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Fighter D&D 2014

Revised in 2024 The D&D 2024 version differs. Read the D&D 2024 version.

Core fighter traits

Hit die
d10
Primary ability
Strength
Saving throws
STR, CON
Armour
All armor, Shields
Weapons
Simple, Martial

Skills. Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival.

Starting 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

SRD 5.1, p.24 · OGL 1.0a

Fighter level table (D&D 2014)

LevelProficiency bonusWhat you gain
1+2STR & CON saves; choose 2 skills; choose a Fighting Style; Second Wind (regain 1d10 + Fighter level HP as a bonus action; 1/short or long rest). Proficiencies (SRD 5.1 p.24): Armor: All armor, shields. Weapons: Simple weapons, martial weapons. Equipment (SRD 5.1 p.24): 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
2+2Action Surge (one additional action on your turn; 1/short or long rest).
3+2Choose your Martial Archetype. SRD 5.1 Champion: Improved Critical (your weapon attacks score a critical hit on a roll of 19 or 20).
4+2Ability Score Improvement (increase one ability by 2, or two abilities by 1; or take a Feat).
5+3Extra Attack (attack twice whenever you take the Attack action).
6+3Ability Score Improvement (or a Feat).
7+3Champion: Remarkable Athlete (add half your proficiency bonus, rounded up, to any STR, DEX, or CON check that doesn't already use it; running long jump distance increases by your STR modifier).
8+3ASI: distribute +2 across abilities (or take a Feat).
9+4Indomitable (reroll a failed saving throw and use the new roll; 1/long rest).
10+4Champion: Additional Fighting Style (choose a second option from the Fighting Style feature).
11+4Extra Attack (2): you can attack three times, instead of once, whenever you take the Attack action on your turn.
12+4ASI: distribute +2 across abilities (or take a Feat).
13+5Indomitable (2/long rest).
14+5Ability Score Improvement (or a Feat).
15+5Champion: Superior Critical (crit on 18-20)
16+5Ability Score Improvement (or a Feat).
17+6Action Surge (two uses) and Indomitable (3/long rest).
18+6Champion: Survivor (regain 5+CON HP per turn if ≤ half HP)
19+6Ability Score Improvement (or a Feat).
20+6Extra Attack (3): you can attack four times, instead of once, whenever you take the Attack action on your turn.

Fighter class features

Second WindLevel 1

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 SurgeLevel 2

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus 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 ArchetypeLevel 3

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score ImprovementLevel 4

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.

Extra AttackLevel 5

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

IndomitableLevel 9

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.

Hit Dice (d10)

Hit Dice: 1d10 per fighter level (SRD 5.1 p.24) / paladin level (p.30) / ranger level (p.35). Hit Points at 1st Level: 10 + your Constitution modifier. Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level / paladin level / ranger level after 1st. A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest (p.87).

Champion features

ChampionLevel 3

Martial Archetypes. Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. 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 CriticalLevel 3

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable AthleteLevel 7

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 StyleLevel 10

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior CriticalLevel 15

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

SurvivorLevel 18

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.

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Licence and attribution

This work includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, licensed under the Open Game License Version 1.0a. Section 15, Copyright Notice: Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

The Open Game License Version 1.0a is reproduced in full at rollquest.io/open-game-license.

This work includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).

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