Hit Points
Proficiencies
Fighter
| Level | Proficiency Bonus | Features | Second Wind | Resolve Points | Maneuvers Mastered | Action Surges |
|---|---|---|---|---|---|---|
| 1 | + 2 | Fighting Style Second Wind Resolve Maneuvers Martial Archetype | 1d10 + 1 | 3 | 2 | — |
| 2 | + 2 | Fighting Style Second Wind Resolve Maneuvers Martial Archetype | 1d10 + 2 | 4 | 2 | 2 |
| 3 | + 2 | Fighting Style Second Wind Resolve Maneuvers Martial Archetype | 2d10 + 3 | 5 | 3 | 2 |
| 4 | + 2 | Fighting Style Second Wind Resolve Maneuvers Martial Archetype | 2d10 + 4 | 6 | 3 | 2 |
| 5 | + 3 | Fighting Style Second Wind Resolve Maneuvers Martial Archetype | 2d10 + 5 | 7 | 3 | 3 |
| 6 | + 3 | Fighting Style Second Wind Resolve Maneuvers Martial Archetype | 2d10 + 6 | 8 | 4 | 3 |
| 7 | + 3 | Fighting Style Second Wind Resolve Maneuvers Martial Archetype | 3d10 + 7 | 9 | 4 | 3 |
| 8 | + 3 | Fighting Style Second Wind Resolve Maneuvers Martial Archetype | 3d10 + 8 | 10 | 4 | 3 |
| 9 | + 4 | Fighting Style Second Wind Resolve Maneuvers Martial Archetype | 3d10 + 9 | 11 | 4 | 4 |
| 10 | + 4 | Fighting Style Second Wind Resolve Maneuvers Martial Archetype | 4d10 + 10 | 12 | 5 | 4 |
Class Features
Level 1
Level 10
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Proficiencies
light
medium
heavy
shield
simple
martial
Starting Equipment
Class Features
Fighting Style (Level 1)
Choose one of the following Fighting Styles. You can't take a Fighting Style option more than once, even if you later get to choose again.
Changing Your Fighting Style:
When you finish a long rest, you can choose one of the fighting styles you know and replace it with a different fighting style.
Second Wind (Level 1)
If you are at 50% hit points or lower, you can spend a bonus action to regain hit points equal to 1d10 + your fighter level. The amount of hit points increases as you gain fighter levels, as shown in the Second Wind column of the Class Features (Fighter) table.
You can use this feature twice. You regain any expended uses when you finish a long rest.
Resolve (Level 1)
You have a number of resolve points, as shown in the Resolve Points column of the Class Features (Fighter) table. You can spend resolve to overcome danger with fighting maneuvers—and you may learn other applications from your Martial Archetype.
You recover all expended resolve points when you finish a long rest.
Maneuvers (Level 1)
You master two maneuvers of your choice from your list of maneuver options. Once per turn, you may spend a resolve point to use one of your mastered maneuvers.
Mastering New Maneuvers:
You master additional maneuvers as you gain more fighter levels, as show in the Maneuvers Known column of the Class Features (Fighter) table.
Replacing a Mastered Maneuver:
When you finish a long rest, you may replace one of your mastered maneuvers with a different one.
Saving Throws:
Some of your maneuvers require your target to make a saving throw. The saving throw DC is calculated as follows:
Maneuver
Disarm
When you hit a creature with a weapon attack, you can attempt to disarm it. If the creature is Large or smaller, it must make a Strength saving throw. On a failed save, the creature drops one item of your choice that it's holding. The object lands at the target's feet.
Greater Disarm
(5th-level) You can use this maneuver against Huge creatures.
Superior Disarm
(9th-level) You can use this maneuver against Gargantuan creatures.
Intercept
When an adjacent creature is hit by a weapon attack and you are not incapacitated, you can spend your reaction to direct the attack onto yourself. If the attack hits you, reduce the damage you take by 1d6.
Greater Intercept
(5th-level) Reduce the damage you take by 1d8.
Superior Intercept
(9th-level) Reduce the damage you take by 1d10.
Push
When you hit a creature with a weapon attack, you can attempt to push it away from you. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target back up to 10 ft.
Greater Push
(5th-level) You can use this maneuver against Huge creatures.
Superior Push
(9th-level) You can use this maneuver against Gargantuan creatures.
Slam
When you hit a creature with a weapon attack, you can use a bonus action to attempt to knock the creature down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Greater Slam
(5th-level) You can use this maneuver against Huge creatures.
Superior Slam
(9th-level) You can use this maneuver against Gargantuan creatures.
Stagger
When you hit a creature with a weapon attack, you can momentarily stagger it. Until the start of your next turn, the next attack roll made against the creature by an attacker other than you has advantage.
Greater Stagger
(5th-level) The creature grants advantage to the next two attack rolls made against it before the start of your next turn.
Superior Stagger
(9th-level) The creature grants advantage to the next three attack rolls made against it before the start of your next turn.
Taunt
When you hit a creature with a weapon attack, you can attempt to taunt the creature into attacking you. If the target is Large or smaller, it must make a Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Greater Taunt
(5th-level) You can use this maneuver against Huge creatures.
Superior Taunt
(9th-level) You can use this maneuver against Gargantuan creatures.
Martial Archetype (Level 1)
No two fighters are the same—your personal tastes define your fighting style. Swords, bows, or fists? Aggressive or defensive? Elegant and refined, or harsh and brutal? Long range or up-close and personal?
Choose a Martial Archetype to help perfect your own, unique style on the battlefield. You gain features from your Martial Archetype at 1st, 3rd, 7th, and 10th-level.
Martial Maneuvers
You gain access to four unique maneuvers from your Martial Archetype. Add these to your list of maneuver options.
Action Surge (Level 2)
Once during your turn, you can take one additional action on top of your regular action and bonus action.
You can use this feature a limited number of times, as shown in the Action Surges column of the Class Features (Fighter) table. You regain expended uses when you finish a long rest.
Martial Archetype Feature (Level 3)
At 3rd level, you gain a feature from your Martial Archetype.
Ability Score Improvement (Level 4)
You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.
Extra Attack (Level 5)
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Greater Maneuvers (Level 5)
Your maneuvers are now more effective.
Greater Ability Score Improvement (Level 6)
At 6th-level, you gain another ability score improvement.
You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.
Martial Archetype Feature (Level 7)
At 7th level, you gain a feature from your Martial Archetype.
Superior Ability Score Improvement (Level 8)
At 8th-level, you gain another ability score improvement.
You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.
Indomitable (Level 9)
You can reroll a saving throw that you fail. If you do so, you must use the new roll. You can't use this feature again until you finish a long rest or you choose to spend 1 point of resolve.
Superior Maneuvers (Level 9)
Your maneuvers are now more effective.
Fighting Focus (Level 10)
As a bonus action, you can enter a fighting focus. For the next minute, you can attack three times—instead of once—the first time you take the Attack action on your turn. Your fighting focus ends early if you are knocked unconscious or you choose to end it as a free action.
You can use this feature once, and you regain expended uses when you finish a long rest.
Martial Archetype Feature (Level 10)
At 10th level, you gain a feature from your Martial Archetype.
Multiclassing
Multiclassing Requirements
- DEX: 13 or STR: 13
Proficiencies Gained
Subclasses
Subclass Features
Champion
Champion (Level 1)
A Champion hones their raw physical power to deadly perfection. You are one with your weapon, and you know how to exploit an opening to deal massive damage to your unworthy enemy.
Martial Maneuvers
Add the following four maneuvers to your list of maneuver options: counterattack, parry, pierce, and predict.
Counterattack
When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature. If the attack hits, you deal an extra 1d6 damage with your weapon.
Greater Counterattack
(5th-level) You deal an extra 1d8 damage with your weapon when you successfully counterattack.
Superior Counterattack
(9th-level) You deal an extra 1d10 damage with your weapon when you successfully counterattack.
Parry
When a target hits you with an attack roll and you are not incapacitated, you can spend your reaction and attempt to parry the attack. Roll 1d6 and add the result to your AC—if the attack roll doesn't beat your parry AC, it misses.
Greater Parry
(5th-level) You may roll 1d8 when you attempt to parry.
Superior Parry
(9th-level) You may roll 1d10 when you attempt to parry.
Pierce
When you miss with an attack roll against a creature, you can attempt to pierce through with sheer resolve. Roll 1d6 and add it your attack roll.
Greater Pierce
(5th-level) You can roll 1d8 and add it to your attack roll.
Superior Pierce
(9th-level) You can roll 1d10 and add it to your attack roll.
Predict
When you make an ability check and use Insight or Perception, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this maneuver, but you must decide before the GM says whether your check succeeds or fails.
Greater Predict
(5th-level) Your bonus increases from 1d6 to 1d8.
Superior Predict
(9th-level) Your bonus increases from 1d8 to 1d10.
Improved Critical (Level 3)
Your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete (Level 7)
You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Additional Fighting Style (Level 10)
You can choose a second option from the Fighting Style class feature.
Commander
Commander (Level 1)
A Commander gives orders and expects them to be followed. You direct your allies with tactical prowess and turn a band of ill-fitting misfits into a well-oiled machine.
Martial Maneuvers
Add the following four maneuvers to your list of maneuver options: direct, inspire, instruct, and order.
Direct
When you hit a creature with a weapon attack, you can direct an ally to move. Choose one friendly creature that is (a) within 30 ft of you or the creature you hit, (b) can see and hear you, and (c) has a movement speed greater than 0—that creature may spend its reaction to move up to 10 ft. This movement does not provoke opportunity attacks from the creature you hit.
Greater Direct:
(5th-level) Your ally may move up to 15 ft.
Superior Direct
(9th-level) Your ally may move up to 20 ft.
Inspire
When you hit a creature with a weapon attack, you can inspire a nearby ally. Choose one friendly creature that can see and hear you. That creature gains temporary hit points equal to 1d6 + your Strength or Dexterity modifier—you may choose which.
Greater Inspire
(5th-level) The creature gains temporary hit points equal to 1d8 + your Strength or Dexterity modifier.
Superior Inspire
(9th-level) The creature gains temporary hit points equal to 1d10 + your Strength or Dexterity modifier.
Instruct
When an ally misses with a weapon attack, you can instruct them to try again. If your ally can see and hear you, that ally can reroll their attack—if the attack hits, it deals 1d6 extra damage.
Greater Instruct
(5th-level) The attack deals 1d8 extra damage.
Superior Instruct
(9th-level) The attack deals 1d10 extra damage.
Order
When you make an ability check and use Persuasion or Intimidation, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this maneuver, but you must decide before the GM says whether your check succeeds or fails.
Greater Order
(5th-level) Your bonus increases from 1d6 to 1d8.
Superior Order
(9th-level) Your bonus increases from 1d8 to 1d10.
Commanding Strike (Level 3)
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your allies to strike.
Choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.
Commanding Action (Level 7)
During another creature's turn, you can spend your reaction and one use of your Action Surge feature to grant that creature one additional action on top of their regular action and a possible bonus action.
Word of Command (Level 10)
You can use your action to speak a one-word command to a creature. Choose one creature you can see within 30 feet of you. If the creature can see and hear you, it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier) to resist being commanded. If the creature fails, it must follow the command on its next turn.
You can use this feature up to three times. You regain any expended uses when you finish a long rest.
Command of Resolve
When you speak a command, you can spend a number of resolve points to heighten your command. For each point of resolve you spend, you can target one additional creature with your command. The creatures must be within 30 feet of each other when you target them.
Immunities
Your command has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Example Commands
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the effect ends.
Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Defender
Defender (Level 1)
A Defender protects their allies from harm. With keen senses and keener skill, you know how to spot incoming danger and shield your allies from it.
Martial Maneuvers
Add the following four maneuvers to your list of maneuver options: alert, bastion, sentry, and switch.
Alert
When you make an ability check and use Perception or Initiative, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this maneuver, but you must decide before the GM says whether your check succeeds or fails.
Greater Alert
(5th-level) Your bonus increases from 1d6 to 1d8.
Superior Alert
(9th-level) Your bonus increases from 1d8 to 1d10.
Bastion
When an ally within 5 feet of you is reduced to 0 hit points from a weapon attack but not killed outright, you can intercept part of the attack—your ally drops to 1 hit point instead. You can't use this maneuver again until you finish a long rest.
Greater Bastion
(5th-level) You can use this maneuver two times per long rest.
Superior Bastion
(9th-level) You can use this maneuver three times per long rest.
Sentry
When an enemy that you can see moves within 5 feet of you, you can make one weapon attack against that creature as a free action. If your attack hits the creature, you deal 1d6 extra damage.
Greater Sentry
(5th-level) Your attack deals an extra 1d8 damage.
Superior Sentry
(9th-level) Your attack deals an extra 1d10 damage.
Switch
If you are within 5 feet of an ally on your turn, you can spend at least 5 feet of your movement to switch places with that ally. This movement doesn't provoke opportunity attacks. In addition, you may roll 1d6. Until the start of your next turn, your ally gains a bonus to their AC equal to the number rolled.
Greater Switch
(5th-level) The AC bonus increases from 1d6 to 1d8.
Superior Switch
(9th-level) The AC bonus increases from 1d8 to 1d10.
Defender's Mark (Level 3)
When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.
Punishing Attack
If a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (a minimum of 1). You may also spend 1 point of resolve to use this feature. You regain all expended uses when you finish a long rest.
Defender's Ward (Level 7)
If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.
You can use this feature a number of times equal to your Constitution modifier (a minimum of 1). You may also spend 1 point of resolve to use this feature. You regain all expended uses when you finish a long rest.
Hold the Line (Level 10)
Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach. If you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.