Fighter
Classic fifth-edition (2014) SRD 5.1 rules. The complete rules for this entry are reproduced below for use at the table.
- Hit Die: d10
- Saving Throws: STR, CON
- Proficiencies: All armor, Shields, Simple Weapons, Martial Weapons, Saving Throw: STR, Saving Throw: CON
- Skill choices: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Starting Equipment
- Choose: (a) chain mail or (b) leather armor, longbow, and 20 arrows
- Choose: (a) a martial weapon and a shield or (b) two martial weapons
- Choose: (a) a light crossbow and 20 bolts or (b) two handaxes
- Choose: (a) a dungeoneer’s pack or (b) an explorer’s pack
Class Progression
| Level | Proficiency Bonus | Features | Action Surges | Indomitable Uses | Extra Attacks |
|---|---|---|---|---|---|
| 1 | +2 | Fighting Style, Second Wind | 0 | 0 | 0 |
| 2 | +2 | Action Surge (1 use) | 1 | 0 | 0 |
| 3 | +2 | Martial Archetype | 1 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 1 | 0 | 0 |
| 5 | +3 | Extra Attack | 1 | 0 | 1 |
| 6 | +3 | Ability Score Improvement | 1 | 0 | 1 |
| 7 | +3 | Martial Archetype feature | 1 | 0 | 1 |
| 8 | +3 | Ability Score Improvement | 1 | 0 | 1 |
| 9 | +4 | Indomitable (1 use) | 1 | 1 | 1 |
| 10 | +4 | Martial Archetype feature | 1 | 1 | 1 |
| 11 | +4 | Extra Attack (2) | 1 | 1 | 2 |
| 12 | +4 | Ability Score Improvement | 1 | 1 | 2 |
| 13 | +5 | Indomitable (2 uses) | 1 | 2 | 2 |
| 14 | +5 | Ability Score Improvement | 1 | 2 | 2 |
| 15 | +5 | Martial Archetype feature | 1 | 2 | 2 |
| 16 | +5 | Ability Score Improvement | 1 | 2 | 2 |
| 17 | +6 | Action Surge (2 uses), Indomitable (3 uses) | 2 | 3 | 2 |
| 18 | +6 | Martial Archetype feature | 2 | 3 | 2 |
| 19 | +6 | Ability Score Improvement | 2 | 3 | 2 |
| 20 | +6 | Extra Attack (3) | 2 | 3 | 3 |
Class Features
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
Action Surge (1 use)
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
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.
Indomitable (1 use)
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Subclasses
- Battle Master — Battle Master (PHB)
- Cavalier — Cavalier (XGE)
- Champion — Champion (PHB)
- Echo Knight — Echo Knight (EGW)
- Eldritch Knight — Eldritch Knight (PHB)
- Psi Warrior — Psi Warrior (TCE)
- Rune Knight — Rune Knight (TCE)
- Samurai — Samurai (XGE)
Approved Forum Additions
- Gunslinger — Community submission
Epic Levels 21-40
The following epic progression is fully summarized here for play on Tazzurath. All epic rules in this section use the purple epic-text style.
The character editor presents levels 1-40 as one Fighter class. When synchronized to Avrae, levels above 20 are automatically stored under EFighter while retaining the same subclass.
| Level | Proficiency Bonus | Attacks | Features |
|---|---|---|---|
| 21st | +7 | 4 | Indomitable (4), Second Fighting Style, Second Wind Improvement |
| 22nd | +7 | 4 | Action Surge (3), Improved Combatant, Ability Score Improvement |
| 23rd | +7 | 4 | Second Martial Archetype |
| 24th | +7 | 4 | Ability Score Improvement |
| 25th | +8 | 5 | -- |
| 26th | +8 | 5 | Ability Score Improvement |
| 27th | +8 | 5 | Second Martial Archetype Feature |
| 28th | +8 | 5 | Ability Score Improvement |
| 29th | +9 | 6 | -- |
| 30th | +9 | 6 | Action Surge (4), Indomitable (5), Second Martial Archetype Feature |
| 31st | +9 | 6 | Proficient Damage |
| 32nd | +9 | 6 | Ability Score Improvement |
| 33rd | +10 | 7 | -- |
| 34th | +10 | 7 | -- |
| 35th | +10 | 7 | Action Surge (5), Second Martial Archetype Feature |
| 36th | +10 | 7 | Ability Score Improvement |
| 37th | +11 | 8 | -- |
| 38th | +11 | 8 | Ability Score Improvement, Indomitable (6), Second Martial Archetype Feature |
| 39th | +11 | 8 | -- |
| 40th | +12 | 10 | Ability Score Improvement, Ultimate Attack |
Epic feature rules
Indomitable
Your Indomitable uses per long rest increase to four at level 21, five at 30, and six at 38.
Second Fighting Style
Choose another option from the fighter's Fighting Style list.
Second Wind Improvement
Second Wind restores 1d10 + fighter level hit points and can be used a number of times equal to half your proficiency bonus.
Action Surge
Your Action Surge uses per short or long rest increase to three at level 22, four at 30, and five at 35. You still cannot use it more than once in a round.
Improved Combatant
Gain a pool equal to your proficiency bonus. After hitting, spend one point to double the weapon damage for that attack. The pool refreshes after a long rest, and your critical threshold permanently improves by 1.
Second Martial Archetype
Choose another Martial Archetype at level 23 and gain its corresponding features at levels 23, 27, 30, 35, and 38.
Ability Score Improvement
Gain 3 ability-score points. No score can exceed the character's total level. Instead, take a feat and increase one ability score by 1.
Proficient Damage
Add half your proficiency bonus to weapon damage rolls.
Ultimate Attacks
At level 40, when Action Surge is used for the Attack action, it supplies five additional attacks.
Epic progression credited to Adalwolf's Epic Level Handbook: Players.