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Class Fighter
Your Subclass is chosen at Level 3 and defines what approach to combat you've mastered.
- Arcane Archer — Arcane Shot, Magic Arrow, Ever-Ready Shot
- Banneret — Knightly Envoy, Group Recovery, Team Tactics, Rallying Surge
- Battle Master — Combat Superiority, Maneuvers, Improved Combat Superiority
- Cavalier — Born to the Saddle, Unwavering Mark, Warding Maneuver, Hold the Line
- Champion — Improved Critical, Remarkable Athlete, Additional Fighting Style, Heroic Warrior
- Eldritch Knight — Spellcasting, War Bond, War Magic, Eldritch Strike
- Psi Warrior — Psionic Power, Psi-Powered Leap, Telekinetic Thrust, Guarded Mind
- Rune Knight — Rune Carver, Giant's Might, Runic Shield, Great Stature
- Viking — Seaborne, Viking Weapon Mastery, Savage Charge, Call of the Northlands
| TRAIT | DETAIL |
|---|---|
| Primary Ability | Strength or Dexterity |
| Hit Point Die |
|
| Saving Throw Proficiencies | Strength and Constitution |
| Skill Proficiencies | Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, or Survival |
| Weapon Proficiencies | Simple and Martial weapons |
| Armor Training | Light, Medium, and Heavy armor and Shields |
| LEVEL | FEATURE |
|---|---|
| 1 | Fighting Style, Second Wind, Weapon Mastery (3) |
| 2 | Action Surge, Tactical Mind |
| 3 | Subclass |
| 4 | Weapon Mastery (+1) |
| 5 | Extra Attack, Tactical Shift |
| 9 | Indomitable, Tactical Master |
| 10 | Weapon Mastery (+1) |
| 11 | Two Extra Attacks |
Fighting Style Choose a Fighting Style at Level 1: Archery, Blind Fighting, Defense, Dueling, Great Weapon Fighting, Interception, Protection, Thrown Weapon Fighting, Two-Weapon Fighting, or Unarmed Fighting.
Second Wind As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You start with 2 charges of Second Wind at Level 1, gaining a 3rd at Level 4 and a 4th at Level 10. Finishing a Short Rest restores only 1 expended charge (not the full pool); finishing a Long Rest restores all of them.
Weapon Mastery Choose three weapons whose Mastery properties you can apply when you attack with them, and one more at Levels 4 and 10 for five in total. Mastery choices are made in the level-up screen and are locked in afterwards — they can't be swapped on a Long Rest.
Action Surge Once per Short Rest, on your turn, you can take one additional action beyond your normal actions for the turn.
Tactical Mind You can expend a use of your Second Wind to push yourself toward success. You roll 1d10 and add the number rolled to the ability check, potentially turning it into a success.
Subclass Choose a subclass. See Subclasses below.
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.
Indomitable If you fail a saving throw, you can instead treat it as a success. Once you use this feature, you can't use it again until you finish a Long Rest.
Tactical Master When you make a weapon attack, you can additionally apply one of the Push, Sap, or Slow mastery properties to that attack.
Two Extra Attacks You can attack three times, instead of once, whenever you take the Attack action on your turn.
The Fighter's defining resource is Second Wind — a pool of 2 charges at Level 1 (growing to 3 at Level 4 and 4 at Level 10), which partially recovers on Short Rest (1 charge) and fully recovers on Long Rest. Tactical Mind adds +1d10 to ability checks for the same cost, and Tactical Shift provides free movement when it's used in combat. These layered uses of the same resource pool make Second Wind much more than just a heal.
Action Surge at Level 2 is the Fighter's high-impact turn. Used with Extra Attack at Level 5, it produces four attack rolls in a single turn — the highest single-turn attack count available at that level. At Level 11 with Two Extra Attacks, Action Surge produces six attack rolls.
Tactical Master at Level 9 applies Push, Sap, or Slow to any weapon attack — not just attacks with mastery weapons. This means every attack in a multi-attack sequence can carry a secondary effect. Against a Sapped enemy (Disadvantage on saves against being Prone), Polearm Master trip becomes significantly more reliable.
Subclass defines the secondary identity:
- Champion — critical hit expansion, bonus Fighting Style, and a reroll every turn; low complexity, high consistency
- Battle Master — maneuver dice system for diverse tactical options each turn
- Eldritch Knight — Intelligence-based spellcasting layered on top of full martial attack progression
- Psi Warrior — Intelligence-based psionic strikes and telekinesis
- Banneret — party leadership and Second Wind sharing to allies
- Cavalier — mounted combat and Hunter's Mark-based Unwavering Mark
- Rune Knight — rune magic buffs and Large size transformation
- Viking — harsh-land survivability and bonus damage with mastery weapons
- Arcane Archer — magical arrow effects attached to physical ranged attacks
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