Fighter
Hit Points
- Hit Dice
- 1D10 per Fighter level
Description
The Fighter is a distinctive character class in Dungeons & Dragons 5th Edition.
With a D10 Hit Die, the Fighter balances combat effectiveness with survivability.
Key features include: Ability Score Improvement, Action Surge, Epic Boon.
The Fighter offers 1 subclass options for customization and specialization.
Class 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 |
Subclasses
Class Features
Fighting Style
Level 1
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.
Action Surge
Level 2
Level 17
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
Level 2
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
Level 3
You gain a Fighter subclass of your choice. The Champion subclass is detailed after this class's description. 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
Level 4
Level 6
Level 8
Level 12
Level 14
Level 16
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
Level 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Level 5
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Indomitable
Level 9
Level 13
Level 17
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.
Tactical Master
Level 9
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
Level 11
You can attack three times instead of once whenever you take the Attack action on your turn.
Studdied Attacks
Level 13
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
Level 19
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
Level 20
You can attack four times instead of once whenever you take the Attack action on your turn.
Core Fighter Traits
| Primary Ability | Strength or Dexterity |
| Hit Point Die | D10 per Fighter level |
| Saving Throw Proficiencies | Strength and Constitution |
| Skill Proficiencies | Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival |
| Weapon Proficiencies | Simple and Martial weapons |
| Armor Training | Light, Medium, and Heavy armor and Shields |
| Starting Equipment | Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer's Pack, and 11 GP; or (C) 155 GP |
About Fighter
The Fighter is a D10 hit die class .
Subclasses & Specializations
Explore paths
Subclasses & Specializations
Fighter has 1 subclasses for customization.
{Build Tips & Playing Guide
{Role in Party
The Fighter excels at leveraging their unique strengths.
Key Saving Throws
You are proficient in these saving throws
{Subclass Selection
{Choose a subclass at the appropriate level based on your desired playstyle. Each subclass offers unique features and abilities that define your character's specialization.
Quick Build Tips
- Focus on your primary ability score during character creation
- Choose feats that complement your class features
- Consider your subclass features when selecting multiclass options
- Review your class features at each level-up for optimal choices
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