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1.2.1 Fighter


    You are a warrior, trained in battle and in the use of armor and weapons. Perhaps you are a ferocious barbarian Viking raider, a deadly mercenary swords-woman, a grizzled sylvan ranger or a chivalrous knight, a leader of men and protector of the innocent.

    Fighter Level Title Proficiency Bonus Features
    1st Veteran +2 Fighting Style, Second Wind
    2nd Warrior +2 Action Surge I
    3rd Weaponmaster +2 Improved Critical
    4th Hero +2 Ability Score Improvement I
    5th Swashbuckler +3 Extra Attack I
    6th Myrmidon +3 Ability Score Improvement II
    7th Champion +3 Remarkable Athlete
    8th Superhero +3 Ability Score Improvement III
    9th Lord +4 Indomitable I
    10th Lord +4 Additional Fighting Style


    Hit Dice: 1d10 per level

    Hit Points at 1st Level: 10 + Con modifier

    Hit Points at Higher Levels: 1d10 (or 6) + Con modifier per level after 1st

    Ability Score Increase: Your choice of Strength or Dexterity increases by 1 and your Constitution by 1.

    Size: Your size is Medium.

    Speed: Your base walking speed is 30 feet.

    Armor: All armors and shields

    Weapons: All weapons

    Equipment: You start with the following equipment:

    • (a) banded mail or (b) leather armor, longbow and 20 arrows
    • (a) any 2 non-heavy weapons and shield or (b) any heavy weapon
    • (a) a light crossbow and 20 bolts or (b) 2 handaxes
    • (a) a dungeoneer’s pack or (b) an explorer’s pack

    Proficiency Area: You’re proficient in every aspect of combat, from strategy, mounted combat, intimidation and weapons lore to improvised stunts.

    You are also skilled in all kinds of athletic feats, such as swimming, climbing,jumping, and feats of strength.

    1st Level Abilities

    Second Wind

    On your turn, you can use a bonus action to regain 1d10 + fighter level hit points that you lost during the current Segment. You may do this once per rest.

    Fighting Style

    You adopt a particular style of fighting as your specialty. You also gain any Style Focus (named in italics) listed for the given style. You can’t pick a Fighting Style more than once. Choose one of the following:

    Roll d10 or choose one of the fighting styles below. (Quick Pick: Mighty Deeds)

    1-2 Mighty Deeds

    Add 1d8 to any physical ability check, attack roll or damage roll you are proficient in. You can use this ability before or after making the roll.

    You may perform Mighty Deeds a number of times equal to your proficiency bonus per long rest.

    More Deeds: You replenish your uses of Mighty Deeds with a short rest as well as a long rest.

    3-4 Sword and Board

    When you are wielding a melee weapon in one hand and no other weapons (except a shield), you gain a +2 bonus to damage rolls with that weapon.

    Shield Block: When wielding a shield, you can use your reaction to add your proficiency bonus to your AC for a melee attack that hits you, potentially causing it to miss you instead.

    5-6 Two-Weapon Fighting

    When fighting with two weapons, you can add your ability modifier to the damage of the second attack.

    Dual Mastery: You add +1 to AC when dual-wielding, can dual-wield non-Light weapons and draw or stow 2 such weapons instead of 1 when Interacting with Objects in combat.

    7-8 Great Weapon Fighting

    When you roll 1 or 2 on a damage die, you can reroll the die. You must use the new roll, even if it’s a 1 or 2.

    Power Blow: Before making a melee attack, you can use your bonus action to drop your proficiency bonus to hit to 0. If the attack hits, add twice your proficiency bonus to damage.

    Cleave: Whenever you score a critical hit or reduce a creature to 0 hit points, you can drop your speed to 0 for the rest of the turn in order to make an extra attack with the same weapon.

    The weapon used must have the two-handed or versatile property and be wielded in melee with two hands for you to gain any of these benefits.

    9-10 Deadeye

    Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. You may ignore half cover and treat three-quarters cover as half cover for attack rolls with ranged weapons.

    Aim: You may spend a bonus action to aim in order to ignore disadvantage for long range and add your proficiency bonus to damage on your next ranged weapon attack in the same turn.

    Quickshot: If you have advantage on a ranged attack against a target on your turn, you can forgo advantage this turn to make an extra ranged attack against that target as a bonus action. Both attacks are made with disadvantage.

    2nd Level Abilities

    Action Surge

    On your turn, you can take one additional action on top of your regular action. You may do this once per short or long rest.

    3rd Level Abilities

    Improved Critical

    Your weapon attacks score a critical hit on a roll of 19 or 20.

    4th Level Abilities

    Ability Score Improvement I

    Increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can’t increase an ability score above 20 with this feature.

    5th Level Abilities

    Extra Attack

    You can attack twice, instead of once, when you take the Attack action on your turn.

    6th Level Abilities

    Ability Score Improvement II

    Same as the 4th level Ability Score Improvement I.

    7th Level Abilities

    Remarkable Athlete

    Add half your proficiency bonus (round up) to any Str, Dex, or Con check that doesn’t already use your proficiency bonus.

    In addition, the running long jump distance you can cover increases by feet equal to your Str modifier.

    8th Level Abilities

    Ability Score Improvement III

    Same as the 4th level Ability Score Improvement I.

    9th Level Abilities


    You can use your reaction to reroll a failed saving throw. You must use the new roll, and you can’t use this feature again until you finish a short rest.

    10th Level Abilities

    Additional Fighting Style

    You can choose a 2nd Fighting Style class feature. This additional style does not include any of the listed Style Focus. Alternatively, You can gain +1 to AC while in armor.