Fighter Fighting Styles

Under the discretion of DM, the following fighting styles can be added to the list for paladins and rangers. The following fighting styles are listed on either System Reference Document or Unearthed Arcana. You gain a +2 bonus to attack rolls you make with ranged weapons. Free Fighting Style (Ex) At 3rd level, a freestyle fighter can freely mix two of the styles he knows into a more flexible style. A free-style fighter can have an additional style feat stance active simultaneously with his first style feat stance. He can enter all of his allowed stances as a move action or one stance as a swift action.

Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.

You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.

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

As a fighter, you gain the following class features.

Hit Points

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Fighter Fighting Styles
Equipment
  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Fighting Style

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.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • 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.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • 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.
Fighting
  • Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
    • You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
    • In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Fighting
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
    • At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
  • Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
  • Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Second Wind

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

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional 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

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

ArchetypeSource
Arcane ArcherXanathar's Guide to Everything
BanneretSword Coast Adventurer's Guide
Battle MasterPlayer's Handbook
CavalierXanathar's Guide to Everything
ChampionPlayer's Handbook
Echo KnightExplorer's Guide to Wildemount
Eldritch KnightPlayer's Handbook
Psi WarriorTasha's Cauldron of Everything
Rune KnightTasha's Cauldron of Everything
SamuraiXanathar's Guide to Everything
D&D Beyond Partnered Content
RenegadeLegends of Runeterra: Dark Tides of Bilgewater
The following subclass is unofficial homebrew created by WOTC affiliated DM, Matthew Mercer
GunslingerD&D Beyond
Archived Unearthed Arcana
BruteUnearthed Arcana 47 - Three Subclasses
KnightUnearthed Arcana 24 - Fighter
Monster HunterUnearthed Arcana 14 - Gothic Heroes
Psi KnightUnearthed Arcana 71 - Psionic Options Revisited
Psychic WarriorUnearthed Arcana 66 - Fighter, Rogue, Wizard
Rune KnightUnearthed Arcana 64 - Fighter, Ranger, Rogue
ScoutUnearthed Arcana 12 - Kits of Old
SharpshooterUnearthed Arcana 24 - Fighter
Styles

Ability Score Improvement

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.

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to fighters.

5e Fighter Fighting Styles

  • If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

Extra Attack

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.

Fighter Fighting Styles Tasha's Cauldron

Indomitable

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.

All Fighter Fighting Styles

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.