Talewrite

Fighter

5e class · 2014 rules, SRD 5.1

Hit die
d10
Saving throws
Strength, Constitution
Skills
Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival
Armor
All armor, Shields
Weapons
Simple Weapons, Martial Weapons
Subclass at
3rd level
Ability Score Improvements
4th, 6th, 8th, 12th, 14th, 16th, 19th

The Fighter table

LevelProficiency bonusFeatures
1st+2Fighting Style, Second Wind
2nd+2Action Surge (1 use)
3rd+2Martial Archetype
4th+2—
5th+3Extra Attack
6th+3—
7th+3Martial Archetype feature
8th+3—
9th+4Indomitable (1 use)
10th+4Martial Archetype feature
11th+4Extra Attack (2)
12th+4—
13th+5Indomitable (2 uses)
14th+5—
15th+5Martial Archetype feature
16th+5—
17th+6Action Surge (2 uses), Indomitable (3 uses)
18th+6Martial Archetype feature
19th+6—
20th+6Extra Attack (3)

Class features

Fighting Style (1st level)

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.

Second Wind (1st level)

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 (1 use) (2nd level)

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus 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 (3rd level)

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Extra Attack (5th level)

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.

Martial Archetype feature (7th level)

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Indomitable (1 use) (9th level)

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 (2) (11th level)

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 (2 uses) (13th level)

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.

Action Surge (2 uses) (17th level)

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus 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.

Indomitable (3 uses) (17th level)

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 (3) (20th level)

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.

Subclass in the SRD 5.1

Champion

Improved Critical (3rd level)

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 (7th level)

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 (10th level)

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical (15th level)

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Survivor (18th level)

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.

Also in the 2024 rules.

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (CC-BY-4.0). Talewrite is not affiliated with or endorsed by Wizards of the Coast.