Fighter Quick Reference
Fighter Quick Reference
quick reference
— D &D 5 E —
Prof. Great Weapon Fighting
Level Bonus Features When you roll a 1 or 2 on a damage die for attacks
made with two handed weapons, you can reroll that die,
1st +2 Fighting Style, Second Wind
and must use the new roll.
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype Protection
When a creature you can see attacks a target other than
4th +3 Ability Score Increase
you who is within 5ft of you, you can use your reaction
5th +3 Extra Attack to impose disadvantage on the attack. You must be
6th +3 Ability Score Increase wielding a shield.
7th +3 Martial Archetype feature Two-Weapon Fighting
8th +3 Ability Score Increase While dual-wielding weapons, you can add your ability
9th +4 Indomitable (one use) modifier to the damage of the second attack
10th +4 Martial Archetype Feature Close Quarters Shooter
11th +4 Extra Attack (2) When making a ranged attack while withing 5ft of a
12th +4 Ability Score Increase
hostile creature, you don’t have disadvantage. Ranged
attacks ignore half cover and three quarters cover
13th +5 Indomitable (two uses) against targets within 30ft. You also gain +1 bonus to
14th +5 Ability Score Increase attack rolls on ranged attacks.
15th +5 Martial Archetype feature
Tunnel Fighter
16th +5 Ability Score Increase As a bonus action, you can enter a defensive stance
Action Surge (two uses), that lasts until the start of your next turn. While in this
17th +6
Indomitable (three uses) stance, you can make opportunity attacks without using
18th +6 Martial Archetype feature your reaction, and can use your reaction to make a
melee attack against a creature that moves more than
19th +6 Ability Score Increase
5ft while within your reach.
20th +6 Extra Attack (3)
Mariner
As long as you are not wearing heavy armor or using a
Fighter shield, you have a swimming and climbing speed equal
to your normal speed, and gain +1 bonus to AC
Hit points
Hit Dice. 1d10 per fighter level
Hit points at 1st Level. 10 + your Constitution modifier
Second Wind
Hit Points at Higher Level. 1d10 (or 6) + your On your turn, you can use a bonus action to regain
Constitution modifier per fighter level after 1st 1d10 + your fighter level. You must finish a short or long
rest before using this feature again.
Proficiencies
Armor. All armor, shields
Weapons. Simple weapons, Martial weapons
Action Surge
Tools. None At 2nd level, on your turn, you can take one additional
Saving Throws. Strength, Constitution action on top of your regular action and a possible
Skills. Choose two from Acrobatics, Animal Handling, bonus action.
Athletics, History, Insight, Intimidation, Perception, and You must finish a short or long rest before using this
Survival feature again. Starting at 17th level, you can use it
twice before a rest, but only once on the same turn.
Equipment
You start with the following equipment:
• (a) chain mail or (b) leather, longbow, and 20 arrows
Ability Score Increase
• (a) a martial weapon and a shield or, You can increase one ability score by 2, or two scores by
(b) two martial weapons 1, at 4th, 6th, 8th, 12th, 14th, 16th, and 19th level. You
• (a) a light crossbow and 20 bolts or (b) two handaxes can’t increase an ability score above 20 using this feature.
• (a) a dungeoneer’s pack or (b) an explorers pack
Extra Attack
Fighting Style At 5th level, you can attack twice, instead of once,
Choose one of the following. You cannot take a Fighting whenever you take the Attack action on your turn. This
Style option more than once. increases to three attacks at 11th level, and four attacks
at 20th level.
Archery
You can +2 bonus to attack rolls with ranged weapons Indomitable
Defense At 9th level, you can reroll a saving throw that you fail.
While wearing armor, you gain +1 bonus to AC If you do, you must use the new roll, and cannot use
this feature again until you finish a long rest.
Dueling You can use this feature twice between long rests at
When wielding a melee weapon in one hand and no 13th level, and three times at 17th level.
other weapons, gain +2 bonus to attack damage rolls
with that weapon
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Martial Archetypes die to maneuver one of your comrades into a more
advantageous position. Add the superiority die to the
At 3rd level, you choose an archetype of combat. It attack’s damage roll, and you choose a friendly creature
grants bonuses at 3rd, 7th, 10th, 15th, and 18th levels. who can see or hear you. That creature can use its
reaction to move up to half its speed without provoking
Battle Master opportunity attacks from the target of your attack.
Combat Superiority Menacing Attack. When you hit a creature with a
At 3rd level, you gain maneuvers that are fueled by weapon attack, you can expend a superiority die to
superiority dice. attempt to frighten the target. You add the superiority
Maneuvers. You learn three maneuvers of your die to the attack’s damage roll, and the target must
choice, from the list below. You can only use one make a Wisdom saving throw. On a failed save, it is
maneuver per attack. frightened of you until the end of your next turn.
You learn two additional maneuvers of your choice Parry. When another creature damages you with a
at 7th, 10th, and 15th level. Each time you learn new melee attack, you can use your reaction and expend a
maneuvers, you may replace one you already know. superiority die to reduce the damage by the number you
Superiority Dice. You have four superiority dice, roll on your superiority die + your Dexterity modifier,
which are d8s. They are expended if you use them. You Precision Attack. When you make a weapon attack
regain all superiority dice when you finish a short or roll against a creature, you can expend a superiority die
long rest. You gain another superiority die at 7th and to add it to the roll. You can use this maneuver before or
15th level. after making the attack roll, but before any effects of the
Saving Throws. The saving throw DC is 8 + attack are applied.
Proficiency Bonus + Strength or Dexterity modifier
Pushing Attack. When you hit a creature with a
(your choice)
weapon attack, you can expend a superiority die to
Maneuvers attempt to drive the target back. Add the superiority die
Commander’s Strike. When you take the Attack to the attack’s damage roll, and if the target is Large
action on your turn, you can forgo one of your or smaller, it must make a Strength saving throw. On a
attacks and use a bonus action to direct one of your failed save, you push the target up to 15ft away.
companions to strike. When you do so, choose a Rally. On your turn, you can use a bonus action and
friendly creature who can see or hear you and expend expend a superiority die to bolster the resolve of one
a superiority die. That creature can immediately use of your companions. When you do so, choose a friendly
its reaction to make one weapon attack, adding the creature who can see or hear you. They gain temporary
superiority die to the attack’s damage roll. hit points equal to the superiority die roll + your
Disarming Attack. When you hit a creature with a Charisma modifier.
weapon attack, you can expend a superiority die to Riposte. When a creature misses you with a melee
attempt to disarm it, forcing it to drop an item of your attack, you can use your reaction and expend a
choice that it’s holding. You add the superiority die to superiority die to make a melee weapon attack against
the attack’s damage roll, and the target must make a the creature. If you hit, you add the superiority die to
Strength saving throw. On a failed save, it drops the the attack’s damage roll.
object you choose. The object lands at its feet.
Sweeping Attack. When you hit a creature with a
Distracting Strike. When you hit a creature with melee weapon attack, you can expend a superiority
a weapon attack, you can expend a superiority die to die to attempt to damage another creature with the
distract the creature. You add the superiority die to the same attack. Choose another creature within 5ft
attack’s damage roll. The next attack roll against the of the original target and within your reach. If the
target by another has advantage if the attack is made original attack roll would hit the second creature, it
before the start of your next turn, takes damage equal to the number you roll on your
Evasive Footwork. When you move, you can expend superiority die. The damage is of the same type dealt by
a superiority die, rolling the die and adding the number the original attack,
rolled to your AC until you stop moving, Trip Attack. When you hit a creature with a weapon
Feinting Attack. You can expend a superiority die attack, you can expend a superiority die to attempt to
and use a bonus action on your turn to feint, choosing knock the target down. You add the superiority die to
one creature within 5ft of you as your target. You have the attack’s damage roll, and if the target is Large or
advantage on your next attack roll against that creature smaller, it must make a Strength saving throw. On a
during this turn. If that attack hits, add the superiority failed save, you knock the target prone.
die to the attack’s damage roll.
Student of War
Goading Attack. When you hit a creature with a At 3rd level, you gain proficiency with one type of
weapon attack, you can expend a superiority die to artisan’s tools of your choice
attempt to goad the target into attacking you. You add
the superiority die to the attack’s damage roll, and the Know Your Enemy
target makes a Wisdom saving throw. On a failed save, At 7th level, if you spend at least 1 minute observing
the target has disadvantage on all attack rolls against or interacting with another creature outside combat,
targets other than you until the end of your next turn. you learn certain information about its capabilities
compared to your own. The DM tells you if the creature
Lunging Attack. When you make a melee weapon
is your equal, superior, or inferior in regard to two of
attack on your turn, you can expend a superiority die to
the following characteristics of your choice:
increase your reach for that attack by 5ft. If you hit, you
Strength score, Dexterity score, Constitution score,
add the superiority die to the attack’s damage roll.
Armor Class, Current Hit points, total class levels (if
Maneuvering Attack. When you hit a creature any), or Fighter class levels (if any).
with a weapon attack, you can expend a superiority
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Champion Fighter Spells
Level 0th Knwn 1st 2nd 3rd 4th
Improved Critical
Your weapon attacks score a critical on a 19 or 20. 3rd 2 3 2 — — —
4th 2 4 3 — — —
Remarkable Athlete
5th 2 4 3 — — —
At 7th level, you can add half your proficiency bonus
(round up) to any Strength, Dexterity, or Constitution 6th 2 4 3 — — —
check you make that you aren’t proficient in. 7th 2 5 4 2 — —
In addition, when you make a running long jump, the 8th 2 6 4 2 — —
distance you can cover increases by a number of feet
equal to your Strength modifier. 9th 2 6 4 2 — —
10th 3 7 3 — — —
Additional Fighting Style
11th 3 8 3 — — —
At 10th level, you can choose a second option from the
Fighting Style class feature. 12th 3 8 3 — — —
13th 3 9 3 2 — —
Superior Critical
14th 3 10 3 2 — —
At 15th level, your weapon attacks score a critical on an
attack roll of 18-20. 15th 3 10 3 2 — —
16th 3 11 3 2 — —
Survivor
At 18th level, at the start of each of your turns, you 17th 3 11 3 2 — —
regain hit points equal to 5 + your Constitution modifier 18th 3 11 3 2 — —
if you have no more than half your hit points. You don’t 19th 3 12 3 2 1 —
gain this benefit if you have 0 hit points.
20th 3 13 3 2 1 —
Eldritch Knight Weapon Bond
Spellcasting At 3rd level, your learn a ritual to create a bond between
At 3rd level, you gain the ability to cast spells. you and a weapon. You perform this ritual over the
Cantrips. You learn two cantrips of your choice from course of 1 hour, which can be done during a short rest.
the wizard spell list. You learn an additional wizard The weapon must be within your reach throughout the
cantrip of your choice at 10th level. ritual, at the conclusion of which you forge the bond.
Once you have bonded with a weapon, you can’t be
Spell Slots. The Eldritch Knight Spellcasting table disarmed of that weapon unless incapacitated. If it’s on
shows how many spell slots you have to cast your the same plane of existence, you can summon it to your
spells of 1st level and higher. To cast one of these spells, hand as a bonus action.
you expend a slot of the spell’s level or higher. You You can have up to two bonded weapons, but can only
regain all spell slots when you finish a long rest. summon one at a time with your bonus action. If you
Spells Known of 1st-Level and Higher. You know attempt to bond with a third weapon, you must break
three 1st level wizard spells of your choice, two of the bond with one of the other two.
which you must choose from the abjuration and
evocation spells on the wizard spell list. War Magic
The following table shows when you learn more At 7th level, when you use your action to cast a cantrip,
spells of 1st level or higher. Each of these spells must you can make one weapon attack as a bonus action.
be an abjuration or evocation spell of your choice, and
must be of a level for which you have spell slots. Eldritch Strike
The spells you learn at 8th, 14th, and 20th level can At 10th level, when you hit a creature with a weapon
come from any school of magic. attack, it has disadvantage on the next saving throw it
Whenever you gain a level in this class, you can makes against a spell you cast before the end of your
replace one of the spells you know with another spell next turn.
of your choice from the wizard spell list. The new spell
Arcane Charge
must be of a level for which you have spell slots, and it
At 15th level, you can the ability to teleport up to 30ft
must be an abjuration or evocation spell, unless you’re
to an unoccupied space you can see when you use
replacing the spell you gained at 8th, 14th, or 20th level.
your Action Surge. You can teleport before or after the
Spellcasting Ability. Intelligence is your spellcasting additional action.
ability for your wizard spells. You use your Intelligence
whenever a spell refers to your spellcasting ability. In Improved War Magic
addition, you use your Intelligence modifier when At 18th level, when you use your action to cast a spell,
setting the saving throw DC for a wizard spell you cast you can make one weapon attack as a bonus action.
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
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Purple Dragon Knight Insight, Intimidation, or Performance.
Your proficiency bonus is doubled for any checks you
Restriction: Knighthood make that uses Persuasion.
Purple Dragon Knights are tied to a specific order of
Cormyrean knighthood. Inspiring Surge
Banneret serves as the generic term for this At 10th level, when you use your Action Surge, you can
archetype if you use it in other campaign settings, or to choose one creature with 60ft that is allied with you.
model warlords other than Purple Dragon Knights. That creature can make one melee or ranged weapon
attack with its reaction, provided that it can see or hear
Rallying Cry you. At 17th level, you can choose two allies, rather
At 3rd level, when you use your Second Wind feature, than one.
you can choose up to three creature within 60ft of you
that are allied with you. Each gains hit points equal to Bulwark
your fighter level, providing they can see or hear you. At 15th level, when you use Indomitable Will to reroll
an Intelligence, Wisdom, or Charisma saving throw and
Royal Envoy you aren’t incapacitated, you can choose one ally within
At 7th level, you gain proficiency in Persuasion. If you 60ft of you that also failed its saving throw against the
are already proficient in it, you gain proficiency in same effect. If that creature can see or hear you, it can
one of the following of your choice: Animal Handling, reroll its saving throw and must use the new roll.
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4th Level Hold Monster ( Enchantment) Etherealness ( Transmutation)
Arcane Eye ( Divination) Immolation ( Evocation) Finger of Death ( Necromancy)
Banishment ( Abjuration) Legend Lore ( Divination) Forcecage ( Evocation)
Blight (Necromancy) Mislead ( Illusion) Mirage Arcane ( Illusion)
Confusion ( Enchantment) Modify Memory ( Enchantment) Mordenkainen’s Magnificent
Conjure Minor Elementals Passwall ( Transmutation) Mansion ( Conjuration)
(Conjuration) Planar Binding ( Abjuration) Mordenkainen’s Sword ( Evocation)
Control Water ( Transmutation) Rary’s Telepathic Bond ( Divination) Plane Shift ( Conjuration)
Dimension Door ( Conjuration) Scrying ( Divination) Prismatic Spray ( Evocation)
Elemental bane ( Transmutation) Seeming ( Illusion) Project Image ( Illusion)
Evard’s Black Tentacles Telekinesis ( Transmutation) Reverse Gravity ( Transmutation)
(Conjuration) Teleportation Circle ( Conjuration) Sequester ( Transmutation)
Fabricate ( Evocation) Transmute rock ( Transmutation) Simulacrum ( Illusion)
Fire Shield ( Evocation) Wall of Force ( Evocation) Symbol ( Abjuration)
Greater Invisibility ( Illusion) Wall of Stone ( Evocation) Teleport ( Conjuration)
Hallucinatory Terrain ( Illusion) Whirlwind ( Evocation)
Ice Storm ( Evocation) 6th Level
Leomund’s Secret Chest Arcane Gate ( Conjuration) 8th Level
(Conjuration) Chain Lightning ( Evocation) Abi-Dalzim’s horrid wilting
Locate Creature ( Divination) Circle of Death ( Necromancy) ( Necromancy)
Mordenkainen’s Faithful Hound Contingency ( Evocation) Antimagic Field ( Abjuration)
(Conjuration) Create Undead ( Necromancy) Antipathy/Sympathy ( Enchantment)
Mordenkainen’s Private Sanctum Disintegrate ( Transmutation) Clone ( Necromancy)
(Abjuration) Drawmij’s Instant Summons Control Weather ( Transmutation)
Otiluke’s Resilient Sphere (Conjuration) Demiplane ( Conjuration)
(Evocation) Eyebite ( Necromancy) Dominate Monster ( Enchantment)
Phantasmal Killer ( Illusion) Flesh to Stone ( Transmutation) Feeblemind ( Enchantment)
Polymorph ( Transmutation) Globe of Invulnerability ( Abjuration) Incendiary Cloud ( Conjuration)
Stone Shape ( Transmutation) Guards and Wards ( Abjuration) Maze ( Conjuration)
Stoneskin ( Abjuration) Investiture of flame ( Transmutation) Mind Blank ( Abjuration)
Storm sphere ( Evocation) Investiture of ice ( Transmutation) Power Word Stun ( Enchantment)
Vitriolic sphere ( Evocation) Investiture of stone ( Transmutation) Sunburst ( Evocation)
Wall of Fire ( Evocation) Investiture of wind ( Transmutation) Telepathy ( Evocation)
Watery sphere ( Conjuration) Magic Jar ( Necromancy)
Mass Suggestion ( Enchantment) 9th Level
5th Level Move Earth ( Transmutation) Astral Projection ( Necromancy)
Animate Objects ( Transmutation) Otiluke’s Freezing Sphere Foresight ( Divination)
Bigby’s Hand ( Evocation) (Evocation) Gate ( Conjuration)
Cloudkill ( Conjuration) Otto’s Irresistible Dance Imprisonment ( Abjuration)
Cone of Cold ( Evocation) (Enchantment) Meteor Swarm ( Evocation)
Conjure Elemental ( Conjuration) Programmed Illusion ( Illusion) Power Word Kill ( Enchantment)
Contact Other Plane ( Divination) Sunbeam ( Evocation) Prismatic Wall ( Abjuration)
Control winds ( Transmutation) True Seeing ( Divination) Shapechange ( Transmutation)
Creation ( Illusion) Wall of Ice ( Evocation) Time Stop ( Transmutation)
Dominate Person ( Enchantment) True Polymorph ( Transmutation)
Dream ( Illusion) 7th Level Weird ( Illusion)
Geas ( Enchantment) Delayed Blast Fireball ( Evocation) Wish ( Conjuration)
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