|1||Fighting Style, Second Wind|
|2||Action Surge (one use)|
|4||Ability Score Improvement|
Armor Mastery +1
|6||Ability Score Improvement|
|7||Martial Archetype Feature|
|8||Ability Score Improvement|
|9||Indomitable (one use),
Armor Mastery +2
|10||Martial Archetype Feature|
|11||Extra Attack (2)|
|12||Ability Score Improvement|
|13||Indomitable (two uses),
Armor Mastery +3
|14||Ability Score Improvement|
|15||Martial Archetype Feature|
|16||Ability Score Improvement|
|17||Action Surge (two uses),
Indomitable (three uses)
|18||Martial Archetype Feature|
|19||Ability Score Improvement|
|20||Extra Attack (3)|
Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings — as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
Hit Points: 1d4 + 2
Barrier: 1d6 + Constitution Modifier
Armor: All armor, shields
Weapons: Simple weapons, martial weapons, technical weapons
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
• (a) chain mail or (b) leather jacket, longbow, and 20 arrows made from common materials
• a martial weapon made of a common material and any shield or (b) two martial weapons made from common materials
• any martial weapon made from a common material
• a revolver and 20 steel bullets or (b) two hand axes made from common materials
A Fighter is a trained partial caster, uses Intelligence as their spellcasting ability modifier, and adds one third its fighter level (rounded up) to his caster level in order to determine spells per day, cantrips known, and spells known. See the Class Spellcasting section to learn more about spellcasting ability modifier and caster level.
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.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
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.
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.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You have a limited well of stamina that you can draw on to regenerate your barrier. On your turn, you can use a bonus action to regain barrier equal to 1d10 + your fighter level. This ability can be used even if your barrier is depleted.
Once you use this feature, you must finish a short or long rest before you can use it again.
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.
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, Knight, Eldritch Defender, or Magus, all detailed at the end of the class description. 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.
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.
Beginning at 5th level, if you are wearing armor and it provides no enhancement bonus or a lower enhancement bonus than this feature grants, you treat the armor as if it has a +1 Enhancement Bonus. This value increases to +2 at 9th level, +3 at 13th level, and +4 at 16th level.
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.
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Student of War
At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
Know Your Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
• Strength score
• Dexterity score
• Constitution score
• Armor Class
• Current hit points
• Total class levels (if any)
• Fighter class levels (if any)
Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into dl2s.
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
The maneuvers are presented in alphabetical order.
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a W isdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
The Knight is a colossus on the battlefield who can shrug off attacks and protect allies from harm. The enemies in a Knight's path have two choices: yield or die fighting.
Starting at 3rd level, the might of your willpower can shield you and help you strike true. As a bonus action on your turn, you can give yourself two benefits: advantage on all attack rolls and resistance to bludgeoning, piercing, and slashing damage. These benefits last until the end of your next turn.
You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations that require strict adherence to etiquette. You can add your Wisdom modifier to any Charisma check you make to persuade or please a noble or anyone else of high social station.
You also gain proficiency in the History, Insight, or Persuasion skill (choose one). Alternatively, you learn one language of your choice.
Hold the Line
At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack’s weapon deals extra damage to the target equal to half your fighter level, and the target’s speed is reduced to 0 until the end of this turn.
Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn.
In addition, you gain a +1 bonus to AC while wearing heavy armor.
Eldritch Defenders gain a greater appreciation of magic to better shield themselves and their allies. They learn to manipulate the shield family of spells to become bulwarks of magical energy that are indomitable on the battlefield.
An Eldritch Knight becomes a martial caster and now adds half its fighter level (rounded up) to his caster level in order to determine spells per day, cantrips known, and spells known. This ability replaces the spellcasting ability of the Fighter. See the Caster Level section to learn more about caster level.
An eldritch knight is a powerful defender in combat. At 3rd level, an Eldritch Knight's mastery of a spell in the Shield family of spells becomes emboldened. You gain additional benefits when casting a shield spell.
Replace this spell's duration with the following:
Duration: Up to 10 minutes. Increase duration by 10 minutes per slot level above 1st.
This spell no longer consumes your reaction. In addition it can be cast to grant you advantage on a reflex saving throw that would allow you to take half damage on a successful save.
Replace this spell's casting time with the following:
Casting Time: 1 bonus action.
This spell no longer consumes your reaction.
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
At 15th level, you gain the ability to move up to 30 feet without provoking attacks of opportunity to an unoccupied space you can see when you use your Action Surge. You can make this movement before or after the additional action.
Improved War Magic
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Some fighters look to other disciplines in order to improve their own abilities. The Magus is one who has drawn inspiration from the fighting styles of the Spellblade in order to achieve a greater focus on their weapon mixing elemental magic with their own weapon skills.
A Magus becomes a martial caster and now adds half its fighter level (rounded up) to his caster level in order to determine spells per day, cantrips known, and spells known. This ability replaces the spellcasting ability of the Fighter. See the Caster Level section to learn more about caster level.
At 3rd level you become a master of casting spells that allow you to materialize a weapon. You can use this ability to cast a Create Weapon spell without expending a spell slot. This spell is cast as if you cast it with your highest level spell slot.
Beginning at 7th level your summoned weapon gains additional benefits. Whenever making a weapon swing you can declare an element you control or no element at all. The attack is then attuned to that element.
Greater Weapon Aspect
At 10th level your weapon bond improves. The Create Weapon spell is now cast as if it was cast by a full caster at their highest spell slot level of the same level as your character. For example, a level 9 Eldritch Knight has a Caster Level of 5 and can cast at most a 3rd level spell. This ability treats it as if the character is at Caster Level 9 and can thus cast Create Weapon with a 5th level spell slot.
At 15th level, you can further expand the power of your summoned weapons. When using your Weapon Bond ability you may spend a 3rd level or higher spell slot to grant your weapon an additional +1d6 damage.
Starting at 18th level your blade can release a devastating blow to a target. By spending a 5th level or higher spell slot when you connect with an attack made by your bonded weapon you destroy your weapon and deal an additional 10d6 damage. Activating this ability causes your weapon to break apart and a new one cannot be summoned until the start of your next turn.