Source: System Reference Document 5.0
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

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

Armor Proficiencies: All and Shields armor

Weapon Proficiencies: Simple and Martial weapons

Tool Proficiencies: None

Saving Throw Proficiencies: Strength and Constitution

Skill Proficiencies: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

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

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 Indominable (one use)
10th +4 Martial Archetype Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indominable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype Ability
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indominable (three uses)
18th +6 Martial Archetype Feature
19th +6 Ability Score Improvement
20th +6 Extra Attack

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.

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.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. 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.

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.


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.