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D&D 5e (2014) Class GuideFighter Guide: Build, Feats and Ratings

The best races, feats and fighting styles for a 2014 rules fighter, two ready-made builds, and what to pick at every level from 1 to 20.

2024 RULES 2014 RULES

Overview

At a glance
Hit die
d10
Saving throws
Str, Con
Primary ability
Strength or Dexterity
Armor
All armor, shields
Difficulty
Easy
SRD subclass
Champion
StrikerTank
Role ratings
Damage Control Survival Utility Party support

The fighter is trained with every armor and weapon, and gets more attacks than any other class: two at level 5, three at 11, four at 20. It also gets more Ability Score Improvements than anyone, so it can take feats without falling behind. It works as a heavy-armored front liner, an archer or a sword-and-board defender.

Thrain's take

People call the fighter the plain choice. Plain is what wins. Action SurgeAction SurgeLevel 2 featureStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. at level 2 is a second full turn, and a fighter who saves it for the round the boss shows up has ended more fights at my table than any wizard.

Strengths
  • Heavy armor and a shield from level 1
  • The most attacks of any class, and Action SurgeAction SurgeLevel 2 featureStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. on top
  • Seven Ability Score Improvements: room for feats
  • Second WindSecond WindLevel 1 featureYou 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. heals you on a Short Rest
Weaknesses
  • The Champion has few choices to make in combat
  • Little to do outside combat beyond Athletics
  • Wisdom saves are a weak spot until IndomitableIndomitableLevel 9 featureBeginning 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.
  • Needs magic weapons for some resistant monsters later on

Ability Scores

Strength or Dexterity, then Constitution. Pick one attack stat: Strength for heavy armor and two-handed weapons, Dexterity for a bow. Constitution comes next. Put leftover points into Wisdom for saves. In the 2014 rules your race gives your ability score increases. With the standard array and a Half-Orc (+2 Str, +1 Con), you start with:

17STR
13DEX
15CON
8INT
12WIS
10CHA

Strength 13 or more lets you wear chain mail without losing speed. With Ability Score Improvements at levels 4 and 6, you can reach 20 Strength by level 6 and still have five more for feats.

Best Races for a Fighter

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Half-Orc
+2 Strength and +1 Constitution. Savage Attacks adds a weapon die to every melee crit, and the Champion crits more than anyone.
Legendary
Dwarf (Hill Dwarf)
+2 Constitution, +1 Wisdom and an extra hit point per level. Heavy armor never slows a dwarf. The Mountain Dwarf from the Player's Handbook (+2 Strength, +2 Constitution) is Legendary.
Epic
Elf (High Elf)
+2 Dexterity and Perception proficiency. The best free race for an archer.
Epic
Human
+1 to every score. The variant human from the Player's Handbook is Legendary: Great Weapon Master or Sharpshooter at level 1.
Rare
Dragonborn
+2 Strength and +1 Charisma, plus a breath weapon for crowds and a damage resistance.
Rare
Half-Elf
Floating +1s to your attack stat and Constitution, two free skills. A decent fighter who can also talk.
Uncommon
Halfling (Lightfoot)
+2 Dexterity and Lucky, but Small creatures attack with heavy weapons at Disadvantage. That includes the longbow.
Uncommon
Gnome (Rock Gnome)
Small, and the +2 goes to Intelligence. The Constitution point helps a little.
Common
Tiefling
Charisma and Intelligence. Fire resistance is the only part a fighter uses.
Common

Best Feats

Feats are optional in the 2014 rules and only one is in the free SRD, so these come from the Player's Handbook. Fighters get extra Ability Score Improvements at levels 6 and 14, so you can afford two or three.

Great Weapon Master
Take -5 to hit for +10 damage with a heavy weapon, plus a bonus action attack after a crit or a kill. The Champion's extra crits trigger it more often.
Legendary
Sharpshooter
The same -5/+10 trade for ranged weapons, and you ignore half and three-quarters cover and long range penalties. Archery's +2 offsets the penalty.
Legendary
Polearm Master
A bonus action attack with a glaive or halberd and opportunity attacks when enemies enter your reach.
Epic
Sentinel
Opportunity attacks stop enemies in place. The fighter becomes a wall your casters can stand behind.
Epic
Crossbow Expert
Ignore loading and attack with a hand crossbow as a bonus action. No Disadvantage on ranged attacks in melee.
Epic
Heavy Armor Master
+1 Strength and nonmagical weapon damage reduced by 3. Strong at low levels, weaker once monsters hit through it.
Rare
Resilient (Wisdom)
Proficiency in Wisdom saves, where a fighter is weakest.
Rare
Grappler
The one feat in the SRD. A grappling fighter can use it, but Athletics alone does most of the work.
Common

Subclass: Champion

The Champion is the fighter archetype in the free 2014 rules. You choose it at level 3. It is the simplest subclass in the game: more critical hits, more toughness.

Improved CriticalLEVEL 3

Your weapon attacks crit on a 19 or 20. That doubles your crit chance, and fighters make more attacks than anyone.

Remarkable AthleteLEVEL 7

Add half your proficiency bonus, rounded up, to Strength, Dexterity and Constitution checks that don't already use it. That includes initiative.

Additional Fighting StyleLEVEL 10

A second Fighting Style. Defense is the usual pick if you didn't take it at level 1.

Superior CriticalLEVEL 15

Your weapon attacks crit on 18 to 20.

SurvivorLEVEL 18

At the start of each turn, regain 5 + your Constitution modifier hit points while you are at half your hit points or less (but above 0).

The Player's Handbook adds the Battle Master, whose superiority dice add trips, disarms and pushes, and the Eldritch Knight, who casts wizard spells. They are not in the free rules, so this guide does not cover them.

Fighting Styles and Tactics

You choose a Fighting Style at level 1, and the Champion gets a second at 10. Pick the one that matches your weapon.

Archery
+2 to hit with ranged weapons. The best style in the game for an archer.
Legendary
Defense
+1 AC while you wear armor. Always useful, and the default second pick.
Epic
Dueling
+2 damage with a one-handed melee weapon and no other weapon. Longsword and shield is the classic.
Epic
Great Weapon Fighting
Reroll 1s and 2s on damage dice with two-handed weapons. Works best with a greatsword's 2d6.
Rare
Protection
Use your reaction and shield to give Disadvantage to an attack on an ally next to you. Good for a dedicated bodyguard.
Uncommon
Two-Weapon Fighting
Adds your ability modifier to the off-hand attack, but it uses your bonus action and falls behind once you have Extra Attack.
Uncommon
Second WindLEVEL 1

A bonus action to regain 1d10 + your fighter level in hit points. Once per Short or Long Rest.

Action SurgeLEVEL 2

One extra action on your turn, once per Short or Long Rest. Two uses from level 17, but only one per turn.

Extra AttackLEVEL 5

Two attacks per Attack action at level 5, three at 11 and four at 20.

IndomitableLEVEL 9

Reroll a failed saving throw. One use per Long Rest, two at 13 and three at 17.

Fighter Builds

Half-orc fighter
Beginner friendlyThe Half-Orc Champion
Race
Half-Orc
Subclass
Champion
Fighting Style
Great Weapon Fighting
Weapon
Greatsword
17STR
13DEX
15CON
8INT
12WIS
10CHA

Chain mail, a greatsword and more crits than anyone at the table. Savage Attacks adds another die each time one lands.

Build this fighter
Free to start. No card needed.
Elf fighter
RangedThe High Elf Archer
Race
High Elf
Subclass
Champion
Fighting Style
Archery
Weapon
Longbow
12STR
17DEX
14CON
9INT
13WIS
10CHA

Archery's +2 makes this the most accurate character in the party. Stay at range, and add Sharpshooter if your table uses feats.

Build this fighter
Free to start. No card needed.

Fighter Features by Level

LvlPBFeatures
1 +2 Fighting StyleFighting StyleLevel 1 featureYou 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. Second WindSecond WindLevel 1 featureYou 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.
2 +2 Action SurgeAction SurgeLevel 2 featureStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
3 +2 Martial ArchetypeMartial ArchetypeLevel 3 featureAt 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Improved CriticalImproved CriticalLevel 3 featureBeginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
4 +2 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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.
5 +3 Extra AttackExtra AttackLevel 5 featureBeginning 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.
6 +3 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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.
7 +3 Remarkable AthleteRemarkable AthleteLevel 7 featureStarting 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.
8 +3 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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.
9 +4 IndomitableIndomitableLevel 9 featureBeginning 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.
10 +4 Additional Fighting StyleAdditional Fighting StyleLevel 10 featureAt 10th level, you can choose a second option from the Fighting Style class feature.
11 +4 Extra AttackExtra AttackLevel 5 featureBeginning 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.
12 +4 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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.
13 +5 IndomitableIndomitableLevel 9 featureBeginning 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.
14 +5 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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.
15 +5 Superior CriticalSuperior CriticalLevel 15 featureStarting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
16 +5 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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.
17 +6 Action SurgeAction SurgeLevel 2 featureStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. IndomitableIndomitableLevel 9 featureBeginning 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.
18 +6 SurvivorSurvivorLevel 18 featureAt 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.
19 +6 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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.
20 +6 Extra AttackExtra AttackLevel 5 featureBeginning 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.

Leveling Your Fighter, 1 to 20

LVL1
Fighting Style and Second Wind. Chain mail and a shield, or chain mail and a greatsword. Skills: Athletics and Perception.
LVL2
Action Surge. Save it for the round that decides the fight.
LVL3
Choose the Champion for Improved Critical.
LVL4
Ability Score Improvement: your attack stat to 18 and Constitution +1, or Great Weapon Master or Sharpshooter.
LVL5
Extra Attack. Your damage roughly doubles.
LVL6
Ability Score Improvement: attack stat to 20, or a second feat.
LVL7
Remarkable Athlete. Adds to initiative.
LVL8
Ability Score Improvement: Constitution, or Resilient (Wisdom).
LVL9
Indomitable: reroll a failed save once per Long Rest.
LVL10
Additional Fighting Style: Defense.
LVL11
Extra Attack goes to three attacks.
LVL12-16
Ability Score Improvements at 12, 14 and 16. Two uses of Indomitable at 13. Superior Critical at 15: crits on 18 to 20.
LVL17-20
Two uses of Action Surge and three of Indomitable at 17. Survivor at 18. A final Ability Score Improvement at 19 and four attacks at 20.

Fighter FAQ

What is the best race for a fighter in 5e?

Under the 2014 rules, Half-Orc is the strongest free choice for a Strength fighter and High Elf for an archer. From the Player's Handbook, the variant human's level 1 feat makes it a top pick for either.

Is the Champion fighter good in 5e?

Yes, especially for new players. It has nothing to track and crits on 19 or 20 from level 3. The Battle Master from the Player's Handbook offers more choices and more control if you want them.

What is the best fighting style for a fighter?

Archery if you use a bow, Defense or Dueling if you use a shield, Great Weapon Fighting with a greatsword. The Champion gets a second style at level 10.

Should I play the 2014 or 2024 fighter?

Play whichever rules your table uses. The 2024 fighter adds Weapon Mastery and Tactical Mind, and gets ability increases from its background. See the 2024 fighter guide for those rules.

Keep reading

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This guide includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License. TableForge is not affiliated with Wizards of the Coast. Full licenses.