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Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries - as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.

Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles 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 ability and extensive specialization makes Fighters superior combatants.

This version of the Fighter builds on the 2024 martial framework, using Weapon Mastery as a core part of its combat progression. Second Wind also supports Tactical Mind and Tactical Shift, giving the Fighter additional ways to use the resource outside of healing, while the revised Indomitable provides more reliable protection against failed saving throws.

At Level 1, the Fighter chooses a Fighting Style feat to establish their initial combat focus. That choice remains fixed at first, but Martial Versatility returns at later Ability Score Improvement levels, allowing the player to replace their Fighting Style or, for Battle Masters, adjust selected maneuvers.

The goal was to keep the Fighter highly customizable without requiring constant rebuilding. Weapon Mastery, Second Wind options, and Martial Versatility give the class more tactical choices during play while preserving its straightforward martial foundation.

Core Fighter Traits
Primary Ability Strength or Dexterity
Hit Dice Die D10 per Fighter level
Saving Throw Proficiencies Strength and Constitution
Skill Proficiencies Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Weapon Proficiencies Simple and Martial weapons
Armor Training Light, Medium, and Heavy armor and Shields
Starting Equipment Chose 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, Dungeonneer's Pack, and 11 GP; or (C) 155 GP

Becoming a Fighter...

As a Level 1 Fighter

  • 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 Fighter

  • 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 Class Features        
Level Prof.
Bonus
Class Features Second
Wind
Weapon
Mastery
1 +2 Fighting Style, Second Wind, Weapon Mastery 2 3
2 +2 Action Surge (1), Tactical Mind 2 3
3 +2 Fighter Subclass 2 3
4 +2 Ability Score Improvement 3 4
5 +3 Extra Attack, Tactical Shift 3 4
6 +3 Ability Score Improvement 3 4
7 +3 Subclass Feature 3 4
8 +3 Ability Score Improvement 3 4
9 +4 Indomitable (1), Tactical Master 3 4
10 +4 Subclass Feature 4 5
11 +4 Two Extra Attacks 4 5
12 +4 Ability Score Improvement 4 5
13 +5 Indomitable (2), Studied Attacks 4 5
14 +5 Ability Score Improvement 4 5
15 +5 Subclass Feature 4 5
16 +5 Ability Score Improvement 4 6
17 +6 Action Surge (2), Indomitable (3) 4 6
18 +6 Subclass Feature 4 6
19 +6 Epic Boon 4 6
20 +6 Three Extra Attacks 4 6

As a Fighter, you gain the following class features when you reach the specified Fighter levels. These features are listed on the Fighter Features table.

Level 1: Fighting Style

You have honed your martial prowess and gain a Fighting Style feat of your choice (found on page 209 of the 2024 Player's Handbook).

Level 1: Second Wind

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.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery property 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. Reference page 214 of the 2024 Player's Handbook for individual Weapon Mastery properties and effects.

Level 2: Action Surge

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. Starting at level 17, you can use it twice before a rest but only once on a turn.

Level 2: Tactical Mind

You have a mind for tactics and getting the upper hand 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.

Level 3: Fighter Subclass

You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass’s features that are of your Fighter level or lower.

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 4: Martial Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a Fighting Style feat you chose with a different Fighting Style feat.
  • If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

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 activate your Second Wind with 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 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 between Long Rests starting at level 13 and three times between Long Rests starting at level 17.

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 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.

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

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