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.
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.
| Level | Proficiency Bonus | Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Fighting Style (Fighter), Second Wind, Weapon Mastery (Fighter) | 2 | 3 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 3 |
| 3 | +2 | Subclass | 2 | 3 |
| 4 | +2 | Ability Score Improvement (Level 4) (Fighter) | 3 | 4 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
| 6 | +3 | Ability Score Improvement (Level 6) (Fighter) | 3 | 4 |
| 7 | +3 | - | 3 | 4 |
| 8 | +3 | Ability Score Improvement (Level 8) (Fighter) | 3 | 4 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 4 |
| 10 | +4 | - | 4 | 5 |
| 11 | +4 | Two Extra Attacks | 4 | 5 |
| 12 | +4 | Ability Score Improvement (Level 12) (Fighter) | 4 | 5 |
| 13 | +5 | Indomitable (2), Studied Attacks | 4 | 5 |
| 14 | +5 | Ability Score Improvement (Level 14) (Fighter) | 4 | 5 |
| 15 | +5 | - | 4 | 5 |
| 16 | +5 | Ability Score Improvement (Level 16) (Fighter) | 4 | 6 |
| 17 | +6 | Action Surge (2), Indomitable (3) | 4 | 6 |
| 18 | +6 | - | 4 | 6 |
| 19 | +6 | Epic Boon | 4 | 6 |
| 20 | +6 | Three Extra Attacks | 4 | 6 |
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.
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.
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.
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.
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.
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.
You can attack twice instead of once whenever you take the Attack action on your turn.
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
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.
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.
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.
You can attack three times instead of once whenever you take the Attack action on your turn.
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.
You can now use Indomitable twice before a Long Rest.
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.
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.
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
You can now use your Action Surge twice before a rest but only once on a turn.
You can now use Indomitable three times before a Long Rest.
You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify.
You can attack four times instead of once whenever you take the Attack action on your turn.