The Fighter: DnD 5e Class Guide (Updated October 2024)
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Amidst the clash of weapons and the screams of the dying, Sir Galen stood resolute, one of the few remaining defenders left to face the goblin horde. His armor battered, his sword slick with gore, he braced for another assault from the army of shrieking creatures. With a defiant roar, he met the surging tide of battle, the world dissolving into a blur of blood and steel.
Table of Contents
- What is a Fighter in DnD 5e?
- What is a Fighter’s primary ability score?
- What is a Fighter’s hit die and hit points?
- What are Fighters proficient in?
- What equipment do Fighters start with?
- What unique features do Fighters have?
- What are the Fighter subclasses?
- What backgrounds are best for Fighters?
- What species are best for Fighters?
- How do you roleplay a Fighter?
- What DnD 5e sourcebooks do Fighters appear in?
*** IMPORTANT: Except where noted, all of the information below uses the new DnD 2024 rules as outlined in the 2024 Player’s Handbook. For a complete breakout of the changes from the 2014 Fighter see our guide to the 2024 Fighter Class Changes. ***
What is a Fighter in DnD 5e?
Skilled in the endless forms of combat, Fighters remain one of the most popular and recognizable DnD 5e classes. As masters dedicated to the art of war, Fighters are also as varied and unique as the weapons they use, ranging from noble knights and deadly duelists to expert marksmen and arcane warriors who blend might and magic to bloody effect.
Unlike other martial classes, such as Paladins (who blend might and magic) and Barbarians (whose combat abilities are fuelled largely by Rage), Fighters are generally considered far more versatile and are popular class for both new and experienced players alike. And while they are often viewed as being less complex than other classes (particularly in terms of magic users), they are also far more flexible in terms of both character builds and roleplaying potential.
Below is the Fighter class table using the new 2024 Player’s Handbook, detailing their proficiency bonuses and key features.
Level | Proficiency Bonus | Fighter Features | Second Wind | Weapon Mastery |
---|---|---|---|---|
1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
2 | +2 | Action Surge (one use), 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 (one use), 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 (two uses), 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 (two uses), Indomitable (three uses) | 4 | 6 |
18 | +6 | Subclass feature | 4 | 6 |
19 | +6 | Epic Boon | 4 | 6 |
20 | +6 | Three Extra Attacks | 4 | 6 |
What is a Fighter’s Primary Ability Score?
Fighters are unique in that both Strength and Dexterity are their primary ability scores. Your character must have either a Strength or Dexterity of 13 or higher to play a Fighter or to multiclass as one. This reflects the class’ focus on combat, either using brute strength to batter foes or using dextrous strikes to incapacitate enemies.
The higher your Strength or Dexterity score, the more adept you are in battle. This is particularly important at higher levels as it directly influences new fighting abilities and options.
Notably, Fighters also gain a saving throw proficiency in Constitution, which reflects their role as frontline combatants who are able to withstand more punishment that most other classes.
What is a Fighter’s Hit Die and Hit Points?
Fighters have 1D10 hit dice per level. This mean at 1st Level your Fighter’s hit points will be 10 + your Constitution modifier. Each level you advance from Level 2 onwards, you gain an additional 1D10 (or an average of 6) Hit Points, plus your Constitution modifier.
This high Hit Dice makes Fighters one of the more resilient classes (for context, most spellcasters have either 1D6 or 1D8 hit dice), with the only Barbarian (with its hefty 1D12 hit dice) being able to withstand more punishment during combat, exploration and encounters.
What are Fighters Proficient In?
Fighters have a unique set of skills that reflect their ability as seasoned warriors.
- Armor: Light, Medium, and Heavy armor and Shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Strength and Constitution
- Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception and Survival
What Equipment Do Fighters Start With?
As a Level 1 Fighter, you can choose between the following three options for your equipment (in addition to any other equipment provided by your Background):
- Option A: Chain Mail, Greatsword, Flail, Javelins (8), Dungeoneer’s Pack and 4 GP
- Option B: Studded Leather Armor, Scimitar, Shortsword, Longbow, Arrows (20), Quiver, Dungeoneer’s Pack and 11 GP
- Option C: 155 GP (with the ability to purchase equipment as you see fit)
What Unique Features Do Fighters Have?
As a Fighter, you’re able to access a number of unique Features that reflect your skill in the art of combat.
Level 1: Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice. Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat. The full list of styles can be found below:
- 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.
- Defense: While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
- Dueling: When you’re holding 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 damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
- Interception: When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial 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 take a Reaction to interpose your Shield if you’re holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.
- Thrown Weapon Fighting: When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting: When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren’t already adding it to the damage.
- Unarmed Fighting: When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. 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.
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
Weapon Mastery is a new feature in the DnD 2024 rules. Your training with weapons allows you to use the mastery properties 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. The list of properties is below:
- Cleave: If you hit a creature with a melee weapon attack, you can make a second attack against a creature within 5 feet that is also within your reach. When you hit with the second attack, you can roll your weapon’s damage, but you don’t add your ability modifier unless it’s negative.
- Graze: If you miss a creature with your weapon, you deal damage equal to the ability modifier you used to make the roll.
- Nick: You can make an additional attack against a target creature if your first attack was made while wielding two Light weapons.
- Push: You can launch a creature you hit (up to a Large size) 10 feet away from you.
- Sap: An enemy you hit has Disadvantage on their next attack roll before the start of your next turn.
- Slow: When you hit a creature and deal damage, you can reduce its Speed by 10 feet until the start of your next turn.
- Topple: When you hit a creature, you can force it to make a Constitution saving throw or fall Prone. The DC for this save is 8 plus the ability modifier used to make the attack plus your Proficiency Bonus.
- Vex: When you hit a creature and deal damage, you gain Advantage on your next attack roll before the end of your next turn.
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 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 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 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 before a Long Rest starting at level 13 and three times before a Long Rest 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. Boon of Combat Prowess is recommended.
Level 20: Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
What are the Fighter Subclasses?
As a fighter you can choose to specialize in a particular type of combat that allows.
DnD 2024 Fighter Subclasses
In the 2024 Player’s Handbook there are four official starting subclasses, which you choose at Level 3. They are as follows:
- Battle Master: You are a master of combat techniques and tactics, using maneuvers to outsmart and defeat your enemies. This subclass grants you abilities to enhance your attacks, control the battlefield and provide tactical advantages to your allies.
- Champion: You focus on refining your martial prowess, becoming a formidable warrior. This subclass enhances your ability to land critical hits more often and increases your physical capabilities, making you a relentless fighter.
- Eldritch Knight: You blend martial prowess with magical ability, casting spells while also engaging in hand-to-hand combat. This subclass allows you to summon weapons, cast protective spells, and use magic to enhance your combat effectiveness.
- Psi Warrior: You harness the power of your mind to augment your fighting capabilities. This subclass provides you with psionic energy that you can use to shield yourself, move objects, or strike enemies with telekinetic force.
DnD 2014 “Legacy” Fighter Subclasses
Within the 2014 DnD rules there are also numerous other Fighter subclasses. Notably, these can be ported over to the 2024 rules as they still fall under the auspices of DnD 5e.
- Arcane Archer: You infuse your arrows with magical properties, using arcane elvish magic to create a variety of special effects. This subclass allows you to choose from magical arrow types that can entangle, banish or even strike hidden targets.
- Cavalier: You excel in mounted combat and are dedicated to protecting others, especially when riding your steed. This subclass boosts your effectiveness while mounted and on foot, focusing on defensive tactics and controlling enemies to protect your allies.
- Echo Knight: You manipulate time and space to summon an echo of yourself from a parallel dimension. This subclass allows you to fight from multiple positions, attack from a distance with your echo, and even swap places with it for strategic maneuvers.
- Purple Dragon Knight: You inspire and lead others in battle, focusing on teamwork and camaraderie. This subclass allows you to extend the benefits of your fighting spirit to your allies, boosting their morale and combat abilities.
- Rune Knight: You use mystical runes to enhance your combat skills and manipulate various magical effects. This subclass allows you to inscribe runes onto your equipment, granting you and your allies enhanced abilities, protection, or offensive power.
- Samurai: You are a warrior who combines fierce determination with meticulous skill. This subclass provides you with bonuses to accuracy, the ability to withstand damage, and a resolute will that can keep you fighting even when severely wounded.
NOTE: There is also an additional Fighter subclass known as the Gunslinger which was created by Matt Mercer for use with third-party Critical Role content. While it is available on D&D Beyond, it is not part of the official DnD 5e subclasses.
What DnD 2024 Backgrounds Are Best for Fighters?
In the DnD 2024 rules, ability score modifiers are now provided by Backgrounds rather than species. Below are the Origin Backgrounds that work well with the Fighter class.
- Soldier: With Strength, Dexterity and Constitution ability scores, and the Savage Attacker feat, the Soldier background is a perfect fit if your building a Fighter who values power and resilience in battle.
- Guard: This background boosts Strength, Intelligence and Wisdom and provides the Alert feat, which is ideal for Fighters focused on vigilance and quick response.
- Farmer: Featuring Strength, Constitution and Wisdom along the Tough feat, the Farmer background enhances your Fighter’s endurance and durability, making them especially resilient on the battlefield.
- Artisan: With ability scores in Strength, Dexterity, and Intelligence, plus the Crafter feat, Artisan Fighters benefit from their skilled craftsmanship, allowing you to maintain and enhance your weapons and armor.
- Sailor: This background offers Strength, Dexterity, and Wisdom, along with the Tavern Brawler feat, which is ideal if you want to create a Fighters who is versatile in close combat and excels in both unarmed and improvised attacks.
- Noble: Providing Strength, Intelligence and Charisma along with the Skilled feat, the Noble background suits Fighters looking to lead and command, leveraging social skills on and off the battlefield.
What DnD Species are Best for Fighters?
While Fighters come from all species, below are a few options from the 2024 rules that work well with the class given the unique powers and abilities they provide:
- Dragonborn: With their Draconic Ancestry feature Dragonborn gain a Breath Weapon that can be used as part of their attacks, giving them additional damage options suited to combat-focused roles like Fighters. Their Damage Resistance (based on their Draconic ancestry) also further enhances their durability in battle.
- Dwarf: Dwarves are naturally resilient, with Dwarven Toughness increasing their hit points, making them excellent for tanking damage. The Dwarven Resilience feature also provides resistance to poison and advantage on related saving throws, ensuring they can withstand the types of hazardous conditions common in melee combat.
- Goliath: Goliaths benefit from their giant lineage with traits like Stone’s Endurance, which allows them to reduce incoming damage, and Powerful Build, making them adept in grappling and carrying heavy armor or weapons. This natural toughness and strength-based advantage align well with the Fighter class.
- Orc: Orcs have traits that improve their survivability and mobility, such as Relentless Endurance, allowing them to stay in combat longer by avoiding a knockout at 0 hit points once per long rest. Their Adrenaline Rush feature also boosts mobility and grants temporary hit points, making them formidable frontline Fighters who can adapt quickly on the battlefield.
How Do You Roleplay a Fighter?
Fighters are arguably one of the most versatile classes in terms of roleplaying potential, as they encompass countless backgrounds, cultures and personas. While you should always consider your character’s background and goals, here are a few ideas to get you started:
- Veteran Soldier: A seasoned commander of numerous battles, you use tactical acumen and leadership to dominate the battlefield. Your military experience makes you invaluable in combat, but also guides you approach to the world and people around you.
- Gladiator Champion: Thriving in the spectacle of arena combat, you are as much a performer as you are a warrior. Your flashy combat style and charisma make you a favorite among crowds and a nightmare for opponents in one-on-one duels.
- Knight Errant: Bound by chivalry and driven by a quest, you roam the land seeking to prove your worth through deeds of valor. Your honor is your life and your sword defends the helpless and punishes the wicked.
- Weapon Master: Obsessed with martial perfection, you have trained extensively with a variety of weapons. This dedication has made you incredibly versatile and dangerous, capable of adapting to any combat scenario.
- Naval Raider: At home on the high seas, you excel in ship-to-ship battles and boarding actions. Your ability to fight on the rocking decks of ships makes you a valuable leader among pirates or naval forces.
- Urban Duelist: Navigating the complex social and physical landscape of city life, you excel in close-quarters combat and rooftop chases. Your agility and quick thinking make you a skilled fighter in urban environments.
- Exotic Weapon Specialist: Fascinated by unusual and foreign weapons, you have trained with tools most consider impractical. This unique arsenal surprises and confounds your enemies, giving you an edge in unpredictability.
What DnD 5e sourcebooks do Fighters appear in?
While Fighters are one of the original classes to appear Dungeons & Dragons, they have evolved over the decades. Below are the specific DnD 5e sourcebooks which govern their rules:
- Player’s Handbook (2024): Includes base Fighter class, plus the Battle Master, Champion, Eldritch Knight and Psi Warrior. Also includes all Fighting Styles and the new Weapon Mastery rules.
- Player’s Handbook (2014): Includes base Fighter class, plus the Battle Master, Champion and Eldritch Knight. Also includes the Fighting Styles of Archery, Defence, Dueling, Great Weapon Fighting, Protection and Two-weapon Fighting.
- Sword Coast Adventurer’s Guide: Purple Dragon Knight.
- Xanathar’s Guide to Everything: Arcane Archer, Cavalier and Samurai.
- Explorer’s Guide to Wildemount: Echo Knight.
- Tasha’s Cauldron of Everything: Psi Warrior and Rune Knight. Also includes the Fighting Styles of Blind Fighting, Interception, Superior Technique, Thrown Weapon Fighting and Unarmed Fighting.
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