Logo Dungeons and Creater

Sprache

Hintergrund

Fighter

Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.

Multiclassing

To multiclass into or out of Fighter, you must have a Strength score of 13 or Dexterity score of 13.

Fighter Class Progression

Level Prof. Bonus Features
1 +2 Fighting Style, Second Wind
2 +2 Action Surge (one use)
3 +2 Martial Archetype
4 +2 Ability Score Improvement
5 +3 Extra Attack
6 +3 Ability Score Improvement
7 +3 Martial Archetype Feature
8 +3 Ability Score Improvement
9 +4 Indomitable (one use)
10 +4 Martial Archetype Feature
11 +4 Extra Attack (two)
12 +4 Ability Score Improvement
13 +5 Indomitable (two uses)
14 +5 Ability Score Improvement
15 +5 Martial Archetype Feature
16 +5 Ability Score Improvement
17 +6 Action Surge (two uses), Indomitable (three uses)
18 +6 Martial Archetype Feature
19 +6 Ability Score Improvement
20 +6 Extra Attack (three)

Hit Points

Hit Dice: 1d10 per Fighter level

Hit Points at 1st Level: 10 + your Constitution modifier

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

Proficiencies

Armor: All armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a melee weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice from among the maneuvers available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't holding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Close Quarters Shooter (UA)

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attack rolls against a target within half of the weapon's range have no disadvantage.

Mariner (UA)

As long as you are not wearing heavy armor or using a shield, you gain a +1 bonus to AC and a +10-foot bonus to your swimming speed.

Tunnel Fighter (UA)

You excel at holding chokepoints and defending against onrushing hordes. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

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.

Action Surge

Starting at 2nd level, 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, but only once on the same turn.

Martial Archetype

At 3rd level, you choose an archetype that shapes your martial prowess. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Archetype Source
Arcane Archer Xanathar's Guide to Everything
Banneret Sword Coast Adventurer's Guide
Battle Master Player's Handbook
Cavalier Xanathar's Guide to Everything
Champion Player's Handbook
Echo Knight Explorer's Guide to Wildemount
Eldritch Knight Player's Handbook
Psi Warrior Tasha's Cauldron of Everything
Rune Knight Tasha's Cauldron of Everything
Samurai Xanathar's Guide to Everything

Archived UA Archetypes

Archetype UA Source
Archetype (UAMC) Unearthed Arcana: Modifying Classes
Brawling Unearthed Arcana: Kits of the Fallen
Brute Unearthed Arcana: Fighter (2017)
Crusader Unearthed Arcana: Heroic Revistited
Mystic (Fighter) Unearthed Arcana: The Mystic Class
Scout Unearthed Arcana: Ranger & Rogue
Soldier Unearthed Arcana: The Visitor's Pass
Warlord Unearthed Arcana: Return of the Warlock

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, 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.

If your DM permits, you can forgo this feature to take a feat of your choice instead.

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following (performing the one time only):

  • Replace the fighting style you chose with a different fighting style available to fighters.
  • If you know a maneuver from the Battle Master archetype, you can replace it with a different maneuver from that archetype's list of maneuvers.

Extra Attack

Beginning at 5th level, 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 in this class and to four when you reach 20th level in this class.

Indomitable

Beginning at 9th level, you can choose to succeed on a saving throw that you fail. Once you use this feature, you must finish a long rest before you can use it again.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.