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Fighter

Class • BR

Fighter Class Features

As a Fighter, you gain the following class features when you reach the specified Fighter levels. These features are listed in the Fighter Features table.

LevelProficiency BonusFeaturesSecond WindWeapon Mastery
1+2Fighting Style (Fighter), Second Wind, Weapon Mastery (Fighter)23
2+2Action Surge, Tactical Mind23
3+2Subclass23
4+2Ability Score Improvement (Level 4) (Fighter)34
5+3Extra Attack, Tactical Shift34
6+3Ability Score Improvement (Level 6) (Fighter)34
7+3-34
8+3Ability Score Improvement (Level 8) (Fighter)34
9+4Indomitable, Tactical Master34
10+4-45
11+4Two Extra Attacks45
12+4Ability Score Improvement (Level 12) (Fighter)45
13+5Indomitable (2), Studied Attacks45
14+5Ability Score Improvement (Level 14) (Fighter)45
15+5-45
16+5Ability Score Improvement (Level 16) (Fighter)46
17+6Action Surge (2), Indomitable (3)46
18+6-46
19+6Epic Boon46
20+6Three Extra Attacks46

Level 1: Fighting Style (Fighter)

You have honed your martial prowess and gain a Fighting Style feat of your choice (see chapter 5). Defense is recommended.

Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.

Level 1: Second Wind

You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.

You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.

Level 1: Weapon Mastery (Fighter)

Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.

Level 2: Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.

Once you use this feature, you can’t do so again until you finish a Short or Long Rest.

Level 2: Tactical Mind

You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.

Level 3: Subclass

You gain a subclass of your choice. A subclass is a specialization that grants you features at certain levels of this class. For the rest of your career, you gain each of your subclass’s features that are of your level or lower.

Level 4: Ability Score Improvement (Level 4) (Fighter)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Tactical Shift

Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.

Level 6: Ability Score Improvement (Level 6) (Fighter)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 8, 12, 14, and 16.

Level 8: Ability Score Improvement (Level 8) (Fighter)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 12, 14, and 16.

Level 9: Indomitable

If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. 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 before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.

Level 9: Tactical Master

When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.

Level 11: Two Extra Attacks

You can attack three times instead of once whenever you take the Attack action on your turn.

Level 12: Ability Score Improvement (Level 12) (Fighter)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 12, 14, and 16.

Level 13: Indomitable (2)

You can now use Indomitable twice before a Long Rest.

Level 13: Studied Attacks

You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.

Level 14: Ability Score Improvement (Level 14) (Fighter)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter level 16.

Level 16: Ability Score Improvement (Level 16) (Fighter)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 17: Action Surge (2)

You can now use your Action Surge twice before a rest but only once on a turn.

Level 17: Indomitable (3)

You can now use Indomitable three times before a Long Rest.

Level 19: Epic Boon

You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify.

Level 20: Three Extra Attacks

You can attack four times instead of once whenever you take the Attack action on your turn.