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.