Fighter
Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries all share an exceptional command of weapons and armor. They are well acquainted with danger and death, both dealing it out and surviving it.
Fighters master a wide range of weapon techniques, and a well-equipped Fighter can adapt to many combat situations. They are also trained in every form of armor. Beyond that broad foundation, each Fighter develops particular approaches to battle. Some focus on archery, some on fighting with two weapons, some on heavy weapons or defensive techniques, and others combine martial skill with magic.
This combination of broad martial training and focused specialization makes Fighters among the most capable combatants.
This version of the Fighter builds on the 2024 martial framework, with Weapon Mastery forming a central part of the class’s combat progression. Second Wind also supports Tactical Mind and Tactical Shift, giving the Fighter useful applications for the resource beyond restoring Hit Points, while the revised Indomitable provides more reliable protection against failed saving throws.
Fighting Style is chosen at 1st level and can be replaced whenever the character gains a Fighter level, allowing the Fighter to adjust their training without requiring a separate retraining feature. Battle Master maneuver replacement remains part of that subclass rather than the base class.
Action Surge retains its restriction against taking the Magic action, while Tactical Master and Studied Attacks provide additional control and reliability at higher levels. Extra Attack continues to distinguish the Fighter from other martial classes, eventually allowing four attacks whenever the Fighter takes the Attack action.
The aim is to preserve the Fighter as a direct and highly customizable martial class. Weapon Mastery, Second Wind, Fighting Styles, additional feats, and subclass features provide tactical depth without introducing another universal resource system or making maneuvers part of every Fighter.
| Core Fighter Traits | |
| Primary Ability | Strength or Dexterity |
| Hit Point Die | D10 per Fighter level |
| Saving Throw Proficiencies | Strength and Constitution |
| Skill Proficiencies | Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion, or Survival |
| Weapon Proficiencies | Simple and Martial weapons |
| Armor Training | Light, Medium, and Heavy armor and Shields |
| Starting Equipment | Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP |
Becoming a Fighter
As a Level 1 Character
Gain all the traits in the Core Fighter Traits table.
Gain the Fighter’s level 1 features, which are listed in the Fighter Features table.
As a Multiclass Character
Gain the following traits from the Core Fighter Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
Gain the Fighter’s level 1 features, which are listed in the Fighter Features table.
Fighter Features
| Level | Proficiency Bonus | Features | Second Wind | Weapon Mastery |
| 1st | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
| 2nd | +2 | Action Surge (1), Tactical Mind | 2 | 3 |
| 3rd | +2 | Fighter Subclass | 2 | 3 |
| 4th | +2 | Ability Score Improvement | 3 | 4 |
| 5th | +3 | Extra Attack, Tactical Shift | 3 | 4 |
| 6th | +3 | Ability Score Improvement | 3 | 4 |
| 7th | +3 | Subclass Feature | 3 | 4 |
| 8th | +3 | Ability Score Improvement | 3 | 4 |
| 9th | +4 | Indomitable (1), Tactical Master | 3 | 4 |
| 10th | +4 | Subclass Feature | 4 | 5 |
| 11th | +4 | Two Extra Attacks | 4 | 5 |
| 12th | +4 | Ability Score Improvement | 4 | 5 |
| 13th | +5 | Indomitable (2), Studied Attacks | 4 | 5 |
| 14th | +5 | Ability Score Improvement | 4 | 5 |
| 15th | +5 | Subclass Feature | 4 | 5 |
| 16th | +5 | Ability Score Improvement | 4 | 6 |
| 17th | +6 | Action Surge (2), Indomitable (3) | 4 | 6 |
| 18th | +6 | Subclass Feature | 4 | 6 |
| 19th | +6 | Epic Boon | 4 | 6 |
| 20th | +6 | Three Extra Attacks | 4 | 6 |
Level 1: Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice for which you qualify.
Whenever you gain a Fighter level, you can replace that Fighting Style feat with another Fighting Style feat for which you qualify.
Level 1: Second Wind
You have a reserve of physical and mental stamina that you can draw upon.
As a Bonus Action, you can expend one use of Second Wind to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You gain additional uses when you reach certain Fighter levels, as shown in the Second Wind column of the Fighter Features table.
You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Level 1: Weapon Mastery
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 replace one of those weapon choices with another Simple or Martial weapon.
When you reach certain Fighter levels, you can use the mastery properties of additional 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. That action can’t be the Magic action.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
Starting at Fighter level 17, you can use this feature twice before a rest, but no more than once on a turn.
Level 2: Tactical Mind
Your combat training helps you recognize opportunities and adjust your approach under pressure.
When you fail an ability check, you can expend one use of Second Wind to roll 1d10 and add the number rolled to the check, potentially turning the failure into a success.
If the check still fails, the use of Second Wind isn’t expended.
You don’t regain Hit Points when you use Second Wind in this way.
Level 3: Fighter Subclass
You gain a Fighter subclass of your choice.
A subclass represents a particular martial discipline, tradition, or specialization.
Your subclass grants features at Fighter levels 3, 7, 10, 15, and 18.
Level 4: Ability Score Improvement
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 use Second Wind as a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 9: Indomitable
If you fail a saving throw, you can expend one use of this feature to reroll it with a bonus equal to your Fighter level.
You must use the new roll.
You can use this feature once. Starting at Fighter level 13, you can use it twice, and starting at Fighter level 17, you can use it three times.
You regain all expended uses when you finish a Long Rest.
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 13: Studied Attacks
You study your opponents and learn from unsuccessful attacks.
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 19: Epic Boon
You gain an Epic Boon feat 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.
Continue Reading
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