Fighter Class Details
A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.
All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
Well-Rounded Specialists
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.
Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.
Creating a Fighter
As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.
You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace.
QUICK BUILD
You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight martial archetype. Second, choose the soldier background.
The Fighter Table
Level |
Proficiency |
Features |
---|---|---|
1st |
+2 |
|
2nd |
+2 |
Action Surge (one use) |
3rd |
+2 |
|
4th |
+2 |
|
5th |
+3 |
|
6th |
+3 |
|
7th |
+3 |
|
8th |
+3 |
|
9th |
+4 |
Indomitable (one use) |
10th |
+4 |
|
11th |
+4 |
Extra Attack (2) |
12th |
+4 |
|
13th |
+5 |
Indomitable (two uses) |
14th |
+5 |
|
15th |
+5 |
|
16th |
+5 |
|
17th |
+6 |
Action Surge (two uses), Indomitable (three uses) |
18th |
+6 |
|
19th |
+6 |
|
20th |
+6 |
Extra Attack (3) |
Class Features
As a fighter, you gain the following class features.
Hit Points
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Proficiencies
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:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer’s pack or (b) an explorer’s pack
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.
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.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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 fighting, you can add your ability modifier 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 fighter level. Once you use this feature, you must finish 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.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
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.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
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.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Extra Attack
Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
The number of attacks increases to four when you reach 20th level in this class.
Extra Attack
At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.
Martial Archetypes
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
Champion
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
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 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
At 10th level, you can choose a second option from the Fighting Style class feature.
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.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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 fighting, you can add your ability modifier 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 modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Gunslinger
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated. To use this content, toggle the Critical Role content on in the character builder.
Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.
However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.
This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms 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 signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Firearms
Name | Cost | Ammo | Damage | Weight | Range | Properties |
---|---|---|---|---|---|---|
Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | |
Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | |
Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
|
Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | |
Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | |
Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
|
Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
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 firearms.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Rapid Repair
Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.
Vicious Intent
At 18th level, your firearm 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 firearm, 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 firearm 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 firearm 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 firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Disarming Shot
When you make a firearm 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 firearm 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 firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire 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 first range increment. Only the initial attack can misfire.
Violent Shot
When you make a firearm 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 firearm’s misfire 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 firearm 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.
Quote from the Vulture from Spider-man, Homecoming (edited):
“Those people, [Mario], those people up there, the rich and the powerful, they do whatever they want. Guys like us, like you and me... they don't care about us. We [buy their campaigns] and we [comment on forums] and everything. They don't care about us. We have to pick up after them. We have to eat their table scraps. That's how it is. I know you know what I'm talking about, [Mario].”
I was wondering if there was more information about the archetypes, as there are several mentioned in the description for fighter that are not mentioned in the martial archetypes information. There is some information about it in the essentials kit rule book, but only up to 6th level, and I was looking for information beyond that, if anyone might know where I could find it
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We still lack the ability to choose a Battle Master maneuver with the Superior technique fighting style fix this PLEASE.
This is for both Hold Spells.
If I hit a Held target, is it considered a Critical. Meaning if I hit the die result is automatically a 20 not mater what I rolled as long as it hit OR is just the Dice doubled Say I roll an 11 with +11 to hit making it 22 hitting the target OR A roll of 11+a to Hit bonus of 11 hits the target and the die roll is considered a 20.
The reason I am asking is. I was unable to reach the Big Bad, but I was right next to minion and 30' from the Big Bad And had 4 levels in Rune Knight fighter. I Cast hold person on the minion. He failed. I action Surged and I hit and smite the minion and transferred the damage to the Big Bad. He had 24 AC after shield spell. Was my transfer of damage considering a Crit roll so I could hit him.
idk
The Enlarge part of Enlarge/Reduce giving you an extra d4 of damage is mostly relevant to increasing a Small creature into a Medium creature. The spell does not specify replacing the damage of a Large weapon with the d4, it only states that it does extra damage. This is an extra effect, just like having advantage on strength checks and saving throws. Being larger than a target has no bearing on having advantage on strength checks or saving throws, the spell is giving you a bonus.
If you use this spell on a human to make him the size of the ogre they are fighting, the human will have advantage in grapple checks because of the spell. Additionally, this character will have a Large weapon in their Large hand, making a long sword do 2d8 damage, plus an extra 1d4 because of the spell.
The main reason, I think, that the spell Enlarge/Reduce doesn't specify damage by size is that it tells you that your weapons change, you should just know the rules for that; but also the size you change into by this spell is not a set size, you can cast this on a Huge giant and watch them become Gargantuan.
Is that strong? Yes. The problem should be more of the spell's level, it's a 2nd level spell. But at the time you get this spell, any martial character of the same level also only has 1 attack- you've only added 1d8+1d4 per round, as long as you concentrate. The character is also large now, and is thusly easier to flank- you can have 1 character on a side and 2 characters on the opposite side and all 3 characters would then be flanking. If the Large character was still medium, this set up would cause the 3rd enemy to be on a diagonal and NOT be flanking. Being Large also means less things to hide behind, making it harder to benefit from cover.
Now, is 1d8+1d4 (that CAN still miss, btw) really so game breaking? At 1st level, you can cast burning hands to do 3d6 fire damage in a 15 foot cone. At 5th level, when you could use a 2nd level spell slot to add 2d8+2d4 damage to a fighter with a long sword, you could instead cast fireball and deal 8d6 fire damage to all creatures in a 20ft radius of a point you can see within 150 feet of you.
And sure, MAYBE a fighter or a barbarian has sacrificed defense to use a great axe, so they get 2d12+2d4 extra damage a turn. That extra damage is essentially just an extra 2d4 compared to a long sword. Without you, they're already doing 1d12+str (or 1d8+str for a long sword) twice per turn. When you look at them and go "omg, 2d12+1d4+str is too much damage to a single target with one attack" you're complaining about a d12 and a d4 but blasting 1, 2, or 3 creatures... or more, if you're stupid lucky, with an 8d6 Fireball at 5th level, which you can do twice a day. But dnd gods forbid you help your martial friend do something cool for once. Oh, and you can't even miss with fireball. the target will always take damage. Goblins have 7 health, you'd have to roll 13 or less damage to not kill them even if they make the save and take half damage. With a max of 48 damage, that's actually embarrassing if you don't kill a goblin and all his goblin friends with a fireball.
And before I forget, since I'm sure someone will try to nitpick the wording of the spell... the Enlarge/Reduce clause "While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage." means the player can be disarmed and lose the benefits of their weapons being large. If they pick up their weapon, that weapon probably doesn't grow back into the character's new size, meaning a long sword is back to doing just 1d8+str, you lose the extra d8 AND the d4. Likewise, a character can't start passing out Large weapons to the rest of the party.
Admittedly, the spell doesn't specify if dropped weapons and items that are picked back up regain the Enlarged or Reduced property, and I've already written a wall of text so I don't want to go look that up as well. But it's worth talking to your dm about. I'm in favor of not regaining the properties, because this can add a layer to a fight. I've oft heard "playing a martial is boring, all you do is stand and attack" but now you have to worry about losing your weapon and the advantages it has, or trying to disarm an enemy that's been Enlarged to stop it from doing extra damage. Maybe you can just do a bunch of attacks and just blitz down that health, but now you also have the option of "maybe if I disarm this enemy I can save the party a bunch of hurt." Oh, or if the party wizard reduces that ogre, and the ogre drops its now-puny weapon then wants to pick it back up because it's Large again, you can decide to try and play keep away.
tl:dr - Options are fun. Going from Medium to Large is a fun option and its extra dice of damage doesn't break the game. The only sad characters here would be the Small ones, Halflings Gnomes, Goblins... Turning Medium still lets them Grapple with Large creatures, so that's cool I guess. They still get an extra d4 of damage per attack and the advantage on Strength checks and saving throws. So really, they only miss out on a d8/d12 or 2.
howen and daniel bad
u
The samurai is flavorless and historically inacurate compared to the Dnd Shorts Ronin Ranger and lacks the anime flare!
If a Battle Master gets a crit, is the superiority die doubled as well, or is it just added at the end like the modifier?
moneyz?
"Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description."
I don't see Battle Master OR Eldritch Knight, just Champion and Gunslinger
They are only visible if you have purchased the appropriate books from D&D Beyond. Arcane Archer & Samurai are in Xanathar's Guide to Everything, while the Battle Master is in the Player's Handbook. Simply having access to the Basic Rules does not grant you access. I believe the options listed there are limited to the SRD.
I am making a (Wizard Bladesinger/Fighter Eldrich Knight) multiclass so it is a wizard/fighter, wizard/fighter, wizard/fighter.
where can i find a description of arcane archer, samurai , battle master etc. it isnt in this description here?
I agree with you! I have many paper books and wish that they had a code on the inside back cover, that way I could still have them digitaly. For the most part though, I just make the subclasses in homebrew.
I have lots of paper books but I can not create a character on here with those on it even though I already paid for the book. IT IS SO ANNOYING!
Depends. If your DM is okay with throwing monsters with 200 hit points minimum at your party, for it to survive 2 rounds against just you, that is if you damage it only. How much damage does you whole party do? And do you massively out dpr you party's other damage dealers.
Also:
... they shun you because you are strong? that is how society functions in most scenarios because people fear the strong...