![[FighterClass.webp|400]] ## What Is a Fighter? The Fighter is a master of martial combat whose abilities are developed through training, experience, determination, and an exceptional understanding of weapons and warfare. While Wizards study the principles of magic and Clerics channel divine power, Fighters dedicate themselves to mastering the techniques that allow warriors to survive and prevail during dangerous encounters. At first glance, a Fighter might appear to be little more than a heavily armoured soldier carrying a sword and shield. In reality, the class encompasses an extraordinary variety of combatants, including knights, archers, duelists, mercenaries, gladiators, military officers, scouts, and professional monster hunters. Some Fighters receive formal instruction within armies or prestigious martial academies, while others develop their abilities through years of surviving dangerous conflicts. Their experience teaches them how to recognise weaknesses, exploit openings, and adapt their fighting techniques according to the enemies they face. Unlike classes whose identities are closely associated with supernatural power, the Fighter's core abilities are rooted in martial expertise. Their effectiveness comes from understanding weapons, maintaining discipline under pressure, and applying the correct techniques when circumstances become dangerous. However, certain Fighters eventually develop abilities beyond ordinary martial training. Some study arcane magic, others harness psionic energy, and a few become connected to supernatural forces associated with giants, the Shadowfell, or the manipulation of time and possibility. Fighters are among the most customisable martial characters in Dungeons & Dragons. Their extensive weapon training, Fighting Styles, additional feats, and specialised subclasses allow them to develop many different approaches to combat. What unites them is their commitment to mastering the art of battle. A Fighter is not defined by one particular weapon, philosophy, or profession. They are defined by the extraordinary skill with which they confront danger. --- ## Warriors From Every Walk of Life Fighters can emerge from almost any society, profession, or background. Unlike Paladins, whose abilities are closely connected to sacred oaths, or Monks, whose techniques frequently emerge from established martial traditions, Fighters do not require a particular philosophy or supernatural calling. Their skills may develop wherever combat training and practical experience are valued. Some begin their careers as professional soldiers, learning to fight within disciplined formations and operate alongside other warriors. Others serve as city guards, caravan protectors, royal bodyguards, or mercenaries whose survival depends upon their martial abilities. A noble-born Fighter might spend years studying swordsmanship under accomplished tutors, while another develops equally impressive skills through the dangerous experience of fighting in gladiatorial arenas. Some become travelling duelists who seek worthy opponents, while others specialise in hunting creatures that threaten isolated communities. Their training can influence their personalities and beliefs, but it does not dictate their moral outlook. A Fighter might be a compassionate protector who refuses to abandon vulnerable companions, a ruthless mercenary motivated primarily by payment, or an ambitious military officer seeking recognition through battlefield victories. Others may regard combat as a necessary profession rather than something to celebrate. An experienced soldier who has witnessed years of warfare might become reluctant to draw their weapon, preferring negotiation whenever possible. Although their abilities are primarily associated with combat, Fighters can also possess considerable knowledge of history, military organisation, survival, diplomacy, or the cultures in which they received their training. A battlefield commander may understand tactics and political relationships, while an experienced scout could be skilled at recognising environmental dangers and navigating hostile territory. Their greatest strength is that their martial abilities can support almost any character concept. --- ## Masters of Arms and Armour Fighters possess extensive training in weapons and armour, allowing them to adapt to many different combat situations. At first level, they gain proficiency with Simple and Martial weapons, alongside training with Light, Medium, and Heavy armour and Shields. This broad training distinguishes them from classes whose combat abilities are restricted to particular weapons or types of equipment. A Fighter might wield a greatsword against heavily defended opponents, use a longbow to attack distant enemies, or carry a shield when protecting companions from dangerous attacks. Their preferred equipment often reflects their personal training and battlefield responsibilities. A heavily armoured knight may focus upon endurance and maintaining a defensive position, while an agile duelist might favour speed, precision, and carefully timed attacks. An archer may specialise in identifying vulnerable enemies from a distance, while a polearm wielder uses reach and positioning to prevent opponents from advancing. The Fighter's flexibility also allows them to adapt when their circumstances change. A warrior whose preferred weapon becomes unavailable can still remain effective with unfamiliar equipment, although their specialised Fighting Style and Weapon Mastery choices may make certain weapons more advantageous than others. Unlike classes that rely upon a fixed collection of magical abilities, Fighters can often change their tactics simply by selecting different weapons or equipment. However, possessing proficiency with every conventional weapon does not automatically make all fighting styles equally effective. A Fighter who specialises in archery may develop different attributes and feats from one who fights with heavy melee weapons. Their greatest advantage is the ability to choose which aspects of martial combat they wish to master. --- ## Fighting Styles At first level, Fighters gain a **Fighting Style**, representing specialised training in a particular method of combat. Under the revised rules, Fighting Styles are represented by Fighting Style feats rather than a separate collection of fixed class options. Whenever the Fighter gains another Fighter level, they can replace their chosen Fighting Style feat with another eligible option. This allows their preferred approach to combat to develop alongside their experience. **Defense** improves Armour Class while the Fighter is wearing armour, providing additional protection against incoming attacks. This is particularly valuable for heavily armoured warriors who expect to remain near dangerous enemies. **Archery** improves attack rolls made with ranged weapons, making it especially useful for characters who prefer bows and other ranged equipment. **Dueling** improves damage when fighting with a suitable melee weapon in one hand, supporting combatants who favour a single weapon alongside a shield or an empty off-hand. **Great Weapon Fighting** improves the reliability of damage dealt with qualifying two-handed or versatile weapons, making it useful for Fighters who favour powerful melee attacks. **Two-Weapon Fighting** allows a character to add their ability modifier to the damage of the additional attack granted by fighting with suitable Light weapons. This benefits agile combatants who prefer carrying a weapon in each hand. **Protection** allows a Fighter carrying a Shield to interfere with attacks against nearby companions, reinforcing their role as a defender. Other Fighting Style feats provide additional approaches to martial combat. The most suitable choice depends upon the character's preferred weapons, abilities, and responsibilities within the adventuring party. Although Fighting Style provides important benefits, it does not permanently restrict the Fighter to one form of combat. An experienced warrior may change their approach as they acquire new equipment, learn unfamiliar techniques, or discover that another fighting style better suits their circumstances. --- ## Weapon Mastery One of the defining abilities of the revised Fighter is **Weapon Mastery**, gained at first level. This feature represents their exceptional understanding of how different weapons function and the particular techniques that allow those weapons to be used effectively. Rather than treating every weapon primarily as a different source of damage, Weapon Mastery introduces specialised properties that can influence positioning, defensive capabilities, and the reliability of attacks. At first level, a Fighter can use the mastery properties of three weapon types. After completing a Long Rest, they can replace one of those choices with another eligible weapon type, representing the character practising different techniques and adapting to their available equipment. As they gain experience, the number of weapon types whose mastery properties they can use increases. They eventually gain access to six weapon mastery choices at sixteenth level. Different mastery properties provide different advantages. **Cleave** allows a qualifying attack to strike another creature positioned near the original target, providing opportunities to damage groups of enemies. **Graze** allows the wielder to inflict limited damage even when an attack misses, rewarding the use of powerful weapons through more consistent offensive pressure. **Nick** improves fighting with Light weapons by allowing the additional attack from that property to occur during the Attack action instead of requiring the normal Bonus Action. **Push** allows a qualifying weapon attack to force an enemy away, potentially creating distance or moving opponents into disadvantageous positions. **Sap** interferes with an enemy's ability to attack effectively, imposing Disadvantage on its next attack roll within the feature's duration. **Slow** reduces a creature's movement speed after it is struck, making it more difficult for enemies to approach or retreat. **Topple** can knock a creature Prone if it fails the appropriate saving throw, creating opportunities for nearby companions. **Vex** improves the wielder's ability to land a subsequent attack against a creature that has already been struck. These properties provide tactical advantages that extend beyond ordinary damage. A Fighter defending a narrow passage might use a weapon that slows approaching enemies, while another might favour a weapon that weakens an opponent's ability to retaliate. Weapon Mastery also creates opportunities for cooperation. A Fighter who knocks an enemy Prone may provide an advantage to nearby melee combatants, while a weapon that pushes enemies away can protect vulnerable companions. For the revised Fighter, selecting the correct weapon is not simply a matter of choosing the largest damage die. It is a tactical decision that can influence the entire encounter. --- ## Second Wind At first level, Fighters gain **Second Wind**, representing their extraordinary endurance and ability to recover during dangerous encounters. Through determination, controlled breathing, and physical resilience, a Fighter can regain enough strength to continue fighting when others might be forced to withdraw. Using Second Wind requires a Bonus Action. The Fighter regains Hit Points equal to 1d10 plus their Fighter level. At first level, they can use Second Wind twice before exhausting its available uses. Whenever they complete a Short Rest, they recover one expended use, while a Long Rest restores all expended uses. As they gain experience, the maximum number of available uses increases. They gain a third use at fourth level and a fourth at tenth level. This makes Second Wind an increasingly reliable source of personal recovery. Unlike conventional healing spells, Second Wind does not require spell slots or assistance from another character. A Fighter who has suffered several dangerous attacks can restore some of their vitality while continuing to participate in combat. However, the feature does not provide unlimited healing. The Fighter must decide when recovering Hit Points is most valuable, particularly because later class abilities also use Second Wind as a resource. At second level, Tactical Mind allows the Fighter to expend Second Wind to improve an ability check. At fifth level, Tactical Shift allows the Fighter to reposition whenever they activate Second Wind through a Bonus Action. These features transform Second Wind into more than a simple healing ability. It becomes an expression of the Fighter's capacity to overcome difficult circumstances through determination, tactical awareness, and carefully controlled effort. --- ## Action Surge At second level, Fighters gain **Action Surge**, one of their most recognisable combat abilities. This feature represents a sudden burst of exceptional effort that allows the character to act beyond their normal limitations for a brief moment. On their turn, a Fighter can activate Action Surge to take one additional action. The extra action cannot be the Magic action. This restriction distinguishes the revised Action Surge from its earlier version, preventing the feature from granting an additional action specifically for casting spells or performing other activities that require the Magic action. However, it remains extremely powerful for martial combatants. A Fighter might use Action Surge to perform another Attack action, allowing them to strike several additional times during the same turn. Alternatively, they can use the additional action for another permitted activity, such as Dash, Disengage, or another appropriate action. At second level, Action Surge can be used once before requiring a Short or Long Rest. At seventeenth level, Fighters gain a second use. However, they cannot activate Action Surge more than once during the same turn. This means an experienced Fighter can produce extraordinary bursts of martial activity while remaining subject to the feature's limitations. Action Surge is especially valuable when combined with Extra Attack. A high-level Fighter can unleash numerous attacks during a single turn, creating opportunities to overwhelm dangerous opponents before they can respond. However, the feature is not limited to dealing damage. A Fighter might use it to escape an unfavourable position, interact with an important battlefield objective through a permitted action, or respond to an unexpected threat. Action Surge rewards players who recognise moments when additional effort can dramatically influence an encounter. --- ## Tactical Mind At second level, Fighters gain **Tactical Mind**, an ability that reflects the practical knowledge and determination developed through martial experience. Unlike abilities that focus exclusively upon weapon attacks, Tactical Mind allows Fighters to use their endurance to overcome difficult tasks outside combat. When the Fighter fails an ability check, they can expend one use of Second Wind to roll 1d10 and add the result to the original check. If the additional bonus turns the failed check into a success, the use of Second Wind is expended. However, if the check still fails, the Fighter does not lose that use. This makes Tactical Mind particularly useful when attempting important tasks with uncertain outcomes. A Fighter might use it to improve an Athletics check while climbing a dangerous cliff, an Investigation check while examining a battlefield, or a Persuasion check during an important negotiation. The ability does not require the Fighter to possess proficiency in the skill being used. Instead, it represents their willingness to draw upon additional mental and physical determination when circumstances become difficult. Tactical Mind is particularly important because it gives Fighters another meaningful way to contribute outside combat. Although they do not normally possess the same extensive skill abilities as Rogues or Bards, their experience can help them succeed during important challenges. The feature also introduces a resource-management decision. A Fighter who expends Second Wind to overcome an obstacle may possess fewer uses available for healing later. However, successfully completing an important task may prevent a dangerous encounter from occurring in the first place. Tactical Mind reinforces the idea that martial discipline involves more than strength and weapons. It also requires judgement, persistence, and the ability to respond effectively under pressure. --- ## Tactical Shift At fifth level, Fighters gain **Tactical Shift**, improving the mobility associated with Second Wind. Whenever the Fighter activates Second Wind using a Bonus Action, they can also move up to half their Speed without provoking Opportunity Attacks. This movement takes place as part of the same Bonus Action. Tactical Shift creates valuable opportunities to reposition during combat. A Fighter surrounded by dangerous enemies might use Second Wind to restore Hit Points and move away from immediate danger. Another might use the movement to reach a threatened companion or occupy an important defensive position. The ability is particularly valuable for heavily armoured warriors whose movement can otherwise be restricted by enemy positioning. Rather than remaining trapped in close combat, they can create opportunities to withdraw without exposing themselves to additional attacks. However, Tactical Shift does not automatically increase the Fighter's Speed or remove every condition that might restrict movement. It provides a specialised form of movement associated with activating Second Wind. This means the Fighter must still consider the surrounding terrain and any effects that prevent them from moving. Tactical Shift improves the class's ability to adapt when an encounter changes unexpectedly. It also reinforces the relationship between physical recovery and battlefield awareness. An experienced Fighter understands that regaining strength is often most valuable when accompanied by a change in position. --- ## Extra Attack One of the Fighter's greatest strengths is their ability to make repeated weapon attacks during combat. At fifth level, they gain **Extra Attack**. This allows them to attack twice instead of once whenever they take the Attack action on their turn. Although several martial classes gain Extra Attack, Fighters continue developing the ability throughout their careers. At eleventh level, they gain **Two Extra Attacks**, allowing them to attack three times whenever they take the Attack action. At twentieth level, **Three Extra Attacks** increases this to four attacks. This progression distinguishes Fighters from most other martial characters. Their training allows them to perform increasingly complicated sequences of attacks without relying upon supernatural transformations or conventional spellcasting. Extra Attack also combines with Weapon Mastery. A Fighter who possesses several attacks can apply different mastery properties during the same action, depending upon the weapons they use and the relevant rules. This creates opportunities to weaken enemies, manipulate positioning, and deliver additional damage through carefully coordinated techniques. Action Surge further increases their offensive potential. At twentieth level, a Fighter can perform four attacks through one Attack action and then use Action Surge to take another Attack action, potentially making eight attacks during the same turn. Certain subclasses and other features may provide additional possibilities, subject to their respective requirements. However, making several attacks does not automatically guarantee success. Positioning, enemy defences, weapon choices, and the effective use of abilities remain important. For a Fighter, Extra Attack represents the culmination of years spent developing increasingly efficient and dangerous combat techniques. --- ## Indomitable At ninth level, Fighters gain **Indomitable**, reflecting their exceptional determination and ability to resist overwhelming danger. When a Fighter fails a saving throw, they can use Indomitable to reroll it. Under the revised rules, they also add their Fighter level to the new roll. This provides a substantial advantage compared with the older version, which allowed a reroll without such a large bonus. The Fighter must use the new result. At ninth level, Indomitable can be used once before completing a Long Rest. A second use becomes available at thirteenth level, and a third at seventeenth level. This allows experienced Fighters to resist dangerous effects with increasing reliability. Indomitable is particularly valuable when facing powerful spellcasters or supernatural creatures. An enemy might attempt to dominate the Fighter's mind, restrain their movement, or inflict a harmful condition that could prevent them from participating effectively in combat. A successful use of Indomitable can allow the Fighter to resist the effect and remain active. However, the feature does not guarantee success. The result still depends upon the new roll, the Fighter's saving throw bonuses, and the Difficulty Class of the effect. Indomitable represents extraordinary resolve rather than complete immunity to danger. For a seasoned Fighter, determination can be just as important as armour when confronting supernatural threats. --- ## Tactical Master At ninth level, Fighters also gain **Tactical Master**, representing an increasingly sophisticated understanding of weapon techniques. Through this feature, whenever the Fighter attacks with a weapon whose mastery property they can use, they may replace that property with Push, Sap, or Slow for the attack. This provides considerable tactical freedom. Ordinarily, a weapon's mastery property determines the special effect available through attacks made with it. Tactical Master allows the Fighter to adapt certain aspects of their technique without needing to change weapons. A warrior wielding a greatsword might choose to push an enemy away rather than use its normal Graze property. Another might use Sap to interfere with an opponent's next attack, protecting nearby companions from additional damage. Slow can be used to restrict an enemy's movement, making it more difficult for that creature to pursue vulnerable allies or retreat from combat. These options allow Fighters to respond to changing battlefield conditions. The most valuable property depends upon the circumstances. Against an enemy attempting to escape, reducing movement may prove more important than inflicting additional damage. When protecting an injured companion, weakening an opponent's next attack might provide the greatest benefit. Tactical Master therefore rewards players who understand the different mastery properties and consider how each can influence combat. It represents the Fighter's transition from a skilled weapon user into an accomplished master of battlefield technique. --- ## Studied Attacks At thirteenth level, Fighters gain **Studied Attacks**, reflecting their ability to learn from unsuccessful attacks. An experienced warrior understands that even a missed strike can reveal useful information. An opponent might expose a defensive habit, shift their weight in a predictable direction, or demonstrate a particular reaction that can be exploited during the next attack. Through Studied Attacks, whenever the Fighter makes an attack roll against a creature and misses, they gain Advantage on their next attack roll against that creature before the end of their next turn. This makes repeated attacks increasingly reliable. A Fighter who fails to strike a heavily defended enemy can use the information gained from the missed attack to improve their next attempt. The ability works particularly well with Extra Attack because Fighters can make several attacks during the same action. However, Studied Attacks does not automatically guarantee that the next attack will hit. The target may still possess considerable defences, and the benefit expires if it is not used within the specified period. The feature encourages persistent offensive pressure. Rather than becoming less effective after missing an attack, the Fighter becomes better positioned to succeed on the next attempt. For an experienced master of arms, every exchange of blows provides another opportunity to understand an opponent. --- ## Martial Progression and Feats Fighters possess unusual freedom when developing their abilities because they receive more opportunities to improve their attributes and acquire feats than many other classes. Under the revised rules, Fighters gain an Ability Score Improvement feature at levels 4, 6, 8, 12, 14, and 16. At each of these levels, they can choose the Ability Score Improvement feat or another feat for which they qualify. This allows Fighters to develop several different areas of expertise. A heavily armoured warrior might improve Strength and Constitution while selecting feats that strengthen their defensive capabilities. An archer may concentrate upon Dexterity and abilities associated with ranged attacks. Another Fighter might acquire feats that improve mobility, battlefield control, or practical skills outside combat. This flexibility is particularly valuable because the class does not require every character to follow the same progression. Two Fighters with the same subclass may still develop very different capabilities depending upon their Fighting Styles, Weapon Mastery choices, and feats. At nineteenth level, Fighters gain an **Epic Boon**. This allows them to select an eligible Epic Boon feat or another feat for which they qualify, representing an extraordinary achievement appropriate to characters approaching the height of mortal capability. Combined with their repeated attacks and specialised class abilities, these additional feats make Fighters exceptionally customisable. Their progression rewards players who enjoy carefully developing a character's capabilities over an entire campaign. --- ## The Fighter's Role in an Adventuring Party Fighters are among the most reliable martial combatants in an adventuring party. Their combination of weapon training, physical durability, and specialised combat techniques allows them to fulfil several different roles. Their most recognisable responsibility is fighting near the front line. A heavily armoured Fighter may position themselves between enemies and vulnerable companions, using their armour and weapons to prevent dangerous opponents from advancing. Other Fighters specialise in dealing damage. A great weapon specialist may deliver powerful melee attacks, while an archer can maintain pressure against distant enemies. Their repeated attacks and Weapon Mastery abilities allow them to contribute consistently throughout combat. Some Fighters focus more heavily upon tactical support. Battle Masters can manipulate enemy movement, assist companions, and improve attacks through specialised maneuvers. Bannerets strengthen nearby allies through battlefield leadership and abilities that help companions recover from injuries. Other subclasses provide more unusual roles. An Eldritch Knight combines weapons with arcane magic, while a Psi Warrior uses supernatural mental energy to protect companions and move objects. An Echo Knight can attack through a magical duplicate, creating opportunities to control areas of the battlefield without remaining physically present. Outside combat, Fighters can contribute through practical knowledge and experience. Tactical Mind improves their ability to overcome important skill challenges, while their choices of background, proficiencies, and feats can provide specialised knowledge. A Fighter might serve as a military adviser, negotiator, scout, wilderness survivor, or investigator familiar with weapons and battlefield evidence. Although the class does not possess the extensive magical versatility of a Wizard or the broad skill expertise of a Rogue, its reliability and adaptability make it valuable throughout an adventuring campaign. A well-developed Fighter can be more than the character who stands in front of the party and attacks. They can become a defender, commander, specialist, or versatile warrior whose presence influences the entire battlefield. --- ## Martial Archetypes As Fighters develop their abilities, they choose a specialised approach to combat known as a **Martial Archetype**. At third level, a Fighter selects a subclass that reflects their preferred techniques, traditions, and experiences. Some archetypes focus upon conventional martial training, while others incorporate supernatural abilities. The revised Fighter receives subclass features at levels 3, 7, 10, 15, and 18. Older subclasses may use different feature levels and retain their original progression when played using compatible legacy material. ### Champion The Champion represents the traditional martial warrior who focuses upon physical excellence, determination, and the refinement of fundamental combat techniques. Unlike Fighters who depend upon complex maneuvers or supernatural abilities, Champions devote themselves to improving their strength, athleticism, reflexes, and ability to deliver dangerous attacks. Their defining feature is **Improved Critical**, gained at third level. This allows their weapon attacks and Unarmed Strikes to score a Critical Hit on a d20 roll of 19 or 20. This increases their chances of dealing additional damage through powerful strikes. They also gain **Remarkable Athlete**, providing Advantage on Initiative rolls and Strength (Athletics) checks. Whenever they score a Critical Hit, they can also move up to half their Speed without provoking Opportunity Attacks. At seventh level, **Additional Fighting Style** grants another Fighting Style feat, allowing Champions to develop additional martial techniques. At tenth level, **Heroic Warrior** allows them to gain Heroic Inspiration when beginning their turn without it during combat. This improves their ability to recover from unsuccessful rolls and take advantage of important opportunities. At fifteenth level, **Superior Critical** expands their Critical Hit range further, allowing weapon attacks and Unarmed Strikes to score a Critical Hit on a roll of 18, 19, or 20. At eighteenth level, **Survivor** grants extraordinary resilience. Champions become more effective at Death Saving Throws and can recover Hit Points at the beginning of their turns while Bloodied and still conscious. The Champion is particularly suitable for players who enjoy straightforward martial combat, physical excellence, and a dependable fighting style that does not require extensive resource management. ### Battle Master The Battle Master represents Fighters who study combat as both a practical discipline and a sophisticated tactical art. Its practitioners understand that victory depends upon more than physical strength. Positioning, timing, anticipating an opponent's movements, and coordinating with companions can all determine the outcome of a battle. Battle Masters develop specialised techniques known as **Maneuvers**. At third level, they gain **Combat Superiority**, providing a selection of maneuvers fuelled by Superiority Dice. These dice initially take the form of d8s and become more powerful as the Fighter gains experience. Different maneuvers provide different tactical advantages. **Precision Attack** can improve the accuracy of a weapon attack, while **Trip Attack** can knock an opponent Prone. **Menacing Attack** can frighten an enemy, creating opportunities to interfere with its movement and attacks. **Commander's Strike** allows the Battle Master to sacrifice one of their attacks and direct a companion to strike instead. Other maneuvers improve defence, movement, or the ability to influence encounters outside combat. At third level, Battle Masters also gain **Student of War**, providing an additional tool proficiency. At seventh level, **Know Your Enemy** allows them to study a creature during an encounter and learn important information about its damage Immunities, Resistances, and Vulnerabilities. At tenth level, **Improved Combat Superiority** increases the size of their Superiority Dice. The dice improve again at eighteenth level. At fifteenth level, **Relentless** allows the Battle Master to use a free d8 in place of expending a regular Superiority Die for an eligible maneuver once per turn. This makes their specialised techniques more sustainable during prolonged combat. The Battle Master is particularly suitable for players who enjoy tactical decisions, controlling the battlefield, and combining martial attacks with abilities that assist companions or weaken enemies. ### Eldritch Knight The Eldritch Knight combines conventional martial training with the study of arcane magic. Unlike Fighters who rely exclusively upon weapons and physical techniques, Eldritch Knights develop limited spellcasting capabilities that complement their effectiveness during combat. Some receive instruction from Wizards or magical academies, while others learn through personal study and experimentation. Their abilities allow them to strengthen their defences, produce magical attacks, and manipulate the battlefield without abandoning their martial training. At third level, they gain **Spellcasting**, using Intelligence as their spellcasting ability. Their magical progression is more limited than that of a full spellcaster, eventually providing access to fourth-level spells from the Wizard spell list. Unlike the older version of the subclass, the revised Eldritch Knight is no longer generally restricted to spells from the Abjuration and Evocation schools. This provides greater freedom when developing a magical fighting style. They also gain **War Bond**, establishing a supernatural connection with their weapons. This prevents ordinary disarmament from permanently separating them from bonded equipment and allows them to summon a bonded weapon to their hand. At seventh level, **War Magic** allows the Eldritch Knight to replace one attack during the Attack action with the casting of an eligible cantrip. This allows them to combine weapon attacks and spellcasting without requiring a separate Bonus Action attack. At tenth level, **Eldritch Strike** makes enemies less likely to resist certain spells after being struck by the Fighter's weapon attacks. At fifteenth level, **Arcane Charge** allows the Eldritch Knight to teleport when using Action Surge, providing additional mobility during combat. At eighteenth level, **Improved War Magic** allows them to replace two attacks during the Attack action with an eligible first- or second-level spell. The Eldritch Knight is particularly suitable for players who enjoy magical warriors, combining spells with weapons, and developing a heavily armoured combatant with useful arcane abilities. ### Cavalier The Cavalier represents Fighters who specialise in protecting companions, controlling enemy movement, and maintaining a disciplined defensive presence. Although the archetype is traditionally associated with mounted knights, its abilities remain useful even when fighting on foot. Cavaliers frequently serve as royal guards, military champions, and warriors entrusted with defending important individuals. Their training emphasises positioning and preventing opponents from attacking vulnerable allies. At third level, they gain **Born to the Saddle**, improving their effectiveness when riding a mount. They also gain **Unwavering Mark**, allowing them to interfere with enemies they successfully strike. A marked creature suffers disadvantages when attempting to attack targets other than the Cavalier, and the Fighter can punish certain attempts to ignore their presence. At seventh level, **Warding Maneuver** allows the Cavalier to intervene when they or a nearby companion are attacked. By using their Reaction, they can improve the target's Armour Class and potentially reduce the damage suffered. At tenth level, **Hold the Line** strengthens their control over nearby enemies. Creatures that move within the Cavalier's reach may provoke Opportunity Attacks, and successful strikes can reduce an opponent's movement. At fifteenth level, **Ferocious Charger** allows them to knock creatures Prone after moving a sufficient distance before attacking. At eighteenth level, **Vigilant Defender** greatly improves their ability to make Opportunity Attacks during the turns of other creatures. The Cavalier remains a legacy subclass from Xanathar's Guide to Everything. For players who enjoy mounted knights, defensive warriors, and protecting companions through battlefield positioning, the Cavalier provides an effective martial tradition. ### Samurai The Samurai represents Fighters who dedicate themselves to precision, determination, and disciplined martial training. Although the name is associated with a particular historical warrior tradition, the subclass's abilities can also represent other highly disciplined combatants whose strength comes from exceptional resolve. Samurai often regard self-control as an essential aspect of combat. Their training emphasises remaining calm during dangerous encounters and recognising when a decisive burst of effort can overcome an opponent. At third level, they gain **Fighting Spirit**. This allows the Fighter to use a Bonus Action to gain Advantage on weapon attack rolls for the remainder of the turn. The ability also provides Temporary Hit Points, improving their resilience during aggressive attacks. At seventh level, **Elegant Courtier** improves their effectiveness during social encounters. They can add their Wisdom modifier to certain Charisma checks and gain additional proficiency with mental saving throws. At tenth level, **Tireless Spirit** allows them to recover one use of Fighting Spirit when rolling Initiative without any uses remaining. This makes their defining ability more reliable during prolonged adventures. At fifteenth level, **Rapid Strike** allows the Samurai to exchange Advantage on an eligible attack for an additional weapon attack. This creates opportunities to deliver repeated attacks when the Fighter is already in a favourable position. At eighteenth level, **Strength Before Death** allows them to continue acting when an attack would otherwise reduce them to zero Hit Points. This can provide a final opportunity to defeat an enemy, escape danger, or change the course of a battle. The Samurai remains a legacy subclass from Xanathar's Guide to Everything. For players who enjoy disciplined warriors, precise attacks, and characters whose determination allows them to continue fighting against overwhelming odds, the Samurai provides a powerful martial tradition. ### Arcane Archer The Arcane Archer represents Fighters who combine extraordinary accuracy with the ability to channel magic through ranged attacks. Its practitioners develop a specialised understanding of magical energy, allowing them to transform ordinary shots into supernatural effects. Unlike conventional archers whose abilities depend primarily upon aim and equipment, Arcane Archers learn to weave magical power directly into their attacks. At third level, they gain **Arcane Shot**. This ability allows the Fighter to apply specialised magical effects when striking enemies with eligible ranged weapon attacks. Different Arcane Shots can inflict additional damage, interfere with enemy movement, or produce supernatural effects that influence the battlefield. The revised Arcane Archer also gains proficiency in Arcana and Nature, alongside a choice of the Druidcraft or Prestidigitation cantrip. This reflects their understanding of the magical principles underlying their attacks. Unlike the older version, the revised Arcane Archer is no longer restricted to using its defining magical shots exclusively with bows. Its abilities support a broader range of suitable ranged weapons. As the Fighter develops, the number of Arcane Shots available before resting increases, and their magical effects become more powerful. Through **Curving Shot**, Arcane Archers learn to redirect missed attacks toward another enemy, improving their ability to maintain offensive pressure. They also develop magical ammunition techniques that can assist outside conventional combat. These supernatural shots can help overcome physical obstacles, facilitate movement, or manipulate particular objects. At higher levels, **Ever-Ready Shot** allows them to recover an expended use of Arcane Shot when rolling Initiative, making the ability more reliable during prolonged adventures. Their later abilities also develop a relationship with Indomitable, allowing them to teleport after successfully benefiting from that feature. At the height of their abilities, Arcane Archers can reposition rapidly and retaliate against enemies through precise supernatural shots. The Arcane Archer received a substantial revision in Arcana Unleashed in September 2026, replacing many elements of the earlier Xanathar's Guide to Everything version. For players who enjoy magical archery, precision attacks, and combining ranged combat with supernatural battlefield control, the Arcane Archer offers a distinctive fighting style. ### Rune Knight The Rune Knight represents Fighters who study the ancient magic associated with giants. Its practitioners learn to inscribe supernatural runes upon equipment, allowing them to manifest extraordinary powers traditionally associated with giantkind. These runes are more than decorative symbols. They preserve magical knowledge capable of strengthening physical abilities, influencing enemies, and protecting companions. At third level, Rune Knights gain **Rune Carver**. Through this feature, they learn to inscribe selected runes upon suitable equipment. Different runes provide different benefits, including enhanced skills, supernatural defences, and abilities that interfere with enemies. They also gain **Giant's Might**. By using a Bonus Action, the Fighter can temporarily increase their size and develop extraordinary physical strength. While this transformation is active, they gain Advantage on Strength checks and saving throws, and their attacks can inflict additional damage. At seventh level, **Runic Shield** allows them to interfere with attacks against nearby companions, potentially causing a successful enemy attack to miss. At tenth level, **Great Stature** improves their physical development and strengthens their transformation. At fifteenth level, **Master of Runes** allows their rune abilities to be used more frequently. At eighteenth level, **Runic Juggernaut** further improves Giant's Might, allowing the Fighter to become Huge and extend their reach while transformed. The Rune Knight remains a legacy subclass from Tasha's Cauldron of Everything. For players who enjoy giant mythology, supernatural runes, powerful transformations, and warriors who combine physical strength with ancient magic, the Rune Knight offers an unusual approach to martial combat. ### Psi Warrior The Psi Warrior represents Fighters who harness psionic energy through the extraordinary power of their minds. Unlike Eldritch Knights, who study conventional arcane spells, Psi Warriors manipulate supernatural forces through mental discipline. Their abilities allow them to strengthen attacks, move objects, and protect themselves or companions through invisible psychic energy. At third level, they gain **Psionic Power**. This provides a reserve of Psionic Energy Dice used to fuel specialised supernatural techniques. **Protective Field** allows the Fighter to use their Reaction to reduce damage suffered by themselves or another creature nearby. **Psionic Strike** allows them to inflict additional Force damage when successfully striking an enemy with a weapon. **Telekinetic Movement** allows them to move suitable objects or willing creatures through psychic force. At seventh level, **Telekinetic Adept** improves their mental abilities. Through **Psi-Powered Leap**, they can gain temporary flight, allowing them to move through the battlefield in ways conventional warriors cannot. **Telekinetic Thrust** allows them to knock enemies Prone or push them away after successfully using Psionic Strike. At tenth level, **Guarded Mind** grants resistance to Psychic damage and provides ways to end certain harmful mental conditions. At fifteenth level, **Bulwark of Force** allows the Psi Warrior to protect themselves and nearby companions through a supernatural barrier. At eighteenth level, **Telekinetic Master** grants access to Telekinesis and improves their ability to perform other psionic techniques while maintaining that effect. The Psi Warrior originated in Tasha's Cauldron of Everything and was incorporated into the revised 2024 Player's Handbook with minor changes. For players who enjoy psychic powers, telekinesis, supernatural protection, and combining martial skill with mental discipline, the Psi Warrior offers a powerful alternative to conventional spellcasting. ### Echo Knight The Echo Knight represents Fighters who have learned to manipulate supernatural possibilities through the principles of dunamancy. Originating within the magical traditions of Wildemount, these warriors develop the ability to manifest an echo of themselves drawn from unrealised possibilities. This echo is a supernatural duplicate that allows the Fighter to influence distant positions on the battlefield without physically occupying them. At third level, Echo Knights gain **Manifest Echo**. Through this ability, they can summon a translucent duplicate of themselves within fifteen feet. The echo can move independently within the feature's limitations, and the Fighter can attack from its position. They can also exchange places with their echo through supernatural teleportation. This creates extraordinary opportunities to control space, threaten enemies, and escape dangerous positions. Although the echo can be attacked and destroyed, it can be summoned again through the feature. Echo Knights also gain **Unleash Incarnation**, allowing them to make an additional melee attack from the echo's position when taking the Attack action. The number of uses is determined by their Constitution modifier. At seventh level, **Echo Avatar** allows them to perceive distant surroundings through their echo, making it useful for scouting and exploration. At tenth level, **Shadow Martyr** allows them to protect a nearby ally by positioning their echo to intercept an attack. At fifteenth level, **Reclaim Potential** grants Temporary Hit Points when the echo is destroyed under the feature's conditions. At eighteenth level, **Legion of One** allows the Fighter to manifest two echoes simultaneously, greatly expanding their battlefield presence. The Echo Knight remains a published legacy subclass from Explorer's Guide to Wildemount. For players who enjoy teleportation, unusual positioning, and supernatural martial techniques associated with time and possibility, the Echo Knight offers one of the most distinctive Fighter playstyles. ### Banneret The Banneret represents Fighters who specialise in battlefield leadership, inspiring companions, and coordinating warriors during dangerous encounters. In the Forgotten Realms, these champions are associated with organisations such as Cormyr's Purple Dragons, although similar martial traditions can exist among the armies and knightly orders of other realms. Unlike Fighters who concentrate primarily upon improving their own offensive abilities, Bannerets use their martial training to strengthen the effectiveness of others. Their power comes from discipline, courage, and the ability to inspire companions through example. At third level, they gain **Knightly Envoy**, improving their capabilities through social skills and languages. This makes Bannerets effective diplomats, military representatives, and commanders whose responsibilities extend beyond ordinary combat. They also gain **Group Recovery**. When using Second Wind, a Banneret can restore Hit Points to nearby allies as well as themselves, providing a valuable form of battlefield support. At seventh level, **Team Tactics** improves Group Recovery by granting affected companions Advantage on their d20 tests for a short period. This allows the Fighter to turn personal recovery into an opportunity for the entire party to gain momentum. At tenth level, **Rallying Surge** strengthens Action Surge. When the Banneret uses Action Surge, selected nearby allies can use their Reactions to make an attack or move without provoking Opportunity Attacks. This provides extraordinary opportunities for coordinated attacks and tactical repositioning. At fifteenth level, **Shared Resilience** allows the Banneret to use Indomitable to help an ally recover from a failed saving throw. At eighteenth level, **Inspiring Commander** improves the range of their supporting abilities and grants immunity to the Charmed and Frightened conditions. The Banneret was published in Forgotten Realms: Heroes of Faerûn in 2025 as a revised successor to the older Purple Dragon Knight subclass. The final version does not provide the dragon companion that appeared in an earlier playtest. For players who enjoy military commanders, inspiring leaders, and Fighters whose abilities improve the effectiveness of the entire adventuring party, the Banneret offers an exceptional support-focused martial tradition. ### Sorrow Knight The Sorrow Knight represents Fighters who have developed a supernatural connection to the despair and emotional suffering associated with the Shadowfell. Unlike conventional warriors who rely entirely upon training and physical strength, Sorrow Knights transform their experiences of grief, loss, and misery into dangerous supernatural power. Their abilities reflect the unsettling influence of the Shadowfell, a plane associated with darkness, sorrow, and the lingering emotional weight of suffering. Some Sorrow Knights may have survived terrible tragedies, while others develop their powers through prolonged exposure to the Shadowfell or its supernatural inhabitants. Their defining resource is the **Despairing Strike Die**. Through **Despairing Strikes**, these warriors can channel the emotional power of the Shadowfell into weapon attacks, producing specialised effects that go beyond ordinary physical damage. Their abilities also allow them to perceive the emotions of other creatures, reflecting an unusual sensitivity to fear, grief, and other powerful feelings. As they gain experience, they develop supernatural movement associated with their shadowy connection. Their **Dread Appearance** ability enhances Tactical Shift, allowing them to teleport and manifest a terrifying presence capable of frightening nearby enemies. At higher levels, **Unsettled Strikes** provides additional supernatural techniques that can interfere with an enemy's senses, movement, or ability to act effectively. **Grim Constitution** strengthens their resilience against the damaging forces associated with the Shadowfell, including Necrotic and Psychic energy. At eighteenth level, **Grieving Mantle** allows the Fighter to channel the power of the Shadowfell when using Action Surge. During this supernatural state, they gain additional protection against emotional manipulation and can respond to dangerous attacks with extraordinary defensive power. The Sorrow Knight was published through D&D Beyond's October 2026 Drop rather than through a conventional sourcebook. Unlike older Fighter archetypes, it is a first-party digital subclass associated with D&D Beyond's subscriber content. For players who enjoy the Shadowfell, supernatural fear, emotional magic, and warriors whose abilities arise from personal suffering, the Sorrow Knight provides a dark and unusual martial tradition. --- ## What It Feels Like to Play a Fighter Playing a Fighter is about developing extraordinary martial abilities and understanding how to use them effectively. Unlike spellcasters, whose effectiveness frequently depends upon managing large collections of magical resources, Fighters rely primarily upon their weapons, physical attributes, and specialised combat techniques. However, the revised class possesses considerably more tactical depth than simply attacking the nearest enemy. Weapon Mastery introduces important decisions about which weapons to use and how their properties influence combat. A Fighter might choose to slow an approaching enemy, push an opponent away from a vulnerable companion, or weaken an enemy's next attack. Their Fighting Style provides another opportunity to specialise. Some Fighters become effective archers, while others prefer heavily armoured defensive combat or powerful two-handed weapons. Second Wind allows them to recover from injuries, while Tactical Mind gives them a useful way to overcome difficult ability checks. Tactical Shift improves their ability to reposition during dangerous encounters. Action Surge provides opportunities for extraordinary bursts of activity, particularly when combined with the class's increasingly powerful Extra Attack progression. As they gain experience, Indomitable and Studied Attacks improve their reliability against dangerous enemies and supernatural threats. Your chosen Martial Archetype also strongly influences the experience. A Champion concentrates upon physical excellence and reliable combat abilities, while a Battle Master develops an extensive collection of tactical maneuvers. An Eldritch Knight combines weapons with spellcasting, while a Psi Warrior uses psychic energy to manipulate the battlefield. Other archetypes provide opportunities to fight alongside supernatural duplicates, invoke giant runes, inspire companions through military leadership, or channel powers associated with the Shadowfell. These choices allow two Fighters to feel entirely different despite sharing the same core class abilities. The Fighter also offers extensive opportunities for character development. You might play a loyal knight who protects a kingdom, a veteran soldier who has grown weary of warfare, or a wandering duelist seeking opponents capable of challenging their abilities. Another Fighter might be a gladiator who has earned freedom, a mercenary pursuing wealth, or an investigator whose knowledge of weapons and battlefield evidence makes them valuable during dangerous investigations. Not every Fighter must be aggressive, heavily armoured, or devoted entirely to combat. Their training can reflect many different professions and personalities. What defines them is their determination to master the techniques needed to survive and succeed during dangerous encounters. For players who enjoy developing a fighting style over time, the Fighter provides an exceptionally flexible martial foundation. --- ## Should You Play a Fighter? The Fighter is an excellent choice for players who enjoy martial combat, extensive weapon training, and the freedom to develop a character around many different fighting styles. You may enjoy the class if you like: - Weapon-based combat and martial techniques - Wearing Heavy armour and carrying Shields - Archery, duelling, or fighting with powerful melee weapons - Weapon Mastery and tactical battlefield control - Making numerous attacks during the same turn - Recovering from injuries through Second Wind - Performing extraordinary bursts of action through Action Surge - Customising a character through additional feats - Playing knights, soldiers, mercenaries, scouts, or military commanders - Combining martial training with arcane magic or supernatural abilities - Developing specialised fighting styles through Martial Archetypes - Characters whose abilities emerge primarily through training and experience You may prefer another class if you are looking for extensive conventional spellcasting, a character whose abilities focus primarily upon supernatural transformations, or gameplay that places greater emphasis upon magical resource management. Although the Fighter is often recommended for players new to Dungeons & Dragons, the class is not necessarily simplistic. Some subclasses, such as Champion, provide relatively straightforward abilities that are easy to understand and use effectively. Others, such as Battle Master, Eldritch Knight, and Echo Knight, introduce additional tactical decisions and resource management. Weapon Mastery also requires players to understand how different weapons influence the battlefield. The Fighter's greatest advantage is that these choices allow the class to suit many different preferences. A player who wants a dependable armoured warrior can develop a straightforward martial character, while someone who enjoys complicated tactical combat can build a Fighter with numerous options during every encounter. For players who want to master weapons, overcome dangerous enemies through experience, and develop an extraordinary warrior through discipline and training, the Fighter remains one of the most versatile and dependable classes in Dungeons & Dragons.