Add your proficiency bonus to your AC, your damage rolls are reduced by your proficiency bonus.
Reckless Stance. Your critical range is increased by your proficiency modifier (at level 3, your critical range would go from 19-20 to 17-20), your AC is reduced by twice your proficiency modifier.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scale Mail, or (b) leather armor, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial melee weapons
- (a) a light crossbow and 20 bolts or (b) two simple light melee weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Subclass Options
Martial Archetypes
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
Champion
The archetypal Champion focuses on the development of raw physical power and technique honed to deadly perfection.
Fighter Level |
Feature |
3rd |
Improved Critical |
7th |
Fighting Style Expertise |
10th |
Additional Fighting Style |
15th |
Fighting Style Mastery |
18th |
Survivor |
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Fighting Style Expertise
At 7th level, you learn how to maximize your chosen fighting style, you gain additional bonuses based on the fighting style you chose at 1st level.
Archery
When you take the attack action while wielding a ranged weapon, you can forgo the attack bonus granted by this fighting style to instead make one additional attack with that ranged weapon.
Blind Fighting
The range of your blindsight increases to 20 feet.
Defense
When you take the dodge action, you have advantage on opportunity attacks until the beginning of your next turn.
Dueling
As a bonus action, you can mark a creature you can see; you have advantage against that creature until the beginning of your next turn, as long as you're wielding a melee weapon in one hand and no other weapons.
Great Weapon Fighting
When you roll a maximum result on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can roll that die again and add the result to the damage.
Interception
When you use this feature to reduce damage, you can also make an opposed strength (athletics) check against the attacker; if you win, the attacker is knocked prone.
Protection
When you use your reaction to impose disadvantage, you can attempt to knock your opponent off balance. If the attack misses, that ally can make one attack against the target using a reaction.
Superior Technique
You gain one more superiority die and learn one more maneuver of your choice.
Thrown Weapon Fighting
As a bonus action, you can increase the range of your thrown weapon attacks. Until the end of your turn, your thrown weapon attacks have double range.
Two-Weapon Fighting
If you hit a creature with both weapons, you can make another attack with the weapon you attacked with using your bonus action.
Unarmed Fighting
When you make an unarmed attack against an opponent, you can attempt to grapple that creature as part of the same action.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Fighting Style Mastery
Your skill with your chosen specific fighting styles becomes legendary.
Archery
Once per turn, if you have advantage on a ranged weapon attack roll against a creature, you can forgo the advantage to fire two extra pieces of ammunition using the same attack roll. If the attack hits, roll one of the weapon's damage dice 2 additional times, add the results to the damage total.
Blind Fighting
The range of your blindsight is increased to 30 feet, and you have truesight out to 5 feet.
Defense
If you would be hit by an attack, you can use your reaction to make your opponent reroll that attack.
Dueling
Whenever you roll a 20 when making an attack with a weapon you're wielding in one hand and no other weapons, you regain a use of your Action Surge feature.
Great Weapon Fighting
You are able to cleave through foes, when you make an attack using a versatile or heavy weapon with two hands, you can make an extra attack against another creature that is adjacent to the first and within reach of your weapon.
Interception
If you succeed in knocking an opponent prone with your interception feature, that creature also has disadvantage on saving throws until the end of your next turn.
Protection
When your ally hits an opponent due to this feature, you both gain temporary hit points equal to the damage dealt.
Superior Technique
Your superiority dice become d8s and you learn one additional maneuver of your choice.
Thrown Weapon Fighting
When you use the attack action using a thrown weapon, you can forgo an attack to use your weapon to pin your target to the ground; the creature makes a Strength (Athletics) check against the attack roll to avoid being pinned. The creature can use an action to free itself.
Two-Weapon Fighting
When you hit a creature with both weapons, that creature's first attack against you has disadvantage.
Unarmed Fighting
You can add your Proficiency bonus to the damage you deal against grappled creatures.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Battle Master
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, com bat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in someway. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier
Student of War
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
Know Your Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current Hit points
- Total class levels (if any)
- Fighter class levels (if any)
You also have advantage on your first attack against the creature.
Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
You can use your reaction to make an opponent reroll an attack if it would hitYou can use your reaction to make an opponent reroll an attack if it would hit
Samurai
Fighter Level |
Feature |
3rd |
Bonus Proficiency, Iaijutsu Master |
7th |
Elegant Courtier |
10th |
Aura Strike |
15th |
Frightful Presence |
18th |
Projected Strike |
Some Samurai features require saving throws, the DC is equal to 8 + your Proficiency modifier + your Wisdom modifier.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Iaijutsu Master
Starting at 3rd level, your intense aura allows you to strike your opponent when he is most vulnerable, directly after he misses an attack against you. As an action, you can add your Proficiency bonus to your ac until the start of your next turn. If a creature misses you with an attack, you can use your reaction to make a number of attacks equal to your proficiency modifier against that creature. At the beginning of your turn, if you were not attacked since your last turn, you can use your reaction to make one attack. You also can use your dexterity instead of strength when using longswords.
Elegant Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Aura Strike
Starting at 10th level, you learn to project your aura through your blade. You can add your Wisdom modifier to your weapon damage rolls, and your attacks made using your Iaijutsu strike are treated as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Frightful Presence
Starting at 15th level, you can use your aura to demoralize your opponents. As an action, each creature within 30 feet of you must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for up to 1 minute. If you are damaged, your frightful presence ends. You can use this feature 3 times, and you regain all expended uses of it when you finish a long rest.
Projected Strike
Starting at 18th level, you can use a bonus action to use your aura to create blasts of energy when you strike. Each creature in a 30 foot cone must succeed on a Wisdom saving throw. A target takes 3d8 + Wisdom modifier Radiant damage on a failed save, or half as much damage on a successful one.