D&D Fighter 5.5e Guide
The Fighter class in D&D 5.5e is your go-to martial powerhouse. Whether you’re a weapon master, a tactical commander, or an unstoppable juggernaut, Fighters get the job done with sheer grit, durability, and unmatched versatility in combat.

Manuel Castañón - Wizards of the Coast - Take Up the Shield
Fighter 5.5e Guide Rating Scheme
This guide is a deep dive into the DnD 5.5e Fighter. For a quick overview of other classes, check out our Guide to DnD Classes.
The color code below helps you quickly identify how good an option is for your Fighter. These ratings are guidelines, and sub-optimal choices can still be fun and viable.
- Red: Weak, unlikely to contribute to your build
- Orange: Situationally good, but below average
- Green: A solid choice
- Blue: A great option worth considering
- Sky Blue: One of the best choices for optimization
Fighter Overview
Fighters are the definitive martial class. They boast the highest number of Attacks per round, plenty of Ability Score Improvements, and the most flexible build paths of any Class in D&D.
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Fighter Cheat Sheet
These tables offer quick build recommendations for Fighters, and we’ll dive deeper into each option later in the guide to give you more context on how to make the most of these choices in your gameplay.
Backgrounds
Species
- Dragonborn: Breath Weapon scales well, and flight adds strong mobility. Good for Constitution-heavy builds.
- Dwarf: Bonus Hit Points and Poison Resistance make this a solid, tanky melee option. Classic Fighter feel.
- Human: An all-around top-tier choice. Flexible feats, Inspiration, and expanded skill options make Humans adaptable to any Fighter style.
- Orc: Hard-hitting and hard to kill. Adrenaline Rush improves mobility, and Relentless Endurance is perfect for frontliners.
Ability Scores Priority
- Strength or Dexterity: Your attack rolls, damage, and weapon options rely on one of these. Choose based on your preferred fighting style.
- Constitution: You’ll be taking hits, and Constitution ensures you can keep swinging.
- Wisdom: Helps with Perception and Wisdom saving throws, which are common and dangerous.
- Intelligence and Charisma: Low priority unless you’re leaning into a very specific concept or campaign need.
Key Class Features
- Weapon Mastery: No class takes advantage of Weapon Mastery like the Fighter. You can swap your properties, use more of them, and absolutely dominate with the right combo.
- Extra Attack: Get more attacks than any other class, which makes your Action Surge allow you to go nova when you have to down enemies.
- Second Wind: A bonus action heal that scales with your level—great for surviving clutch moments.
- Action Surge: One of the strongest features in the game. Doubles your output in a critical round.
- Indomitable: Reroll failed saving throws—essential for surviving high-level threats.
Weapon Mastery
- Cleave: Boost your damage when attacking groups of enemies.
- Topple: Consistently knock enemies Prone to get Advantage on Melee attacks.
- Push: Move enemies into hazards.
- Sap: Good for tanking builds to give out Disadvantage on attack rolls to enemies.
Optimal Fighting Styles Feats
- Defense: +1 AC for better survivability.
- Dueling: +2 damage when wielding a single melee weapon and Shield.
- Great Weapon Fighting: Reroll 1s and 2s for consistent two-handed damage.
- Protection: Help allies avoid attacks and gives you a consistent Reaction.
Best General Feats
- Polearm Master: Adds extra attacks and Opportunity Attacks with reach weapons—perfect for battlefield control.
- Great Weapon Master: Combos extremely well with Action Surge and Advantage setups for explosive damage turns.
- Shield Master: Excellent for tanky Fighters—add Shield shove effects and bolster your Dexterity saves.
- Sentinel: Punish enemies who try to move past you and lock them in combat.
Best Non-Magical Armor
- Plate Armor (AC 18): This is the best mundane armor for a frontline combatant. Strength-based Fighters should prioritize getting this as soon as possible.
- Chain Mail (AC 16): Early-game alternative to Plate that comes with the Fighter’s starting equipment.
- Shield (+2 AC): If you’re not leaning into a Heavy weapon build, a Shield is excellent for the added +2 AC.
Best Non-Magical Weapons
- Longsword (1d8, versatile 1d10): Classic one-handed option that’s excellent for tanking builds because of its Sap mastery property.
- Greatsword (2d6): Good for pure-damage Great Weapon Master builds. The Graze mastery property deals damage even if you miss.
- Greataxe (1d12): The best option for Great Weapon Master builds because you can down a weaker target for the extra attack and dish out more damage to healthier looking enemies.
- Maul (2d6): Another great option as it gives you access to Topple, which will enable you to knock enemies Prone and get attacks with Advantage.
- Warhammer (1d8, versatile 1d10): Solid choice with Bludgeoning damage and the Push mastery property.
Playing a 5.5e Fighter
Fighters specialize in sustained damage, battlefield control, tanking, and tactical flexibility:
Party Roles
- Frontline Bruiser: You’re the first into the fray and the last one standing. High Armor Class and Second Wind make Fighters hard to drop.
- Damage Dealer: With Extra Attack (up to 4 attacks per Attack action), Action Surge, and Weapon Mastery, Fighters can put out big numbers round after round.
- Controller: Certain Weapon Mastery properties like Push, Sap, and Slow let Fighters lock down the battlefield—even without magic.
Fighter Subclasses
Your subclass is where your Fighter’s identity really takes shape. Whether you lean into tactical superiority, magical combat, or sheer brute force, each subclass offers a unique way to master the battlefield.
- Battle Master : A tactical powerhouse. Superiority Dice let you trip, disarm, parry, and control the flow of battle with finesse.
- Champion : Simple and effective, the Champion keeps things very easy by not introducing too many additional mechanics in its class features. Instead, it focuses on improving things that fighters already do, like crit a lot. Unfortunately, increasing your chance to crit doesn't actually net that much damage, despite how good it looks on paper.
- Eldritch Knight : Blend steel and spell. While you’re limited to low-level spells, the mix of defense, offense, and utility gives Fighters magical versatility.
- Psi Warrior : The Psi Warrior's Psionic Power gives the Fighter a lot of additional utility. Unfortunately, these abilities often rely on your INT modifier. While having a Fighter with a high INT is entirely possible, it will come at a tradeoff of becoming MAD (Multi-Ability Dependant) and being able to pick up fewer feats.
Leveling Up Your 5.5e Fighter
In this section, we’ll walk through your Fighter’s journey, level by level, highlighting key features and optimization tips to make the most of your martial prowess.
Level 1
- Fighting Style: You gain a Fighting Style feat of your choice, giving you early specialization in a particular combat technique. Defense is a strong starting option for extra AC, but styles like Great Weapon Fighting or Archery can set you up for specific builds. You can swap this feat every time you gain a Fighter level, so don’t be afraid to adapt!
- Second Wind: A twice-per-rest Bonus Action heal equal to 1d10 + your Fighter level. Scales naturally and gets more uses at higher levels. Great for staying up just when you need it.
- Weapon Mastery: You can use the mastery properties of three weapons. Each Long Rest, you can swap one of them out. This is what makes Fighters top-tier in 5.5e—we recommend choosing Cleave, Topple, and Push, which let you exert consistent control over the battlefield and output more damage.
Level 2
- Action Surge: This lets the Fighter go nova when they need to down an enemy. You gain an extra Action on your turn (except the Magic action), letting you attack, dash, disengage, or use maneuvers in a pinch. Regained on a Short or Long Rest—twice per rest at level 17.
- Tactical Mind: Failed an ability check? Spend a Second Wind use to add 1d10 to the roll instead of healing. If you still fail, you keep the use. This gives Fighters a real edge on noncombat tasks and makes Second Wind even more versatile.
Level 3
- Fighter Subclass: Choose your Martial Archetype, which defines your unique approach to battle. Whether you’re crit-fishing as a Champion or disrupting foes with a Psi Warrior’s psionics, this subclass will shape your Fighter’s toolkit and identity going forward.
Level 4
- Ability Score Improvement: Take the Ability Score Improvement feat or another one of your choice. Max out your attack stat (Strength or Dexterity) first, then dive into high-value feats like Great Weapon Master, Polearm Master, or Sentinel. Check out our Fighter Feats Guide for more options.
Level 5
- Extra Attack: You now make two attacks when you take the Attack action. Combine with Action Surge for four attacks in one turn—devastating when stacked with Weapon Mastery effects or magical weapons.
- Tactical Shift: When you use Second Wind, you can also move up to half your Speed without provoking Opportunity Attacks. This keeps you agile and hard to pin down—especially valuable for frontline builds or repositioning out of trouble.
Level 9
- Indomitable: Reroll a failed saving throw and add your Fighter level to the new roll. This is huge for surviving deadly spell effects. You gain more uses at levels 13 and 17.
- Tactical Master: Once per turn, you can swap a weapon’s Mastery property for Push, Sap, or Slow. This makes you even more adaptable and allows you to fine-tune your control based on the battlefield. Usually, the best use case for this option is to Push a target into a hazard or otherwise strategically reposition them.
Level 11
- Two Extra Attacks: Your Attack action now includes three attacks. No one beats a Fighter’s consistency at this tier, and combining this with Action Surge means you’re rolling in damage and Mastery triggers.
Level 13
- Studied Attacks: If you miss a creature with an attack roll, you gain Advantage on your next attack against it before the end of your next turn. This smooths out your accuracy and helps ensure that your most important attacks land when you need them to.
Level 19
At level 19, each class in the 2024 Player’s Handbook gets to choose an Epic Boon feat. The following options are available:
- Boon of Combat Prowess: This is a top-tier feat for Fighters. While they don't have many ways to output burst damage on their strikes, hitting more consistently is always beneficial.
- Boon of Dimensional Travel: With this feat, you can always go where the fighting is thickest. It also helps mitigate melee-based Fighters who don't have as effective of a ranged option.
- Boon of Energy Resistance: Fighters will enjoy extra survivability from Resistances, and their typically high Constitution scores can help boost Energy Resistance's effectiveness.
- Boon of Fate: If you want a feat that helps your hits land, go for the Boon of Combat Prowess. If you want to be well-rounded in and out of combat, this can help get you there.
- Boon of Fortitude: Fighters already have great durability, but this boon takes it to the next level, making you even harder to kill. This also combos with your Second Wind by allowing you to add your Constitution modifier in addition to the Hit Points you gain.
- Boon of Irresistible Offense: The ability to bypass Resistances is somewhat useful if you don’t have a magic weapon, but most Fighters will already have one at level 19. Extra crit damage is nice but rare.
- Boon of Recovery: Fighters take a lot of damage in combat. Boon of Recovery gives them additional resources to supplement their limited Second Winds and helps them stay in the fight even when things go south.
- Boon of Skill: Fighters don’t typically make enough skill checks for this to be a worthwhile pick.
- Boon of Speed: Fighters who favor mobility-based tactics may enjoy Quickness, but most Fighters don’t need absurd movement or grapple escapes.
- Boon of Spell Recall: Only Eldritch Knights benefit from this feat, and they cast Shield a lot, making it somewhat worthwhile.
- Boon of the Night Spirit: Frontline Fighters rarely get the luxury of fighting exclusively in the dark, which can make this feat less reliable for them. A Dexterity-focused, stealthy Fighter can make good use of this, however.
- Boon of Truesight: This is a substantial upgrade over what the Blind Fighting Fighting Style offers, but seeing through illusions and stuff usually falls to the party's Wizard.
Level 20
- Three Extra Attacks: Four attacks per Attack action. Enough said. Combine with Action Surge and you become a whirlwind of steel and dominance. You’re now the best raw damage dealer in the game—enjoy it.
Fighter Origins
2024 Player's Handbook Species
Aasimar: Extra damage Resistances and an incredibly powerful boost to your damage when enemies are in close quarters. Plus, some baked-in healing for when you need to gain some Hit Points back. Also a very effective baseline for Dexterity-based ranged FightersDragonborn: Breath Weapon is great since it can be used with multi-attacks and scales with Constitution. Damage resistance bolsters the Fighter’s durability, and flight offers excellent mobility. Darkvision is handy for melee combat in dim environments.Dwarf: Dwarves are a great choice for melee fighters (just look at Gimli). They get extra Hit Points and a free Resistance to Poison damage and the Poisoned condition. The additional senses bestowed through Darkvision and Stonecunning are cherries on the cake!Elf: Any Fighter would love access to Misty Step from the High Elf lineage, but remember you only get to cast it once per day unless you go for an Eldritch Knight build and gain access to spell slots. The Wood Elf would also work for some increased mobility.Gnome: Much better for Dexterity-based Fighters due to the Small size. Gnome Cunning provides useful defenses against control spells. The Rock Gnome’s spells add some out-of-combat tricks.Goliath: A basic, but worthwhile choice to help boost Fighter's damage per round with Fire's Burn or Hill's Tumble.Halfling: You can now wield Heavy weapons without Disadvantage as a Small creature in the 2024 rules, so this plus the Halfling's Luck feature makes Fighter a great option.Human: Humans are ideal for Fighters. Heroic Inspiration keeps you consistent on saving throws and attacks, while the extra skill proficiency allows you to grab Stealth, which the Fighter skill proficiency list lacks. The extra Origin feat lets you pick up Alert, Lucky, Savage Attacker, or Tough early, all of which are incredibly powerful for Fighters to grab early.Orc: As expected, Orcs make the perfect fighters. Adrenaline Rush adds much-needed mobility, and Relentless Endurance keeps you in the fray longer, especially for tanky or melee-focused builds.Tiefling: Infernal Tieflings stand out for Eldritch Knight Fighters, providing a strong Resistance to Fire and spells like Hellish Rebuke for counterattacks and Darkness for battlefield control. Fighters who aren't investing in a spellcasting ability (Wisdom, Intelligence, or Charisma) and those without spell slots won't find a ton of use for this race.
Best Backgrounds for Fighters
Acolyte : No Strength, Dexterity or Constitution makes this a tough pick for Fighters. Magic Initiate (Cleric) also won't help a lot, seeing as Fighters don't have any spell slots to make use of the level 1 spell more than once per day.Artisan : Strength and Dexterity are good ability scores to boost and the Crafter feat, proficiency in Persuasion, and Artisan's Tool proficiency help round out your Fighter outside of combat. This could also be an ideal pick for an Eldritch Knight seeing as you can boost your Strength and Intelligence.Charlatan : You can +2 Dexterity and +1 Constitution, which is a solid base for a more agile-minded Fighter. The extra skill proficiencies help round you out outside of combat as well.Criminal : You can +2 Dexterity and +1 Constitution, which is a solid base for a more agile-minded Fighter. The extra skill proficiencies help round out your skill set outside of combat, and the Alert feat is always useful when it's time to roll Initiative.Entertainer : You can +2 Strength and +1 Dexterity, which is okay if you're going to be wearing Medium armor as a Fighter. The skill and tool proficiency isn't much, but the Musician feat helps you to support your party.Farmer : Boost your Strength, Constitution, and get an further boost to Hit Points from the Tough feat. Basically everything a Strength-focused Fighter is looking for.Guard : A Strength boost and the Alert feat are solid pickups, but your secondary ability score increase will likely be wasted unless you're planning on going the Eldritch Knight route.Guide : A solid choice for Dexterity-based Fighters, but make sure the Druid spells you pick up don't requires a spellcasting modifier to be effective, like Guidance, Absorb Elements, or Goodberry.Hermit : Without a Strength or Dexterity boost, there's not much here for a Fighter.Merchant : The Lucky feat is unfortunately not enough to make up for the fact there's not a Strength or Dexterity boost for Fighters.Noble : Boosting Strength is alright, and you can potentially boost Charisma for a social Fighter or Intelligence for Eldritch Knight. The proficiency in Persuasion and Skilled feat can further increase your Fighter's versatility, but it doesn't really help with what they're best at: fighting.Sage : Without a Strength or Dexterity boost, there isn't much here for a Fighter.Sailor : You can boost Strength and Dexterity, which can work help two types of Fighter builds: Strength-based Fighters in Medium armor and Ranged or Finesse weapon-wielding Fighters and wearing Heavy armor. The Tavern Brawler feat provides Fighters with more options in combat, especially if they've somehow lost their weapon.Scribe : Without a Strength or Constitution boost, there isn't much here for a Fighter, unless they're a Dexterity-focused Eldritch Knight.Soldier : Boost Strength or Dexterity by +2, Constitution by +1, and pick up the Savage Attacker feat. This is perfect for Fighters and proficiency in Athletics and Intimidation are added bonuses.Wayfarer : You can boost Dexterity, gain the Lucky feat, and pick up proficiencies in Stealth and Insight. This is a good start for a Finesse or Ranged weapon-wielding Fighter, but you'll need to invest in Constitution when choosing your ability scores to make up for the fact the background's ability score increases aren't ideal.
Sources Used in This Guide
- : 2014 Player's Handbook
- 2024 PHB: 2024 Player's Handbook
- BR: Basic Rules
- GotG: Bigby Presents: Glory of the Giants
- SotDQ: Dragonlance: Shadow of the Dragon Queen
- ERLW: Eberron: Rising from the Last War
- EEPC: Elemental Evil Player’s Companion
- EGtW: Explorer’s Guide to Wildemount
- FToD: Fizban's Treasury of Dragon
- GGtR: Guildmasters' Guide to Ravnica
- MotM: Monsters of the Multiverse
- MToF: Mordenkainen’s Tome of Foes
- MOoT: Mythic Odyessys of Theros
- PAitM: Planescape: Adventures in the Multiverse
- PHB: Player's Handbook
- SAiS: Spelljammer: Adventures in Space
- SCoC: Strixhaven: A Curriculum of Chaos
- SCAG: Sword Coast Adventurer’s Guide
- TCoE: Tasha’s Cauldron of Everything
- TTP: The Tortle Package
- WBtW: The Wild Beyond The Witchlight
- : Unearthed Arcana
- VRGtR: Van Richten's Guide to Ravenloft
- VGtM: Volo's Guide to Monsters
- XGtE: Xanathar’s Guide to Everything