People who are this class
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
(a) chain mail or (b) leather, 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
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 (PHB). You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting (TCE). You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense (PHB). While you are wearing armor, you gain a +1 bonus to AC.
Dueling (PHB). 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 (PHB). 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.
Interception (TCE). When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection (PHB). 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.
Superior Technique (TCE). You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting (TCE). You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting (PHB). When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting (TCE). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
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.
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.
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Archetype, Source
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.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
Replace a fighting style you know with another fighting style available to fighters.
If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
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.
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.
Legendary Class
LV 21: Legendary Feat, Weapon/Armor Expert (1), Combat Training (1)
LV 22: Martial Mastery
LV 23: Legendary ASI/Feat, Heart of War
LV 24: Weapon/Armor Expert (2), Combat Training (2)
LV 25: Legendary ASI/Feat
LV 26: Extra Attack
LV 27: Warrior's Ideology
LV 28: Legendary ASI/Feat
LV 29: Weapon/Armor Expert (3), Combat Training (3)
LV 30: Master of War
Weapon/Armor Expert
You gain a better understanding with your weapon and armor in your possession. You have now made them an extension of you instead of an add on of you. There are 3 tiers to 1 class of expertise, but you can put a level in a different expert class
Combat Training
You begin to undergo intense combat training in order to fight in the style you like. You may choose a Combat Trait at levels 21, 25, and 29 at the bottom of the page
Martial Mastery
You achieve a level of martial mastery and warfare knowledge unlike any other warrior. You can select 2 maneuvers of your choice to use from the Battle Master, not the advance maneuvers, its only for them
Heart of War
You heart beats with anticipation for the call of war. Whenever you roll initiative, you recover expended mastery dice equal to half to your mastery dice maximum (Rounded Down)
Warrior's Ideology
Your Ideology behind the purpose of combat and war in general begins to cement itself in you. You can pick one of the 5 given and you must stay with the ideology to the end
Master of War
You have achieved a level of combat that very few can challenge, with the scars of battle to show its work. When you roll a Mastery dice, you can reroll it and must use the new roll given. When you have 10% of your hp left, additionally you gain a 1d4 to any roll but INT, WIS, and CHA, and your death save DC decreased by 1, now 9 instead of 10
Weapons School
Weapon School: Blades
Shortswords, Daggers, Longswords, Greatswords and similar weapons
Tier 1. When you attack with a blade, you can choose whether it deals Piercing or Slashing damage.
Tier 2. When you hit a creature with a weapon attack, you may deal slashing damage to a creature within 5-feet of the target equal to your Strength or Dexterity modifier (Your choice)
Tier 3. When you roll a natural 1 on a weapon attack, you may reroll it, using the new result even if it is a 1
Weapon School: Bows
Shortbows and Longbows
Tier 1. You gain a +2 bonus to attack rolls.
Tier 2. You can not have disadvantage on your attack rolls (Having disadvantage will still cancel out advantage)
Tier 3. The long range of bows you wield is doubled (A longbow would now have a long range of 1200)
Weapon School: Cleavers
Handaxes, Battleaxes, Greataxes, Sickles and Similar Weapons
Tier 1. When you roll the maximum possible result on your damage die, you may immediately move up to 5-feet without provoking attacks of opportunity.
Tier 2. When you would add your Mastery die to an attacks damage roll and the die rolls a 1 or 2, you may treat it as a 3.
Tier 3. After scoring a critical hit, your critical hit range is doubled for your next attack before the end of your turn (From 19-20 to 17-20 for example)
Weapon School: Crossbows
Hand Crossbows, Light Crossbows, Heavy Crossbows
Tier 1. You ignore the loading property of crossbows you wield.
Tier 2. You no longer require a free hand to load a weapon with the ammunition property, you still need the ammunition on you however.
Tier 3. Once per round when you take the attack action, if you make all of your attacks against the same target, you may make one additional attack as apart of the same action.
Weapon School: Polearms
Glaives, Pikes, Spears, Quarterstaffs and Similar Weapons
Tier 1. When you miss with a weapon attack, you may use your reaction to deal bludgeoning damage to the creature you missed equal to your Strength or Dexterity modifier (Your choice)
Tier 2. Whenever you successfully hit with a readied attack, you deal an additional damage die.
Tier 3. When you make an attack roll against a creature larger than you, you gain a bonus to your attack roll equal to two times the size category difference (If the foe is large and you're medium, it'd be a +2 bonus)
Weapon School: Skewers
Tridents, War Picks, Lances, Rapiers and Similar Weapons
Tier 1. For every 5-feet you've moved in a straight line towards a target, you gain a +1 bonus to the damage roll of your next attack before the end of your turn.
Tier 2. Your attacks against creatures whose AC involves their Dexterity modifier in some way gains a +2 bonus to damage rolls.
Tier 3. When you score a critical hit against a creature, you may lodge your weapon into them. While lodged, the creature suffers the weapons damage die at the start of each of their turns. The weapon remains until a creature pulls it out as an action.
Weapon School: Strikers
Flails, Warhammers, Mauls, Maces and Similar Weapons
Tier 1. When attacking a creature wielding a shield, you gain a bonus to damage rolls equal to their shields AC bonus.
Tier 2. Whenever you deal damage against a creature wearing heavy armor or with a natural AC above 18 that does not involve Dexterity (Such as a Dragon with their scales) you halve all healing they receive until the start of your next turn.
Tier 3. When you score a critical hit on an enemy, you may declare attack rolls, skill checks, or saving throws. Until the end of your next turn, the struck creature suffers a penalty to the chosen roll type equal to your Mastery die.
Armors School
Armor School: Unarmored
Combat while wearing no traditional armor
Tier 1. While wearing no armor and not wielding a shield, you have a natural AC equal to 10 + Double this Schools Tier + Your Strength or Dexterity Modifier.
Tier 2. You may now benefit from this Schools natural armor while wielding a shield. If you are not wielding a shield, you gain a +1 bonus to your AC.
Tier 3. At the start of your turn, you may reduce your AC by up to 6 (No action required) You gain a bonus to damage rolls equal to twice the amount you reduced until the start of your next turn.
Armor School: Shields
Combat while wielding a Shield
Tier 1. If your weapon has the Versatile trait, you are able to benefit from it while wielding a shield.
Tier 2. You can not be disarmed of shields you are wielding.
Tier 3. You may now benefit from holding two shields, gaining the AC bonus from each.
Armor School: Light Armor
Combat while wearing something such as Leather Armor
Tier 1. You are resistant to falling damage.
Tier 2. You can don or doff light armor as a bonus action, and any kind of clothes are considered to be light armor for you, which have the same statistics as leather armor.
Tier 3. Attacks of opportunity have disadvantage against you.
Armor School: Medium Armor
Combat while wearing something such as Half-Plate
Tier 1. If you move up to half your movement speed during your turn, you gain a +1 bonus to your AC until the start of your next turn.
Tier 2. If your speed would be reduced, it is reduced by 5-feet less.
Tier 3. If you are able to add your Dexterity modifier to your AC while wearing medium armor, the amount of your modifier you can add is increased by 1.
Armor School: Heavy Armor
Combat while wearing something such as Plate Armor
Tier 1. You ignore the Strength requirements for heavy armor and heavy armor is considered to have half of its normal weight for determining how much you are carrying.
Tier 2. If you did not move during your turn, you are considered to have half-cover until the start of your next turn or until you move, whichever comes first.
Tier 3. You may use your Strength modifier in place of your Dexterity modifier whenever making a Dexterity saving throw.
Aggressive Armor
While wearing armor that is outfitted with weapons or something similar (Such as spiked armor, or barbed armor) you may use your bonus action to attack with the armor. This natural attack uses your choice of Strength and Dexterity, and the damage die is a 1d4.
Archer's Eye
Immediately before making an attack with a ranged weapon you are proficient with, you may choose to gain a bonus to said attack roll equal to your Mastery die. You may use this feature a number of times equal to your Dexterity modifier (Minimum of 1) You regain all expended uses upon completing a short or long rest. If you have the Forceful Shot feature, you may use your Strength modifier for calculating the number of uses you have for this feature.
Battlefield Cleaner
When you hit a creature with a weapon attack, the creature takes extra damage equal to your Mastery die if it is below half its hit point maximum. A creature may only be afflicted with this damage once per round.
Cautious Combat
At the start of your turn, you may choose any number equal to or less than your proficiency bonus (No action required) All weapon attacks you make receive a penalty to their damage rolls equal to your chosen number until the start of your next turn. However, all instances of weapon damage against you also gain a penalty to their damage rolls equal to this bonus until the start of your next turn. This penalty is applied before resistances are applied.
Colossus Toppler
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Dual Wielder
When you engage in two weapon fighting, you may make your offhand attack as apart of your attack action rather than as a bonus action. If you do so, you are unable to use your bonus action to make any sort of attack. Additionally, you may add your ability modifier to your offhand attack if you were not already.
Fighting Spirit
As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of your turn. When you do so, you also gain temporary hit points equal to your Fighter level. You may use this feature three times, regaining all expended uses upon completing a long rest.
Forceful Shot
When using a Shortbow or Longbow, you may use your Strength modifier instead of your Dexterity modifier. When attacking with a bow while using this feature, you have a -1 penalty to your attack rolls with them; however you also have a +2 bonus to damage rolls with them.
Horde Breaker
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Improvised Fighter
You are proficient with improvised weapons, and attacks made with improvised weapons you wield use a damage die equal to your Mastery die. Most improvised weapons (Such as a chair, plate or something similar) will not be able to be used for more than one attack (DM discretion regarding how many attacks an improvised weapon can be used for)
Marine Archer
Provided you are not wearing medium or heavy armor, and not wielding a shield, you have a swimming speed equal to your walking speed. Additionally, provided the target is within half of your weapons short range, you do not have disadvantage on attack rolls made with ranged weapons while underwater.
Marine Warrior
Provided you are not wearing medium or heavy armor, and not wielding a shield, you have a swimming speed equal to your walking speed. While in water or within 5-feet of a body of water no smaller than a lake, you gain a +1 bonus to your AC, attack rolls and damage rolls.
Novice Runesmith
Select a rune from the Rune Knight subclass, you learn that rune and are able to inscribe it on your equipment as per the subclasses rules. You are unable to invoke the rune you learn from this feature. You can not select this if your subclass is Rune Knight.
Offensive Shields
You gain proficiency with shields as a martial melee weapon, which deals 1d6 bludgeoning damage on a hit. If a shield has a magical bonus to its AC, that bonus is also applied to its attack and damage rolls. On a successful hit with a shield, instead of dealing damage you may push them up to 5-feet away from you.
Reckless Combat
At the start of your turn, you may choose any number equal to or less than your proficiency bonus (No action required) All weapon attacks you make gain a bonus to their damage rolls equal to your chosen number until the start of your next turn. However, all instances of weapon damage against you also gain a bonus to their damage rolls equal to this bonus until the start of your next turn.
Resilient Body
Your HP maximum increases by an amount equal to four times your level in this class. Every time you gain a Fighter level, your maximum HP increases by an additional 4 HP. You may select this trait multiple times.
Sightless Warrior
You have blindsight with a range equal to 5 times your proficiency bonus in feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Skirmisher
When an attack misses you, you may move up to half of your speed as a reaction. This movement does not provoke attacks of opportunity.
Stance Shifter
While wielding a shield and a weapon in which you are proficient in, you may shift between an Offensive Stance and Defensive Stance. You may change your stance at the start of your turn (No action required) and when you do so, you lose the benefits of your previous stance.
Defensive Stance. Whenever you take damage, you reduce the amount taken by half your proficiency bonus (Rounded down)
Offensive Stance. Whenever you deal damage with a weapon you are proficient in, you deal additional damage equal to half your proficiency bonus (Rounded down)
Steed Caller
You can cast the Find Steed spell without expending a spell slot. After you do so, you may not do so again until you complete a long rest.
Versatile Warrior
While wielding a single weapon with the versatile property and no shield, you gain the following benefits depending on whether you are wielding it in one or two hands.
One Hand. You gain a +2 bonus to your Armor Class.
Two Hands. You gain a +3 bonus to the weapons damage rolls
Weapon Juggler
You can draw a weapon that has the thrown property as apart of the attack you make with the weapon. Additionally, if you hit an attack made with the thrown property of a weapon and the target is within your weapons short range, you may cause it to bounce off the target and return to your hand.
Critical Improvement
Prerequisite: 22th Level
Your critical hit range for weapon attacks is increased by 1 (From 20 to 19-20 for example) If you have at least 26 levels in this class, you may take this feature a second time, increasing your critical range for weapon attacks further (From 19-20 to 18-20 for example)
Evasion
Prerequisite: 22th Level
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. If you have at least 21 levels in this class, you may select this feature again. If you do so, it applies to all saving throws, not just Dexterity ones.
Rapid Strike
Prerequisite: 24th Level
When you make an attack roll with advantage, you can instead forfeit your advantage on the roll to make an additional attack against the same target. You may only do so once per round. If you have at least 25 levels in this class, you may select this feature a second time. If you do so you can use this feature twice per round.
Strength Before Death
Prerequisite: 25th Level
If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. Once you use this feature, you can't use it again until you finish a long rest.
Carnage. Whenever you score a critical hit, you gain a temporary Mastery die. You may have a maximum of 1 of these temporary die at a time. At level 30 you may have a maximum of 2 at once
Eternality. At the start of your turn, you may expend 1 regular Mastery die to gain 2 temporary Mastery die. You may have a maximum of 2 of these die at a time. At level 30 you may have a maximum of 4 at once
Freedom. Whenever you succeed on a saving throw, you gain a temporary Mastery die. You may have a maximum of 1 of these temporary die at a time. At level 30 you may have a maximum of 2 at once
Perseverance. Whenever you are struck by a critical hit, you gain a temporary Mastery die. You may have a maximum of 1 of these temporary die at a time. At level 30 you may have a maximum of 2 at once
Superiority. When a creature takes the attack action against you and fails to damage you on its turn, you gain a temporary Mastery die. You may have a maximum of 1 of these temporary die at a time. At level 30 you may have a maximum of 2 at once