Fighter

Because of copyright issues, this page will mostly list where to find the necessary information on the official *D&D 5e Player's Handbook* (and other published works) by Wizards of the Coast.

However, certain sections, such as those made available for Free Use within Basic Rules, System Requirements Document (SRD), and Xanathar's Lost Notes to Everything Else, will be listed here for ease of access.

## Fighter Characteristics

Please see pages 70-71 in the *D&D 5e Player's Handbook.*

## Class Features

### Fighter Basics

#### 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 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

#### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (1) chain mail or (2) leather armor, longbow, and 20 arrows
* (1) a martial weapon and a shield or (2) two martial weapons
* (1) a light crossbow and 20 bolts or (2) two handaxes
* (1) a dungeoneer's pack or (2) 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
* 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
* 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.
* Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack

### 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 on top of your regular action and a possible bonus 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. Choose between Arcane Archer, Battle Master, Brute, Cavalier, Champion, Eldritch Knight, and Samurai, all of which are detailed at the bottom of this page. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

### 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. Alternately, you can learn a Feat instead of increasing your ability scores.

### 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.

### 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.

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

## Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

### Arcane Archer

Please see pages 28-30 in *Xanathar's Guide to Everything.*

### Battle Master

Please see pages 73-74 in the *D&D 5e Player's Handbook.*

### Brute

Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.

**Brute Features**
 7th
 10th
 15th
 18th

#### Brute Force

Starting at 3rd level, you’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.

Brute Bonus Damage
 7th
 12th
 16th
 20th

#### Brutish Durability

Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.

Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

#### Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style feature.

#### Devastating Critical

Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class.

#### Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

### Cavalier

Please see pages 30-31 in *Xanathar's Guide to Everything.*

### Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

**Champion Features**
 7th
 10th
 15th
 18th

#### 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.

#### Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength. Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

#### Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

#### Superior Critical

Starting at 15th level. your weapon attacks score a critical hit on a roll of 18-20.

#### 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.

### Eldritch Knight

Please see pages 74-75 in the *D&D 5e Player's Handbook.*

### Renegade

What defines a Renegade is not simply the weapon they wield, or the ways they fight. A renegade, above all else, is a fighter of sly charm and swagger. With brash cockiness in spades, renegades build their own custom firearms to perfectly suit their own larger-than-life personalities. Particularly well-funded renegades may even have personalized magical weapons, but such folks are few and far between.

Don’t mistake their boasting for an empty façade - folk who underestimate a renegade’s flashy gunplay tend to wind up dead.

**Renegade Features**
 7th
 10th
 15th
 18th

#### Scoundrel's Wit

Starting at 3rd level, you gain proficiency with the two of the following skills: Deception, Persuasion, or Sleight of Hand.

#### Gunfighter Form

When you choose this archetype at 3rd level, you begin constructing a custom firearm (see the Exotic Weapons category under this page) that suits your unique brand of renegade style. This process begins by selecting the form upon which to base your weapon. Choose one of the following options; each form grants you a new ability and unlocks certain upgrades you can add to your weapon at higher levels.

* **Pistoleer.** Favoring speed and style over raw power, a renegade who adopts the Pistoleer form wields a handgun or pistol. As an action on your turn, you can target a creature within range of your weapon and shoot at it. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to the normal damage of your weapon + your Dexterity modifier.
	+ The number of shots you can fire during a single action increases when you reach higher levels in this subclass: two shots at 5th level, three shots at 11th level, and four shots at 20th level. The shots can target the same creature or different creatures. Make a separate attack roll for each shot.

* **Sniper.** Armed with a large two-handed firearm, a renegade who adopts the Sniper form can inflict massive damage in a single shot. As an action on your turn, you can target a creature within range of your weapon and shoot at it. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to the normal damage of your weapon + your Dexterity modifier.
	+ You deal extra damage while using this form when you reach higher levels, dealing damage equal to twice the normal damage of your weapon + your Dexterity modifier at 5th level, four times the normal damage at 11th level, and six times the normal damage at 20th level.

#### Weapon of Choice

Through a combination of salvaging stolen pieces of arcane technology and sheer rakish ingenuity, you can customize your firearm with various upgrades. Beginning at 3rd level, pick one minor upgrade and one major upgrade from the **Firearm Upgrades** list at the end of this subclass. If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade.

You gain one additional minor upgrade at 5th level, and one additional major upgrade at 10th level. Aside from gaining upgrades at the previously listed levels, you can also purchase additional minor or major upgrades by spending time and gold to customise your firearm. You can have a maximum of 4 minor upgrades and a maximum of 3 major upgrades at a time.

The amount of time required to properly install a minor or major upgrades is always 7 days. The amount of gold differs, depending on how many upgrades has already been installed on a firearm. For each minor upgrade (not including the ones you receive at levels 3 and 5) you wish to install, you must spend gold equalling one-fifth of your firearm's total worth in gold, plus an additional one-tenth of the firearm's worth for each minor upgrade already installed. For each major upgrade (not including the ones you receive at levels 3 and 10) you wish to install, you must spend gold equalling one-half of your firearm's total worth in gold, plus an additional one-quarter of the firearm's worth for each major upgrade already installed.

#### Cunning Shot

Starting at 7th level, you learn to exploit a foe’s weak spots, even if they appear to have none. The damage dealt by your firearm, including damage dealt via **Firearm Upgrades**, ignores resistances and immunities.

#### Grin and Bear It

At 10th level, you can brace yourself in the heat of battle, even when gravely wounded. When you use your Second Wind feature, your AC gains a +1 bonus and your movement speed increases by 10 feet until the start of your next turn.

#### Right Gun for the Job

At 15th level, your skill with your firearm can adapt to any situation. When you finish a long rest, you can replace any of your Firearm Upgrades with a different one, though you may not exceed the maximum of 4 minor upgrades and 3 major upgrades.

#### Light 'em Up

At 18th level, you learn to channel the volatile force of your firearm's explosive agent into a single concussive blast. As a bonus action, you can either throw or set down a small explosive. If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 60 feet away as another bonus action.

When detonated, each creature within a 15-foot radius of the explosive must make a Dexterity saving throw, taking 12d6 force damage on a failure and half as much on a success. The DC for this saving throw is equal to your Firearm Upgrade DC.

Once you use this feature, you cannot use it again until you complete a short or long rest.

#### Firearm Upgrades

Unlike many tinkerers who labor studiously in their workshops, renegades alter their weapons to suit their personal knavish swagger. The following list provides various options to enhance your firearm’s capabilities. These upgrades may be personal touches you put on your weapon, or scavenged bits of enchanted objects that you’ve rigged to work with your weapon.

**Saving Throws.** Some of these upgrades require your targets to make a saving throw to resist the effect. The saving throw DC is calculated as follows:

**Firearm Upgrade save DC** = 8 + your proficiency bonus + your Charisma modifier

##### **Minor Firearm Upgrades**

**Bayonet** (prerequisite: Sniper Form)

You attach a sharp, bladed spike onto the end of your firearm's muzzle, allowing it to be used as a melee weapon with the "reach" function. You are proficient in the use of your spike-attached gun as a melee weapon and you add your Strength modifier to the attack, on a hit, the spike deals 1d6 piercing damage. When you use your Gunfighter Form to make a ranged attack, you can use your bonus action to make one melee attack with your gun if there is a hostile creature within 10 feet of you.

**Blade and Gun** (prerequisite: Pistoleer Form)

You create a matching blade to accompany your firearm, rendering you a deadly opponent in both melee and ranged combat. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Additionally, when you use your action to shoot using your Gunfighter Form, you can use your bonus action to strike at a creature within melee range. Make a melee attack roll. The attack roll uses your Dexterity modifier, and you are proficient with the attack. On a hit, the attack deals slashing damage equal to 1d6 + your Dexterity modifier.

**Caliber Net**

By repurposing magical item parts, you equip your gun with an arcane net meant to trap opponents. As an action, choose a creature within range of your firearm. The creature must succeed on a Strength saving throw or be *restrained*. At the end of each of its turns, the target can repeat this saving throw, ending the effect on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.

**Collateral Damage** (prerequisite: Sniper Form)

You alter your ammunition to have explosive capabilities. When you hit a target with a successful attack from your firearm, all creatures within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 piercing damage.

**Crosshairs** (prerequisite: 5 levels in Fighter)

You equip your firearm with a targeting mechanism. If you haven't moved this turn, you can aim down your sights as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your Gunfighter's Form feature until the end of your turn.

**Multi-Barreled** (prerequisite: Sniper Form, 5 levels in Fighter)

You add a second barrel to your firearm. When you use your Gunfighter Form, you can shoot twice during a single action, instead of once. The shots can target the same creature or different creatures. Make a separate attack roll for each shot. When you reach 15th level, you can add a third barrel to your firearm.

**Gunslinger** (prerequisite: Pistoleer Form, 5 levels in Fighter)

You craft a second pistol which you use alongside with your original gun, increasing the number of attacks you can make per action. At 5th level, you can take one additional shot per use of Gunfighter Form, at 11th level you can take two additional shots, and at 20th level you can take three additional shots.

**Smoke Screen**

As an action, you alter the firing mechanism of your gun to release a burst of ash and smoke. This cloud forms a 10-foot cube centered on a point of your choice within the firearm’s range, spreading around corners, and the area covered by this cube is considered heavily obscured. This smoke lasts for 10 minutes and cannot be dispersed except by magical wind. Once you use this feature, you cannot use it again until you finish a short or long rest.

##### **Major Firearm Upgrades**

**Barrage**

As an action, you can fire a barrage of bullets. Each creature in a 15-foot cone originating from
yourself must make a Dexterity saving throw, taking piercing damage equal to 3d10 + your Dexterity
modifier on a failure and half as much on a success. Once you use this feature, you cannot use it
again until you finish a short or long rest.

At 11th level, this upgrade increases in damage to 7d10 + your Dexterity modifier on a failed save, and at 17th level this upgrade increases in range to a 30-foot cone originating from you.

**Double Up**

When you hit a creature with a successful ranged weapon attack with a firearm, you can immediately cause the bullet to hit another creature within 15 feet of the original target. The second target takes piercing damage equal to your Dexterity modifier (minimum of one). You can redirect a bullet in this way a number of times equal to your Charisma modifier, and regain all expended uses after a short or long rest.

**Lightning Round**

You equip your firearm with a volatile piece of enchantment, allowing you to release a piercing bolt of electricity as an action on your turn. The lightning fires from you in a straight line that is 1 foot wide and 30 feet long. Each creature in the line must make a Dexterity saving throw, taking 3d8 lightning damage on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.

At 11th level, this upgrade increases in damage to 7d8 on a failed save, and at 17th level this upgrade increases in range to a 50-foot long line (that is still 1 foot wide)

**Trial by Fire**

As a bonus action, you can charge your weapons with blazing force. Until the start of your next turn, whenever you make a successful attack, you deal extra fire damage equal to half your fighter level, rounded up. You can charge your weapons this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a short or long rest.

At 17th level, this upgrade deals extra fire damage equal to your fighter level.

### Samurai

Please see page 31 in *Xanathar's Guide to Everything.*