Fighter class icon: two crossed swords
Icon by Lorc, CC BY 3.0

Fighter 5e class

Fighters are masters of weapons and armor. They get the most attacks and Ability Score Improvements of any class, recover with Second Wind and burst with Action Surge. Their archetype adds maneuvers, spells or supernatural techniques.

Jump to: Playing a fighter · Fighter table · Class features · Martial Archetype options · What changed in 2024 · Common questions

Fighter at a glance

Hit die
d10
Hit points at 1st level
10 + Constitution modifier
Hit points per level after 1st
1d10 (or 6) + Constitution modifier
Saving throws
Strength, Constitution
Armor
All armor, shields
Weapons
Simple weapons, martial weapons
Tools
None
Skills
Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival
Subclass
Martial Archetype at 3rd level

Planning ability scores? Try the point buy calculator or the 4d6 ability score roller.

What the fighter is good at

The fighter is the master of weapons and armor. It’s proficient with all armor, shields and every weapon, and gets more attacks than anyone: two at 5th level, three at 11th and four at 20th. It also gets the most Ability Score Improvements in the game, at 4th, 6th, 8th, 12th, 14th, 16th and 19th level, which makes it the best class for feats.

Second Wind heals 1d10 + your fighter level as a bonus action, and Action Surge gives you one extra action on your turn; both come back on a short rest. From 9th level, Indomitable lets you reroll a failed saving throw. It’s simple to play and hard to build badly.

Choosing ability scores

Pick Strength or Dexterity as your attack score. Strength suits heavy armor and big weapons; Dexterity suits archers and finesse weapons. Constitution comes next, then whichever of Wisdom or Intelligence your archetype wants.

With the standard array: 15 in your attack score, 14 in Constitution, 13 in the other of Strength or Dexterity. Plate armor needs Strength 15 to avoid losing 10 feet of speed, and chain mail needs 13. The point buy calculator shows the trade-offs.

Picking a martial archetype

You choose at 3rd level. The SRD’s Champion is the simplest: you score a critical hit on a 19 or 20, then 18 to 20 at 15th level, and gain a second fighting style at 10th. Good for a first character.

The Player’s Handbook’s Battle Master uses superiority dice for maneuvers like trips and disarms, and the Eldritch Knight adds wizard spells. Later books add the Samurai, Cavalier, Psi Warrior and Rune Knight, among others.

Common beginner mistakes

  • Saving Action Surge for later. It comes back on a short rest, so use it in most fights, ideally early when it can end the fight faster.
  • The wrong fighting style. Dueling only works with a one-handed melee weapon and no other weapons; Great Weapon Fighting needs a two-handed or versatile weapon held in two hands. Match your style to your gear.
  • Heavy armor with low Strength. Your speed drops by 10 feet if you don’t meet the armor’s Strength requirement.
  • Ignoring feats. With seven improvements, a fighter can raise its main ability to 20 and still take several feats.

Fighter level progression

LevelProficiency bonusFeatures
1st+2Fighting Style, Second Wind
2nd+2Action Surge (x1)
3rd+2Martial Archetype
4th+2Ability Score Improvement, Martial Versatility†
5th+3Extra Attack (x1)
6th+3Ability Score Improvement, Martial Versatility†
7th+3Martial Archetype feature
8th+3Ability Score Improvement, Martial Versatility†
9th+4Indomitable (x1)
10th+4Martial Archetype feature
11th+4Extra Attack (x2)
12th+4Ability Score Improvement, Martial Versatility†
13th+5Indomitable (x2)
14th+5Ability Score Improvement, Martial Versatility†
15th+5Martial Archetype feature
16th+5Ability Score Improvement, Martial Versatility†
17th+6Action Surge (x2), Indomitable (x3)
18th+6Martial Archetype feature
19th+6Ability Score Improvement, Martial Versatility†
20th+6Extra Attack (x3)

† Optional class features from Tasha’s Cauldron of Everything, which the builder offers if your table uses them: Martial Versatility. They aren’t in the SRD, so their text isn’t on this page.

Fighter class features (2014 rules, SRD 5.1)

As a fighter, you gain the following class features. Each one shows the fighter level you gain it at; features chosen at a later level (like your martial archetype) add more as you go.

Fighting Style

1st level

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

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

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.

Protection

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind

1st level

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.

Action Surge

2nd level (1 use) and 17th level (2 uses)

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus 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.

Martial Archetype

3rd level

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

4th, 6th, 8th, 12th, 14th, 16th and 19th 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. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

5th, 11th and 20th level

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.

Indomitable

9th level (1 use), 13th level (2 uses) and 17th level (3 uses)

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.

Martial Archetype options

The builder offers 10 subclasses for the fighter, and only shows the ones your build can take.

Official

The SRD includes one martial archetype in each edition, marked SRD above. The others are in the Player’s Handbook and later books, so this page gives their names only. The Champion page has its full text in both editions, a guide and what changed in 2024.

RulesSRD subclassFeatures by level
2014 (SRD 5.1)ChampionImproved Critical (3rd), Remarkable Athlete (7th), Additional Fighting Style (10th), Superior Critical (15th), Survivor (18th)
2024 (SRD 5.2)ChampionImproved Critical (3), Remarkable Athlete (3), Additional Fighting Style (7), Heroic Warrior (10), Superior Critical (15), Survivor (18)

What changed in 2024

The 2024 Player’s Handbook revised the fighter, and the System Reference Document 5.2 has the new version. Here is the fighter side by side in both editions, and what changed, worked out from the two SRDs.

2014 rules (SRD 5.1)2024 rules (SRD 5.2)
Primary ability—Strength or Dexterity
Hit died10d10
Saving throwsStrength and ConstitutionStrength and Constitution
SkillsChoose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, SurvivalChoose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
ArmorAll armor, shieldsLight, Medium, and Heavy armor and Shields
WeaponsSimple weapons, martial weaponsSimple and Martial weapons
ToolsNoneNone
SubclassMartial Archetype at 3rd levelFighter subclass at level 3

Features by level, 2014 and 2024

Level2014 features2024 features
1Fighting Style, Second WindFighting Style, Second Wind, Weapon Mastery
2Action Surge (x1)Action Surge, Tactical Mind
3Martial ArchetypeFighter Subclass
4Ability Score ImprovementAbility Score Improvement
5Extra Attack (x1)Extra Attack, Tactical Shift
6Ability Score ImprovementAbility Score Improvement
7Martial Archetype featureSubclass feature
8Ability Score ImprovementAbility Score Improvement
9Indomitable (x1)Indomitable, Tactical Master
10Martial Archetype featureSubclass feature
11Extra Attack (x2)Two Extra Attacks
12Ability Score ImprovementAbility Score Improvement
13Indomitable (x2)Indomitable, Studied Attacks
14Ability Score ImprovementAbility Score Improvement
15Martial Archetype featureSubclass feature
16Ability Score ImprovementAbility Score Improvement
17Action Surge (x2), Indomitable (x3)Action Surge, Indomitable
18Martial Archetype featureSubclass feature
19Ability Score ImprovementEpic Boon
20Extra Attack (x3)Three Extra Attacks

Fighter class features in the 2024 rules (SRD 5.2)

As a fighter, you gain these class features when you reach the listed Fighter levels. They are listed in level order.

Level 1: Fighting Style

You have honed your martial prowess and gain a Fighting Style feat of your choice (see "Feats"). Defense is recommended.

Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.

Level 1: 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.

Level 1: 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 column of the Fighter Features table.

Level 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.

Level 2: 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.

Level 3: Fighter Subclass

You gain a Fighter subclass of your choice. 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.

Level 4: Ability Score Improvement

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

Level 5: Extra Attack

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

Level 5: Tactical Shift

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

Level 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.

Level 9: 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.

Level 11: Two Extra Attacks

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

Level 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.

Level 19: Epic Boon

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

Level 20: Three Extra Attacks

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

Common questions

How many attacks does a fighter get?

One at 1st level, two at 5th, three at 11th and four at 20th, whenever you take the Attack action. Action Surge lets you take the Attack action a second time.

Can you cast a spell with Action Surge?

In the 2014 rules, yes: it’s one additional action, and casting a spell is an action. The 2024 rules say the extra action can’t be the Magic action.

Which fighting style is best?

Archery (+2 to ranged weapon attack rolls) for archers, Defense (+1 AC while wearing armor) for anyone, Dueling (+2 damage with a one-handed melee weapon) for sword and shield, and Great Weapon Fighting (reroll 1s and 2s on damage dice) for two-handed weapons.

How does Second Wind work?

As a bonus action, you regain hit points equal to 1d10 + your fighter level. In the 2014 rules you can use it once per short or long rest; the 2024 fighter gets two uses to start and more as it levels.

What changed for the fighter in 2024?

Weapon Mastery with three kinds of weapons, Fighting Style as a feat, Tactical Mind, Tactical Shift, Tactical Master and Studied Attacks, and Epic Boon at level 19. The attack count is the same: two, three, then four.

The fighter compared with similar classes

ClassHow it compares
BarbarianMore hit points and damage resistance, fewer attacks and feats, and no heavy armor while raging.
PaladinHeavy armor plus spells, healing and smites; needs Charisma as well.
RangerA lighter fighter with spells and exploration features, often an archer.
RogueOne big hit a turn instead of many, with far more skills.

How to build a fighter

Open the builder, choose the 2014 or 2024 rules on the first step, then pick Fighter as your class. It fills in your hit points, saving throws and proficiencies, then walks you through race, martial archetype, ability scores, background, skills, equipment. Everything the rules can work out is computed for you: Armor Class from your armor, attack bonuses and every skill modifier.

Other classes: Artificer · Barbarian · Bard · Cleric · Druid · Monk · Paladin · Ranger · Rogue · Sorcerer · Warlock · Wizard