Fighter

I don't need spells. I need a sharp blade, a steady hand, and one more reason to swing.

Hit Die

d10

Primary

Strength

Casting

None

Type

Martial

Proficiencies

ArmorAll armor, shields
WeaponsAll simple and martial weapons
Saving ThrowsStrength, Constitution
SkillsChoose 2 from: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival

Starting Equipment

  • Chain mail or leather armor + longbow + 20 arrows
  • a martial weapon and a shield or two martial weapons
  • a light crossbow and 20 bolts or two handaxes
  • a dungeoneer's pack

Class Features by Level

LevelFeatures
1Fighting Style, Second Wind
2Action Surge (1 use)
3Martial Archetype
4Ability Score Improvement
5Extra Attack (2 attacks)
6Archetype Feature
7Indomitable (1 use)
8Ability Score Improvement
9Brutal Critical (1 die)
10Archetype Feature
11Extra Attack (3 attacks)
12Ability Score Improvement
13Indomitable (2 uses)
14Archetype Feature
15Brutal Critical (2 dice)
16Ability Score Improvement
17Action Surge (2 uses)
18Archetype Feature
19Ability Score Improvement
20Extra Attack (4 attacks)

Core Features

Fighting Style

Level 1

Choose one: - **Defense.** While wearing armor, you gain +1 to AC. - **Dueling.** When you wield a melee weapon in one hand and no other weapons, you gain +2 to damage rolls with that weapon. - **Great Weapon Fighting.** When you roll a 1 or 2 on a damage die for an attack with a two-handed or versatile melee weapon, you can reroll the die and must use the new roll. - **Archery.** You gain +2 to attack rolls with ranged weapons. - **Two-Weapon Fighting.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the off-hand attack. - **Protection.** When a creature you can see attacks a target other than you within 5 feet, you can use your reaction to impose disadvantage on the attack roll (requires a shield).

Second Wind

Level 1

Once per short rest, as a bonus action, you regain 1d10 + your Fighter level in hit points.

Action Surge

Level 2

On your turn, you can take one additional action. You must finish a short rest before using this again. At level 17, you gain a second use (both restore on short rest).

Indomitable

Level 7

When you fail a saving throw, you can reroll it (must use the new result). You regain uses after a long rest. Gains a second use at level 13.

Brutal Critical

Level 9

When you score a critical hit, you roll 1 additional damage die. This increases to 2 additional dice at level 15.

Subclasses

Champion

Lvl 3

Improved Critical

Your weapon attacks score a critical hit on a roll of 19-20.

Lvl 6

Remarkable Athlete

Add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check that doesn't already use your proficiency bonus. Your running long jump distance increases by your Strength modifier in feet.

Lvl 10

Additional Fighting Style

Choose a second Fighting Style.

Lvl 14

Superior Critical

Your weapon attacks score a critical hit on a roll of 18-20.

Lvl 18

Survivor

At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points remaining. This doesn't function if you have 0 HP.

Dread Knight

Lvl 3

Dread Strike

Once per turn, when you hit a creature with a weapon attack, you can deal an extra 1d8 necrotic damage and the target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your CHA modifier) or be frightened of you until the end of your next turn. You can use this a number of times equal to your proficiency bonus per long rest. The necrotic damage increases to 2d8 at level 10 and 3d8 at level 18.

Lvl 6

Aura of Unease

Hostile creatures within 10 feet of you have disadvantage on saving throws against being frightened.

Lvl 10

Shadow Step

As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness. You can use this a number of times equal to your proficiency bonus per long rest.

Lvl 14

Dark Fortitude

You are immune to the frightened condition and have resistance to necrotic damage.

Lvl 18

Reaper's Advance

When you reduce a creature to 0 hit points, you can immediately move up to half your speed and make one additional weapon attack as part of the same action.