Fighter

A master of weapons and armour who lands more attacks than anyone else.

Create a hero of this class
Hit die
d10
Primary ability
STR / DEX
Saving throws
STR, CON
Spellcasting
No spellcasting

Progression, levels 1-20

  • Level 1Prof. bonus +2
    Fighting StyleYou 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 WindYou 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: two uses at level 1, three uses at level 4, and four uses at level 10.
    Weapon MasteryYour 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: three kinds at level 1, four at level 4, five at level 10, and six at level 16. A mastery property (Cleave, Graze, Nick, Push, Sap, Slow, Topple, or Vex) is listed with the weapon itself and applies whenever you attack with a weapon from your equipment that has it.
  • Level 2Prof. bonus +2
    Action Surge (one use)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 MindYou 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.
    Action SurgeYou 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.
  • Level 3Prof. bonus +2
    Fighter SubclassYou 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.
  • Level 4Prof. bonus +2
    Ability Score Improvement
  • Level 5Prof. bonus +3
    Extra AttackYou can attack twice instead of once whenever you take the Attack action on your turn.
    Tactical ShiftWhenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
  • Level 6Prof. bonus +3
    Ability Score Improvement
  • Level 7Prof. bonus +3
  • Level 8Prof. bonus +3
    Ability Score Improvement
  • Level 9Prof. bonus +4
    Indomitable (one use)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 have one use at level 9, two uses at level 13, and three uses at level 17.
    Tactical MasterWhen 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.
    IndomitableIf 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 have one use at level 9, two uses at level 13, and three uses at level 17.
  • Level 10Prof. bonus +4
  • Level 11Prof. bonus +4
    Two Extra AttacksYou can attack three times instead of once whenever you take the Attack action on your turn.
  • Level 12Prof. bonus +4
    Ability Score Improvement
  • Level 13Prof. bonus +5
    Indomitable (two uses)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 have one use at level 9, two uses at level 13, and three uses at level 17.
    Studied AttacksYou 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.
  • Level 14Prof. bonus +5
    Ability Score Improvement
  • Level 15Prof. bonus +5
  • Level 16Prof. bonus +5
    Ability Score Improvement
  • Level 17Prof. bonus +6
    Action Surge (two uses)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.
    Indomitable (three uses)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 have one use at level 9, two uses at level 13, and three uses at level 17.
  • Level 18Prof. bonus +6
  • Level 19Prof. bonus +6
    Epic BoonYou gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended: it increases one ability score by 1, to a maximum of 30, and once per turn lets you turn a missed attack roll into a hit.
    Ability Score Improvement
  • Level 20Prof. bonus +6
    Three Extra AttacksYou can attack four times instead of once whenever you take the Attack action on your turn.

Subclasses

Champion

Chosen at level 3

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.

  • Level 3
    Improved CriticalYour attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
    Remarkable AthleteThanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.
  • Level 7
    Additional Fighting StyleYou gain another Fighting Style feat of your choice. Whenever you gain a Fighter level, you can replace it with a different Fighting Style feat.
  • Level 10
    Heroic WarriorThe thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
  • Level 15
    Superior CriticalYour attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18-20 on the d20.
  • Level 18
    SurvivorYou 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.

Brute

Chosen at level 3

*Win by Overwhelming Force* You fight with raw strength: every heavy blow costs you effort, knocks foes off their feet and, at the height of your power, stuns them outright. Rest only hardens you. (Level Up: Advanced 5th Edition, adapted.)

  • Level 3
    Brute StrengthYou gain a pool of Exertion equal to twice your proficiency bonus; you regain it when you finish a Short or Long Rest. Once per turn, when you hit a creature with a melee weapon attack, 1 Exertion is spent and the attack deals an extra 1d8 Bludgeoning damage. Adaptation of A5E: the base A5E fighter's exertion belongs to this subclass only; the engine spends 1 point on your first melee hit each turn.
    ExertionYour pool of Exertion equals twice your proficiency bonus; you regain all spent Exertion when you finish a Short or Long Rest. Brute Strength spends 1 point, Overwhelming Onslaught spends 2. Adaptation of A5E: the exertion pool of the base A5E fighter belongs to this subclass only (our fighter has no combat maneuvers).
  • Level 7
    Tough as NailsWhenever you finish a Short or Long Rest, you gain Temporary Hit Points equal to twice your Strength modifier. From 15th level, you gain Temporary Hit Points equal to your Strength score instead.
  • Level 10
    Overpowering StrikeOnce per turn, when you make a melee weapon attack, the target makes a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, it is knocked Prone. Adaptation of A5E: the original also allows a 5-foot push instead; the engine always knocks the target Prone.
  • Level 15
    UnstoppableYou have Advantage on saving throws to avoid being knocked Prone, Paralyzed, Petrified, Restrained or Charmed. Adaptation of A5E: the original's compulsion school is read as the Charmed condition.
  • Level 18
    Overwhelming OnslaughtWhen you hit the same creature with a second melee attack in one turn, 2 Exertion is spent: the target takes an extra 2d8 + your Strength modifier Bludgeoning damage and makes a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier); on a failure, it is Stunned until the end of your next turn. Once per turn.

Duelist

Chosen at level 3

*Grace, Wit and a Thin Blade* A fencer who wins by footwork and nerve: combat maneuvers of the dueling traditions, a quick wit for armor and a challenge no foe can ignore. (Level Up: Advanced 5th Edition, adapted.)

  • Level 3
    Dueling TraditionsYou learn combat maneuvers from two of these traditions (your choice, when you pick your maneuvers): Mirror's Glint, Mist and Shade, Rapid Current. You know 3 maneuvers at 3rd level, 4 at 7th, 5 at 10th and 6 at 15th; their degree grows with your level. Maneuvers cost exertion — a pool equal to twice your proficiency bonus, regained on a Short or Long Rest.
    ExertionYour pool of Exertion equals twice your proficiency bonus; you regain all spent Exertion when you finish a Short or Long Rest. Brute Strength spends 1 point, Overwhelming Onslaught spends 2. Adaptation of A5E: the exertion pool of the base A5E fighter belongs to this subclass only (our fighter has no combat maneuvers).
    PanacheWhen a maneuver of your dueling traditions costs more exertion than you have, Panache lowers its cost by 1. Uses equal to your Charisma modifier (minimum 1), regained on a Long Rest. Duelist's Challenge also spends Panache.
    Quick-Witted DefenseWhile you wear no armor and wield no shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
  • Level 7
    Parry and ThrustWhen a melee attack hits you while you wield a finesse weapon, you can use your Reaction to parry: add 1d4 to your AC against that attack. If the attack then misses, you can spend 1 exertion to strike back with a melee weapon attack.
  • Level 10
    Duelist's ChallengeAs a Bonus Action, spend a use of Panache to challenge a foe in the fight to an honorable duel: you have disadvantage attacking others, and it has disadvantage attacking anyone but you, until one of you falls or you challenge another.
  • Level 15
    ElusiveMoving away from enemies next to you doesn't provoke opportunity attacks.
  • Level 18
    Master DuelistYou have advantage on melee weapon attacks against the creature you have challenged.

Gladiator

Chosen at level 3

*Blood, Sand and Applause* A fighter forged in the arena: combat maneuvers of the pit, critical hits that turn into terrifying flourishes and a name the crowd chants. (Level Up: Advanced 5th Edition, adapted.)

  • Level 3
    Arena TrainingYou gain proficiency in one skill of your choice: Acrobatics, Athletics, Intimidation, or Performance.
    Gladiatorial TraditionsYou learn combat maneuvers from two of these traditions (your choice, when you pick your maneuvers): Mist and Shade, Razor's Edge, Tooth and Claw. You know 3 maneuvers at 3rd level, 4 at 7th, 5 at 10th and 6 at 15th; their degree grows with your level. Maneuvers cost exertion — a pool equal to twice your proficiency bonus, regained on a Short or Long Rest.
    ExertionYour pool of Exertion equals twice your proficiency bonus; you regain all spent Exertion when you finish a Short or Long Rest. Brute Strength spends 1 point, Overwhelming Onslaught spends 2. Adaptation of A5E: the exertion pool of the base A5E fighter belongs to this subclass only (our fighter has no combat maneuvers).
    Bloodsport FlourishesWhen you score a critical hit with a weapon attack, you flourish: an Intimidation check (each foe within 20 feet makes a Wisdom saving throw against it or is frightened of you) or a Performance check (Charisma save or charmed) — whichever you are better at — until the end of your next turn.
  • Level 7
    Champion of the ArenaYour weapon attacks score a critical hit on a roll of 19–20 (a wider range from another feature widens by 1, to 17–20 at most).
  • Level 10
    Gladiatorial ReputationYour fame precedes you: as a Bonus Action, spend 1 exertion to stare down a foe in the fight — it makes a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or is frightened of you until the end of your next turn. Crowds, patrons and rivals know your name.
  • Level 15
    Unmistakable PresenceYour Bloodsport Flourishes reach every foe in the fight.
  • Level 18
    Effortless FlourishesAs a Bonus Action, you can perform a Bloodsport Flourish without an attack or a critical hit.
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