D&D Fighter 5e Guide
Published on September 4, 2021, Last modified on December 6th, 2024
In this post, we will be examining the fighter’s class features and how you can optimize your fighter through choosing your race, background, ability scores, subclass, and feats.
Kekai Kotaki - Wizards of the Coast - Livio, Oathsworn Sentinel
Fighter 5e Guide Rating Scheme
This guide is meant as a deep dive into the DnD 5e fighter. For a quick overview of other 5e classes, check out our Guide to DnD 5e Classes.
The color code below has been implemented to help you identify, at a glance, how good that option will be for your fighter. This color coding isn’t a hard and fast rule; there are plenty of sub-optimized options out there that will be viable to your party and will be fun to play.
- Red : Isn’t going to contribute to the effectiveness of your character build at all
- Orange : Situationally good, but a below-average option otherwise
- Green : A good option
- Blue : A great option, you should strongly consider this option for your character
- Sky Blue: An amazing option. If you do not take this option your character would not be optimized
D&D 5e Fighter Overview
Level | Proficiency Bonus | 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) |
Playstyle
Fighters are meant to be among the best damage dealers and soakers in 5e. This means that you will be at your most useful whenever Initiative gets rolled. Outside of combat, fighters can definitely still be effective additions to the party but they will feel out of their element in tricky situations where punching isn’t going to help.
Strengths
Funnily enough, fighters are good at fighting. They get access to all weapons and armor, and by 2nd-level they are given skills to heal themselves. These class features plus their extra attacks at the 5th, 11th, and 20th-level ensure that the fighter class is the epitome of a melee damage dealer.
Some people may be put off by this and say that they don’t want to play a character that is a one-dimensional “hack and slasher”, but that’s not the case with fighters. Because of the fighter’s varied subclasses, you can definitely go for the straight-up damage-dealing Champion, but you could also play as an Eldritch Knight who uses magic to supplement his melee capabilities or a Battle Master that allows you to influence the battlefield in a strategic manner. No matter what type of fighter you build, you can be sure that they can put down more pain than just about any class in a combat situation.
Weaknesses
While fighters are amazing at combat, some complain that they lack versatility outside of combat. Because of their need to output and soak damage in combat, they usually have to put all of their eggs into the STR/DEX and CON basket. This means having low CHA for social interactions and low WIS/INT for problem-solving and spellcasting.
Best Races for Fighters
When selecting a race for your Fighter, make sure to pick one that complements your chosen fighting style. Do you want to wielding massive weapons? Become and unbreakable bulwark of defense? Or dart through the battlefield and overcome your enemies with a flurry of attacks? For a deep dive into the best racial options for Fighters, check out our Guide to Fighter Races.
If you’re looking for a solid pick to start with and you’re using the Basic Rules or Player’s Handbook, Half-Orcs make for an excellent choice. With a +2 bonus to Strength and +1 to Constitution, they’re perfectly suited to a Fighter’s need for power and durability. Their Savage Attacks feature adds extra damage on Critical Hits, which pairs excellently with a Fighter’s Extra Attacks. Additionally, their Relentless Endurance allows them to stay standing when they’d otherwise fall, making them even tougher in the heat of battle.
Best Backgrounds for Fighters
For this section, due to the sheer number of backgrounds available, I am simply going to list the most useful fighter Backgrounds.
- Criminal: This will be a great choice for DEX based fighters. Proficiency with Stealth and Deception and thieves’ tools can help your ability to sneak around and lie, increasing your utility for the party.
- Sailor: Proficiency in Athletics and Perception would be good enough to make this a great option. If you are playing in a campaign that involves boats in any way, this turns into an amazing option.
- Soldier: Proficiency with Athletics and Intimidation is certainly a good choice, especially because Intimidation can add to your utility for the party. Proficiency in the gaming set and land vehicles isn’t awesome but could be useful in certain circumstances.
Ability Scores
Ability Score Increases (ASI) at 4th, 6th, 8th, 12th, 14th, 16th, and 19th level.
Fighters get more ASIs than any other class, which allows them to easily max their important stats and grab a bunch of feats to vary their gameplay.
Fighters can be built in many ways. melee fighters are the simplest, but DEX-based fighters and Eldritch Knights all have different needs.
STR: As STR affects your attack rolls, melee damage, and ability to grapple and shove, melee fighters need Strength above anything else. DEX-based fighters can dump this stat.
DEX: DEX will be important for DEX-based fighters as this will contribute to their AC and attack/damage roll. Melee fighters don’t necessarily need DEX, but it is always a worthwhile ability to have.
CON: Every fighter needs hit points.
INT: The only time you should consider stacking INT would be if you are an Eldritch Knight as they cast spells using INT as their spell attack modifier. Even then, an optimized EK build doesn’t necessarily need a high INT modifier for spells.
WIS: WIS is helpful for Perception (the most important skill in the game) but this would be best left up to classes that need WIS for other class features (Rangers, Monks, etc.).
CHA: Again, fighters should typically leave the CHA skill for classes that will make better use of it (Warlocks, Bards, etc.)
Fighter Class Progression
1st Level
Hit Points and Hit Dice: Having a d10 hit dice gives the fighter the second-best hit dice around. The only class that gets a higher one is the Barbarian. Combine this with a high CON score, Second Wind, and heavy armor, this means your fighter will be hard to put down.
Saves: STR saving throws are rare, but you may see them more than other classes because you will be in melee combat. CON saves are a common save for all sorts of nasty abilities.
Proficiencies: All armor, weapons, and shields? Yes, please. You don’t need to worry too much about utility skills like Stealth or Persuasion as the party’s enforcer.
Skills: Athletics (being the only STR-based skill) is a shoo-in for the fighter’s most important skill. The rest of their skills aren’t going to be stellar for most fighters as they are mostly INT, WIS or CHA-based.
- Acrobatics (DEX): Acrobatics won’t have much use for your STR based fighter but a DEX based fighter can make good use of it.
- Animal Handling (WIS): Animal Handling is rarely used and certainly isn’t worth investing in WIS for.
- Athletics (STR): Athletics will remain your domain as an STR based build.
- History (INT): I thought you wanted to punch stuff, not be a historian?
- Insight (WIS): Insight is an important social skill, but let your other party members deal with that kind of stuff.
- Intimidation (CHA): Intimidation rolls can be made with STR using the “Skills with Different Abilities” variant rule. Talk to your DM before you rely on this option.
- Perception (WIS): Perception is an extremely important skill to have, gaining proficiency will help offset any negatives you have taken to your WIS modifier by dumping WIS.
- Survival (WIS): Survival checks will come up every once in a while, but this should be left to the Ranger, Druid, or another WIS-based caster (if you have one).
Fighting Style: One of the fighter’s iconic abilities, and a great reason to multiclass into fighter.
- Archery: The go-to for DEX-based fighters (specifically Ranged). +2 to ranged attacks? Yes, please.
- Defense: +1 to AC isn’t overly exciting but seeing as AC is hard to scale it can make a difference in the early and long game.
- Dueling: Being able to wear a shield while dealing close to two-handed weapon damage is a very, very tempting option.
- Great Weapon Fighting: Not an awesome option, only adds about 1 damage per attack. It would be better to pick up Defense to make up for the fact you aren’t wielding a shield.
- Protection: Only being useful when within 5ft is a major disadvantage for this skill, especially if you’re the tank of your party as most of your party members will be staying back while you are up in the fray.
- Two-Weapon Fighting: While Two-Weapon Fighting can make you hit a lot easier with your offhand weapon, there are some disadvantages to being a dual-wielding fighter. Mainly, the fact that attacking with your offhand takes your bonus action. This doesn’t cause your offhand attacks to scale with your extra attacks. This will cause the damage you output to quickly become overshadowed by something like using a Greatsword or taking the Dueling Martial Archetype.
Optional Class Feature: Fighting Style Options:
This optional class feature adds to the list of available fighting style options:
- Blind Fighting: Blindsight is a powerful ability, there is no doubt about that. If you are a fighter, the reality is that you should be focusing on something that will allow you to hit people harder, or get hit harder without going down.
- Interception: This is a very similar ability to the Protection fighting style. The same limitations apply (have to be within 5ft, uses your reaction), but you are able to use this ability if you are wielding a weapon or shield, not just a shield. The actual effect is kind of a toss-up when compared to Protection. If you are going to be fighting alongside another melee fighter that has a reasonable AC, the disadvantage granted by Protection is better. If you are going to be mainly defending casters with poor AC, Interception is better.
- Superior Technique: Picking up a free Battle Master maneuver and d6 superiority die is a solid choice.
- Thrown Weapon Fighting: This allows fighters who are using thrown weapons to get around rule-stingy DMs who won’t allow you to draw multiple weapons in a turn. The +2 to damage is a significant increase.
- Unarmed Fighting: Being able to unarmed strike opponents for longsword damage is very useful. You’re going to make any monk in your party extremely jealous because they won’t match your unarmed strike until the 11th level. The extra 1d4 damage per turn to a creature you are grappling is okay, but still not enough to make a grapple build worth it.
Second Wind: 1d10 + fighter level as a bonus action is certainly a great feature for someone who is going to be in the middle of most fights.
2nd Level
Action Surge: An extra action allows you to do a lot of really powerful things, including a pile of additional attacks. This is a good reason for nearly any class to multiclass into fighter.
3rd Level
Marital Archetype: The 5e fighter archetypes dictate the way your fighter will play. The Fighter’s strength will always be in its ability to provide consistent damage in combat by attacking more than any other class in the game. As your Fighter levels up, their chosen archetype gives them more distinct features that can set them apart in different combat situations, whether they excel in defense, offense, or tactics.
To explore the unique options available through each archetype, take a look at our Guide to Fighter 5e Subclasses.
- Arcane Archer:
- Battle Master:
- Cavalier: The Cavalier is a warrior proficient in mounted combat. Even without a mount, Cavaliers are extremely effective melee fighters that have a wide variety of battlefield control options.
- 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.
- Echo Knight: Create an echo of yourself that you can use for attacking, teleport, healing, and much more.
- Eldritch Knight:
- 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.
- Purple Dragon Knight: A noble knight that can extend their core fighter features to other party members.
- Rune Knight: Use runes, the language of giants, to infuse your weapon and armor with special abilities.
- Samurai:
4th Level
Optional Class Feature: Martial Versatility:
This optional class feature allows Fighters to replace a Fighting Style or Battle Master maneuver whenever they are granted an ASI. This ability isn’t inherently strong or weak because it is difficult to make strategic changes according to what scenarios you will be facing. This optional feature is mainly here to change an aspect of your build that you don’t like without having to argue with a stubborn DM.
5th Level
Extra Attack: Fighters get more attacks than any class except for the Monk. This allows Fighters to be incredibly reliable when dealing damage.
Get a 3rd attack at 11th-leveland a 4th attack at 20th-level.
9th Level
Indomitable: The ability to reroll failed saving throws will be extremely important in the upper tiers of play.
Get a 2nd use at 13th-level and a 3rd at 17th-level.
Best Feats for Fighters
Fighters can choose more feats than any other class because of how many Ability Score Increases they get as they level up. This allows you to customize your Fighter as you see fit and tailor their playstyles to your preferred method of play.
Make sure you get your Strength (or Dexterity, for Finesse or Ranged builds) and Constitution to respectable levels before you begin investing too many ASIs into feats, as these abilities will ensure your hits land, they do more damage, and you can take enough damage to keep swinging.
But, once you’re happy with your damage-dealing ability score and Constitution, starting thinking about what you want your Fighter to specialize in.
Want a vicious damage-dealer who uses Heavy weapons to crush their foes? Choose Great Weapon Master. Want a stalwart tank that can defend their party members? Combine Sentinel and Polearm Master.
Looking for more information on how feats can customize your Fighter build Check out our Guide to Fighter Feats.
Best Multiclass Options for Fighters
Barbarian: No one is shocked here. The Barbarian class gets you Rage and a d12 hit die at 1st-level though, unfortunately, your Unarmored Defense will likely go to waste. Depending on how long your campaign intends to run, 2nd-level and 3rd-level Barbarian is also worth a dip to get Danger Sense, Reckless Attack, and a Path feature. As for Paths, Path of the Berserker and Path of the Totem (Bear) will give you the best features for the lowest amount of trade-off.
Rogue: The Rogue class will synergize best with a DEX Fighter build. A one-level dip gets you access to Sneak Attack and Expertise. A two-level dip gets you Cunning Action. Three levels nets you a Roguish Archetype, the Assassin and Swashbuckler are usually best when combined with the Fighter’s strengths.
Ranger: Rangers are where things get a bit further away from ideal. Luckily, you aren’t restricted with either being a DEX or STR fighter when you choose a Ranger multiclass. Favored Enemy and Favored Terrain are nice, but are much more restricted in their usage than either of the Barb’s or Rogue’s 1st-level features. A two-level dip nets an extra Fighting Style and Spellcasting. Make sure to choose spells that don’t need WIS to be effective, Hunter’s Mark is the best choice here. Absorb Element, Good Berry, and Zephyr Strike are all solid picks for your second spell. A three-level Ranger dip nets a Ranger Archetype, the Hunter is definitely the most conducive towards the Fighter’s strengths though any of the other Ranger subclasses will work if you like the flavor more.
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
Hi Mike,
Thanks for the guides, they’re great! I’m curious as to your analysis behind the Champions’ Improved Critical feature. Presumably, this is a major reason why you rank the Champion archetype as Sky Blue vs say the Battlemaster. The 3rd level Improved Critical will net you (on average) 1d8 extra damage for 20 attacks. One of the Battlemasters maneuvers will net up to 4d8 extra damage for 4 attacks. Of course not all of them may hit, but lets say half of them hit for a total of 2d8 extra damage + whatever extra feature they impose. Within a short rest period, one or two combats, you MIGHT make a total of 20 attacks, but probably fewer. It seems like the Improved Critical feature and the Champion Archetype should be rated as Green at best. I agree from a statistical analysis perspective with almost all of your other rankings, so am I missing something with the Champion?
-Craig
Thanks for writing in Craig! I’ve been meaning to adjust the rating on Champion for a while now and your comment was just the prompt I needed. Thanks for providing the solid breakdown. I always appreciate showing your work!