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Fighter D&D 2024

Revised for 2024 The D&D 2014 version differs. Read the D&D 2014 version.

Core fighter traits

Hit die
d10
Primary ability
Strength or Dexterity
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. Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP

SRD 5.2.1, p.47 · CC BY 4.0

Fighter level table (D&D 2024)

LevelProficiency bonusWhat you gain
1+2STR & CON saves; choose 2 skills; choose a Fighting Style; Second Wind (2 uses); Weapon Mastery (pick 3).
2+2Action Surge (one extra action, except the Magic action; once per Short or Long Rest). Tactical Mind — on a failed ability check, expend a Second Wind use to add 1d10 (use isn't spent if it still fails).
3+2choose your Fighter Subclass. SRD 5.2 Champion: Improved Critical (attack rolls with weapons and Unarmed Strikes crit on 19-20) + Remarkable Athlete.
4+2Ability Score Improvement (or a Feat). Second Wind uses → 3; Weapon Mastery → 4.
5+3Extra Attack (attack twice). Tactical Shift — when you activate Second Wind, move half your Speed without provoking Opportunity Attacks.
6+3ASI: distribute +2 across abilities (or take a Feat).
7+3Champion: Additional Fighting Style (choose a second Fighting Style).
8+3ASI: distribute +2 across abilities (or take a Feat).
9+4Indomitable (reroll a failed save, +Fighter level; 1/long rest). Tactical Master — swap a weapon's mastery for Push, Sap, or Slow on an attack.
10+4Champion: Heroic Warrior (gain Heroic Inspiration at the start of your turn during combat if you don't have it). Second Wind uses → 4; Weapon Mastery → 5.
11+4Two Extra Attacks: 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). Studied Attacks — when you miss a creature with an attack, you have Advantage on your next attack against it.
14+5ASI: distribute +2 across abilities (or take a Feat).
15+5Champion: Superior Critical (attack rolls with weapons and Unarmed Strikes crit on 18-20)
16+5ASI (or a Feat). Weapon Mastery → 6.
17+6Action Surge (two uses before a rest, still once per turn). Indomitable (three uses per Long Rest)
18+6Champion: Survivor — Defy Death (Advantage on Death Saving Throws; a roll of 18–20 on a Death Saving Throw gains the benefit of rolling a 20) and Heroic Rally (at the start of each of your turns you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point).
19+6Epic Boon (gain an Epic Boon feat or another feat you qualify for).
20+6Three Extra Attacks: you can attack four times, instead of once, whenever you take the Attack action on your turn.

Fighter class features

Fighting StyleLevel 1

Pick a style (Archery, Defense, Great Weapon Fighting, Two-Weapon Fighting, etc.).

Second WindLevel 1

You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.

You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.

Action SurgeLevel 2

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.

Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.

Tactical MindLevel 2

You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.

Extra AttackLevel 5

You can attack twice instead of once whenever you take the Attack action on your turn.

Tactical ShiftLevel 5

Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.

IndomitableLevel 9

If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. 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 before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.

Tactical MasterLevel 9

When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.

Studied AttacksLevel 13

You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.

Hit Point Die (d10)

Spend Hit Point Dice. You can spend one or more of your Hit Point Dice to regain Hit Points. For each Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll.

Champion features

Improved CriticalLevel 3

Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.

Remarkable AthleteLevel 3

Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.

In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.

Additional Fighting StyleLevel 7

You gain another Fighting Style feat of your choice.

Heroic WarriorLevel 10

The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.

Superior CriticalLevel 15

Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.

SurvivorLevel 18

You attain the pinnacle of resilience in battle, giving you these benefits.

Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.

Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.

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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).

RollQuest is not affiliated with or endorsed by Wizards of the Coast. Rules text is reproduced from the System Reference Documents under the licences above.