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
    Complete

    Proficiencies

    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 library

    Complete

    Fighting Style

    Gain a Fighting Style feat.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the libraryFeat 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 library

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

    Complete

    Second Wind

    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 libraryResource 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 libraryHealing actionActionHealing actionSecond WindAn action that restores hit points. The amount is written as a value, like 1d10 plus your level.Open in the libraryActivation 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 libraryCost 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 libraryValueValueValueheals 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 library

    Partly done

    Weapon Mastery

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

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the libraryCombat 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 libraryWeapon 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 library

    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.

  2. Level 2
    Partly done

    Action Surge

    Take an additional action on your turn.

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the libraryResource 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 libraryUtility actionActionUtility actionAction SurgeAn action with no attack roll and no saving throw, used for things like gaining an extra action.Open in the libraryActivation costActionActivation costno actionWhat using an action takes from your turn: an action, a bonus action, a reaction, or nothing at all.Open in the libraryCost 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 libraryExtra actionActionExtra action1 extra actionGives you more to spend this turn, such as one additional action.Open in the library

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

    Complete

    Tactical Mind

    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 libraryRoll 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 libraryAdd a dieModifierAdd a die1d10Adds a die to the roll, like the 1d10 from Tactical Mind.Open in the library

  3. Level 3
    Complete

    Fighter Subclass

    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 library

  4. Level 4
    Complete

    Ability Score Improvement

    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 library

  5. Level 5
    Complete

    Extra Attack

    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 libraryCombat 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 library

    Complete

    Tactical Shift

    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 libraryTriggerChannelTriggerwhen 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 libraryFree movementEffectFree movementhalf your speed, no opportunity attacksLets you move right away, often up to half your speed, without provoking opportunity attacks.Open in the library

  6. Level 6
    Complete

    Ability Score Improvement

    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 library

  7. Level 8
    Complete

    Ability Score Improvement

    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 library

  8. Level 9
    Complete

    Indomitable

    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 libraryResource 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 libraryRoll 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 libraryRerollModifierRerollplus your levelRolls the d20 again and uses the new result, sometimes with a bonus added.Open in the library

    Complete

    Tactical Master

    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 libraryCapabilityChannelCapabilityTactical MasterA named ability the engine checks for directly when it resolves an attack or a choice.Open in the library

  9. Level 11
    Complete

    Two Extra Attacks

    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 libraryCombat 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 library

  10. Level 12
    Complete

    Ability Score Improvement

    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 library

  11. Level 13
    Complete

    Studied Attacks

    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 libraryRoll 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 libraryAdvantageModifierAdvantageRoll two d20 and keep the higher one.Open in the libraryConditionConditionConditionMissed Target BeforeA test checked before something applies, such as "you missed this target before" or "you are bloodied".Open in the library

  12. Level 14
    Complete

    Ability Score Improvement

    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 library

  13. Level 16
    Complete

    Ability Score Improvement

    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 library

  14. Level 19
    Complete

    Epic Boon

    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 library

  15. Level 20
    Complete

    Three Extra Attacks

    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 libraryCombat 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 library

Subclass: Champion

Fighters who pursue physical perfection.

  1. Level 3
    Complete

    Improved Critical

    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 libraryCombat 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 library

    Complete

    Remarkable Athlete

    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 libraryRoll 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 libraryAdvantageModifierAdvantageRoll two d20 and keep the higher one.Open in the libraryTriggerChannelTriggerwhen 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 libraryFree movementEffectFree movementhalf your speed, no opportunity attacksLets you move right away, often up to half your speed, without provoking opportunity attacks.Open in the library

  2. Level 7
    Complete

    Additional Fighting Style

    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 libraryFeat 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 library

  3. Level 10
    Complete

    Heroic Warrior

    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 libraryTriggerChannelTriggerat 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 libraryHeroic InspirationEffectHeroic InspirationGives Heroic Inspiration, which you can spend to reroll a die.Open in the library

  4. Level 15
    Complete

    Superior Critical

    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 libraryCombat 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 library

  5. Level 18
    Partly done

    Survivor

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

    Built fromFeature grantAdvancementFeature grantgranted at this levelGives one or more features when the character reaches a level.Open in the libraryTriggerChannelTriggerat 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 libraryHealingEffectHealing5 + CON modifierRestores hit points.Open in the libraryConditionConditionConditionHolder BloodiedA test checked before something applies, such as "you missed this target before" or "you are bloodied".Open in the library

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