The Fighter Class For Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond
The Fighter Class For Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond
The Fighter Class For Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond
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Well-Rounded Specialists
Creating a Fighter
QUICK BUILD
Pro8ciency
Level Features
Bonus
Class Features
Hit Points
Hit Dice: 1d10 per Eghter level
Hit Points at 1st Level: 10 + your Constitution
modiEer
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modiEer per Eghter level after 1st
Pro8ciencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills 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:
Fighting Style
You adopt a particular style of Eghting 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.
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.
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.
Two-Weapon Fighting
When you engage in two-weapon Eghting, you can
add your ability modiEer to the damage of the
second attack.
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 Eghter level. Once you
use this feature, you must Enish 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.
Martial Archetype
At 3rd level, you choose an archetype that you
strive to emulate in your combat styles and
techniques. Choose Champion, Battle Master, or
Eldritch Knight, all detailed at the end of the class
description. The archetype you choose grants you
features at 3rd level and again at 7th, 10th, 15th,
and 18th level.
Extra Attack
Beginning at 5th level, you can attack twice,
instead of once, whenever you take the Attack
action on your turn.
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 Enish a long rest.
Extra Attack
Beginning at 11th level, you can attack three
times, instead of twice, whenever you take the
Attack action on your turn.
Extra Attack
At 20th level, you can attack four times, instead of
three, whenever you take the Attack action on
your turn.
Martial Archetypes
Champion
Improved Critical
Beginning when you choose this archetype at 3rd
level, your weapon attacks score a critical hit on a
roll of 19 or 20.
Remarkable Athlete
Starting at 7th level, you can add half your
proEciency bonus (round up) to any Strength,
Dexterity, or Constitution check you make that
doesn’t already use your proEciency bonus.
Archery
You gain a +2 bonus to attack rolls you make with
ranged weapons.
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.
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.
Two-Weapon Fighting
When you engage in two-weapon Eghting, you can
add your ability modiEer to the damage of the
second attack.
Superior Critical
Starting at 15th level, your weapon attacks score
a critical hit on a roll of 18–20.
Survivor
At 18th level, you attain the pinnacle of resilience
in battle. At the start of each of your turns, you
regain hit points equal to 5 + your Constitution
modiEer if you have no more than half of your hit
points left. You don’t gain this beneEt if you have
0 hit points.
Gunslinger
character builder.
Firearm Pro8ciency
Starting when you choose this archetype at 3rd
level, you gain proEciency with Erearms, allowing
you to add your proEciency bonus to attacks
made with Erearms.
Gunsmith
Upon choosing this archetype at 3rd level, you
gain proEciency with Tinker’s Tools. You may use
them to craft ammunition at half the cost, repair
damaged Erearms, or even draft and create new
ones (DM’s discretion). Some extremely
experimental and intricate Erearms are only
available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and
as such bring their own unique set of weapon
properties. Some properties are followed by a
number, and this number signiEes an element of
that property (outlined below). These properties
replace the optional ones presented in the
Dungeon Master’s Guide. Firearms are ranged
weapons.
Ammunition
All Erearms require ammunition to make an
attack, and due to their rare nature, ammunition
may be near impossible to End or purchase.
However, if materials are gathered, you can craft
ammunition yourself using your Tinker’s Tools at
half the cost. Each Erearm uses its own unique
ammunition and is generally sold or crafted in
batches listed below next to the price.
Firearms
Adept Marksman
When you choose this archetype at 3rd level, you
learn to perform powerful trick shots to disable or
damage your opponents using your Erearms.
Quickdraw
When you reach 7th level, you add your
proEciency bonus to your initiative. You can also
stow a Erearm, then draw another Erearm as a
single object interaction on your turn.
Rapid Repair
Upon reaching 10th level, you learn how to quickly
attempt to Ex a jammed gun. You can spend a grit
point to attempt to repair a misEred (but not
broken) Erearm as a bonus action.
Lightning Reload
Starting at 15th level, you can reload any Erearm
as a bonus action.
Vicious Intent
At 18th level, your Erearm attacks score a critical
hit on a roll of 19-20, and you regain a grit point on
a roll of 19 or 20 on a d20 attack roll.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a
critical hit on an attack with a Erearm, the target
additionally suffers half of the damage from the
attack at the end of its next turn.
Trick Shots
These trick shots are presented in alphabetical
order.
Bullying Shot
You can use the powerful blast and thundering
sound of your Erearm to shake the resolve of a
creature. You can expend one grit point while
making a Charisma (Intimidation) check to gain
advantage on the roll.
Dazing Shot
When you make a Erearm attack against a
creature, you can expend one grit point to attempt
to dizzy your opponent. On a hit, the creature
suffers normal damage and must make a
Constitution saving throw or suffer disadvantage
on attacks until the end of their next turn.
Deadeye Shot
When you make a Erearm attack against a
creature, you can expend one grit point to gain
advantage on the attack roll.
Disarming Shot
When you make a Erearm attack against a
creature, you can expend one grit point to attempt
to shoot an object from their hands. On a hit, the
creature suffers normal damage and must
succeed on a Strength saving throw or drop 1
held object of your choice and have that object be
pushed 10 feet away from you.
Forceful Shot
When you make a Erearm attack against a
creature, you can expend one grit point to attempt
to trip them up and force them back. On a hit, the
creature suffers normal damage and must
succeed on a Strength saving throw or be pushed
15 feet away from you.
Piercing Shot
When you make a Erearm attack against a
creature, you can expend one grit point to attempt
to Ere through multiple opponents. The initial
attack gains a +1 to the Erearm’s misEre score.
On a hit, the creature suffers normal damage and
you make an attack roll with disadvantage against
every creature in a line directly behind the target
within your Erst range increment. Only the initial
attack can misEre.
Violent Shot
When you make a Erearm attack against a
creature, you can expend one or more grit points
to enhance the volatility of the attack. For each
grit point expended, the attack gains a +2 to the
Erearm’s misEre score. If the attack hits, you can
roll one additional weapon damage die per grit
point spent when determining the damage.
Winging Shot
When you make a Erearm attack against a
creature, you can expend one grit point to attempt
to topple a moving target. On a hit, the creature
suffers normal damage and must make a
Strength saving throw or be knocked prone.
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Lizardfolk_Druid_Shifter
Love this
Wuts happening
Love this
I am making a (Wizard
Bladesinger/Fighter Eldrich Knight)
multiclass so it is a wizard/Eghter,
wizard/Eghter, wizard/Eghter.
yo_dawg.jpeg
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