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Fighter

5e class · 2024 rules, SRD 5.2

Hit die
d10
Primary ability
Strength or Dexterity
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, Weapon Mastery
2nd+2Action Surge, Tactical Mind
3rd+2Fighter Subclass
4th+2Ability Score Improvement
5th+3Extra Attack, Tactical Shift
6th+3Ability Score Improvement
7th+3Fighter Subclass feature
8th+3Ability Score Improvement
9th+4Indomitable, Tactical Master
10th+4Fighter Subclass feature
11th+4Two Extra Attacks
12th+4Ability Score Improvement
13th+5Indomitable, Studied Attacks
14th+5Ability Score Improvement
15th+5Fighter Subclass feature
16th+5Ability Score Improvement
17th+6Action Surge, Indomitable
18th+6Fighter Subclass feature
19th+6Epic Boon
20th+6Three Extra Attacks

Class features

Fighting Style (1st level)

You have honed your martial prowess and gain a Fighting Style feat of your choice (see "Feats"). Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.

Second Wind (1st level)

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 (1st level)

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.

Action Surge (2nd level)

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 (2nd level)

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.

Fighter Subclass (3rd level)

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.

Ability Score Improvement (4th level)

You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.

Extra Attack (5th level)

You can attack twice instead of once whenever you take the Attack action on your turn.

Tactical Shift (5th level)

Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.

Fighter Subclass feature (7th level)

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.

Indomitable (9th level)

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 (9th level)

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.

Two Extra Attacks (11th level)

You can attack three times instead of once whenever you take the Attack action on your turn.

Studied Attacks (13th level)

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.

Epic Boon (19th level)

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.

Three Extra Attacks (20th level)

You can attack four times instead of once whenever you take the Attack action on your turn.

Subclass in the SRD 5.2

Champion

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.

Improved Critical (3rd level)

Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.

Remarkable Athlete (3rd level)

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.

Additional Fighting Style (7th level)

You gain another Fighting Style feat of your choice.

Heroic Warrior (10th level)

The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.

Superior Critical (15th level)

Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18-20 on the d20.

Survivor (18th level)

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.

Also in the 2014 rules.

This page includes material from the System Reference Document 5.2 ("SRD 5.2") 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.