The DnD Fighter 5e class is a classic part of any adventuring party, a master of martial weaponry who can tank hits and trade blows with enemies in the front line. This guide includes the complete official DnD 5e Fighter rules, summaries of the many subclasses and expansions to the class, and our expert tips for how you can build the best fighter for your campaign.
If you want to compare the Fighter with other DnD classes, our guide is a great place to start. Plus, if you need further character-building advice, here's all you need to know about DnD races and DnD 2024 backgrounds.
DnD Fighter 5e explained:
Core Fighter Traits
Hit dice | 1d10 per Fighter level |
HP per level up | 1d10 + Constitution modifier |
Primary ability scores | Strength or Dexterity |
Armor proficiency | All armor, shields |
Weapon proficiency | Simple weapons, martial weapons |
Tool proficiency | None |
As for DnD skills, you can choose to be proficient in two of the following:
Skill | Tier | Reason |
Acrobatics | A | Relies on the important Dexterity stat, with plenty of utility |
Animal Handling | C | Wisdom is likely a dump stat for your Fighter, and this has limited uses |
Athletics | A | If you're building with Strength rather than Dexterity, replace Acrobatics with this |
History | C | Uses a likely dump stat (Intelligence) and has limited utility |
Insight | B | Useful, but Wisdom is likely a dump stat for your Fighter |
Intimidation | B | You may have low Charisma, but some DMs allow Strength-based Intimidation rolls |
Persuasion | B | Useful, but you might not have very high Charisma |
Survival | B | Incredibly useful, but Wisdom is likely a dump stat |
Fighting Styles 5e
Level: One
You choose a fighting style from the list of DnD 2024 feats. Your options are:
- Archery - +2 to attack rolls with ranged weapons.
- Blind Fighting - Gain 10ft of Blindsight.
- Defense - +1 to armor class while in light, medium, or heavy armor.
- Dueling - While wielding a single one-handed melee weapon, your damage rolls with it get +2.
- Great Weapon Fighting - When rolling damage for a two-handed or versatile melee weapon, any 1 or 2 on the die is a 3.
- Interception - When a creature you see hits another creature within five feet of you with an attack roll, you can spend a reaction to reduce the damage by 1d10 plus your proficiency bonus.
- Protection - When you see a creature attack a target other than you within five feet, you can use a reaction and your shield to give the attacker's attack rolls disadvantage until the start of your next turn (as long as they stay within five feet).
- Thrown Weapon Fighting - Add +2 to damage rolls with Thrown weapons.
- Two-Weapon Fighting - When making an extra attack with a Light weapon, add your ability modifier to the damage.
- Unarmed Fighting - Unarmed strikes can deal bludgeoning damage equal to 1d6 plus your Strength modifier, or a d8 if you aren't holding weapons or a shield.
Any time you gain a DnD level up, you can change which fighting style your Fighter has.
Second Wind
Level: One
As a bonus action, you can use Second Wind 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 levels four and 10, you gain one additional use of Second Wind.
Weapon Mastery
Level: One
Your training with weapons allows you to use the DnD weapon 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.
Your number of known weapon masteries increases to four at level four, five at level 10, and six and level 16.
Action Surge
Level: Two
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except take 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
Level: Two
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.
Fighter Subclasses
You'll pick your Fighter subclass - or martial archetype - at third level.
Battlemaster 5e
Found in: 2024 Player's Handbook
The core mechanic of a Battlemaster is their combat maneuvers, which are tied to the level-three Combat Superiority ability. You learn three maneuvers at level three, and two additional maneuvers at levels seven, 10, and 15. Any time you learn a new maneuver, you can replace one you already know with a different one.
Combat Maneuver | Summary |
Ambush | Spend and roll a Superiority Die, adding it to your Stealth or Initiative roll. |
Bait and Switch | Spend a Superiority Die to switch places with another creature within five feet. This gives them an AC bonus equal to your Die's roll. |
Commander's Strike | Spend a Die to replace an attack with a command. This lets another creature make a weapon or unarmed strike attack as a reaction, adding the Die's result to the damage. |
Commanding Presence | Add a Superiority Die to your Intimidation, Performance, or Persuasion check. |
Disarming Attack | Spend a Superiority Die to increase an attack's damage and force a target you just hit to make a Strength save, disarming them on a success. |
Distracting Strike | Spend a Die to increase an attack's damage and give the next attack roll against that target advantage. |
Evasive Footwork | As a bonus action, spend a Die to disengage. Additionally, add the Die's result to your AC until the start of your next turn. |
Feinting Attack | As a bonus action, spend a Superiority Die to give yourself advantage on your next attack against a target. The Superiority Die's roll is added to the damage for that attack. |
Goading Attack | Spend a Die to increase an attack's damage and force the target to make a Wisdom save, giving them disadvantage on attacks against anyone but you on a failed roll. |
Lunging Attack | As a bonus action, spend a Superiority Die to Dash. If you move five feet in a straight line before hitting with a melee attack, you add the Die's result to the damage roll. |
Maneuvering Attack | Spend a Die to increase an attack's damage and let a willing creature move up to half its speed as a reaction. |
Menacing Attack | Spend a Superiority Die to increase an attack's damage and force the target to make a Wisdom save, giving them the frightened condition on a failure. |
Parry | When a creature damages you with a melee attack, spend a reaction and a Die to reduce the damage. |
Precision Attack | When you miss with an attack roll, spend a Die and add its result to the roll. |
Pushing Attack | Spend a Die to increase an attack's damage and push a creature 15 feet away from you if it fails a Strength saving throw. |
Rally | As a bonus action, spend a Die to give an ally within 30 feet temporary HP equal to the Die's roll plus half your Fighter level. |
Riposte | When a creature misses you with a melee attack, spend a Die to make a melee attack, with the die's result as extra damage. |
Sweeping Attack | Spend a Die to damage another creature after you've already made a successful attack. |
Tactical Assessment | Spend a Superiority Die and add its roll to a History, Investigation, or Insight check. |
Trip Attack | Spend a Die to increase an attack's damage and knock a creature prone if it fails a Strength save. |
Many maneuvers call for you to spend and roll Superiority Dice, which are d8s that replenish on a short or long rest. You start with four Superiority Dice, and you gain another at levels seven and 15. Any saving throw your maneuvers call for has a DC of eight plus your Strength or Dexterity modifier, as well as your proficiency bonus.
The Battlemaster also gets the Student of War ability at level three, and this gives them proficiency with one type of Artisan's DnD tools and one extra Fighter skill of their choice.
At level seven, you'll gain Know Your Enemy, a bonus action that tells you the immunities, resistances, or vulnerabilities of a creature you can see within 30 feet. This feature can be used once before you need to finish a long rest or spend a Superiority Die to refresh it.
Improved Combat Superiority turns your Superiority Die from d8s into d10s at level 10. And at level 15, you'll gain the once-per-turn Relentless ability, which lets you roll 1d8 and use its result rather than spending a Superiority Die to use a maneuver. Finally, at level 18, Ultimate Combat Superiority turns your Superiority Die into d12s.
Champion 5e
Found in: 2024 Player's Handbook
From level three, the Champion gains two new abilities: Improved Critical and Remarkable Athlete. The first allows you to roll a critical hit on weapon and unarmed strike attacks with a result of 19 or 20.
The second gives you advantage on Initiative and Athletics rolls. Plus, when you land a critical hit, you can move up to half your speed without triggering opportunity attacks.
Additional Fighting Style gives you another feat from this category at level seven. At level 10, Heroic Warrior means that, if you start your turn without Heroic Inspiration, you can automatically give it to yourself.
From level 15, Superior Critical means that a roll of 18 or higher is a critical hit for unarmed strikes and weapon attacks. Lastly, at level 18, Survivor gives you advantage on death saves, with a roll of 18 or higher counting as a critical success. It also means that, at the start of each of your turns, you gain HP equal to five plus your Constitution modifier if you were missing at least half of your HP.
Eldritch Knight 5e
Found in: 2024 Player's Handbook
The Eldritch Knight stands out as it's the only Fighter subclass to gain access to spellcasting. At level three, you learn two DnD Wizard cantrips, plus three level-one Wizard spells.
Intelligence is your spellcasting ability, and you gain more spells and spell slots as you level up. You can use an Arcane Focus for Wizard spells. Eldritch Knights can now swap out cantrips and spells whenever they gain a Fighter level.
Spell slots per level | ||||||
Fighter level | Cantrips | Prepared spells | 1 | 2 | 3 | 4 |
3 | 2 | 3 | 2 | - | - | - |
4 | 2 | 4 | 3 | - | - | - |
5 | 2 | 4 | 3 | - | - | - |
6 | 2 | 4 | 3 | - | - | - |
7 | 2 | 5 | 4 | 2 | - | - |
8 | 2 | 6 | 4 | 2 | - | - |
9 | 2 | 6 | 4 | 2 | - | - |
10 | 3 | 7 | 4 | 3 | - | - |
11 | 3 | 8 | 4 | 3 | - | - |
12 | 3 | 8 | 4 | 3 | - | - |
13 | 3 | 9 | 4 | 3 | 2 | - |
14 | 3 | 10 | 4 | 3 | 2 | - |
15 | 3 | 10 | 4 | 3 | 2 | - |
16 | 3 | 11 | 4 | 3 | 3 | - |
17 | 3 | 11 | 4 | 3 | 3 | - |
18 | 3 | 11 | 4 | 3 | 3 | - |
19 | 3 | 12 | 4 | 3 | 3 | 1 |
20 | 3 | 13 | 4 | 3 | 3 | 1 |
You also gain the War Bond ability at level three, which means you can perform a ritual with a duration of one hour during a short rest. Doing so forges a magical bond with a weapon of your choice.
You can't be disarmed of this weapon unless you become incapacitated, and you can teleport it to your hand as a bonus action as long as it's on the same plane of existence. Eldritch Knights can bond with up to two weapons at the same time.
At level seven, War Magic lets you replace one of the attacks you make as part of the Attack action with a Wizard cantrip, providing that cantrip takes an action to cast. Later, the level-10 Eldritch Strike ability means that, when you hit a creature with a weapon attack, the target has disadvantage on its next saving throw against a spell you cast before the end of your next turn.
Arcane Charge is a level-15 feature that means, when you use your Action Surge, you can teleport up to 30 feet, either before or after your extra action. Finally, from level 18 comes Improved War Magic. When you make an attack action on your turn, you can replace two of the attacks with the casting of a level-one or level-two spell that has a casting time of one action.
Psi Warrior 5e
Found in: 2024 Player's Handbook
From level three, Psionic Power gives you a pool of Psionic Energy Dice to fuel your unique abilities. You regain one spent die when you finish a short rest, and all are replenished after a long rest.
Fighter level | Die size | Number |
3 | d6 | 4 |
5 | d8 | 6 |
9 | d8 | 8 |
11 | d10 | 8 |
13 | d10 | 10 |
17 | d12 | 12 |
Initially, you can spend your Psionic Energy Dice on these powers:
- Protective Field - When you or a creature you see within 30 feet takes damage, you can spend and roll a Psionic Energy Die as a reaction, reducing the damage by the result plus your Intelligence modifier.
- Psionic Strike - Once per turn, after you damage a target within 30 feet with a weapon attack, you can spend and roll a Psionic Energy Die, dealing force damage equal to the result plus your Intelligence modifier.
- Telekinetic Movement - As an action, choose a Large or smaller object within 30 feet or a willing creature. You can move them up to 30 feet. This ability can only be used once before you need to finish a rest or spend a Psionic Energy Die to restore its use.
At level seven, Telekinetic Adept gives you new options for your Psionic Energy Dice:
- Psi-Powered Leap - As a bonus action, you give yourself a fly speed that's twice your walking speed. This can only be done once before you need to finish a rest or spend a Psionic Energy Die to restore its use.
- Telekinetic Thrust - When you deal damage with Psionic Strike, you can force targets to make a Strength save, knocking them prone or pushing them 10 feet horizontally on a failure.
From level 10, you gain resistance to psychic damage thanks to the Guarded Mind ability. Additionally, you can spend a Psionic Energy Die at the start of your turn to end any charmed and frightened conditions that afflict you.
At level 15, you gain Bulwark of Force. This means, as a bonus action, you can choose creatures equal to your Intelligence modifier that are within 30 feet, and each gains the benefits of half cover for one minute or until you're incapacitated. This feature replenishes when you finish a long rest or spend a Psionic Energy Die to restore its use.
Then, at level 18, Telekinetic Master means that a short rest now restores one Psionic Energy Die, and you always have the Telekinesis spell prepared. You can also cast this spell without a spell slot or components, using Intelligence as your spellcasting ability. While concentrating on this DnD spell, you can make a weapon attack as a bonus action. This ability can be used once before you need a long rest or you spend a Psionic Energy Die to replenish it.
Arcane Archer 5e
Found in: Xanathar's Guide to Everything
The Arcane Archer turns the typical archer archetype on its head, adding magical mechanics and impressive tricks to the standard ranged Fighter. All arrows in their quiver are classed as magical, and their shots can be modified by a vast variety of Arcane Shot options.
To start with, you have two arcane shot options. You get two extra choices at level seven, 10, 15, and 18. While you can only use this twice per short rest, you don't have to declare that you're using an Arcane Shot until after the attack hits - unless the option you're using doesn't involve an attack roll.
These shots grow more powerful as you level, and high-level Archers can regain uses more easily. While most of this subclass focuses on scaling the signature Arcane Shot, it also offers your Fighter the power to hit new targets as a bonus action when your original arrow misses. Our Arcane Archer 5e guide features a complete list of Arcane Shot choices.
Echo Knight 5e
Found in: Explorer's Guide to Wildemount
What's cooler than roleplaying as a mysterious Fighter who can summon a temporal duplicate of themselves? That's the Echo Knight's whole gimmick, and it's proven to be a pretty powerful niche.
At level three, the Echo Knight 5e can manifest their duplicate to fight alongside them, distract enemies, absorb party damage, and even teleport around the battlefield. When you take the Attack action, each of your Attacks can originate from you or from your Echo - likewise, you can spend your Reaction to make an opportunity attack with your Echo if an enemy moves away from it.
All later subclass features are buffs to your echo self. At later levels, you can make extra attacks from its space, and you can see through its eyes and ears. After that, you can use the echo as a source of temporary HP, and you can create a second Echo at the same time. If you like summoner gameplay, but want to try your hand at the Fighter, this subclass is a must.
Although the Echo's abilities are limited outside combat, the Echo Knight is one of the most unusual Fighter archetypes you can play, and is a slap in the face to naysayers who reckon Fighters to be boring or vanilla.
Cavalier 5e
Found in: Xanathar's Guide to Everything
While the Cavalier is a skilled rider, most of its abilities are defensive and focused on punishing enemies that attempt to escape from its reach. At level three, Unwavering Mark lets Cavaliers put enemies at Disadvantage, and gives their own attacks Advantage, if the creature targets one of their teammates. They also can grant extra AC, knock enemies prone, and generally add tons of buffing and protective value to an adventuring party.
Cavaliers are great for defensive players, and especially for a campaign with lots of squishy spellcasters to look after. They demand more tactical thinking (reminiscent of fourth edition) so they can be incredibly rewarding for long-time players and combat enthusiasts to take on.
Samurai 5e
Found in: Xanathar's Guide to Everything
One for the Overwatch Genji mains - if you like being the party's striker, and thrive on an offensive playstyle, the Samurai 5e is for you.
Their Fighting Spirit ability lets players use their bonus action to gain more Hit Points, as well as an Advantage on all their attacks. It's a pretty decent feature, but has limitations - as you can only use it three times before having to take a long rest. At level 15, Rapid Strike lets you forgo your Advantage for an additional attack, allowing players to absolutely wail on enemies with abandon.
Where Samurai shine most is in the higher levels, when Rapid Strike truly comes into its own. Still, since Fighters can gain Advantage in multiple ways, Fighting Spirit's three-per-day limitation can feel jarring, especially for seasoned players.
Banneret 5e
Found in: Sword Coast Adventurer's Guide
The Banneret 5e subclass (also called the Purple Dragon Knight in the Forgotten Realms DnD setting) acts as something of a commander during campaigns. Their abilities add a lot of support in battle, and they are masters of persuasion.
Rallying Cry activates when they use their Second Wind power, granting hit points equal to their Fighter level to all allies in range. Their other ability, Inspiring Surge, lets a chosen ally use their Reaction to perform a full-on attack.
There is a lot of crossover with the Battle Master subclass's maneuvers here, but with less versatility and power, making this subclass a tough sell among its peers. However, if you want to roleplay as a charismatic Fighter, The Purple Dragon Knight is worth looking into.
Rune Knight 5e
Found in: Tasha's Cauldron of Everything
The Rune Knight 5e enhances their equipment through the use of ancient runes passed down from Giants. A general note to remember is that players of this subclass will want to focus on their Con score to power their rune magic effectively.
This subclass makes a great tank option. With abilities like Runic Shield (which forces enemies to reroll attacks) and Giant's Might (which lets them apply extra damage), these folks can be invaluable party members.
Rune Knights are a powerful subclass, both in the early and late games - but require resource management skills to unlock their full potential.
Ability Score Improvement
Level: Four
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels six, eight, 12, 14, and 16.
Extra Attack
Level: Five
You can attack twice instead of once whenever you take the Attack action on your turn. At level 11, you can attack three times instead of once, and at level 20, you can attack four times instead of once whenever you take the Attack action on your turn.
Tactical Shift
Level: Five
Whenever you activate your Second Wind with a bonus action, you can move up to half your speed without provoking opportunity attacks.
Indomitable
Level: Nine
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
Level: Nine
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.
Studied Attacks
Level: 13
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.
Epic Boon
Level: 19
You gain an Epic Boon feat or another feat of your choice for which you qualify.
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This guide directly presents rules text for the DnD 5e Fighter class, published by Wizards of the Coast under a Creative Commons Attribution 4.0 license.