Fighter

A master of martial combat, skilled with weapons and armor.

Rule names and descriptions come from the SRD 5.2.1 and stay in English.

At a glance

Hit die
d10
Main ability
STR, DEX
Saving throws
STR, CON
Armour
Light, Medium, Heavy, Shield
Weapons
Simple, Martial
Skills
Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, Survival

Level by level

  1. Level 1

    Proficiencies

    Complete

    What Fighter characters are trained in.

    Built fromProficienciesAdvancementProficienciesArmor Light, Armor Medium, Armor Heavy, Armor Shield, Weapons Simple, Weapons MartialThe armour, weapons and skills a class makes you proficient in, including skills you choose from a list.Open in the building blocks

    Fighting Style

    Complete

    Gain a Fighting Style feat.

    Not handled yet Changing your Fighting Style when you level up isn't offered.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the building blocksFeat choiceChoiceFeat choicecategory: Fighting StyleAsks the player to pick a feat, sometimes from one category only, like a Fighting Style or an Epic Boon.Open in the building blocks

    Second Wind

    Complete

    Bonus action: regain HP; uses scale by level.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the building blocksResource poolResourceResource pool2 at level 1, 3 at level 4, 4 at level 10 uses; refills on a long rest, 1 back on a short restA counter of uses with a maximum. It refills on a short rest, a long rest, or not at all, and actions or roll modifiers can spend from it.Open in the building blocksHealing actionActionHealing actionSecond WindAn action that restores hit points. The amount is written as a value, like 1d10 plus your level.Open in the building blocksActivation costActionActivation costa bonus actionWhat using an action takes from your turn: an action, a bonus action, a reaction, or nothing at all.Open in the building blocksCost in usesResourceCost in uses1 use of Second WindWhat an action spends each time it is used, such as one use from a resource pool, and how often it can be used.Open in the building blocksValueValueValueheals 1d10 + your levelHow the engine writes a number: dice, a flat number, an ability modifier, your level, or a value that grows with level. Pieces add up.Open in the building blocks

    Weapon Mastery

    Partly done

    Use the mastery property of weapons you wield; number of masteries scales by level.

    Not handled yet You can't choose which mastery to use yet: it is taken from your equipped weapons. Swapping masteries after a long rest isn't supported.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the building blocksCombat numbersModifierCombat numbers3 at level 1, 4 at level 4, 5 at level 10, 6 at level 16 masteriesChanges to how the character fights: attacks per Attack action, the range that counts as a critical hit, how many weapon masteries you can use.Open in the building blocksWeapon masteryModifierWeapon masteryenabledA special property of a weapon, like Cleave, Graze, Push or Topple, that a trained character can use when attacking with it.Open in the building blocks

  2. Level 2

    Action Surge

    Partly done

    Take an additional action on your turn.

    Not handled yet The rule that the extra action can't be the Magic action isn't enforced.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the building blocksResource poolResourceResource pool1 at level 2, 2 at level 17 uses; refills on a short restA counter of uses with a maximum. It refills on a short rest, a long rest, or not at all, and actions or roll modifiers can spend from it.Open in the building blocksUtility actionActionUtility actionAction SurgeAn action with no attack roll and no saving throw, used for things like gaining an extra action.Open in the building blocksActivation costActionActivation costno actionWhat using an action takes from your turn: an action, a bonus action, a reaction, or nothing at all.Open in the building blocksCost in usesResourceCost in uses1 use of Action Surge, once per turnWhat an action spends each time it is used, such as one use from a resource pool, and how often it can be used.Open in the building blocksExtra actionActionExtra action1 extra actionGives you more to spend this turn, such as one additional action.Open in the building blocks

    Tactical Mind

    Complete

    Spend Second Wind to boost a failed ability check.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the building blocksRoll modifierModifierRoll modifieron checks, offered to you, costs a use of Second WindChanges a d20 roll in a given situation, for example on checks or saving throws. It can apply by itself or be offered to the player, and it can cost a use from a pool.Open in the building blocksAdd a dieModifierAdd a die1d10Adds a die to the roll, like the 1d10 from Tactical Mind.Open in the building blocks

  3. Level 3

    Fighter Subclass

    Complete

    Choose a subclass. It gives more features at later levels.

    Built fromSubclass choiceChoiceSubclass choiceat level 3The level where the player picks a subclass. The subclass then gives its own features at later levels.Open in the building blocks

  4. Level 4

    Ability Score Improvement

    Complete

    Raise your ability scores, or take a feat.

    Built fromAbility Score ImprovementAdvancementAbility Score Improvement2 points, or a featRaise your ability scores by 2 points in total, or take a feat instead.Open in the building blocks

  5. Level 5

    Extra Attack

    Complete

    Attack twice when you take the Attack action.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the building blocksCombat numbersModifierCombat numbers2 attacks per Attack actionChanges to how the character fights: attacks per Attack action, the range that counts as a critical hit, how many weapon masteries you can use.Open in the building blocks

    Tactical Shift

    Complete

    Second Wind also lets you move without provoking.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the building blocksTriggerChannelTriggerwhen you use Second WindSomething that happens by itself when an event occurs: the start of your turn, scoring a critical hit, using a particular action.Open in the building blocksFree movementEffectFree movementhalf your speed, no opportunity attacksLets you move right away, often up to half your speed, without provoking opportunity attacks.Open in the building blocks

  6. Level 6

    Ability Score Improvement

    Complete

    Raise your ability scores, or take a feat.

    Built fromAbility Score ImprovementAdvancementAbility Score Improvement2 points, or a featRaise your ability scores by 2 points in total, or take a feat instead.Open in the building blocks

  7. Level 8

    Ability Score Improvement

    Complete

    Raise your ability scores, or take a feat.

    Built fromAbility Score ImprovementAdvancementAbility Score Improvement2 points, or a featRaise your ability scores by 2 points in total, or take a feat instead.Open in the building blocks

  8. Level 9

    Indomitable

    Complete

    Reroll a failed saving throw; uses scale by level.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the building blocksResource poolResourceResource pool1 at level 9, 2 at level 13, 3 at level 17 uses; refills on a long restA counter of uses with a maximum. It refills on a short rest, a long rest, or not at all, and actions or roll modifiers can spend from it.Open in the building blocksRoll modifierModifierRoll modifieron saves, offered to you, costs a use of IndomitableChanges a d20 roll in a given situation, for example on checks or saving throws. It can apply by itself or be offered to the player, and it can cost a use from a pool.Open in the building blocksRerollModifierRerollplus your levelRolls the d20 again and uses the new result, sometimes with a bonus added.Open in the building blocks

    Tactical Master

    Complete

    Swap a weapon’s mastery property when you attack.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the building blocksCapabilityChannelCapabilityTactical MasterA named ability the engine checks for directly when it resolves an attack or a choice.Open in the building blocks

  9. Level 11

    Two Extra Attacks

    Complete

    Attack three times when you take the Attack action.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the building blocksCombat numbersModifierCombat numbers3 attacks per Attack actionChanges to how the character fights: attacks per Attack action, the range that counts as a critical hit, how many weapon masteries you can use.Open in the building blocks

  10. Level 12

    Ability Score Improvement

    Complete

    Raise your ability scores, or take a feat.

    Built fromAbility Score ImprovementAdvancementAbility Score Improvement2 points, or a featRaise your ability scores by 2 points in total, or take a feat instead.Open in the building blocks

  11. Level 13

    Studied Attacks

    Complete

    Advantage on your next attack after you miss a creature.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the building blocksRoll modifierModifierRoll modifieron attacks, automaticChanges a d20 roll in a given situation, for example on checks or saving throws. It can apply by itself or be offered to the player, and it can cost a use from a pool.Open in the building blocksAdvantageModifierAdvantageRoll two d20 and keep the higher one.Open in the building blocksConditionConditionConditionMissed Target BeforeA test checked before something applies, such as "you missed this target before" or "you are bloodied".Open in the building blocks

  12. Level 14

    Ability Score Improvement

    Complete

    Raise your ability scores, or take a feat.

    Built fromAbility Score ImprovementAdvancementAbility Score Improvement2 points, or a featRaise your ability scores by 2 points in total, or take a feat instead.Open in the building blocks

  13. Level 16

    Ability Score Improvement

    Complete

    Raise your ability scores, or take a feat.

    Built fromAbility Score ImprovementAdvancementAbility Score Improvement2 points, or a featRaise your ability scores by 2 points in total, or take a feat instead.Open in the building blocks

  14. Level 19

    Epic Boon

    Complete

    Choose an Epic Boon feat.

    Built fromFeat choiceChoiceFeat choiceany categoryAsks the player to pick a feat, sometimes from one category only, like a Fighting Style or an Epic Boon.Open in the building blocks

  15. Level 20

    Three Extra Attacks

    Complete

    Attack four times when you take the Attack action.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the building blocksCombat numbersModifierCombat numbers4 attacks per Attack actionChanges to how the character fights: attacks per Attack action, the range that counts as a critical hit, how many weapon masteries you can use.Open in the building blocks

Subclass: Champion

Fighters who pursue physical perfection.

  1. Level 3

    Improved Critical

    Complete

    Score a critical hit on a roll of 19–20.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the building blocksCombat numbersModifierCombat numberscritical hit on 19-20Changes to how the character fights: attacks per Attack action, the range that counts as a critical hit, how many weapon masteries you can use.Open in the building blocks

    Remarkable Athlete

    Complete

    Advantage on initiative and Athletics; move after a crit.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the building blocksRoll modifierModifierRoll modifieron checks, automaticChanges a d20 roll in a given situation, for example on checks or saving throws. It can apply by itself or be offered to the player, and it can cost a use from a pool.Open in the building blocksAdvantageModifierAdvantageRoll two d20 and keep the higher one.Open in the building blocksTriggerChannelTriggerwhen you score a critical hitSomething that happens by itself when an event occurs: the start of your turn, scoring a critical hit, using a particular action.Open in the building blocksFree movementEffectFree movementhalf your speed, no opportunity attacksLets you move right away, often up to half your speed, without provoking opportunity attacks.Open in the building blocks

  2. Level 7

    Additional Fighting Style

    Complete

    Gain a second Fighting Style.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the building blocksFeat choiceChoiceFeat choicecategory: Fighting StyleAsks the player to pick a feat, sometimes from one category only, like a Fighting Style or an Epic Boon.Open in the building blocks

  3. Level 10

    Heroic Warrior

    Complete

    Gain Heroic Inspiration during combat.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the building blocksTriggerChannelTriggerat the start of your turnSomething that happens by itself when an event occurs: the start of your turn, scoring a critical hit, using a particular action.Open in the building blocksHeroic InspirationEffectHeroic InspirationGives Heroic Inspiration, which you can spend to reroll a die.Open in the building blocks

  4. Level 15

    Superior Critical

    Complete

    Critical hit on a roll of 18–20.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the building blocksCombat numbersModifierCombat numberscritical hit on 18-20Changes to how the character fights: attacks per Attack action, the range that counts as a critical hit, how many weapon masteries you can use.Open in the building blocks

  5. Level 18

    Survivor

    Partly done

    Regain HP each turn while bloodied; advantage on death-relevant rolls.

    Not handled yet Defy Death isn't handled: the game has no death saving throws yet.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the building blocksTriggerChannelTriggerat the start of your turnSomething that happens by itself when an event occurs: the start of your turn, scoring a critical hit, using a particular action.Open in the building blocksHealingEffectHealing5 + CON modifierRestores hit points.Open in the building blocksConditionConditionConditionHolder BloodiedA test checked before something applies, such as "you missed this target before" or "you are bloodied".Open in the building blocks

Rules: Fighter