Fighter
Hit Points
Hit Dice: d10 per Fighter level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Proficiences
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Overview & Creation
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
The Fighter
Level |
Proficiency Bonus |
Features |
1st |
+2 |
Fighting Style, Second Wind |
2nd |
+2 |
Action Surge (one use) |
3rd |
+2 |
Martial Archetype |
4th |
+2 |
Ability Score Improvement |
5th |
+3 |
Extra Attack |
6th |
+3 |
Ability Score Improvement |
7th |
+3 |
Martial Archetype Feature |
8th |
+3 |
Ability Score Improvement |
9th |
+4 |
Indomitable (one use) |
10th |
+4 |
Martial Archetype Feature |
11th |
+4 |
Extra Attack (2) |
12th |
+4 |
Ability Score Improvement |
13th |
+5 |
Indomitable (two uses) |
14th |
+5 |
Ability Score Improvement |
15th |
+5 |
Martial Archetype Feature |
16th |
+5 |
Ability Score Improvement |
17th |
+6 |
Action Surge (two uses), Indomitable (three uses) |
18th |
+6 |
Martial Archetype Feature |
19th |
+6 |
Ability Score Improvement |
20th |
+6 |
Extra Attack (3) |
Class Features
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.
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 com bat styles and techniques. Choose Arcane Archer, Battle Master, Brawler, Cavalier, Champion, Eldritch Knight, Pit Fighter, or Shield Warrior. 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
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.
Extra Attack
Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
The number of attacks increases to four when you reach 20th level in this class.
Extra Attack
At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Subclass Options
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
Arcane Archer
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
Arcane Archer Features
Fighter Level |
Feature |
3rd |
Arcane Archer Lore, Arcane Shot (2 options) |
7th |
Curving Shot, Magic Arrow, Arcane Shot (3 options) |
10th |
Arcane Shot (4 options) |
15th |
Ever-Ready Shot, Arcane Shot (5 options) |
18th |
Arcane Shot (6 options, improved shots) |
Arcane Archer Lore
At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.
Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below).
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Magic Arrow
At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
Curving Shot
At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Ever-Ready Shot
Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.
Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Banishing Arrow
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Beguiling Arrow
Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Bursting Arrow
You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
Enfeebling Arrow
You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
Grasping Arrow
When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Piercing Arrow
3
You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
Seeking Arrow
Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
Shadow Arrow
You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Battle Master
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
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 modifier (your choice)
Student of War
At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
Maneuvers
The maneuvers are presented in alphabetical order.
Commander’s Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.
Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Know Your Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
- Fighter class levels (if any)
Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Relentless
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
Improved Combat Superiority
At 18th level, your superiority dice turn into d12s.
Brawler
Always ready for a fight, the Brawler is especially good at using whatever is available to defeat opponents, whether that be a mug, a stone, or their bare fists. Brawlers usually deal with their problems quickly and efficiently, defeating enemies in a rain of blows.
Brawler's Fists
At 3rd level, you have learned to focus your strikes to enhance your unarmed combat. You gain proficiency with Unarmed Strikes, and you may use either Strength or Dexterity for attack and damage rolls for these attacks. While wearing light, medium, or no armor, your unarmed strikes deal 1d4 bludgeoning damage. This increases to a d6 at 9th level, a d8 at 15th level, and a d10 at 18th level. You also gain proficiency with improvised weapons, and your improvised weapon damage can be replaced with your unarmed damage.
When you take the Attack action on your turn while using a light melee weapon, improvised melee weapon, or unarmed attack, you may also make a single unarmed strike as a Bonus Action. At 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Brawler Maneuvers
Also at 3rd level, you have attained mastery over combat maneuvers. You gain proficiency with Athletics, and double your proficiency modifier when making ability checks to grapple or shove, or attempting to escape a grapple or resist a shove.
Ringside Chatter
Over the years, a Brawler has heard much around the ring. At 7th level, you may add your Wisdom modifier to an Arcana, History, Nature, or Religion skill check you make. You may do this a number of times equal to your Wisdom modifier per long rest.
Knockout Punch
At 10th level, your unarmed attacks are intense enough to incapacitate even the strongest of foes. After successfully hitting an opponent with an unarmed strike, you may force the opponent to make a Constitution Save, the DC of which is 8 + your proficiency modifier + plus either your Strength or Dexterity modifier, whichever is higher. If the target fails this save, they take the normal damage and are immediately knocked unconscious for one minute. If they succeed, they take normal damage, but are not knocked unconscious.
The target may repeat this saving throw at the end of their turn and whenever they take damage, ending the effect on a success. You may use this ability a number of times equal to your proficiency bonus every long rest.
Roll With The Punches
At 15th level, your reflexes have sharpened to extreme heights in combat. Once per round, you may reduce damage from attacks against you by 2d10 + your Wisdom modifier.
Absorb The Blow
At 18th level, your body has toughened to the extreme. As a reaction, the Brawler may increase their AC by an amount equal to their Constitution modifier when an opponent makes a melee attack roll against them. If this increase in AC causes the attack to miss, the Brawler may make one unarmed strike attack against the opponent that attacked the Brawler.
Cavalier
The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
Cavalier Features
Fighter Level |
Feature |
3rd |
Bonus Proficiency, Born to the Saddle, Unwavering Mark |
7th |
Warding Maneuver |
10th |
Hold the Line |
15th |
Ferocious Charger |
18th |
Vigilant Defender |
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Born to the Saddle
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Unwavering Mark
Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Warding Maneuver
At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Hold the Line
At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.
Ferocious Charger
Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.
Vigilant Defender
Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.
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.
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.
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.
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
The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
The Eldritch Knight
-Spell Slots per Spell Level-
Fighter Level |
Cantrips Known |
Spells Known |
1st |
2nd |
3rd |
4th |
3rd |
2 |
3 |
2 |
- |
- |
- |
4th |
2 |
4 |
3 |
- |
- |
- |
5th |
2 |
4 |
3 |
- |
- |
- |
6th |
2 |
4 |
3 |
- |
- |
- |
7th |
2 |
5 |
4 |
2 |
- |
- |
8th |
2 |
6 |
4 |
2 |
- |
- |
9th |
2 |
6 |
4 |
2 |
- |
- |
10th |
3 |
7 |
4 |
3 |
- |
- |
11th |
3 |
8 |
4 |
3 |
- |
- |
12th |
3 |
8 |
4 |
3 |
- |
- |
13th |
3 |
9 |
4 |
3 |
2 |
- |
14th |
3 |
10 |
4 |
3 |
2 |
- |
15th |
3 |
10 |
4 |
3 |
2 |
- |
16th |
3 |
11 |
4 |
3 |
3 |
- |
17th |
3 |
11 |
4 |
3 |
3 |
- |
18th |
3 |
11 |
4 |
3 |
3 |
- |
19th |
3 |
12 |
4 |
3 |
3 |
1 |
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
War Magic
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Eldritch Strike
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Arcane Charge
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Improved War Magic
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Pit Fighter
Any good pit fighter will tell you, it doesn't matter how well you fight — all the crowd cares about is blood, and they don't care if it's yours or the other guy's. So if you want to survive your time in the pit, make sure the people get their blood, and lots of it. If you're lucky enough, the audience will be on your side, you'll feel the roar of the crowd pounding in your chest, and nothing can stop you.
Pit Fighter Features
Fighter Level Level |
Feature |
3rd |
Crowd Pleaser, Showstopper |
7th |
Unbearable Ham |
10th |
Insult To Injury |
15th |
Cheap Shot |
18th |
Victory Rush |
Crowd Pleaser
At 3rd level, you know what makes for a good show. You gain proficiency in the Performance skill. If you are already proficient with that skill, you gain proficiency in any one of the following skills instead: Acrobatics, Animal Handling, Athletics, Deception, Intimidation or Sleight of Hand.
Showstopper
By 3rd level, it's become clear to you that all audiences love a thrilling spectable. Whenever you use your Action Surge feature, you gain one of the following benefits depending on the type of action you make with your additional action:
- Attack: Attacks made this way are made with advantage.
- Dash or Disengage: You may make an attack at any point of your movement.
- Dodge: Until your next turn, if a enemy within your reach misses you with an attack, you may make a melee attack against that enemy as a reaction.
- Help: If you use this action to aid an ally in attacking a creature and that ally's attack hits, you may make a melee attack against that enemy as a reaction.
Unbearable Ham
By 7th level, your sheer force of personality becomes impossible to contain. You gain proficiency in Charisma saving throws. Additionally, you gain advantage in Performance checks to goad, insult or celebrate.
Insult To Injury
By 10th level, you resort to all sorts of underhanded tactics to obtain victory. Once per turn, if you hit an enemy with a weapon attack made with advantage, you may impose one of the following penalties on that enemy until your next turn:
- Cripple: That foe's speed is halved and cannot take the Dash or Disengage actions.
- Disorient: That foe cannot take reactions and has disadvantage on Strength and Dexterity checks.
- Taunt: If that enemy makes an attack against any other creature, that attack is made with disadvantage.
Cheap Shot
Starting at 15th level, you've mastered hitting an enemy when their guard is low. Attacks you make as a reaction are always made with advantage.
Victory Rush
At 18th level, you get exhilarated by a daring comeback. Once per turn, when you score a critical hit with a weapon attack, you regain hit points equal to 1d10 + your fighter level.
Shield Warrior
Your shield becomes a martial weapon allowing you to use it for attacking or defending. While wielding your shield and holding no other weapon, your shield gains the ability to be used as a melee weapon and can be equipped as a free action. On attack your shield will have the versatility property doing 1d6 damage with one handed attack rolls and 1d8 using two hands to attack.
Shield Type
Starting at 3rd level you enhance the size, shape, and function of your shield. Choose one type of enhancement from the list below. You gain an additional type when you reach 7th and 10th level as a fighter. You may only choose each type once. You alone gain the benefits of these shield enhancements. If your shield is lost, you can spend 4 hours enhancing a replacement shield with your chosen enhancements.
Throwing Shape: Your shield was created to be thrown. Your shield gains the thrown property with a range of 20 ft./60 ft.
You also learn Weapon Bond for your shield only (PHB p.75)
Oversize Build: Using an extra large shield allows you to gain a larger bonus to your AC. Your shield now gives you a +3 to AC. If you choose this type at 10th level, your shield gives you a +4 to AC (cannot be used with Throwing Shape).
Absorbing Coat: You place a specialized coat your shield allowing it to absorb more damage. You gain resistance to two damage types of your choice from the group listed below.
Damage Groups include: Group 1 (Bludgeoning, Piercing, Slashing, or Fire) or Group 2 (Cold, Force, Lightning, Acid, or Poison)
Razor's Edge: Your shield is sharpened to a razor's edge. Once per turn your shield attack now does extra damage, adding your proficiency bonus as slashing damage.
Combat Grip: This grip is adapted to give you a more precise strike You know add +1 to attacks with your shield. If you choose this at 10th level, the bonus increases to +2.
Shield Launch
At 7th level, crouching with your shield over your head, you can launch others as if you were a springboard. If an ally moves 10 ft. or more towards you, you can use your reaction to boost their jump. The distance they travel is increased by a number of feet equal to twice your Strength modifier.
Deft Attack
At 10th level your shield counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Charging Attack
Starting at 15th level, you run shield first into your foes. If you move at least half your speed in a straight line right before attacking a creature and you hit it with the attack, that target is knocked prone. The target cannot be more than one size larger than you. You may use this feature only once per turn.
Allied Defender
Starting at 18th level, an attack against an ally within 5 ft. of you allows you to use your reaction to add your shield bonus to the ally's AC until the start of your next turn. The effect ends if your ally is more than 5 ft. from your position. You may use this ability 3 times before you complete a long rest.