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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.
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. 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. 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.
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.
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Second, choose the soldier background. Fighting Style , Second Wind. Action Surge one use. Martial Archetype. Ability Score Improvement. Extra Attack. Martial Archetype Feature. Indomitable one use. Extra Attack 2. Indomitable two uses.
Action Surge two uses , Indomitable three uses. Extra Attack 3.
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Hit Dice: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: You adopt a particular style of fighting as your specialty. Choose one of the following options. 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 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. 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. 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. 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. 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. 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. 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. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn. Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. If this material is not made official, it will be removed from DDB following the playtest period and you will need to replace it with another option.
Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back. Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.
Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d At 18th level, you attain the pinnacle of resilience in battle.
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 devas tating blows. Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 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.
The Fighter Class for Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond
At 10th level, you can choose a second option from the Fighting Style class feature. Starting at 15th level, your weapon attacks score a critical hit on a roll of 18— 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.
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.
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. Some extremely experimental and intricate firearms are only available through crafting.
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. Firearms are ranged weapons. 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. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it.
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If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
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