Secret Lesson 43
Fighter and the Champion
The Druid combines:
SPELLCASTING
NATURE
and:
TRANSFORMATION
The Fighter represents something very different:
PURE MARTIAL MASTERY
The Fighter is built around:
WEAPONS
ARMOR
TACTICS
ENDURANCE
EXTRA ACTIONS
MULTIPLE ATTACKS
and:
RELIABLE COMBAT PERFORMANCE
The Fighter can be built primarily around either:
STRENGTH
or:
DEXTERITY
and has the broadest starting access to weapons and armor among the SRD Classes.
Its SRD Subclass is:
CHAMPION
which focuses on:
PHYSICAL EXCELLENCE
CRITICAL HITS
ATHLETICISM
HEROIC INSPIRATION
and:
SURVIVABILITY
PART ONE — CORE FIGHTER TRAITS
Primary Ability:
STRENGTH OR DEXTERITY
Hit Point Die:
D10 PER FIGHTER LEVEL
SAVING THROW PROFICIENCIES
The Fighter is proficient in:
STRENGTH
and:
CONSTITUTION
Saving Throws.
SKILL PROFICIENCIES
Choose:
TWO
from:
-
Acrobatics
-
Animal Handling
-
Athletics
-
History
-
Insight
-
Intimidation
-
Persuasion
-
Perception
-
Survival
WEAPON PROFICIENCIES
The Fighter is proficient with:
SIMPLE WEAPONS
and:
MARTIAL WEAPONS
This gives the Fighter access to essentially the full standard weapon range covered by those categories.
ARMOR TRAINING
The Fighter has training with:
LIGHT ARMOR
MEDIUM ARMOR
HEAVY ARMOR
and:
SHIELDS
This makes the Fighter one of the most flexible Classes when choosing defensive equipment.
STARTING EQUIPMENT
Choose one of three options.
OPTION A
-
Chain Mail
-
Greatsword
-
Flail
-
8 Javelins
-
Dungeoneer's Pack
-
4 GP
OPTION B
-
Studded Leather Armor
-
Scimitar
-
Shortsword
-
Longbow
-
20 Arrows
-
Quiver
-
Dungeoneer's Pack
-
11 GP
OPTION C
155 GP
WHAT THESE OPTIONS SUGGEST
Option A naturally supports a more:
STRENGTH-BASED
heavily armored Fighter.
Option B naturally supports a more:
DEXTERITY-BASED
mobile or ranged Fighter.
But these packages do not permanently define how the Fighter must be built.
BECOMING A LEVEL 1 FIGHTER
If Fighter is your initial Class:
GAIN ALL CORE FIGHTER TRAITS
and:
ALL FIGHTER LEVEL 1 FEATURES
MULTICLASSING INTO FIGHTER
If Fighter isn't your initial Class, you gain:
-
Fighter Hit Point Die
-
Martial weapon proficiency
-
Light Armor training
-
Medium Armor training
-
Shield training
plus:
FIGHTER LEVEL 1 FEATURES
Notice that multiclassing into Fighter does:
NOT
grant Heavy Armor training through this multiclass entry.
PART TWO — COMPLETE FIGHTER PROGRESSION
| Fighter Level | PB | Major Features | Second Wind Uses | Weapon Masteries |
|---|---|---|---|---|
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 3 |
| 3 | +2 | Fighter Subclass | 2 | 3 |
| 4 | +2 | Ability Score Improvement | 3 | 4 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
| 6 | +3 | Ability Score Improvement | 3 | 4 |
| 7 | +3 | Subclass Feature | 3 | 4 |
| 8 | +3 | Ability Score Improvement | 3 | 4 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 4 |
| 10 | +4 | Subclass Feature | 4 | 5 |
| 11 | +4 | Two Extra Attacks | 4 | 5 |
| 12 | +4 | Ability Score Improvement | 4 | 5 |
| 13 | +5 | Indomitable ×2, Studied Attacks | 4 | 5 |
| 14 | +5 | Ability Score Improvement | 4 | 5 |
| 15 | +5 | Subclass Feature | 4 | 5 |
| 16 | +5 | Ability Score Improvement | 4 | 6 |
| 17 | +6 | Action Surge ×2, Indomitable ×3 | 4 | 6 |
| 18 | +6 | Subclass Feature | 4 | 6 |
| 19 | +6 | Epic Boon | 4 | 6 |
| 20 | +6 | Three Extra Attacks | 4 | 6 |
PART THREE — LEVEL 1: FIGHTING STYLE
At level 1, you gain:
ONE FIGHTING STYLE FEAT
of your choice.
The SRD recommends:
DEFENSE
but you can choose another Fighting Style Feat for which you qualify.
CHANGING YOUR FIGHTING STYLE
Whenever you gain:
A FIGHTER LEVEL
you can replace the Fighting Style Feat you chose with:
A DIFFERENT FIGHTING STYLE FEAT
This means the Fighter isn't necessarily permanently locked into the original combat style.
The complete Fighting Style Feats are covered later in:
LESSON 59
PART FOUR — LEVEL 1: SECOND WIND
Second Wind represents a reserve of:
PHYSICAL AND MENTAL STAMINA
USING SECOND WIND
As a:
BONUS ACTION
regain Hit Points equal to:
1D10 + FIGHTER LEVEL
EXAMPLE — LEVEL 1
Roll:
1D10
Suppose result:
6
Fighter level:
1
Healing:
6 +1:
7 HP
EXAMPLE — LEVEL 10
Roll:
8
Fighter level:
10
Healing:
18 HP
SECOND WIND USES
At level 1:
2 USES
You regain:
ONE EXPENDED USE
after a:
SHORT REST
and:
ALL EXPENDED USES
after:
A LONG REST
SECOND WIND USE PROGRESSION
Levels 1–3
2 USES
Levels 4–9
3 USES
Levels 10–20
4 USES
SECOND WIND BECOMES MORE THAN HEALING
At level 2:
TACTICAL MIND
lets you spend Second Wind on failed Ability Checks.
At level 5:
TACTICAL SHIFT
adds movement when you use Second Wind as a Bonus Action.
So this resource becomes increasingly versatile.
PART FIVE — LEVEL 1: WEAPON MASTERY
At level 1, choose:
THREE KINDS OF SIMPLE OR MARTIAL WEAPONS
You can use the:
MASTERY PROPERTY
of those weapon kinds.
CHANGING A MASTERY
Whenever you finish:
A LONG REST
you can change:
ONE
of your chosen weapon kinds.
WEAPON MASTERY PROGRESSION
Levels 1–3
3
Levels 4–9
4
Levels 10–15
5
Levels 16–20
6
The Fighter eventually has access to more simultaneous weapon Masteries than the Barbarian.
The full Mastery Property system is covered in:
LESSON 63
PART SIX — LEVEL 2: ACTION SURGE
Action Surge is one of the Fighter's signature features.
It allows you to push beyond your normal limits for a moment.
WHAT IT DOES
On your turn:
TAKE ONE ADDITIONAL ACTION
But that additional Action:
CAN'T BE THE MAGIC ACTION
EXAMPLE — LEVEL 2
Normal turn:
MOVE
TAKE ATTACK ACTION
Then use:
ACTION SURGE
and take another Action.
For example:
DASH
or:
ATTACK AGAIN
or another legal non-Magic Action.
IMPORTANT — NOT A BONUS ACTION
Action Surge gives:
AN ADDITIONAL ACTION
It does not give:
AN ADDITIONAL BONUS ACTION
ACTION SURGE RECOVERY
At lower levels:
ONE USE
Then:
SHORT OR LONG REST
to recover it.
LEVEL 17
At Fighter level 17:
TWO USES BEFORE A REST
But:
ONLY ONCE ON A TURN
So even at level 17 you cannot spend both uses in the same turn.
EXTRA ATTACK + ACTION SURGE
This interaction is extremely important.
Suppose you are Fighter level 5.
Your Attack action makes:
TWO ATTACKS
Action Surge lets you take another:
ATTACK ACTION
That second Attack action also makes:
TWO ATTACKS
Total:
FOUR ATTACKS
on that turn, before considering other features.
LEVEL 11 EXAMPLE
At Fighter level 11, the Attack action gives:
THREE ATTACKS
Action Surge can give another Attack action:
THREE MORE
Potential total:
SIX ATTACKS
in that turn.
LEVEL 20 EXAMPLE
At Fighter level 20:
Attack action:
FOUR ATTACKS
Action Surge:
ANOTHER FOUR
Potential total:
EIGHT ATTACKS
from those two Attack actions.
PART SEVEN — LEVEL 2: TACTICAL MIND
When you:
FAIL AN ABILITY CHECK
you can expend:
ONE SECOND WIND USE
Instead of regaining HP:
ROLL 1D10
and add the result to:
THE ABILITY CHECK
potentially turning failure into:
SUCCESS
EXAMPLE
Athletics Check result:
13
DC:
16
Failure.
Spend Second Wind.
Roll:
5
New result:
13 +5:
18
Success.
RESOURCE PROTECTION
If the Ability Check:
STILL FAILS
after adding the d10:
THE SECOND WIND USE ISN'T EXPENDED
WHY TACTICAL MIND MATTERS
The Fighter is usually seen primarily as a combat Class.
Tactical Mind gives the Fighter a useful way to improve:
NONCOMBAT ABILITY CHECKS
as well.
PART EIGHT — LEVEL 3: FIGHTER SUBCLASS
At level 3:
CHOOSE A FIGHTER SUBCLASS
The SRD provides:
CHAMPION
You gain each Champion feature when your Fighter level reaches its required level.
PART NINE — ABILITY SCORE IMPROVEMENTS
The Fighter receives Ability Score Improvement unusually often.
The feature appears at:
LEVEL 4
LEVEL 6
LEVEL 8
LEVEL 12
LEVEL 14
LEVEL 16
THAT IS SIX ASI FEATURES
before even reaching the Epic Boon at level 19.
This gives the Fighter exceptional flexibility for:
-
improving Ability Scores
-
acquiring General Feats
-
specializing in a particular combat style
PART TEN — LEVEL 5: EXTRA ATTACK
At level 5:
ATTACK TWICE
instead of once whenever you take:
THE ATTACK ACTION
on your turn.
ONE ACTION, TWO ATTACKS
As with the Barbarian:
EXTRA ATTACK DOES NOT GIVE A SECOND ACTION
It changes the number of attacks contained in:
THE ATTACK ACTION
PART ELEVEN — LEVEL 5: TACTICAL SHIFT
When you activate Second Wind using:
A BONUS ACTION
you can immediately move up to:
HALF YOUR SPEED
without provoking:
OPPORTUNITY ATTACKS
EXAMPLE
Speed:
30 FEET
Second Wind as Bonus Action.
Tactical Shift:
MOVE UP TO 15 FEET
without provoking Opportunity Attacks.
IMPORTANT
Tactical Shift is connected specifically to activating Second Wind:
WITH A BONUS ACTION
So if Second Wind is being spent through:
TACTICAL MIND
on an Ability Check, that isn't the same trigger.
PART TWELVE — LEVEL 9: INDOMITABLE
If you:
FAIL A SAVING THROW
you can reroll it.
But Indomitable does more than a normal reroll.
BONUS
Add:
YOUR FIGHTER LEVEL
to the new Saving Throw roll.
EXAMPLE — FIGHTER 9
Failed Save.
Reroll d20:
8
Normal Save Modifier:
+3
Fighter-level bonus:
+9
New result:
8 +3 +9:
20
YOU MUST USE THE NEW ROLL
Once you use Indomitable:
THE NEW RESULT STANDS
USES
Level 9
1 USE
Level 13
2 USES
Level 17
3 USES
All uses recover after:
A LONG REST
PART THIRTEEN — LEVEL 9: TACTICAL MASTER
When you attack with a weapon whose Mastery Property you can use:
YOU CAN REPLACE THAT MASTERY PROPERTY
for that attack with one of:
PUSH
SAP
SLOW
WHY THIS MATTERS
Normally, each weapon has a fixed Mastery Property.
Tactical Master gives the Fighter:
ON-DEMAND FLEXIBILITY
for each qualifying attack.
EXAMPLE
Suppose your weapon normally has:
CLEAVE
But on this particular attack you need battlefield control.
Tactical Master can replace the normal property with:
PUSH
for that attack.
OR
Choose:
SAP
if you want its defensive effect.
OR
Choose:
SLOW
to reduce the enemy's mobility.
The exact Mastery mechanics are covered fully in Lesson 63.
PART FOURTEEN — LEVEL 11: TWO EXTRA ATTACKS
At level 11:
ATTACK THREE TIMES
instead of once when taking:
THE ATTACK ACTION
PROGRESSION
Levels 1–4
Normally:
1 ATTACK
Levels 5–10
2 ATTACKS
Levels 11–19
3 ATTACKS
Level 20
4 ATTACKS
IMPORTANT
The feature is called:
TWO EXTRA ATTACKS
because you are now making two more attacks than the original one.
The total isn't:
TWO
It is:
THREE ATTACKS
PART FIFTEEN — LEVEL 13: STUDIED ATTACKS
If you make an Attack Roll against a creature and:
MISS
you learn from that failure.
BENEFIT
You gain:
ADVANTAGE
on your next Attack Roll against:
THAT CREATURE
before the end of:
YOUR NEXT TURN
EXAMPLE
Attack 1:
MISS
Attack 2 against same creature:
ADVANTAGE
if made before the feature's time limit expires.
WHAT IF THAT SECOND ATTACK ALSO MISSES?
You have made another miss against that creature.
Studied Attacks can continue to help your next qualifying attack according to the feature's trigger and duration.
The key concept is:
FAILURE IMPROVES YOUR NEXT ATTEMPT
PART SIXTEEN — LEVEL 17: IMPROVED ACTION SURGE AND INDOMITABLE
At Fighter level 17:
ACTION SURGE USES = 2
before a Short or Long Rest.
But still:
ONLY ONE USE PER TURN
INDOMITABLE
At the same level:
3 USES
before a Long Rest.
This makes the Fighter far more resistant to important failed Saving Throws.
PART SEVENTEEN — LEVEL 19: EPIC BOON
At level 19:
GAIN AN EPIC BOON FEAT
or another Feat for which you qualify.
The SRD recommends:
BOON OF COMBAT PROWESS
PART EIGHTEEN — LEVEL 20: THREE EXTRA ATTACKS
At level 20:
ATTACK FOUR TIMES
instead of once whenever you take:
THE ATTACK ACTION
THIS IS THE FIGHTER'S CAPSTONE ATTACK PROGRESSION
One normal Attack action now contains:
FOUR ATTACKS
ACTION SURGE INTERACTION
If you use Action Surge to take another Attack action:
FOUR MORE ATTACKS
Potential:
EIGHT ATTACKS
from two Attack actions on the same turn.
Again, Action Surge itself can be used only once on that turn.
PART NINETEEN — FIGHTER SUBCLASS: CHAMPION
The SRD Fighter Subclass is:
CHAMPION
Its theme is:
PURSUE PHYSICAL EXCELLENCE IN COMBAT
The Champion is built around:
MARTIAL TRAINING
ATHLETICISM
CRITICAL HITS
RESILIENCE
and:
VICTORY THROUGH PHYSICAL EXCELLENCE
The SRD describes Champions as combatants who relentlessly train to:
-
deliver devastating blows
-
survive danger
-
seek glory
-
excel in battle and athletic contests
COMPLETE CHAMPION PROGRESSION
| Fighter Level | Champion Feature |
|---|---|
| 3 | Improved Critical |
| 3 | Remarkable Athlete |
| 7 | Additional Fighting Style |
| 10 | Heroic Warrior |
| 15 | Superior Critical |
| 18 | Survivor |
PART TWENTY — LEVEL 3: IMPROVED CRITICAL
Normally, an Attack Roll scores a Critical Hit on:
NATURAL 20
The Champion expands that range.
Your Attack Rolls with:
WEAPONS
and:
UNARMED STRIKES
score a Critical Hit on:
19 OR 20
on the d20.
CRITICAL RANGE
Normal:
20
Champion level 3:
19–20
This effectively doubles the number of natural d20 results that trigger a Critical Hit.
EXAMPLE
Attack Roll:
NATURAL 19
For an ordinary character:
not automatically a Critical Hit.
For a Champion level 3+:
CRITICAL HIT
provided the attack is with a weapon or Unarmed Strike as specified.
PART TWENTY-ONE — LEVEL 3: REMARKABLE ATHLETE
Remarkable Athlete gives:
ADVANTAGE ON INITIATIVE ROLLS
and:
ADVANTAGE ON STRENGTH (ATHLETICS) CHECKS
INITIATIVE
This makes the Champion more likely to:
ACT EARLY IN COMBAT
ATHLETICS
It also improves common physical challenges such as:
-
climbing
-
jumping-related checks when required
-
wrestling-type physical contests
-
other Strength (Athletics) situations
as determined by the rules and GM.
CRITICAL-HIT MOVEMENT
Immediately after you score:
A CRITICAL HIT
you can move up to:
HALF YOUR SPEED
without provoking:
OPPORTUNITY ATTACKS
EXAMPLE
Speed:
30 FEET
Score a Critical Hit.
You may move:
UP TO 15 FEET
without provoking Opportunity Attacks.
THIS COMBINES WITH IMPROVED CRITICAL
Because your Critical range is already:
19–20
Remarkable Athlete's movement trigger can happen more often than it would for a character critting only on 20.
PART TWENTY-TWO — LEVEL 7: ADDITIONAL FIGHTING STYLE
At Fighter level 7, the Champion gains:
ANOTHER FIGHTING STYLE FEAT
of your choice.
THIS IS IN ADDITION TO YOUR LEVEL 1 FIGHTING STYLE
So a Champion can combine:
TWO FIGHTING STYLE FEATS
by this level.
EXAMPLE
A Champion might combine:
DEFENSE
with another Fighting Style suited to:
-
ranged combat
-
one-handed weapons
-
two-handed weapons
-
protection
-
another permitted martial specialization
The exact available feats are covered in Lesson 59.
PART TWENTY-THREE — LEVEL 10: HEROIC WARRIOR
During combat:
WHENEVER YOU START YOUR TURN WITHOUT HEROIC INSPIRATION
you can give yourself:
HEROIC INSPIRATION
IMPORTANT
The trigger is:
START OF YOUR TURN
and:
YOU DON'T CURRENTLY HAVE HEROIC INSPIRATION
If you already have it:
NOTHING NEW IS ADDED
PRACTICAL EFFECT
This gives the Champion a highly renewable source of:
HEROIC INSPIRATION
during combat.
You learned the Heroic Inspiration rules earlier in Lesson 8.
PART TWENTY-FOUR — LEVEL 15: SUPERIOR CRITICAL
At Fighter level 15, the Champion's Critical range expands again.
Weapon and Unarmed Strike Attack Rolls score a Critical Hit on:
18
19
or:
20
CRITICAL RANGE PROGRESSION
Normal:
20
Champion level 3:
19–20
Champion level 15:
18–20
MORE ATTACKS + WIDER CRITICAL RANGE
This is especially important because high-level Fighters also make:
MULTIPLE ATTACKS PER ATTACK ACTION
At Fighter level 15:
THREE ATTACKS
per normal Attack action.
Each qualifying attack has the expanded:
18–20 CRITICAL RANGE
This creates more opportunities to trigger:
CRITICAL HITS
and therefore:
REMARKABLE ATHLETE MOVEMENT
PART TWENTY-FIVE — LEVEL 18: SURVIVOR
At Fighter level 18, the Champion reaches the peak of:
BATTLEFIELD RESILIENCE
Survivor gives two benefits:
DEFY DEATH
and:
HEROIC RALLY
DEFY DEATH
You have:
ADVANTAGE ON DEATH SAVING THROWS
SPECIAL HIGH-ROLL EFFECT
When you roll:
18–20
on a Death Saving Throw:
YOU RECEIVE THE BENEFIT OF ROLLING A 20
WHY THIS MATTERS
Normally, the special benefit associated with a natural 20 on a Death Save is very powerful.
Defy Death expands that favorable range to:
18
19
20
while also granting Advantage.
HEROIC RALLY
At the:
START OF EACH OF YOUR TURNS
if:
YOU ARE BLOODIED
and:
HAVE AT LEAST 1 HIT POINT
you regain Hit Points equal to:
5 + CONSTITUTION MODIFIER
BLOODIED
Bloodied means your current HP is:
HALF YOUR HIT POINT MAXIMUM OR LOWER
as defined elsewhere in the SRD glossary.
EXAMPLE
Constitution Modifier:
+5
Current HP:
30
Maximum HP:
100
You are:
BLOODIED
and still above 0 HP.
At the start of your turn:
5 +5:
REGAIN 10 HP
NEXT TURN
If you are still:
BLOODIED
and have at least:
1 HP
Heroic Rally can trigger again.
IMPORTANT
Heroic Rally does not require:
-
an Action
-
Bonus Action
-
Reaction
-
resource expenditure
The feature simply triggers at:
THE START OF YOUR TURN
when its conditions are met.
PART TWENTY-SIX — HOW THE FIGHTER PLAYS
The Fighter's design is built around:
CONSISTENCY
and:
BURST POTENTIAL
NORMAL TURN
At level 5:
ATTACK TWICE
At level 11:
ATTACK THREE TIMES
At level 20:
ATTACK FOUR TIMES
BURST TURN
Use:
ACTION SURGE
for another Action.
If that Action is Attack:
REPEAT YOUR FULL ATTACK ACTION
SELF-SUSTAIN
Use:
SECOND WIND
to restore HP.
At level 5:
TACTICAL SHIFT
lets you reposition while doing so.
FAILED SKILL CHECK
Use:
TACTICAL MIND
to add:
1D10
with resource protection if the check still fails.
FAILED SAVING THROW
Use:
INDOMITABLE
to reroll and add:
FIGHTER LEVEL
MISSED ATTACK
At level 13:
STUDIED ATTACKS
gives Advantage on your next qualifying attack against that opponent.
WEAPON CONTROL
Use:
WEAPON MASTERY
and later:
TACTICAL MASTER
to change a qualifying Mastery effect to:
PUSH
SAP
or:
SLOW
for a particular attack.
CHAMPION PLAYSTYLE
The Champion makes this straightforward martial engine even more reliable.
You gain:
WIDER CRITICAL RANGE
INITIATIVE ADVANTAGE
ATHLETICS ADVANTAGE
EXTRA FIGHTING STYLE
RECURRING HEROIC INSPIRATION
BETTER DEATH SAVES
AUTOMATIC HEALING WHILE BLOODIED
The Champion is therefore particularly focused on:
FIGHTING WELL
FIGHTING OFTEN
and:
STAYING IN THE FIGHT
PART TWENTY-SEVEN — COMPLETE LEVEL-BY-LEVEL SUMMARY
LEVEL 1
Gain:
FIGHTING STYLE
SECOND WIND
WEAPON MASTERY
Second Wind:
2 USES
Weapon Masteries:
3
LEVEL 2
Gain:
ACTION SURGE
TACTICAL MIND
LEVEL 3
Gain:
FIGHTER SUBCLASS
Champion:
IMPROVED CRITICAL
REMARKABLE ATHLETE
LEVEL 4
Second Wind:
3 USES
Weapon Masteries:
4
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 5
PB:
+3
Gain:
EXTRA ATTACK
TACTICAL SHIFT
Attack action:
2 ATTACKS
LEVEL 6
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 7
Champion:
ADDITIONAL FIGHTING STYLE
LEVEL 8
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 9
PB:
+4
Gain:
INDOMITABLE
TACTICAL MASTER
Indomitable:
1 USE
LEVEL 10
Second Wind:
4 USES
Weapon Masteries:
5
Champion:
HEROIC WARRIOR
LEVEL 11
Gain:
TWO EXTRA ATTACKS
Attack action:
3 ATTACKS
LEVEL 12
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 13
PB:
+5
Indomitable:
2 USES
Gain:
STUDIED ATTACKS
LEVEL 14
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 15
Champion:
SUPERIOR CRITICAL
Critical range:
18–20
LEVEL 16
Weapon Masteries:
6
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 17
PB:
+6
Action Surge:
2 USES
Indomitable:
3 USES
LEVEL 18
Champion:
SURVIVOR
including:
DEFY DEATH
HEROIC RALLY
LEVEL 19
Gain:
EPIC BOON
Recommended:
BOON OF COMBAT PROWESS
LEVEL 20
Gain:
THREE EXTRA ATTACKS
Attack action:
4 ATTACKS
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING FIGHTER MUST USE STRENGTH
The Fighter's Primary Ability can be:
STRENGTH OR DEXTERITY
MISTAKE 2 — FORGETTING FIGHTER HAS HEAVY ARMOR TRAINING
A Fighter starting in the Class has:
LIGHT
MEDIUM
HEAVY
SHIELDS
MISTAKE 3 — ASSUMING MULTICLASS FIGHTER AUTOMATICALLY GAINS HEAVY ARMOR
The multiclass entry grants:
LIGHT
MEDIUM
SHIELDS
but doesn't list Heavy Armor.
MISTAKE 4 — THINKING SECOND WIND IS AN ACTION
It uses:
BONUS ACTION
MISTAKE 5 — FORGETTING SECOND WIND SCALES WITH FIGHTER LEVEL
Healing is:
1D10 + FIGHTER LEVEL
not:
1D10 + CONSTITUTION MODIFIER
MISTAKE 6 — THINKING ALL SECOND WIND USES RETURN ON A SHORT REST
Short Rest:
REGAIN ONE EXPENDED USE
Long Rest:
REGAIN ALL
MISTAKE 7 — EXPENDING SECOND WIND WHEN TACTICAL MIND STILL FAILS
If the check still fails:
THE SECOND WIND USE ISN'T EXPENDED
MISTAKE 8 — USING ACTION SURGE FOR THE MAGIC ACTION
The additional Action:
CAN'T BE THE MAGIC ACTION
MISTAKE 9 — THINKING ACTION SURGE GIVES ANOTHER BONUS ACTION
It gives:
ONE ADDITIONAL ACTION
not another Bonus Action.
MISTAKE 10 — USING BOTH LEVEL 17 ACTION SURGES ON ONE TURN
Even with two uses:
ONLY ONE ACTION SURGE PER TURN
MISTAKE 11 — THINKING EXTRA ATTACK MEANS AN EXTRA ACTION
It changes the Attack action itself.
At level 5:
ONE ATTACK ACTION = TWO ATTACKS
MISTAKE 12 — THINKING “TWO EXTRA ATTACKS” MEANS TWO TOTAL ATTACKS
At level 11:
THREE TOTAL ATTACKS
per Attack action.
MISTAKE 13 — THINKING “THREE EXTRA ATTACKS” MEANS THREE TOTAL ATTACKS
At level 20:
FOUR TOTAL ATTACKS
per Attack action.
MISTAKE 14 — FORGETTING INDOMITABLE ADDS FIGHTER LEVEL
It isn't merely a reroll.
The new Save gets:
+ FIGHTER LEVEL
MISTAKE 15 — KEEPING THE OLD SAVE AFTER USING INDOMITABLE
The feature says:
USE THE NEW ROLL
MISTAKE 16 — USING TACTICAL MASTER WITH A WEAPON WHOSE MASTERY YOU CAN'T USE
It applies when attacking with a weapon:
WHOSE MASTERY PROPERTY YOU CAN USE
MISTAKE 17 — THINKING STUDIED ATTACKS GIVES ADVANTAGE AGAINST EVERY CREATURE
The Advantage applies to your next attack against:
THE CREATURE YOU MISSED
MISTAKE 18 — THINKING CHAMPION CRITS ONLY ON NATURAL 20
At Champion level 3:
19–20
At level 15:
18–20
MISTAKE 19 — THINKING IMPROVED CRITICAL APPLIES ONLY TO WEAPONS
It also applies to:
UNARMED STRIKES
MISTAKE 20 — FORGETTING REMARKABLE ATHLETE'S MOVEMENT
After a Critical Hit:
MOVE UP TO HALF SPEED
without provoking Opportunity Attacks.
MISTAKE 21 — GIVING HEROIC WARRIOR MORE THAN ONE HEROIC INSPIRATION
The feature gives Heroic Inspiration when you:
START YOUR TURN WITHOUT IT
It doesn't stack multiple copies.
MISTAKE 22 — USING HEROIC RALLY AT 0 HP
You need:
AT LEAST 1 HP
MISTAKE 23 — USING HEROIC RALLY WHILE ABOVE BLOODIED
You must be:
BLOODIED
LESSON 43 — KEY TAKEAWAYS
PRIMARY ABILITY
STRENGTH OR DEXTERITY
HIT DIE
D10
SAVING THROWS
STRENGTH
CONSTITUTION
WEAPONS
SIMPLE + MARTIAL
ARMOR
LIGHT
MEDIUM
HEAVY
SHIELDS
FIGHTING STYLE
Gain one at:
LEVEL 1
and Champion gains another at:
LEVEL 7
SECOND WIND
BONUS ACTION
Healing:
1D10 + FIGHTER LEVEL
TACTICAL MIND
Convert Second Wind into:
+1D10 TO A FAILED ABILITY CHECK
and preserve the use if the check still fails.
ACTION SURGE
Take:
ONE ADDITIONAL NON-MAGIC ACTION
on your turn.
EXTRA ATTACK PROGRESSION
Level 5
2 ATTACKS
Level 11
3 ATTACKS
Level 20
4 ATTACKS
per Attack action.
INDOMITABLE
Reroll a failed Save and add:
FIGHTER LEVEL
TACTICAL MASTER
Temporarily replace a qualifying weapon Mastery with:
PUSH
SAP
or:
SLOW
STUDIED ATTACKS
Miss an enemy:
ADVANTAGE ON YOUR NEXT ATTACK AGAINST THAT ENEMY
before the end of your next turn.
CHAMPION
Level 3
IMPROVED CRITICAL
REMARKABLE ATHLETE
Level 7
ADDITIONAL FIGHTING STYLE
Level 10
HEROIC WARRIOR
Level 15
SUPERIOR CRITICAL
Level 18
SURVIVOR
CHAMPION CRITICAL RANGE
Level 3
19–20
Level 15
18–20
SURVIVOR
Provides:
ADVANTAGE ON DEATH SAVES
18–20 COUNTS AS THE BENEFIT OF A 20
and:
AUTOMATIC HP RECOVERY WHILE BLOODIED AND ABOVE 0 HP
NEXT LESSON
LESSON 44 — MONK AND THE WARRIOR OF THE OPEN HAND
The Fighter perfects:
WEAPON TRAINING
ARMOR
and:
MARTIAL TACTICS
The next Class turns:
ITS OWN BODY
into the weapon.
Lesson 44 will completely cover:
MONK
including:
-
Core Monk Traits
-
Martial Arts
-
Monk weapons
-
Bonus Unarmed Strike
-
Martial Arts Die
-
Dexterous Attacks
-
Unarmored Defense
-
Monk's Focus
-
Focus Points
-
Flurry of Blows
-
Patient Defense
-
Step of the Wind
-
Unarmored Movement
-
Uncanny Metabolism
-
Deflect Attacks
-
Slow Fall
-
Extra Attack
-
Stunning Strike
-
Empowered Strikes
-
Evasion
-
Acrobatic Movement
-
Heightened Focus
-
Self-Restoration
-
Deflect Energy
-
Disciplined Survivor
-
Perfect Focus
-
Superior Defense
-
Epic Boon
-
Body and Mind
-
the complete Warrior of the Open Hand Subclass
We will also track the full progression of:
MARTIAL ARTS DIE
FOCUS POINTS
and:
UNARMORED MOVEMENT
from level 1 through level 20.
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.