Fighter

The fighter is a straightforward class to play that specializes in armor, weapons, combat, and tactics. While simpler than other classes in its mechanics, it is among the more versatile classes. Since the fighter can use any weapon and armor, it can focus on different combat styles and weapon types. It has a decent range of skill proficiencies to further diversify its kit from its fellow fighters, and due to having two extra Ability Score Improvement features, the fighter can have higher scores or a wider array of feats that any other class, allowing it to further specialize or eliminate its weaknesses.

The fighter is the best class because it is the warrior class, able to wear any armor or wield any weapon. The fighter can make more attacks than other classes with its enhancements of the Extra Attack feature and its Action Surge feature. While it doesn’t have the flash of the paladin, the guile of the rogue, or the vast range of spells of the wizard, the fighter brings reliability. It can fight all day, every day, only needing to catch its breath. Even when out of resources, the fighter keeps going.

The fighter class receives new features and subclasses in this section. You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features you can gain as a fighter. Unlike features in the Player’s Handbook, you don’t gain the features here automatically. Consult with your DM on whether you gain a feature in this section if you meet the requirements. These features can be selected separately from one another; you can use some, all, or none of them.

If you take a feature that replaces another feature, you gain no benefit from the replaced feature and don’t qualify for anything in the game that requires it.

Multiclass Fighter

If you take the fighter class after 1st level, you gain Heavy Armor proficiency when you reach 4th level in the fighter class.

Fighting Style Options

When you choose a new fighting style, the following styles are added to your list of options.

Artillerist

Whenever you score a critical hit with a pistol, rifle, blunderbuss, or cannon, you deal one extra die of damage with it.

Sworn Weapon

After finishing a long rest, choose one weapon in which you are proficient. Until you choose a different weapon through this fighting style, when you attack with that weapon, you can use your Strength, Dexterity, Intelligence, Wisdom, or Charisma modifier (your choice) instead of Strength or Dexterity, for the attack and damage rolls.

Versatile Fighting

When you make an attack with a weapon that has the versatile property with one hand, you have a +2 bonus on attack rolls with it, provided you aren’t holding a second weapon or a shield. When you make an attack with a weapon with the versatile property with two hands, you have a +2 bonus on damage rolls with it.

Whirling Blades

5th-level fighter feature

While engaging in two-weapon fighting, once on each of your turns when you take the attack action, you can make one additional attack with one of the weapons you hold; you can’t take a bonus action to make an attack this turn.

In addition, while holding a one-handed weapon in each hand, you can take a bonus action to attack with one of them during you turn when you don’t take the Attack action.

Fighter’s Resolve

5th-level fighter feature

You have a well of will that can push you to perform beyond expectation. You can draw from this well a number of times equal to your proficiency bonus. You regain one use when you finish a short rest and all uses when you finish a long rest.

You can only draw from this well once during your turn. You gain the following options that draw from this well:

Breach Attack. When you make an attack with a weapon, you can choose to focus your attack to breach a target’s defense. On a hit, you ignore 1d10 + your level in this class damage reduction or immunity from any source.

Redouble Efforts. When you fail an ability check, you can roll a d6 and add the number rolled to the result, potentially turning a failure into a success. The die you roll increases to a d8 at 11th level and a d10 at 17th level.

Size Up. Choose one creature you can see. You learn its maximum hit points, damage resistances or immunities, or condition immunities (your choice). Alternately, you opt to gain advantage on Wisdom and Charisma ability checks against the creature for 1 minute or until you or an ally harms it.

Flashing Blades

11th-level fighter feature

You can make two attacks, instead of one, when you make the extra attack you gain from engaging in two-weapon fighting.

Advanced Resolve

13th-level fighter feature

You gain the following options to use with your Fighter’s Resolve feature:

Hustle. You increase your movement speed by 10 feet and ignore difficult terrain until the end of your turn.

Long Draw. When you make an attack with a ranged weapon attack, you can add additional power or strike truer with the attack. On a hit, the target takes extra damage equal to your level in this class.

Whirlwind Attack. When you make a melee weapon attack, you can attack each target you choose within 5 feet of you as part of that same attack. Make a single attack roll and apply it against each target’s AC to determine if you hit.

Surging Blades

20th-level fighter feature

You can make the extra attacks granted by the Whirling Blades feature again as part of the Attack action when you use your Action Surge feature to take the Attack action.


Maneuver Options

If you have access to maneuvers, the following maneuvers are added to the list of options available to you.

Hamstring

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to slow it down. You add the superiority die to the attack’s damage roll, and the target must succeed on a Constitution saving throw or have its movement speed halved for 2 rounds or until it regains at least 1 hit point.

Opportunist

When you can make an opportunity attack against a target, you can expend one superiority die to make an attack against it without using your reaction. You add the superiority die to the attack roll. This attack can only be made once each turn, and you can’t use your reaction to make an opportunity attack within the same turn.

Reflex Shot

After making an attack roll with a ranged weapon as part of the Attack action, you can expend one superiority die to make an extra attack with that weapon as a bonus action. This extra attack must be made against the same target as your last ranged weapon attack roll. You add the superiority die to the weapon’s damage roll.

Volley

When you take the Attack action and make an attack with a weapon that has the throw property, you can expend one or more superiority dice to draw and throw one additional weapon per superiority die spent. Each extra attack must target the same target or one no more than 5 feet away from the last target you attacked this turn. You can choose to add the superiority die to the attack or damage roll for each attack.


Arcane Archer

The Arcane Archer martial archetype receives the following features.

Double Shot

10th-level Arcane Archer feature

When you hit a creature with a ranged weapon and damage it with one of your Arcane Shots, you can take a reaction to make another attack against the same target with that weapon.

You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.


Champion

The Champion martial archetype receives the following features.

Heroic Strike

3rd-level Champion feature, which replaces both the Improved Critical and Superior Critical features

When you hit with a weapon attack, you can make that hit a critical hit. After using this feature, you must finish a long rest to use it again.

When you reach certain levels in this class, you gain additional uses of this feature: at 5th level (2 uses), 11th level (3 uses), 17th level, (4 uses) and 20th level (5 uses). You regain all expended uses of this feature when you finish a long rest.

Style Mastery

10th-level Champion feature, which replaces the Additional Fighting Style feature

You have honed your fighting technique, achieving mastery with it. Your fighting style is enhanced as described below.

Archery Mastery. While wielding a ranged weapon, you increase its short range by half. In addition, when you score a critical hit with a ranged weapon, you deal one extra die of damage.

Artillerist Mastery. You have a +2 bonus on weapon damage rolls with firearms.

Blind Fighting Mastery*. Having honed your senses beyond normal limits, your blindsight increases to 30 feet.

Defense Mastery. You create momentum from defensive maneuvers. When a creature misses you with an attack roll, you have a +2 bonus on weapon attack rolls against it until the end of your next turn.

Dueling Mastery. While you aren’t flanked, you have a +1 bonus on attack rolls with a one-handed melee weapon, provided you aren’t wielding a second weapon.

Great Weapon Mastery. You deliver thunderous blows with a two-handed weapon. When wielding a weapon with two hands, you add half your proficiency bonus to your ability checks made to shove a creature. When you score a critical hit with a two-handed weapon on your turn, you can take a bonus action to push it 10 feet away from you.

Interception Mastery*. When a foe triggers your Interception fighting style, you can instead choose to make an opportunity attack against that foe. If you hit with this attack, you also reduce damage normally per your Interception fighting style.

Protection Mastery. Whenever a foe misses a target defended by your Protection fighting style, you can use your shield to make a melee weapon attack against it as a bonus action on your next turn. On a hit the target takes 1d4 + your Strength modifier bludgeoning damage and can’t take reactions until the end of its next turn.

Sworn Weapon Mastery*. Your sworn weapon counts as magical for the purpose of overcoming a target’s damage resistance or immunity. Additionally, you have a +1 bonus to attack and damage rolls made with it unless the weapon already has a magical bonus.

Technique Mastery*. You learn one additional maneuver of your choice and the superiority die from your fighting style is now a d8. At the start of your turn, if you have no superiority dice remaining, you can take a bonus action to regain one die, but can’t do so again until you finish a short or long rest.

Thrown Weapon Mastery*. Attacking at long range doesn’t impose disadvantage on your ranged attack rolls with weapons that have the thrown property, and you deal one extra die of damage when you score a critical hit with a weapon that has the thrown property.

Two-Weapon Mastery. While you hold a one-handed weapon in each hand, you have a +1 bonus on weapon damage rolls.

Unarmed Mastery*. When you make an attack with an unarmed strike, you can take a bonus action to make another attack. This attack can be with a weapon or another unarmed strike.

Versatile Mastery*. While holding a weapon that has the versatile property, you have a +1 bonus to AC, provided you aren’t holding a shield or a second weapon. In addition, once during your turn when you hit a target with a weapon that has the versatile property, you can move 5 feet; this movement doesn’t provoke opportunity attacks.

Blind Fighting, Interception, Superior Technique, Thrown Weapon Fighting, and Unarmed Fighting are from Tasha’s Cauldron of Everything. Artillerist, Sworn Weapon, and Versatile Fighting is detailed under Fighter options.

Heroic Might

15th-level Champion feature, which you get when you take the Heroic Strike feature

When you use your Heroic Strike feature to score a critical hit with a weapon attack, you roll the weapon’s damage dice thrice instead of twice.