5E PHB Classes Fighter
5E PHB Classes Fighter
C lasses
Hit Primary Saving Throw Armor and Weapon
Class Description Die Ability Proficiencies Proficiencies
Barbarian A fierce warrior of primitive background d12 Strength Strength & Light and medium armor, shields,
who can enter a battle rage Constitution simple and martial weapons
Bard An inspiring magician whose power d8 Charisma Dexterity & Light armor, simple weapons, hand
echoes the music of creation Charisma crossbows, longswords, rapiers,
shortswords
Cleric A priestly champion who wields divine d8 Wisdom Wisdom & Light and medium armor, shields,
magic in service of a higher power Charisma simple weapons
Druid A priest o f the Old Faith, wielding the d8 Wisdom Intelligence Light and medium armor (nonmetal),
powers of nature— moonlight and & Wisdom shields (nonmetal), clubs, daggers,
plant growth, fire and lightning— and darts, javelins, maces, quarterstaffs,
adopting animal forms scimitars, sickles, slings, spears
Fighter A master o f martial combat, skilled with d10 Strength or Strength & All armor, shields, simple and martial
a variety o f weapons and armor Dexterity Constitution weapons
Monk An master of martial arts, harnessing d8 Dexterity & Strength & Simple weapons, shortswords
the power of the body in pursuit of Wisdom Dexterity
physical and spiritual perfection
Paladin A holy warrior bound to a sacred oath d10 Strength & Wisdom & All armor, shields, simple and martial
Charisma Charisma weapons
Ranger A warrior who uses martial prowess and d10 Dexterity & Strength & Light and medium armor, shields,
nature magic to combat threats on the Wisdom Dexterity simple and martial weapons
edges of civilization
Rogue A scoundrel who uses stealth and d8 Dexterity Dexterity & Light armor, simple weapons, hand
trickery to overcome obstacles and Intelligence crossbows, longswords, rapiers,
enemies shortswords
Sorcerer A spellcaster who draws on inherent d6 Charisma Constitution Daggers, darts, slings, quarterstaffs,
magic from a gift or bloodline & Charisma light crossbows
Warlock A wielder of magic that is derived from d8 Charisma Wisdom & Light armor, simple weapons
a bargain with an extraplanar entity Charisma
Wizard A scholarly magic-user capable of d6 Intelligence Intelligence Daggers, darts, slings, quarterstaffs,
manipulating the structures of reality & Wisdom light crossbows
Fig h ter
A hum an in clan ging plate arm or holds her shield
b efore her as she run s tow ard the m a ssed goblins. A n
elf behind her, clad in studded leather armor, peppers
the goblin s w ith arrow s lo o s e d from his exquisite
bow . The h alf-orc nearby shouts orders, helping
the tw o com batants coordin a te their assault to the
best advantage.
A d w arf in chain m ail in terp oses his shield b etw een
the o g re ’s club and his com panion , k n ock in g the deadly
blow aside. H is com panion , a half-elf in sca le armor,
sw in gs tw o scim itars in a blinding w hirl as she circles
the ogre, look in g for a blind spot in its defen ses.
A gladiator fights for sport in an arena, a m aster with
his trident and net, skilled at toppling fo e s and m oving
them around for the crow d ’s delight—and his ow n
tactical advantage. H is op p on en t’s sw ord flares with
blue light an instant b efore sh e sen ds lightning flashing
forth to sm ite him.
All o f these h eroes are fighters, perhaps the m ost
diverse cla ss o f characters in the w orld s o f D u n g e o n s &
D r a g o n s . Q uesting knights, con q u erin g overlords, royal
cham pion s, elite foot soldiers, hardened m ercenaries,
and bandit kin gs—as fighters, they all share an
unparalleled m astery with w ea p on s and armor, and a
th orough k n ow led ge o f the skills o f com bat. A nd they
are w ell acquainted w ith death, both m eting it out and
staring it defiantly in the face.
W e l l -R o u n d e d Sp e c ia l ist s
Fighters learn the b a sics o f all com bat styles. Every
fighter can sw in g an axe, fen ce with a rapier, w ield a
lon gsw ord or a greatsw ord, use a bow, and even trap foes
in a net with som e degree o f skill. Likew ise, a fighter is
adept with shields and every form o f armor. Beyond that
basic degree o f familiarity, each fighter sp ecia lizes in a
certain style o f com bat. S o m e concentrate on archery,
som e on fighting w ith tw o w ea p on s at on ce, and som e
on augm enting their m artial skills w ith m agic. This
com bination o f broad general ability and extensive
specialization m akes fighters su perior com batants
on battlefields and in du ngeon s alike.
T r a in e d fo r D a n g e r
Not every m em ber o f the city watch, the village militia,
or the qu een ’s arm y is a fighter. M ost o f these troop s are
relatively untrained soldiers w ith only the m ost basic
com bat kn ow ledge. Veteran soldiers, m ilitary officers,
trained bodyguards, dedicated knights, and sim ilar
figures are fighters.
T h e F ig h t e r
Proficiency
Level Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable
(three uses)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)
S o m e fighters feel draw n to use their training as to buy them. Your arm am ents are n ow am on g your
adventurers. The du ngeon delving, m on ster slaying, and m ost im portant p o s se ss io n s—the only things that stand
other dangerou s w ork c o m m o n am ong adventurers is betw een you and death’s em brace.
se co n d nature for a fighter, not all that different from
the life he or she left behind. T h ere are greater risks, Q u ic k B u il d
perhaps, but also m uch greater rew ards—few fighters in You can m ake a fighter quickly by follow in g these
the city w atch have the opportunity to d iscover a m agic suggestion s. First, m ake Strength or D exterity your
flame tongue sw ord, for exam ple. highest ability score, depen din g on w hether you
w ant to focu s on m elee w ea p on s or on archery (or
C r e a t in g a F ig h t e r fin esse w eapons). Your next-highest sc o r e should be
Constitution, or Intelligence if you plan to adopt the
A s you build your fighter, think about tw o related
Eldritch K night m artial archetype. S econ d , c h o o s e
elem ents o f your character's backgrou n d: W h ere did
the sold ier background.
you get your com bat training, and w hat set you apart
from the m undane w arriors around you? W ere you
particularly ruthless? D id you get extra help from a C lass Featur es
mentor, perhaps b eca u se o f your exception al dedication? A s a fighter, you gain the follow in g cla ss features.
W hat drove you to this training in the first place? A
threat to y ou r hom eland, a thirst for revenge, or a need H it P o in t s
to prove y ou rself m ight all have b een factors. Hit Dice: 1d 10 per fighter level
You m ight have enjoyed form al training in a n oble’s Hit Points at 1st Level: 10 + your Constitution m odifier
arm y or in a local militia. Perhaps you trained in a w ar Hit Points at Higher L ev els: 1d 10 (or 6) + your
academ y, learning strategy, tactics, and m ilitary history. Constitution m odifier p er fighter level after 1st
O r you m ight be self-taught—unpolish ed but w ell tested.
Did you take up the sw ord as a w ay to esca p e the lim its P r o f ic ie n c ie s
o f life on a farm , or are you follow in g a p roud fam ily A r m o r : A ll armor, shields
tradition? W h ere did you acquire your w ea p on s and W eapons: Sim ple w eapon s, m artial w ea p on s
arm or? T h ey m ight have been m ilitary issue or fam ily T o o ls : N one
h eirloom s, or perhaps you scrim p ed and saved for years Saving Throws: Strength, Constitution
Skills: C h oose tw o skills from A crobatics, A nim al O nce you use this feature, you must finish a sh ort or
Handling, Athletics, History, Insight, Intim idation, long rest before you can u se it again. Starting at 17th
P erception, and Survival level, you can u se it tw ice b efore a rest, but only on ce on
the sam e turn.
E q u ip m ent
You start with the follow in g equipm ent, in addition to M a r t ia l A r ch e type
the equipm ent granted by your background:
At 3rd level, you c h o o s e an archetype that you strive to
• (a) chain m ail or (b) leather, longbow , and 20 arrow s em ulate in your com bat styles and techniques. C h oose
• (a) a martial w eap on and a shield or (b) tw o martial Cham pion, Battle Master, or Eldritch Knight, all detailed
w eap on s at the end o f the class description. T h e archetype you
• (a) a light c ro s s b o w and 20 bolts or (b) tw o handaxes c h o o s e grants you features at 3rd level and again at 7th,
• (a) a du ng eon eer’s pack o r (b) an explorer’s pack 10th, 15th, and 18th level.
F ig h t in g St y l e A b il it y Sco r e Im pr o v e m e n t
You adopt a particular style o f fighting as your specialty. W h en you reach 4th level, and again at 6th, 8th, 12th,
C h oose on e o f the follow in g options. You ca n ’t take a 14th, 16th, and 19th level, you can in crease one ability
Fighting Style option m ore than on ce, even if you later sc o r e o f your ch oice by 2, or you can in crease tw o ability
get to c h o o s e again. s c o r e s o f your ch oice by 1. A s norm al, you ca n ’t in crease
an ability sc o r e above 20 using this feature.
A rchery
You gain a +2 bonus to attack rolls you m ake with Extra A ttack
ranged w eapon s.
B egin ning at 5th level, you can attack tw ice, instead o f
D efense on ce, w henever you take the A ttack action on your turn.
W h ile you are w earin g armor, you gain a +1 bonus to AC. The num ber o f attacks in creases to three w hen you
reach 11th level in this class and to four w hen you reach
D u e l in g 20th level in this class.
W h en you are w ielding a m elee w eap on in on e hand and
no other w eapon s, you gain a +2 bon u s to dam age rolls In d o m it a b l e
w ith that w eapon. B egin ning at 9th level, you can reroll a saving th row that
you fail. If you do so, you must use the n ew roll, and you
G reat W eapon F ig h t in g
ca n ’t use this feature again until you finish a long rest.
W h en you roll a 1 or 2 on a dam age die for an attack you
You can u se this feature tw ice betw een lon g rests
m ake with a m elee w eap on that you are w ielding with
starting at 13th level and three tim es betw een lon g rests
tw o hands, you can reroll the die and m ust u se the new
starting at 17th level.
roll, even if the new roll is a 1 or a 2. The w eap on must
have the tw o-handed or versatile property for you to gain
this benefit. M a r t ia l A rchetypes
Different fighters c h o o s e different ap proach es to
P r o t e c t io n perfecting their fighting p row ess. T h e m artial archetype
W h en a creature you can see attacks a target other you c h o o s e to em ulate reflects your approach.
than you that is w ithin 5 feet o f you, you can u se your
reaction to im p ose disadvantage on the attack roll. You C h a m p io n
m ust be w ielding a shield.
The archetypal C ham pion fo c u s e s on the developm ent
Tw o -W eapon F ig h t in g
o f raw physical p ow er honed to deadly perfection.
T h ose w ho m odel themselves on this archetype com bine
W h en you engage in tw o-w eapon fighting, you can add
rigorous training w ith physical ex cellen ce to deal
your ability m odifier to the dam age o f the secon d attack.
devastating blow s.
S e c o n d W in d
Im pr o v e d C r it ic a l
You have a lim ited w ell o f stam ina that you can draw on B eg in n in g w hen you c h o o s e this arch etype at 3rd
to protect y ou rself from harm . On your turn, you can use level, y ou r w ea p on attacks s c o r e a critical hit on a
a bon u s action to regain hit points equal to 1d 10 + your roll o f 19 or 20.
fighter level.
O nce you u se this feature, you must finish a short or R em arkable A thlete
long rest before you can u se it again. Starting at 7th level, you can add h alf your proficiency
bon u s (round up) to any Strength, Dexterity, or
A c t io n Su rge Constitution ch eck you m ake that d oesn ’t already use
your proficiency bonus.
Starting at 2nd level, you can push y ou rself beyon d your
In addition, w hen you m ake a running long jum p, the
n orm al lim its for a m om ent. On your turn, you can take
distance you can cover in creases by a num ber o f feet
on e additional action on top o f your regular action and a
equal to your Strength modifier.
p ossib le bon u s action.
A d d it io n a l F ig h t in g St y l e
At 10th level, you can c h o o s e a se co n d option from the
Fighting Style class feature.
Su p e r io r C r it ic a l
Starting at 15th level, your w eap on attacks sc o r e a
critical hit on a roll o f 1 8 -2 0 .
Su r v iv o r
At 18th level, you attain the pinnacle o f resilien ce in
battle. At the start o f each o f your turns, you regain hit
points equal to 5 + your Constitution m odifier if you
have n o m ore than h alf o f your hit points left. You don ’t
gain this benefit if you have 0 hit points.
Battle M aster
T h ose w h o emulate the archetypal Battle M aster
em ploy m artial tech niques p a ssed dow n through
generations. To a Battle Master, com bat is an acad em ic
field, som etim es including su bjects beyon d battle such
as w eapon sm ith in g and calligraphy. Not every fighter
ab sorbs the lesson s o f history, theory, and artistry
that are reflected in the Battle M aster archetype, but
th ose w h o do are w ell-rounded fighters o f great skill
and know ledge.
C om bat Su p e r io r it y
W h e n you c h o o s e this archetype at 3rd level, you
learn m aneuvers that are fueled by sp ecial dice called
superiority dice.
Maneuvers. You learn three m aneuvers o f your
ch oice, w hich are detailed under “M aneuvers” below.
M any m aneuvers en h a n ce an attack in so m e way. You
can u se only on e m aneuver per attack.
You learn tw o additional m aneuvers o f your ch oice
at 7th, 10th, and 15th level. E ach tim e you learn new
m aneuvers, you can also replace on e m aneuver you
kn ow with a different one.
Superiority Dice. You have four superiority dice,
w hich are d8s. A superiority die is expen ded w hen you
u se it. You regain all o f your expen ded superiority dice
w hen you finish a short or long rest.
You gain another superiority die at 7th level and one
m ore at 15th level.
Saving Throws. S o m e o f your m aneuvers require
your target to m ake a saving throw to resist the
m aneuver’s effects. T h e saving th row D C is calculated
as follow s:
St u d e n t of War
At 3rd level, you gain proficiency w ith on e type of
artisan’s tools o f your choice.
higher. You regain all expen ded spell slots w hen you 18th 3 11 4 3 3 —
finish a lon g rest. 19th 3 12 4 3 3 1
F or exam ple, if you kn ow the 1st-level spell shield and
20th 3 13 4 3 3 1
have a 1st-level and a 2nd-level spell slot available, you
ca n cast shield using either slot.
during a short rest. T h e w ea p on must b e w ithin your
Spells Known o f 1st-Level and Higher. You kn ow
reach throughout the ritual, at the con clu sion o f w hich
three 1st-level w izard spells o f your choice, tw o o f w hich
you touch the w eap on and forge the bond.
you m ust c h o o s e from the abjuration and evocation
O nce you have b on d ed a w ea p on to yourself, you
sp ells on the w izard spell list.
ca n ’t be disarm ed o f that w ea p on u nless you are
T h e S p ells K n ow n colum n o f the Eldritch K night
incapacitated. If it is on the sam e plane o f existence,
S p ellcastin g table sh ow s w hen you learn m ore w izard
you can su m m on that w eap on as a bon u s action on your
sp ells o f 1st level or higher. Each o f th ese sp ells m ust be
turn, cau sin g it to teleport instantly to your hand.
an abjuration or evocation spell o f your ch oice, and must
You can have up to tw o b on d ed w eapon s, but can
b e o f a level for w h ich you have spell slots. For instance,
su m m on only one at a tim e w ith your bon u s action.
w hen you reach 7th level in this class, you can learn one
If you attempt to bon d w ith a third w eapon , you must
n ew spell o f 1st or 2nd level.
break the b on d w ith on e o f the other two.
T h e sp ells you learn at 8th, 14th, and 20th level can
c om e from any sch o o l o f m agic. War M a g ic
W h enever you gain a level in this class, you can B egin ning at 7th level, w hen you use your action to
replace on e o f the w izard spells you kn ow w ith another cast a cantrip, you can m ake on e w ea p on attack as a
spell o f your ch oice from the w izard spell list. The bon u s action.
n ew spell m ust be o f a level for w h ich you have spell
slots, and it m ust be an abjuration or evocation spell, E l d r i t c h St r i k e
u n less you ’re replacin g the spell you gained at 8th, 14th, At 10th level, you learn h ow to m ake your w eap on
or 20th level. strikes undercut a creatu re’s resistan ce to your spells.
Spellcasting Ability. Intelligence is your spellcastin g W h en you hit a creature w ith a w ea p on attack, that
ability for your w izard spells, sin ce you learn your creature has disadvantage on the next saving th row
sp ells through study and m em orization. You u se your it m ak es against a spell you cast before the end o f
Intelligence w hen ever a spell refers to your spellcastin g your next turn.
ability. In addition, you use your Intelligence m odifier
w hen setting the saving th row D C for a w izard spell you A rcane C harge
cast and w hen m akin g an attack roll w ith one. At 15th level, you gain the ability to teleport up to 30
feet to an u n occu p ied sp ace you can see w hen you use
Spell save DC = 8 + your proficiency bonus +
your A ction Surge. You can teleport before or after the
your Intelligence modifier
additional action.
Spell attack modifier = your proficiency bonus +
your Intelligence modifier Im pr o v e d W a r M a g ic
Starting at 18th level, w h en you u se your action to
cast a spell, you can m ake on e w eap on attack as a
W eapon Bond
bonus action.
At 3rd level, you learn a ritual that creates a m agical
bon d b etw een you rself and on e w eapon . You perform
the ritual over the co u rse o f 1 hour, w hich can be done