5e24:Fighter

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Fighter exists in other D&D editions see:

Fighter (disambiguation).

5e Pointer  + 
see Sources below
2024FR, PHB5e24
A pointer is a short summary that points to published material.

This material is posted under the fair use clause of copyright law.
The Unofficial Description and any notes are licensed CC-BY-SA.

Caution should be taken in editing this page.

Fighter is a Class in 5th edition (2024).


Core Fighter Traits

Core Fighter Traits  [1] [2] 
Primary Ability Strength or Dexterity
Hit Point Die D10 per Fighter level
Saving Throw Proficiencies Strength and Constitution
Skill Proficiencies Choose any 2 Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Weapon Proficiencies Simples and Martial Weapons
Tool Proficiencies None
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; Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer's Pack, and 11 GP; or (C) 155 GP


Unofficial Summary: Fighters are masters of battle; soldiers, guards police, bodyguards, etc.

Becoming a Fighter

As a Level 1 Character

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 Features

Fighter Features[1][2]
Level Proficiency
Bonus
Features Second Wind Weapon Mastery
1st +2 Fighting Style, Second Wind, Weapon Mastery 2 3
2nd +2 Action Surge (one use), Tactical Mind 2 3
3rd +2 Fighter Subclass 2 3
4th +2 Ability Score Improvement 3 4
5th +3 Subclass Feature 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 (one use), 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 (two uses), 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 (two uses), Indomitable (three uses) 4 6
18th +6 Subclass Feature 4 6
19th +6 Epic Boon 4 6
20th +6 Three Extra Attacks 4 6

Fighting Style

1st level [1][2] 
Unofficial Summary: You gain a Fighting Style Feat. You can change this style at each fighter level.

Second Wind

1st level [1][2] 
Unofficial Summary: A number of times per Template:5e24 Rest, you can use a Bonus Action to regian Hit Points. See the Fighter Features table for number of uses.

Weapon Mastery

1st level [1][2]  Unofficial Summary: You may utilize the Weapon Mastery property of a limited number of weapons. After a Long Rest, you may pick different weapons. See Fighter Features table

Action Surge

2nd level [1][2] 
Unofficial Summary: Once per Template:5e24 Rest, you may use an additional Action (not including the Magic action). You can do this an extra time at level 17+.

Tactical Mind

2nd level [1][2] 
Unofficial Summary: When you fail an Ability Check, you may use Second Wind to add to the check, possibly succeeding.

Fighter Subclass

3rd level [1][2] 
Unofficial Summary: Gain a Fighter subclass.

List of Fighter Subclasses

1 official and unofficial subclasses.

Subclass Features Flags License Source
Champion Improved Critical, Remarkable Athlete, Additional Fighting Style, Heroic Warrior, Superior Critical, Survivor Canon, Pointer Fair Use Varied, 2024FR, PHB5e24

Ability Score Improvement

4th, 8th, 12th, 16th level [1][2] 
Unofficial Summary: Gain the Ability Score Improvement feat or a different feat that you qualify for.

Extra Attack

5th level [1][2] 
Unofficial Summary: You make two attacks with your Attack action.

Tactical Shift

5th level [1][2] 
Unofficial Summary: Second Wind now lets you also move a limited distance without provoking Opportunity Attacks.

Indomitable

9th, 13th, 17th level [1][2] 
Unofficial Summary: Once per Long Rest, when you fail a Saving Throw, you may reoll it with a bonus. You can do this an extra time at level 17+.

Tactical Master

9th level [1][2] 
Unofficial Summary: You may use Push, Sap, or Slow instead of a weapon's mastery property.

Two Extra Attacks

9th level [1][2] 
Unofficial Summary: Your Attack actions lets you make 3 attacks.

Studied Attacks

13th level [1][2] 
Unofficial Summary: Gain Advantage against a creature if you miss an attack against it.

Epic Boon

19th level [1][2] 
Unofficial Summary: Gan an Epic Boon feat or another you qualify for.

Three Extra Attacks

20th level [1][2] 
Unofficial Summary: Your Attack actions lets you make 4 attacks.

Sources and Notes

  1. Wizards RPG Team. 2024 D&D Free Rules (5e 2024) (2024-09-03). Wizards of the Coast, D&D Beyond. Licensed: © Wizards of the Coast (used under 'fair use' clause). 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16
  2. Wizards RPG Team. Player's Handbook (5e24) (5e 2024) (2024-09-17). Wizards of the Coast. ISBN 9780786969821. p. 90-99. Licensed: © Wizards of the Coast (used under 'fair use' clause). 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16

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