Fighters are the bread and butter of every society, whether trained in a militia or the back of a pub. Nothing can prepare a soldier better than the field of combat, and whatever the reason for their conflict, that is their training ground. Whether strapped in full plate or kept light in leather, they are warriors of versatile martial prowess and infinite value to a commander with eyes set towards glory.

 

  • Strength is vital for damage-focused fighters, but it becomes less important if they are dual-wielding or using finesse weapons. It is also helpful for saving throws or for commonly associated skill checks (such as athletics).

  • Dexterity is important for lightly armored fighters for the extra AC, or for fighters who are dual-wielding or using ranged or finesse weapons. It is also helpful for saving throws.

  • Constitution is important for fighters for the extra HP. It is also helpful for saving throws.

  • Intelligence is not important for fighters, but it can be helpful for saving throws or for commonly associated skill checks (such as investigation).

  • Wisdom is not important for fighters, but it can be helpful for saving throws or for commonly associated skill checks (such as perception).

  • Charisma is not important for fighters, but it can be helpful for saving throws or for commonly associated skill checks (such as intimidation).

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.

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.

Great Weapon Fighting

While using a two-handed weapon, you may roll your weapon damage twice and take the higher result once per round.

Defense

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

Dueling

While using a weapon that is one-handed without a weapon in your off-hand, you gain a +2 bonus to your weapon damage rolls. 

Two-Weapon Fighting

While using two one-handed weapons, you gain your Dexterity ability score modifier on your Offhand Attack Actions.

Protection

While wearing a shield, you can use your Reaction to impose a disadvantage on any melee attack roll (from a target you can see) against another creature within Close Range (within 3m).
 

At 7th level, you may pick from the following fighting styles as well:

Blind Fighting

Your attack rolls against hidden or obscured targets in Close Range (within 3m) are no longer disadvantaged. (This does not affect invisibility, just hidden or obscured targets by effects such as darkness.)

Thrown Weapon Fighting

While using a weapon with the thrown property, you can make a free Ranged Attack Action with a thrown weapon after a Melee Attack Action. In addition, when you hit with a Ranged Attack Action using a thrown weapon, you gain a +1 bonus to the damage roll.

Unarmed Fighting

Your Unarmed Attack Action deals 1d6 + your Strength modifier (or whichever is higher from another ability.) When you successfully start a grapple, you can deal 1d4 physical damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a Melee Attack Action.

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 Standard Action (on top of your regular Standard Action, and it does not consume your Bonus Action). Once you use this feature, you must finish a short or long rest before you can use it again.

Improved Critical

Starting at 3rd level, your weapon attacks score a Critical Hit on a roll of 19 or 20.  (Remember: a critical hit is checked only before modifiers are applied. So rolling a 18 on your attempt’s 1d20 with a +1 ability score modifier would not trigger a critical with Improved Critical despite having a final result of 19.)

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take a Melee Attack or Ranged Attack Action on your turn. (It may be against the same or a different target.) You may replace either of these attacks with a Grapple or Shield Bash action (if a shield is equipped.)

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

Superior Critical

Starting at 10th level, your weapon attacks score a Critical Hit on a roll of 18, 19 or 20. (Remember: a critical hit is checked only before modifiers are applied. So rolling a 17 on your attempt’s 1d20 with a +1 ability score modifier would not trigger a critical with Superior Critical despite having a final result of 18.)