Fighter

Fighter

Source: 2D, Player's Handbook, Tasha's Cauldron of Everything
The Fighter
Fighter LevelProficiency BonusFeaturesManeuvers KnownManeuver Die
1st+2Fighting Style, Second Wind
2nd+2Maneuvers (1/round)2d4
3rd+2Martial Archetype2d4
4th+2Ability Score Improvement2d4
5th+3Extra Attack2d4
6th+34d6
7th+3Martial Archetype feature4d6
8th+3Ability Score Improvement4d6
9th+4Action Surge (1/rest), Indomitable (1/rest)4d6
10th+4Martial Archetype feature4d6
11th+4Maneuvers (2/round)4d6
12th+4Ability Score Improvement4d6
13th+5Indomitable (2/rest)4d6
14th+56d8
15th+5Martial Archetype feature6d8
16th+5Ability Score Improvement6d8
17th+6Action Surge (2/rest), Indomitable (3/rest)6d8
18th+6Martial Archetype feature6d8
19th+6Greater Ability Score Improvement6d8
20th+6Maneuvers (∞/round)6d8

Class Features

Hit Points

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 20
Hit Points Gained at Each Fighter Level After 1st: 10

Proficiencies

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

Multiclassing

Ability Score Minimum: Strength 1 or Dexterity 1
Proficiencies Gained: All armor, all shields, simple and martial weapons

Equipment

You start with the following equipment:
Alternatively, you can forgo the equipment here and buy 5d4 × 10 gp worth of equipment.

Fighting Style

1st-level Fighter feature
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 (10 ft.). You can't have disadvantage on attack rolls against a target you can sense with blindsight.

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 damage for an attack you made with a two-handed or versatile melee weapon that you wielded with two hands, you can reroll any of the weapon's damage dice. You must use the new rolls.

Inspiring

When you recover hit points, one ally within 30 feet of you that can see you can gain a number of temporary hit points equal to half of the hit points you recovered. Hit points recovered as part of a short or long rest do not grant this benefit.

Protection

While you wield a shield and you aren't incapacitated, each creature of your choice (other than yourself) within 5 feet of you has half cover against attacks you can see.

Thrown Weapon Fighting

When you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When make an offhand attack with a light weapon, its damage isn't halved.

Unarmed Fighting

The damage die of your unarmed strike becomes a d6. 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.

Second Wind

1st-level Fighter feature
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a minor 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.

Maneuvers

2nd-level Fighter feature
You learn special maneuvers that enhance your abilities.
Maneuvers. You learn two maneuvers of your choice, which are listed in the Maneuvers table below. Once you use a maneuver, you can't use one again until the start of your next turn. At 11th level, you can use two maneuvers per round instead of one, and at 20th level, you can use as many as you want. No matter how many maneuvers you can use per round, you can only use one maneuver per attack.
You learn two additional maneuvers at level 6 and again at level 14. Whenever you gain a fighter level, you may also replace one of your known maneuvers with a different maneuver of your choice. To learn a maneuver, you must must meet all of its prerequisites.
Maneuver Die. Your maneuver die is a d4. You roll this die each time you use a maneuver.
Your maneuver die increases as you gain levels in this class, as shown in the Fighter table.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity score (your choice)
Maneuvers
Maneuver ▼ Fighter Level Fighting Style
Ambush6
Bait and Switch6Defense
Bleeding Strike6
Blinding Attack14
Cleave
Commanding Presence6
Concussive Blow14
Disarming Attack
Distracting Strike
Evasive Footwork6Blind Fighting
Feinting Attack
Felling Blow6Great Weapon Fighting
Goading Attack
Grappling Strike6Unarmed Fighting
Grazing Shot
Interception6Protection
Lunging Attack
Maneuvering Attack
Menacing Attack
Parry6Dueling
Precision Attack
Pushing Attack
Quick Toss6Thrown Weapon Fighting
Rally6Inspiring
Reequip6
Riposte6Two-Weapon Fighting
Rounding Attack
Tactical Assessment6
Timed Shot6Archery
Trip Attack
Volley14
Whirlwind Attack14

Martial Archetype

3rd-level Fighter feature
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.
Battle Master
Source: 2D
As a Battle Master, you recognize that combat and war are academic disciplines as much as they are about raw strength. You mastered a variety of martial techniques and wartime strategies.

Bonus Maneuvers

3rd-level Battle Master feature
You learn two additional maneuvers of your choice.

Student of War

3rd-level Battle Master feature
You gain proficiency in History and either Insight or Investigation (your choice), or fighter skills of your choice if you are already proficient. You also have expertise in History for the purposes of Intelligence checks related to warfare.

Know Your Enemy

7th-level Battle Master feature
As a minor action, you can attempt to glean insight into an opponent's strengths and weaknesses. Choose a creature within 60 feet of you that you can see and make an Insight or Investigation check (your choice) against the target's passive Deception. On a success, you learn the values of three of the creature's ability scores of your choice.
You can use this feature a number of times equal to your Intelligence score or Wisdom score, whichever is higher (minimum once). You regain expended uses when you finish a long rest.

Multidisciplinary Training

10th-level Battle Master feature
You ignore fighting style requirements of maneuvers.

Tactical Adjustment

15th-level Battle Master feature
As a minor action, you can replace one of your known maneuvers with a different maneuver of your choice.
Once you use this feature, you can't use it again until you finish a short or long rest.

Perfect Technique

18th-level Battle Master feature
Your maneuver die is a d12.
Warlord
Source: 2D
As a Warlord, you command the battlefield and inspire others to act.

Commander's Strike

3rd-level Warlord feature
As a minor action, you can direct one of your allies to strike. Choose a friendly creature within 60 feet of you that can see or hear you. That creature can immediately make one weapon attack as a free reaction. The creature can use one of your maneuvers for the attack. This maneuver counts as one of the maneuvers you can use in a round and uses your maneuver die and save DC.
Once a creature makes an attack in this way, it can't do so again until it finishes a short or long rest.

Strategic Swap

3rd-level Warlord feature
Immediately after you and your allies roll initiative, you can choose two members of your party (possibly including yourself) to swap initiatives. Both party members must be willing, within 60 feet of you, and able to see or hear you.

Levelheaded

7th-level Warlord feature
A commander must be calm and collected during battle. You gain proficiency in Wisdom saving throws.

Warning Shout

7th-level Warlord feature
When one of your allies within 60 feet of you fails a saving throw, you can use a reaction to add your maneuver die to the result, potentially turning the failure into a success. You and the target must be able to see or hear each other to use this reaction.

Lead by Example

10th-level Warlord feature
When you take the Dash, Disengage, Dodge, Search, or Study action, one ally within 60 feet of you that can see or hear you can take the same action as a free reaction.

Rally Point

15th-level Warlord feature
As a standard action, you can rally your allies to your position and demoralize your foes. Each friendly creature within 60 feet of you that can see or hear you gains temporary hit points equal to your fighter level and can immediately use a free reaction to move up to its speed towards you. This movement doesn't provoke opportunity attacks and isn't affected by the frightened condition.
Additionally, each hostile creature within the same radius that can see or hear you must succeed on a Wisdom saving throw against your maneuver save DC or be frightened or taunted (its choice, save ends) by you.
Once you use this feature, you can't use it again until you finish a short or long rest.

Battlefield Surge

18th-level Warlord feature
When you use your Action Surge, you and each friendly creature within 60 feet of you that can see or hear you gains an additional reaction. These reactions disappear at the start of your next turn if unused, instead of when they would normally disappear.

Ability Score Improvement

4th-level Fighter feature
You can increase one ability score of your choice by 1, to a maximum of 5. You can do so again at 8th, 12th, and 16th level.

Extra Attack

5th-level Fighter feature
Each time you spend at least 2 AP to take the Attack action, you can take the Attack action once later that turn as a free action.

Action Surge

9th-level Fighter feature
You can push yourself beyond your normal limits for a moment. At any point on your turn, you can gain 2 additional AP.
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.

Indomitable

9th-level Fighter feature
If you fail a saving throw, you can reroll it and add your fighter level to the result. 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.

Greater Ability Score Improvement

19th-level Fighter feature
You can increase one ability score of your choice by 1, to a maximum of 6.