Fighter

Level Proficiency Bonus Features
1st+2Fighting Style, Second Wind
2nd+2Action Surge (x1)
3rd+2Martial Archetype
4th+2Ability Score Improvement, Martial Versatility (Optional)
5th+3Extra Attack (x1)
6th+3Ability Score Improvement, Martial Versatility (Optional)
7th+3Martial Archetype feature
8th+3Ability Score Improvement, Martial Versatility (Optional)
9th+4Indomitable (x1)
10th+4Martial Archetype feature
11th+4Extra Attack (x2)
12th+4Ability Score Improvement, Martial Versatility (Optional)
13th+5Indomitable (x2)
14th+5Ability Score Improvement, Martial Versatility (Optional)
15th+5Martial Archetype feature
16th+5Ability Score Improvement, Martial Versatility (Optional)
17th+6Action Surge (x2), Indomitable (x3)
18th+6Martial Archetype feature
19th+6Ability Score Improvement, Martial Versatility (Optional)
20th+6Extra Attack (x3)

Class Resources
Maneuvers
Fighting Styles

Fighter Subclasses
Arcane Archer Banneret
Battle Master Cavalier
Champion Echo Knight
Eldritch Knight Psi Warrior
Rune Knight Samurai


Starting Class features

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

Armor Proficiencies Weapon Proficiencies Tool Proficiencies
All armor, shields Simple weapons, martial weapons None

Saving Throws Skills
Strength, Constitution Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

(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

Alternatively, 5d4 × 10 starting gold



Feature Description Level
Fighting Style You adopt a particular style of fighting. Choose one of the available options. You can only take a Fighting Style once. 1st
Second Wind You can use a bonus action to regain hit points equal to 1d10 + your fighter level. You must finish a short or long rest to use it again. 1st
Action Surge At 2nd level, you can take one additional action on your turn. Once used, you must rest before using it again. At 17th level, you can use it twice before a rest, but only once on the same turn. 2nd
Martial Archetype At 3rd level, you choose an archetype that defines your combat techniques. Your archetype grants features at 3rd, 7th, 10th, 15th, and 18th levels. 3rd
Ability Score Improvement At 4th, 6th, 8th, 12th, 14th, 16th, and 19th levels, you can increase one ability score by 2 or two scores by 1 (maximum 20). 4th, 6th, 8th, 12th, 14th, 16th, 19th
Martial Versatility (Optional) Whenever you gain Ability Score Improvement, you can replace a fighting style or maneuver you know with a different one. 4th, 6th, 8th, 12th, 14th, 16th, 19th
Extra Attack At 5th level, you can attack twice when you take the Attack action. You gain additional attacks at 11th and 20th levels. 5th
Indomitable At 9th level, you can reroll a failed saving throw. You must use the new roll. This feature refreshes after a long rest. You can use it twice at 13th level and three times at 17th level. 9th