Fighter

Player's Handbook (2024) p. 91

Hit Die
10
Proficiencies
Strength, Constitution, Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, Survival
Skill Choices
2
Armor
Light Armor, Medium Armor, Heavy Armor, Shields
Weapons
Simple Weapons, Martial Weapons
Tools
None
Spellcasting Ability
Intelligence
Slot Recovery
Long Rest

Progression

Level Prof. Traits Second WindAction SurgeIndomitable
1 +2 Fighting Style, Second Wind, Weapon Mastery 2——
2 +2 Action Surge, Tactical Mind 21—
3 +2 Fighter Subclass 21—
4 +2 Ability Score Improvement 31—
5 +3 Extra Attack, Tactical Shift 31—
6 +3 Ability Score Improvement 31—
7 +3 Rasgo de subclase 31—
8 +3 Ability Score Improvement 31—
9 +4 Indomitable, Tactical Master 311
10 +4 Rasgo de subclase 411
11 +4 Two Extra Attacks 411
12 +4 Ability Score Improvement 411
13 +5 Studied Attacks 412
14 +5 Ability Score Improvement 412
15 +5 Rasgo de subclase 412
16 +5 Ability Score Improvement 412
17 +6 — 423
18 +6 Rasgo de subclase 423
19 +6 Epic Boon 423
20 +6 Three Extra Attacks 423

Los espacios de conjuro no son de la clase base: el compendio cuelga aquí la progresión de su subclase lanzadora, que empieza más tarde.

Features by level

Nivel 1

Becoming A Fighter As A Level 1 Character

As a 1st-level Fighter, you begin play with 10 + your Constitution modifier hit points.

Core Fighter Traits:

  • Primary Ability: Strength or Dexterity
  • Hit Point Die: D10 per Fighter level
  • Saving Throw Proficiencies: Strength and Constitution
  • Skill Proficiencies: Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
  • Weapon Proficiencies: Simple and Martial weapons
  • Armor Training: Light, Medium, and Heavy armor and Shields

You start with the following equipment, in addition to the equipment granted by your background (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
  • (C) 155 GP

Becoming A Fighter As A Multiclass Character

Core Fighter Traits:

  • Primary Ability: Strength or Dexterity
  • Hit Point Die: D10 per Fighter level
  • Weapon Proficiencies: Martial weapons
  • Armor Training: Light and Medium armor and Shields

Fighting Style

You have honed your martial prowess and gain a Fighting Style feat of your choice (see chapter 5, added as feats). Defense is recommended. Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.

Second Wind

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.

Weapon Mastery

Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery table.

Weapon Mastery:

Fighter LevelWeapon Mastery
13
44
105
156

Nivel 2

Action Surge

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 Mind

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.

Nivel 3

Fighter Subclass

You gain a Fighter subclass of your choice. The Battle Master, Champion, Eldritch Knight, and Psi Warrior subclasses are detailed after this class's description. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.

Nivel 4

Ability Score Improvement

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.

Nivel 5

Extra Attack

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

Tactical Shift

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

Nivel 6

Ability Score Improvement

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.

Nivel 8

Ability Score Improvement

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.

Nivel 9

Indomitable

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 Master

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.

Nivel 11

Two Extra Attacks

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

Nivel 12

Ability Score Improvement

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.

Nivel 13

Studied Attacks

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.

Nivel 14

Ability Score Improvement

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.

Nivel 16

Ability Score Improvement

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.

Nivel 19

Epic Boon

You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.

Nivel 20

Three Extra Attacks

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

Subclases (20)

Traits

Fighter

Fighters rule many battle fields. Questing knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it. Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles 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 ability and extensive specialization makes Fighters superior combatants.