Fighter Class DnD 5E

A human in the clanging plate armor would hold her shield in front of her like she runs towards the massed goblins. Actually, an elf behind her and also clad in the studded leather armor, peppers the goblins by arrows loosed from his exquisite bow. Any way the half-orc nearby would actually be shout order and also helping the two combatants can coordinate their assault for the best advantage.

Al though a dwarf in the chain mail can be interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside too. Eventually, his companion, a half-elf in scale armor, can swings two scimitars in the blinding whiri like she circles the ogre and also looking for the blind spot in its defenses.

Even though, the gladiator can be fight for the sport in an arena, also a master with his trident and also net, the skilled at toppling foes and even moving them around for the crowd’s delight and also his own tactical advantage. All of his opponent’s sword flares by help of blue light an example before she would send a lightning flashing forth to smite him.

Actually, all of these heroes are fighters only, probably most of the diverse class of the characters in the worlds of dungeons & dragons. Normally, the Questing knights, the conquering overlords, royal champions, the elite foot soldiers, hardened mercenaries and also the bandit kings—as fighters, they can all share an unparalleled mastery by weapons and the armor, and a frequent knowledge of the skills of a combat. And also they ‘re well acquainted by death, both of the meting it out and also starting it defiantly in the specific face.

Well-Rounded Specialists

All of these fighters can learn the basics of all the combat styles. Each and every dnd fighter class able to swing an axe, fence with a rapier and wield a longsword or the greatsword, use a bow, and might even trap foes in a net by some degree of skill. As well as, the fighter is adept by shields and also every form of the armor.

Any way, beyond that basic degree of familiarity, each of the fighter can specializes in the certain style of a combat. Also some of them concentrate on the archery, few on fighting with using two weapons simultaneously and also some of them on augmenting their martial skills with the magic. So, this type combination of broad general ability and also the extensive specialization can make fighters superior combatants on the battlefields and also in the dungeons alike.

Trained for Danger

In this fighter class 5e not all the members of a city watch, the village militia, or even the queen’s army was a fighter. Almost all of these troops are mostly related to the untrained soldiers with only much basic combat knowledge. The Veteran soldiers, military officers, trained bodyguards, dedicated knights, and also similar figures are fighters.

Some of the dnd fighters might feel drawn to use their training like an adventurers. Also the dungeon delving, monster slaying and also some of the other dangerous work would be common among the adventurers is the second nature for the fighter and also not all of that varied from the life that he or she would be left behind.

Of course there are many greater risks, probably, but also much more greater rewards too- like few fighters in the city watch have an opportunity to discover the magic flame tongue sword, for an instance.

Creating a Fighter

However like you do build your fighter and also think about two related elements of your character’s background : the questions are

  • 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?

Actually, a threat your homeland, a thirst for the revenge, or else a need to prove yourself might all have been the factors.

In order to this you might enjoyed the formal training in the noble’s army or else in the local militia. Most probably you’ve been trained in a war academy, learning strategy, tactics, and also the military history. Or you might have been 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?

Actually, they might have been the military issue or else the family heirlooms, or probably you’ve scrimped and also saved for years to purchase them. Your armaments are presently among your most important possessions-but the only things which stand in between you and death’s embrace.


You have a capacity to make fighter as quickly as you can by using these suggestions. The first suggestion is make a strength or dexterity your highest ability score, which is depending on whether you would like to focus on the melee weapons  or else on the archery (or finesse weapons). Also your next-highest score must be Constitution, or else an intelligence if you would plan to adopt the Eldritch Knight martial archetype.

Also the second suggestion is to select the soldier background.

The Fighter Table

LevelProficiency BonusFeatures
1st+2Fighting Style, Second Wind
2nd+2Action Surge (one use)
3rd+2Martial Archetype
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Ability Score Improvement
7th+3Martial Archetype Feature
8th+3Ability Score Improvement
9th+4Indomitable (one use)
10th+4Martial Archetype Feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement
13th+5Indomitable (two uses)
14th+5Ability Score Improvement
15th+5Martial Archetype Feature
16th+5Ability Score Improvement
17th+6Action Surge (two uses), Indomitable (three uses)
18th+6Martial Archetype Feature
19th+6Ability Score Improvement
20th+6Extra Attack (3)

Class Features

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


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


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

Fighting Style

You’re adopt a specific style of fighting as of your specialty. You can also select one of your following options. May be you can not take the fighting style option more than once, even though if you later get to select again.


As per this Archery you can gain the +2 bonus to attack rolls you do make with the ranged weapons.


During you’re wearing armor, you can also gain +1 bonus to AC.


Whenever you’re wielding the melee weapon in one hand and also none of the other weapons, you can even gain +2 bonus to damage rolls with that specific weapon.

Great Weapon Fighting

Whenever you roll a 1 or 2 on the damage would be die for the sake of an attack which you make with the melee weapon which you’re wielding by two hands, you can even reroll a die and even it must use a new roll, even though if the new roll is a 1 or a 2. So the weapon must have two handed or else versatile property for you to gain this benefit.


Whenever the creature that you’re able to see some of the attacks a specific target other than you which is within almost 5 feet of you, of course you can use your reaction for the impose of disadvantage on an attack roll. Al though you must be wielding a shield.

Two-Weapon Fighting

So, whenever you do engage in the two-weapon fighting, then you can easily add your ability modifier for the damage of the second attack.

Second Wind

As per this second wind you have the limited well of stamina which you are able to draw on for protecting yourself from harm. On your particular turn, you can use the bonus action for being regaining hit points which is equal to 1d10 + your fighter level.

So, once you would use this feature, then you should finish the short or else the long rest before you can use it again.

Action Surge

At the starting of 2nd level, you have a chance to push yourself beyond to your normal limits for the moment. On your specific turn, you are able to take an additional action.

Once you do use this feature, then you should finish the short or else the long rest before you are able to use it once again. So starting at 17th level, then you are capable of using it twice before a rest, but only once on the similar turn.

Martial Archetype

At a 3rd level, you can select an archetype which you could strive to be emulate within your combat styles and also the techniques. Also select the champion, Battle Master, or Eldritch Knight, all the detailed at an end of the class description. Of course the archetype which you select grants you the features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

Whenever you would reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you are able to enhance one ability score of your choice by 2, or else you can increase two ability scores of your choice by 1. As normal, you can not increase an ability score above the 20 by using this feature.

But of course using the optional feats rule, you can also forgo taking this particular feature for taking the feat of your choice instead of anything.

Extra Attack

Beginning of at 5th level, you have chance to attack twice, but instead of once, whenever you would take an attack action on your turn. Of course the number of attacks could be increased to three whenever you would reach 11th level in this type of class and of course to four whenever you would reach 20th level in this class.


At the beginning of 9th level, you can easily reroll the saving throw which you would fail. Any how if you do so, then you must use a new roll, and of course you can not use this feature again unless until you finish the long rest.

Al though you can use this specific feature twice in between the long rests starting at the 13th level and also three times in between long rests which are starting at 17th level.

Extra Attack

So, at the begging of 11th level, then you have a chance to attack three times, instead of twice, but whenever you take an attack action on your turn. So the number of attacks could be increased to almost four whenever you would reach 20th level in this particular class.

Extra Attack

At the 20th level, you can easily attack at least four times, instead of three times, when you would take an Attack action on your turn.

Martial Archetypes

Many different fighters can select various approaches for being perfecting their fighting prowess. Of course the martial archetype which you select to emulate reflects your approach.


Actually, the archetypal champion would be focuses on the development of a raw physical power honed for deadly perfection. Those whoever model themselves on this specific archetype combine rigorous training with some physical excellence for dealing devastating blows.

Improved Critical

At the beginning whenever you select this archetype at a 3rd level, and of course your weapon could attack score the critical hit  on the roll of 19 or 20.

Remarkable Athlete

At the starting of 7th level, then you can add half of your proficiency bonus (round up) to any Strength, Dexterity, or else to the Constitution check which you make that does not already use your proficiency bonus.

So, in an addition, whenever you would make the running long jump, of course the distance you are able to cover increases by the specific number of feet which is equal to your Strength modifier.

Additional Fighting Style

So, at its 10th level, then you can select the second option from the Fighting Style class feature.

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