Table of Contents
Level 1
Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Level 2
Martial Exploits
You begin to learn techniques that enhance your martial skill in and out of battle. You gain the features below:
Exploit Dice
The Fighter table shows the number of Exploit Dice you have to perform any Exploits you know. Most Exploits require you to expend these Dice in order to use them. You can only use one Exploit per attack, ability check, or saving throw, and you regain all Exploit Dice when you finish a short or long rest.
Your Exploit Dice begin as d6s and increase in size as you gain levels in this class, as indicated in the Fighter table.
Exploits Known
You know two Exploits of your choice from the list at the end of this class. The Exploits Known column of the Fighter table shows when you learn more Exploits of your choice. To learn an Exploit you must meet any prerequisites it may have, like a minimum Ability Score or a minimum Fighter level.
Whenever you gain a Fighter level, you can replace one of the Exploits you know with another Exploit of your choice.
Saving Throws
If one of your Exploits requires a creature to make a saving throw, your Exploit saving throw DC is calculated as follows:
Exploit save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Level 3
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success.
Fighter Subclass
You gain a Fighter subclass of your choice. A subclass is a specialisation that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.
Archetype Exploits
Some Archetypes have a list of Archetype Exploits that you learn at the Fighter levels noted in the Archetype description. They don't count against your number of Exploits Known and can't be switched out for other Exploits. If you do not meet an Archetype Exploit's prerequisites, you learn it regardless.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Action Surge
You can push yourself past your limits, if only for a moment. On your turn, you can take one additional action on that current turn.
Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. 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 before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 11
Martial Superiority
Your martial skill eclipses even that of professional warriors. Starting at 11th level, whenever you use your Second Wind feature you regain all of your expended Exploit Dice.
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Level 13
Studied Attacks
You study your opponents and learn from each attack you make. Once per turn, if you have a creature's full Bestiary unlocked, you can add advantage to your attack roll against it, or impose disadvantage in one of its saving throws against one of your Exploits.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20
Relentless
Your skills in combat are those of legend. When you roll initiative, you regain all expended Exploit Dice. Additionally, you can make three extra attacks.