The fighter class receives new features in this section.
Fighting Style Options
When you choose a new fighting style, the following styles are added to your list of options.
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.
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.
Heavy Armor Training
4th-level fighter feature
You gain heavy armor proficiency if you don’t already have it.
5th-level fighter feature
While engaging in two-weapon fighting, 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 or Dodge action.
Whirling Blades (2)
11th-level fighter feature
On a turn in which you make an additional attack from your Whirling Blades feature, you can take a bonus action to make another attack with that weapon.
Whirling Blades (3)
20th-level fighter feature
You can make two attacks with a weapon using a bonus action when engaging in two-weapon fighting.
If you have access to maneuvers, the following maneuvers are added to the list of options available to you.
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.
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.
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.
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 Fighter
The Arcane Archer martial archetype receives the following feature.
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.
The Champion martial archetype receives the following features.
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), and 20th level (4 uses). You regain all expended uses of this feature when you finish a long rest.
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 to AC and when you attack a target that isn’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 attempt to push your target 5 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 you deal 1d4 + your Strength bonus bludgeoning damage and can move your target 5 feet into an unoccupied space.
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 your 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 attack and damage rolls with those weapons.
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. Sworn Weapon and Versatile Fighting is detailed under Fighter options. Artillerist is an option found in Appendix A: Exotic Arms.
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 deal 1d10 extra weapon damage.