Fighters are masters of martial combat, using their experience, training, and discipline to overpower their foes. Whether one is a knight clad in armor, a nimble duelist, or an archer that rains death from the heavens; fighters are one of the most versatile classes you can find on the battlefield, expressing their mastery with a wide variety of weapons so they are never caught unarmed.
Fighters excel in an unmatched combat prowess through sheer expertise with a wide variety of weapons. They boast high durability with superior armor and hit points, have access to more attacks than nearly any other class, and can choose from a wide array of fighting styles.
Creating a Fighter
As a Fighter, you gain the following benefits:
Hit Points
Hit Dice: 1d12 per Fighter level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution per Fighter level after 1st
As well as starting as a novice in a number of skills with the Knowledge trait equal to your intelligence modifier (if positive).
At Higher Levels: Each time you gain a level, you can increase one skill's level of training by 1 step. By default, this can raise a skill up to Novice. At 5th level, the maximum step you can choose becomes Adept; at 10th level, Expert; and at 15th level, Master.
Proficiencies
Armor: All armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Starting Equipment
You can either start with 175 gp, or the following equipment:
As you grow in level in this class, your level of training increases, granting you the following benefits:
Saving Throw Training. You start out as a novice in Strength and Constitution saving throws, gaining a +2 training bonus to your roll whenever you make one of these saving throws.
Weapon Training. You are considered a novice with any weapon you are proficient with, gaining a +2 training bonus on any attack roll you make for a weapon attack.
Combat Maneuver Training. You are considered a novice for all your Combat Maneuvers, gaining a +2 training bonus to the DC of your Combat Maneuvers.
The training bonuses described above increase to adept (+4) at 5th level, expert (+6) at 10th level, and master (+8) at 15th level.
Level 1
Fighting Style
You adopt a particular style of fighting as your speciality. You gain one feat with the Fighting Style trait as part of this class feature.
Level 1
Second Wind
You have a limited well of stamina that you can draw on to recover from harm.
As a Bonus Action, you can regain Hit Points equal to + your Fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Level 1
Combat Maneuvers
As a fighter you learn certain maneuvers that are fueled by special dice called maneuver dice.
Combat Maneuvers
You learn a combat maneuver of your choice for which you meet the prerequisites. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn additional maneuvers as you gain levels as a Fighter, as depicted in the maneuvers Known column in the Fighter table.
Maneuver Dice
You have three maneuver dice, which are d8s. A maneuver die is expended when you use it.
You regain all of your expended maneuver dice when you finish a short or long rest.
You gain additional maneuver dice as you level up as a Fighter, as depicted in the Maneuver Dice column in the Fighter table.
Saving Throws
Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. You use either Strength or Dexterity in the execution of your maneuvers (your choice). Thus the DC is calculated in the following way:
DC = 8 + Fighter Training Bonus + Dexterity or Strength Modifier (your choice)
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, chosen from the following action options: Attack, Dash, Disengage, or Dodge.
Once you use this feature you must finish a short rest or a long rest before you can use it again.
At 15th level you gain a second use of Action surge per short or long rest, but you can still only use it once per turn.
Level 3
Fighter Subclass
You choose a subclass to further specialize in a specific field of your class.
Your subclass grants you features at 3th level and then again at 6th, 10th, 14th, and 18th level.
You gain one feat with the General trait of your choice for which you qualify.
You gain the benefits of this feature again at 8th, 12th, 16th, and 19th level.
Level 5
Extra Attack
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.
Level 7
Weapon Expertise
You have mastered the use of certain weapons. Whenever you finish a long rest, you can choose a single weapon and gain expertise any attack role you make with that type of weapon.
The number of weapons you can get expertise with increases to two at level 11, three at level 15, and four at level 19.
Level 9
Indomitable
When you are subjected to an effect that allows you to make a saving throw, you may consider your result as one level of success above its actual result. A critical failure is considered a failure, a failure becomes a success, and a success becomes a critical success.
You can use this feature once per long rest, this increases to twice at 13th level, and three times at 17th level.