earth or stone, it becomes difficult terrain until a creature uses its action to clear it. |

| Shield Impact. | As a reaction when a creature you can see hits you with an attack, you can expend a Superiority Die to reduce the damage by an amount equal to your Superiority Die + your Constitution modifier. You must be wielding a shield to use this maneuver. |

| Skilled Rider. | When you are riding a trained mount and the mount makes an ability check, attack roll, or saving throw, or you make a Wisdom (Animal Handling) check to control it, you can expend an Superiority Die and add it to the roll. You can use this maneuver after roll, but before you know if it succeed or failed. |

| Survivalist’s Craft. | Whenever you make a Wisdom (Animal Handling), Wisdom (Medicine), or Wisdom (Survival) check, you can expend a Superiority Die and add it to your roll. You can use this maneuver after you roll, but before you know if you succeed or fail. |

| Sweeping Attack. | When you hit a creature with a melee weapon attack, you can expend one Superiority Die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack. |

| Tactical Assessment. | When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one Superiority Die and add the Superiority Die to the ability check. |

| Take Cover. | As a reaction when a creature you can see targets you with a ranged attack or forces you to make a Dexterity saving throw, you can expend an Superiority Die to immediately fall prone and gain temporary hit points equal to your Superiority Die. |

| Thunderous Blow. | (Prerequisite: Strength of 13) When you hit a creature with a melee weapon attack, you can expend a Superiority Die and force it to make a Strength saving throw. On a failure, it takes additional bludgeoning damage equal to your Superiority Die and is pushed away from you a number of feet equal to 5 times your Strength modifier. A creature larger than you has advantage on its saving throw. |

| Trip Attack. | When you hit a creature with a weapon attack, you can expend one Superiority Die to attempt to knock the target down. You add the Superiority Die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. |

| Volley. | (Prerequisite: Dexterity of 13 ) As an action, you can expend an Superiority Die to fire a volley of ammunition at a point you can see within the normal range of your weapon. Creatures of your choice within 5 feet of that point must make a Dexterity Saving throw. On a failed save, they take piercing damage equal to your Superiority Die + your Dexterity modifier, and half as much damage on a success. You must have enough ammunition to hit each target. |

| Warding Strike. | When a creature moves into the reach of a melee weapon you are wielding, you can use your reaction to expend a Superiority Die and make a melee weapon attack against that creature. On hit, you add your Superiority Die to the damage of the attack.
| Warrior’s Challenge. | (Prerequisite: Charisma of 13) As a bonus action, you can expend a Superiority Die and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it has disadvantage on any attack roll it makes against targets other than you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. This effect ends early if you attack a creature other then the target. |

| Whirlwind Slash. | (Prerequisite: Strength or Dexterity of 13) In place of an attack, you can expend a Superiority Die and force each creature within range of melee weapon you are wielding to make a Dexterity saving throw. They take damage equal to your Superiority Die + either your Strength or Dexterity modifier (your choice) on a failure, and half as much on a successful save. |

Superiority Dice. You have two superiority dice. A Superiority Die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain an additional Superiority Die at 4th, 8th, 12th, and 16th level Your superiority dice are d6s, which increase in size at 5th level (d8), 11th level (d10), and 17th level (d12).

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. 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 in crease one ability score of your choice by 2, or you can in crease two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

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.

Subclass Options (Martial Archetype)

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.


Table Data


Level
Proficiency
Bonus

Features
Second
Wind
Weapon
Mastery
Combat
Superiority
Superiority
Dice
Maneuvers
Known
1st+2Fighting Style, Second Wind, Weapon Mastery23
2nd+2Action Surge, Combat Superiority23d622
3rd+2Martial Archetype23d623
4th+2Feat34d633
5th+3Extra Attack, Weapon Adept34d834
6th+3Know Your Enemy34d834
7th+3Martial Archetype Feature34d835
8th+3Feat34d845
9th+4Advanced Maneuvers, Indomitable34d846
10th+4Martial Archetype Feature, Weapon Expert45d846
11th+4Improved Extra Attack45d1047
12th+4Feat45d1057
13th+5Heroic Maneuvers45d1058
14th+5Feat45d1058
15th+5Martial Archetype Feature, Improved Action Surge45d1059
16th+5Unconquerable, Feat45d1069
17th+6Legendary Maneuvers, Superior Extra Attack45d12610
18th+6Martial Archetype Feature45d12610
19th+6Relentless, Feat45d12610
20th+6Mythic Combatant45d12610

0 items under this folder.