Image used by permission of Yama Orce.
Note: The text in this shaded box was taken from a different Open Game License product. Nothing in the text should be interpreted as “rules” or “mechanics”.
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.
As a fighter, you gain the following class features.
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
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
|Level||Proficiency Bonus||Bonus Features|
|1st||+2||Fighting Style, Second Wind|
|2nd||+2||Action Surge (one use)|
|4th||+2||Ability Score Improvement|
|6th||+3||Ability Score Improvement|
|7th||+3||Martial Archetype feature|
|8th||+3||Ability Score Improvement|
|9th||+4||Indomitable (one use)|
|10th||+4||Martial Archetype feature|
|11th||+4||Extra Attack (2)|
|12th||+4||Ability Score Improvement|
|13th||+5||Indomitable (two uses)|
|14th||+5||Ability Score Improvement|
|15th||+5||Martial Archetype feature|
|16th||+5||Ability Score Improvement|
|17th||+6||Action Surge (two uses), Indomitable (three uses)|
|18th||+6||Martial Archetype feature|
|19th||+6||Ability Score Improvement|
|20th||+6||Extra Attack (3)|
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.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
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.
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.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
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 champion is the only martial archetype released by Wizards of the Coast as Open Game Content. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Additional archetypes released by other publishers are listed below alongside the Champion.
- Archer (3pp)
- Blind Duelist (3pp)
- Boarder (3pp)
- Brawler (3pp)
- Champion (3pp)
- Close Quarters Fighter (3pp)
- Corsair (3pp)
- Demon-Blooded (3pp)
- Dervish (3pp)
- Dragoon (3pp)
- Duelist (3pp)
- Eldritch Executioner (3pp)
- Fortune’s Smith (3pp)
- Ghost Warrior (3pp)
- Gladiator (3pp)
- Guardian (3pp)
- Gunslinger (3pp)
- Holy Heart (3pp)
- Hospitaler (3pp)
- Knight (3pp)
- Living Vampire (3pp)
- Master of Many Blades (3pp)
- Master Thrower (3pp)
- Misericorde (3pp)
- Rake (3pp)
- Reach Specialist (3pp)
- Runeblade (3pp)
- Samurai (3pp)
- Sapper (3pp)
- Sellsword (3pp)
- Shield Master (3pp)
- Smithkin (3pp)
- Sylvan Elf Spearmasters (3pp)
- Tactician (3pp)
- The Dragon Warrior (3pp)
- The Fist (3pp)
- Thug (3pp)
- Warden (3pp)
- Weapon Master (3pp)
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.
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.