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Base ClassMartial ArchetypeHit Die: d10Primary: Strength

Fighter

Those who fight

Fighters are masters of combat, trained in the art of war. They excel in all forms of physical combat, from swordplay to archery.

Class Features

Level 1

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options: Archery (+2 to ranged attacks), Defense (+1 AC with armor), Dueling (+2 damage with one-handed weapon), Great Weapon Fighting (reroll 1s and 2s on damage), Protection (impose disadvantage on attacks against allies), Two-Weapon Fighting (add ability modifier to second attack).

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Level 2

Action Surge

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.

Level 3

Martial Archetype

You choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Level 4

Ability Score Improvement

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.

Level 5

Extra Attack

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 and to four when you reach 20th level.

Level 9

Indomitable

You can reroll a saving throw that you fail. If you do so, you must use the new roll. You can use this feature once between long rests. You can use it twice starting at 13th level and three times starting at 17th level.

Subclasses

Condottiero

The Condottiero is a fighter subclass that excels in inspiring their allies, as well as using their fearsome reputation and presence to intimidate their enemies. They are known for their skill in military strategy and their ability to command forces in battle.

Subclass Features

Level 3
Inspiration

You can use your charisma to inspire your teammates, giving them an Inspiration die (a d6) to use during an encounter. The number of Inspiration Dice you can give out is equal to your Charisma modifier. This ability can be used as an action and is regained after a short rest.

Level 7
Legionary Discipline

Your discipline extends to your allies, granting them advantage on saving throws against fear effects and charms as long as they can see or hear you.

Level 10
Fearsome Reputation

You can use your intimidating presence to frighten a creature within 30 feet as an action. The creature must make a Wisdom saving throw against your Passive Intimidation score or become frightened.

Level 15
Inspiring Speech

Your inspiring speech allows your allies to regain twice as many hit points during a short rest.

Level 18
Fearsome Presence

Your fearsome presence becomes even more potent, causing any creature that wishes to attack you to first make a Wisdom saving throw or become frightened.