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Class Fighter

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  • Fighting Style: 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. edit delete
    • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons. edit delete
    • Defense: While you are wearing armor, you gain a +1 bonus to AC. edit delete
    • 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. edit delete
    • 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. edit delete
    • 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. edit delete
    • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. edit delete
    • 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. edit delete
    • 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. edit delete
    • Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)

      * You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. edit delete
    • 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. edit delete
    • 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. edit delete
  • Second Wind: 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. edit delete
  • Action Surge: (Level 2) 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. edit delete
    • (Level 17) Starting at 17th level, you can use it twice before a rest, but only once on the same turn. edit delete
  • Ability Score Improvement: (Level 4) When you reach 4th level you can gain a feat, increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. edit delete
    • (Level 8) When you reach 8th level, get another Ability Score Improvement. edit delete
    • (Level 12) When you reach 12th level, get another Ability Score Improvement. edit delete
    • (Level 16) When you reach 16th level, get another Ability Score Improvement. edit delete
    • (Level 19) When you reach 19th level, get another Ability Score Improvement. edit delete
  • Extra Attack: (Level 5) Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. edit delete
    • (Level 11) The number of attacks increases to three when you reach 11th level in this class. edit delete
    • (Level 20) The number of attacks increases to four when you reach 20th level in this class. edit delete
  • Indomitable: (Level 9) 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. edit delete
    • (Level 13) You can use this feature twice between long rests starting at 13th level. edit delete
    • (Level 17) You can use this feature three times between long rests starting at 17th level. edit delete
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival. edit delete

Modifiers




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Text Level Req'd Hideable Connected to Edit
Fighting Style: 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. No Class: Fighter delete
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons. No Class: Fighter delete
Defense: While you are wearing armor, you gain a +1 bonus to AC. No Class: Fighter delete
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. No Class: Fighter delete
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. No Class: Fighter delete
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. No Class: Fighter delete
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. No Class: Fighter delete
Second Wind: 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.
No Class: Fighter delete
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 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.
2 No Class: Fighter delete
Starting at 17th level, you can use it twice before a rest, but only once on the same turn. 17 No Class: Fighter delete
Ability Score Improvement: When you reach 4th level you can gain a feat, increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 4 No Class: Fighter delete
When you reach 8th level, get another Ability Score Improvement. 8 No Class: Fighter delete
When you reach 12th level, get another Ability Score Improvement. 12 No Class: Fighter delete
When you reach 16th level, get another Ability Score Improvement. 16 No Class: Fighter delete
When you reach 19th level, get another Ability Score Improvement. 19 No Class: Fighter delete
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 5 No Class: Fighter delete
The number of attacks increases to three when you reach 11th level in this class. 11 No Class: Fighter delete
The number of attacks increases to four when you reach 20th level in this class. 20 No Class: Fighter delete
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. 9 No Class: Fighter delete
You can use this feature twice between long rests starting at 13th level. 13 No Class: Fighter delete
You can use this feature three times between long rests starting at 17th level. 17 No Class: Fighter delete
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival. Yes Class: Fighter delete
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. No Class: Fighter delete
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. No Class: Fighter delete
Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)

* You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
No Class: Fighter delete
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.
No Class: Fighter delete
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.
No Class: Fighter delete

Modifiers



Modifies Value Reason Level Req'd Connected to Edit
weapon_proficiency simple class feature Class: Fighter delete
weapon_proficiency martial class feature Class: Fighter delete
armor_proficiency light class feature Class: Fighter delete
armor_proficiency medium class feature Class: Fighter delete
armor_proficiency heavy class feature Class: Fighter delete
armor_proficiency shield class feature Class: Fighter delete