Fighter 5e Class Guide (2024 Rules)

The fighter is the 5e class built around weapons and staying power: a d10 hit die, every armor and weapon proficiency, and more attacks than anyone else (four per Attack action at level 20). Action Surge grants a whole extra action, Second Wind heals 1d10 + fighter level, and seven feats by level 19 let you shape the build.

Try it: DnD Character Generator →

What does a fighter do in D&D 5e?

The fighter hits things, takes hits, and keeps doing both long after everyone else is out of tricks. You don't get spells (unless you pick the Eldritch Knight), but you get the most attacks in the game, the most feats, and a pair of short-rest features that let you swing a fight on the turn it matters.

At my table the fighter is the character the party builds its plan around. The wizard asks "can you hold that door for two rounds?" and the answer is almost always yes.

  • Hit die: d10. A level 1 fighter has 10 + Constitution modifier hit points; each level after adds 6 + Con (fixed) or 1d10 + Con (rolled).
  • Primary ability: Strength or Dexterity, your choice. Constitution comes second.
  • Saving throws: Strength and Constitution.
  • Armor and weapons: all armor, shields, simple and martial weapons.
  • Skills: choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception and Survival.

A level 5 fighter with 14 Constitution averages 44 hit points. Check other levels and Con scores with the HP calculator.

What are the fighter's features by level?

Every feature in the 2024 Player's Handbook, with proficiency bonus, Second Wind uses and the number of weapons whose mastery property you can use.

LevelProf. bonusFeaturesSecond WindWeapon masteries
1+2Fighting Style, Second Wind, Weapon Mastery23
2+2Action Surge, Tactical Mind23
3+2Subclass23
4+2Ability Score Improvement34
5+3Extra Attack, Tactical Shift34
6+3Ability Score Improvement34
7+3Subclass feature34
8+3Ability Score Improvement34
9+4Indomitable (1 use), Tactical Master34
10+4Subclass feature45
11+4Two Extra Attacks45
12+4Ability Score Improvement45
13+5Indomitable (2 uses), Studied Attacks45
14+5Ability Score Improvement45
15+5Subclass feature45
16+5Ability Score Improvement46
17+6Action Surge (2 uses), Indomitable (3 uses)46
18+6Subclass feature46
19+6Epic Boon46
20+6Three Extra Attacks46

"Subclass feature" rows are filled in by your subclass (3, 7, 10, 15 and 18). Each Ability Score Improvement can be swapped for any feat you qualify for, and fighters get two more of those than any other class.

How do Action Surge and Second Wind work?

Action Surge (level 2)

Once per short or long rest, take one extra action on your turn. Almost always that means a second Attack action. At level 5 that's four attacks in one turn instead of two: with a greatsword and 17 Strength, four hits average 40 damage (2d6 + 3 each). At level 17 you get two uses per rest, but still only one per turn.

In the 2024 rules the extra action can't be the Magic action, so no double-casting. The 2014 version had no such limit.

Second Wind (level 1)

A bonus action that heals 1d10 + your fighter level. At level 5 that's 10.5 hit points on average. You start with 2 uses, gain more as you level (up to 4), and get one back on a short rest and all of them on a long rest. The 2014 version was once per short rest.

The 2024 fighter also uses Second Wind as a resource for other features. Tactical Mind (level 2) lets you spend a use to add 1d10 to a failed ability check, and you keep the use if it still fails. Tactical Shift (level 5) lets you move half your speed without provoking opportunity attacks when you use it, which is a clean way out of a bad position.

What changed for the fighter in 2024?

The class kept its shape (d10, Extra Attack at 5, 11 and 20, Action Surge, Indomitable) but got far more to do outside of "I attack".

Feature2014 rules2024 rules
Weapon MasteryNot in the gameMastery properties for 3 weapons at level 1, 6 by level 16
Second Wind1 use per short rest2 to 4 uses; also fuels Tactical Mind and Tactical Shift
Fighting StyleClass optionA Fighting Style feat, swappable on level-up
Action SurgeAny extra actionAny action except Magic
IndomitableReroll a failed saveReroll with a bonus equal to your fighter level
Level 13Indomitable (2 uses)Also Studied Attacks: advantage on your next attack after a miss
Level 19Ability Score ImprovementEpic Boon feat

Weapon mastery is the big one. A fighter with a greatsword (Graze) still deals damage on a miss; one with a maul (Topple) can knock targets prone for the whole party. Tactical Master at level 9 lets you swap any weapon's property for Push, Sap or Slow on each attack. The full list is in our weapon mastery guide.

Which fighter subclass should you pick?

You choose at level 3. The 2024 Player's Handbook has four:

  • Battle Master: superiority dice fuel maneuvers like Trip, Riposte and Precision Attack. The best pick if you like making decisions every turn.
  • Champion: crits on a 19 or 20 and gets tougher with no extra bookkeeping. Ideal for a first character.
  • Eldritch Knight: wizard spells (Shield is the classic) and a bonded weapon. Uses Intelligence.
  • Psi Warrior: psionic energy dice for damage-reducing shields and telekinetic shoves. Uses Intelligence.

Is the fighter good for beginners?

It's the class I hand to new players. High armor class and hit points forgive mistakes, there's no spell list to read, and the two big buttons (Second Wind when you're hurt, Action Surge when the boss shows up) are easy to remember. Champion keeps it that simple all the way to 20.

It's also not a "beginner-only" class. A Battle Master with three mastery weapons and a polearm feat has as many real choices per turn as most casters. If you want a quick pre-built version, the D&D character generator can roll one for you, and you can fill in the rest on the free character sheet.

What is a good fighter build?

Two quick builds using the standard array (15, 14, 13, 12, 10, 8) plus a 2024 background bonus of +2/+1:

Greatsword defender

  • Scores: Str 17, Con 15, Dex 13, Wis 12, Cha 10, Int 8.
  • Gear: chain mail (AC 16), greatsword (Graze), maul or glaive as backup.
  • Style: Great Weapon Fighting (each 2d6 averages 8 instead of 7).
  • Subclass: Champion or Battle Master. Take Great Weapon Master at level 4.

Archer

  • Scores: Dex 17, Con 15, Wis 13, Str 12, Int 10, Cha 8.
  • Gear: scale mail or studded leather, longbow (Slow), a shortsword (Vex) and scimitar (Nick) for close range.
  • Style: Archery (+2 to ranged attack rolls).
  • Subclass: Battle Master for Precision Attack, then Sharpshooter at level 4.

For either build, roll your scores with the stat roller if your table rolls instead of using the array.

How strong is a fighter at higher levels?

The fighter's damage scales by adding attacks, not dice, so it rewards anything that boosts every hit: magic weapons, feats like Great Weapon Master, and buffs like Bless. At level 20 a fighter makes four attacks per Attack action, eight with Action Surge. Indomitable (rerolling a failed save with a bonus equal to your fighter level, so +20 at level 20) covers the class's old weak spot of mind-affecting spells, and Studied Attacks means a missed swing sets up advantage on the next one.

If you want the fighter's chassis with spells, compare the paladin; if you want it faster and lighter, see the monk.

FAQ

Is the fighter a good class for beginners?

Yes. The fighter has high hit points, heavy armor and no spell list to manage, so a new player can focus on moving, attacking and using Second Wind and Action Surge at the right time.

How many attacks does a fighter get in 5e?

One attack per Attack action at levels 1 to 4, two at level 5, three at level 11 and four at level 20. Action Surge lets you take the Attack action again, so a level 20 fighter can make eight attacks in one turn.

What is the best fighter subclass in 2024?

Battle Master is the most flexible because its maneuvers add tactical options every turn. Champion is the simplest, Eldritch Knight adds wizard spells, and Psi Warrior adds psionic shields and telekinetic shoves.

Does Action Surge let you cast two spells?

Not in the 2024 rules. Action Surge gives an extra action other than the Magic action, so an Eldritch Knight cannot use it to cast a second spell. In the 2014 rules the extra action had no such limit.

Related

Wizards of the Coast LLC is the trademark holder for Dungeons & Dragons, Wizards of the Coast, and their respective logos worldwide.

Wizards of the Coast LLC does not support, endorse, approve, or have any affiliation with DnD Dice Roller. According to the Wizards of the Coast LLC's Fan Site Policy, DnD Dice Roller may use its trademarks and other intellectual property. Please visit Wizards of the Coast's website at www.wizards.com if you want additional information about the company, its trademarks, or other intellectual property.

Contains content from the System Reference Document 5.1 and 5.2 by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License.