Fighter

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.   You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.
The Fighter
Level Proficiency Bonus Features Superiority Dice
1st +2 Fighting Style, Second Wind, Martial Training 1d6
2nd +2 Fighting Method 1d6
3rd +2 Martial Archetype 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Extra Attack (x1) 3d6
6th +3 Ability Score Improvement 3d6
7th +3 Martial Archetype feature 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Fighting Method Improvement, Master of Arms 5d6
10th +4 Martial Archetype feature 5d6
11th +4 Extra Attack (x2) 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Fighting Method Improvement 7d6
14th +5 Ability Score Improvement 7d6
15th +5 Martial Archetype feature 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Fighting Method Improvement 9d6
18th +6 Martial Archetype feature 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Extra Attack (x3) 10d6

Class Features

As a fighter, you gain the following class features.

Hit Points

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Fighting Style

You adopt a particular style of fighting as your specialty. You gain one of the following Fighting Style Martial Feats of your choice: Blind Fighting, Defense, Dueling, Great weapon Fighting, Interception, Thrown Weapon Fighting or Two-Weapon Fighting.

Whenever you gain a Feat at later levels, you are able to pick another Fighting Style and gain its bonus.

Optionally, you can instead choose to gain proficiency in one additional maneuver of your choice from the Modified Combat Maneuvers page. You also gain one additional superiority die in addition to what you gain from your class table.

 

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.

 

Martial Training

Your extensive physical training within the chaotic art of combat has allowed you to better utilize Combat Maneuvers, which are used to enhance attacks and provide martial utility in combat. You add your proficiency bonus to the number of maneuvers you can use.
Number of maneuvers = your proficiency bonus + your Intelligence or Wisdom modifier (your choice)
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)  

Superiority Dice

In the heat of battle, you are able to exert bursts of physical superiority to improve your strikes. This is drawn from a pool of d6 dice called Superiority Dice. The amount of the Superiority Dice increases as you gain levels in this class, as shown in the Superiority Dice column of the Fighter table.

Once per attack or skill check, you can roll one Superiority Die and use the result in one of the following ways:

  • Hitting hard. When rolling for damage on any attack with an armed and unarmed strike.
  • Physical Burst. When rolling a Acrobatics or Athletics skill check.
  • Superiour maneuver. You make it possible to perform a superiour maneuver.

A superiority die is expended when you use it. You regain one expended superiority dice when you finish a short, if you finish a long rest, you regain all of your expended superiority dice.

 

Fighting Methods

Starting at 2nd level, you are
Warrior
Right in the thick of it is where you seek to be. By gritting your teeth, you ignore the strain that your body is put through to stand triumphant. Through sheer determination, you come out on top.
Battle Master
You seek to be second to none in martial prowess. To achieve this, you hone your body and mind through ironclad discipline. For when combat arises, you will be ready to face it head-on and leave your mark.
Strategist
A well-laid plan can mean the difference between victory and death. Brawn has its worth, you know this for sure, but it is nothing without a head to apply it in a meaningful manner. That is where you shine.

Warrior

When you expend a Superiority Die for an ability check, potentially turning it into a success, the Superiority Die isn't expended if the check fails.

Action Surge (2nd level)

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action or bonus action. Once you use this feature, you can't do so again until you finish a Short or Long Rest.

Indomitable (9th level)

Your martial discipline has instilled a sense of resilience that would allow you to turn the tides of combat. 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.

Unyielding(13th level)

You can use the Indomitable feature two times before a Long Rest.

Ultimate Warrior (17th level)

You can use the Indomitable feature three times before a Long Rest. And you are also able to use the Action Surge twice before a rest but only once on a turn.


Battle Master

Your superiority dice are d8's. And you regain all expended Superiority Dice when you finish a Short Rest.

Combat mastery(2nd level)

You have expertise in maneuvers. Double your proficiency bonus when determining how many maneuvers you are proficient in.

And you gain proficiency with one type of Artisan's Tools or proficiency in one skill of your choice from the skills available to Fighters at level 1.

Superior Judgement(9th level)

Your superiority dice turn into d10s.

You can use the Search action with a bonus action. Rolling one of the skill checks against a creature you can see within 30 feet of you, you can discern information about its capabilities compared to your own. On a failed check, DM will describe if the desired knowledge is equal, superior, or inferior compared to your own. However, on a success, the DM will divulge more precise or extensive information. Such as possible immunity, resistance, or vulnerability, and what actions or features it is capable of.

Relentless(13th level)

Once per turn, when you want to roll a Superiority Die, you can choose to use half of the number rolled instead (rounded down). Doing so won't expend the Superiority Die. If the Superiority Die rolls a 1, then it's a 0.

Masterd superiority(17th level)

Your superiority dice turn into d12s.


Strategist

Whenever you expend a superiority die and the resulting roll is less than your intelligence modifier, you can use your intelligence modifier instead of the die roll.

Strategic Assist (2nd level)

You know how to assist or order someone with your superiority in strategy. Using your bonus action, you can give one of your superiority dice to a friendly creature of your choice within 60 feet of you who can see or hear you. The creature can expend to roll the die to the same extent as you can, including any Superior maneuvers that you are proficient in.

Stratigems(9th level)

You gain access to commands that grant bonuses or new options to any friendly creature who willingly obeys your orders.

  • Bring it down! Designate a target that must be destroyed. Until the end of your next turn, any attack roll that successfully hits the target deals an additional 1d6 damage to the target. The extra damage matches the damage dealt.
  • Hold the Line! Designate a 20-foot area that must be held at all costs. Any creature friendly to you that stays within this area can add your intelligence modifier to their AC, Strength, and Dexterity saves. This area lasts for 1 minute or until no friendly creature remains within the designated area.
  • Withdraw! Any creatures of your choice that can hear you within 60 feet gain +10 to their base movement speed and can use their reaction to move up to their speed away, without provoking opportunity attacks.

You can use these stratagems a number of times equal to your proficiency bonus. You regain any expended uses at the end of a long rest.

Studied Attacks(13th level)

You masterfully 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.

Predict Move (17th level)

Your cognitive ability to counter and predict all events around you has reached its ultimate peak. You can add your intelligence modifier to your Saving throws, ability checks, attack rolls, and damage rolls.


Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Archetype Source
Arcane Archer Xanathar's Guide to Everything
Banneret Sword Coast Adventurer's Guide
Cavalier Xanathar's Guide to Everything
Champion Player's Handbook
Echo Knight Explorer's Guide to Wildemount
Eldritch Knight Player's Handbook
Psi Warrior Tasha's Cauldron of Everything
Rune Knight Tasha's Cauldron of Everything
Samurai Xanathar's Guide to Everything
 

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can 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.

Extra Attack

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.

Master of Arms

Beginning at 9th level, whenever you finish a Long Rest, you can choose to replace one of the manuvers that you are proficent in with another Manuver.