Fighter 5e Class Guide for Dungeons & Dragons | 5eFeats

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Class Features

As a fighter, you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
ToolsNone
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

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

The Fighter Table

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)

The 5e Fighter is the famous character of the D&D game, and it allows the player to play very boldly and takes a battle to the next stage. There are many things in this unique character, and if you wish, you can exclude this one, and there are many things that will let this character explore you and play your game better. Dnd 5e Fighter is the class that is greatest at fighting with armaments and shield. It can be anything from an adventurer to a warrior to a champion archer to a mysterious fighter.

The D&D Fighter 5e is the best addition to any party. While their abilities and equipment efficiencies are enormously limited, Fighters shines in battle. They are sturdy, have an excellent shield, and offer a lot of damage output. Feats and Fighter Class 5e options permit for Fighters to fill a range of characters, including as a Protector and a Striker, and Combatants work with a variety of new builds.

The D&D 5e Fighter shares a unique mastery and in-depth information on combat skills with weapons and shields. They are well familiar with death, both taking it out and gazing it in the face defensively. Owners of the battlefield, fighters are very uneven, training with multiple weapons or just one, completing the use of shell, learning the combat methods of exotic masters, and studying the art of fight, all to shape themselves into existing armaments. Here, you can get complete Fighter Guide 5e.

The objective of this Dnd 5e Fighter Guide is not to create the exact “perfect” Fighter. It is intended to offer a list of recommendations for players to develop a new, secure, and well-rounded character in the fighter class.

Fighting Styles of Fighter Dnd 5e

Archery

You achieve a bonus of +2 to spell rolls you create with ranged armaments.

Close Quarters Shooter (UA)

When you are within 5 feet of a hostile creature, you do not suffer damage on the attack roll. Your ranged spells ignore half shelter, and three-quarters cover against victims within 30 feet of you. You have a +1 bonus to roll on rounded attacks.

Protection

While you are wearing a shield, you achieve a +1 bonus to AC.

Dueling

When you are applying a combat armament in one hand and no other weapon, you achieve a +2 advantage to harm rolls with that armament.

Great Weapon Fighting

When you roll a 1 or 2 for harm, you die for a spell with a fight armament that you are hitting with two hands; you can win and die again and use the new move, even if the new roll is a one or a two. To get this advantage, you must have a weapon two-handed or a versatile property.

Mariner (UA)

There is a swimming speed and a hiking speed equal to your average rate until you wear a heavy shield or use protection, and you get a +1 bonus to shield Fighter Subclass 5e.

Protection

When a mortal, you can see someone other than yourself, who is within 5 feet of you, you can use your reaction to inflict harm on the attack roll. You have to make a shield.

Tunnel Fighter 5e (UA)

As an additional spell, you can enter a protective position that persists until the start of your next round. While in your protective stand, you can create opening spells without using your response, and you can use your reply to create a fighting spell against a mortal that changes more than 5 feet while within your range.

Two-Weapon Fighting

When you involve in a two-armament battle, you can add your ability changer to the harm of the second attack.

Blinding Fighting (UA)

Being powerless to see a mortal does no damage to your attack roll, offered that the beast is not hidden from you.

Interception (UA)

When a mortal, you can see a victim that is within 5 feet of you with one attack, you can use your response to decrease the damage that the victim takes to 1d10 + your ability bonus. To use this reaction, you must use a shield or a modest or martial armament.

Thrown Weapon Fighting (UA)

You can make an armament in which you have belongings thrown as part of an attack made with a weapon.

Also, when you kill with a reached attack using a frightening armament, you achieve a +1 bonus to the damage roll.

Unarmed Fighting (UA)

Your unprotected attacks can deal with hitting damage equal to 1d6 + your Power Changer. If you attack with two free hands, the d6 turns out to be a d8.

When you effectively start a scuffle, you can deal 1d4 bleeding hurt to the battling creature. Until the struggle ends, you can also contract with this damage to the animal whenever you kill it with a fight spell.

5e Fighter Archetypes

The Fifth Edition Fighter is a very multipurpose class, with the capability to play in many various methods. Your selection of Martial Fighter Archetypes 5e at stage 3 can bring a significant change in your playstyle. Champions are simple to play and deal with the best reliable damage, Battle Masters are adaptable and robust, and Eldritch Knights can cast curses and capable Fighters.

For those who enjoy a fighting game for its ability to kill things and are not fond of round-the-clock fight selection, the Champion Fighter 5e is the technique to go. You get more dominant critical damages; a few skills enhance a second fighting style, and ultimately the ability to redevelop hit points – all valuable, and none requiring standard tracking.

For those who choose a more strategic Fighter, the Battle master Fighter 5e provides the choice to concentrate on various special tricks. Most of the time, you will handle damage and combat better than the champion. On the obstacle, your resources are still minimal (don’t expect to engage a trick with every spell), and you rely too much on short rides to use your capabilities.

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