Introduction
The Fighter is D&D 5e's master of martial combat. More attacks per round at high levels than any other class, the broadest weapon and armor proficiency available, the most Ability Score Improvement slots in the game, and Second Wind plus Action Surge as core class features available to every Fighter regardless of subclass. No other class is as straightforward to build well or as consistently competent from level 1 to level 20.
The class's appeal is customization through consistency. The Fighting Style system lets you define your combat identity at level 1. The subclass at level 3 dramatically reshapes your role, from the tactical Battle Master (maneuvers, crowd control, battlefield control) to the supernatural Echo Knight (duplicate self in combat) to the spell-slinging Eldritch Knight. The ASI schedule (7 improvements, more than any other class) means the Fighter can pursue multiple feats or max two stats without sacrificing primary ability scores.
At level 20, the Fighter makes 4 attacks per action, or 8 per turn with Action Surge. No other class comes close to this attack economy. The Fighter is not the flashiest class in D&D, but it is the most reliably dominant in the basic activity the game asks you to do more than anything else: win fights.

Disclaimer
- ● Red: Bad. Actively weak or superseded.
- ● Orange: Situational. Correct in specific builds or campaigns.
- ● Green: Good. Reliable and consistently strong.
- ● Blue: Fantastic. Best-in-class, almost always the right choice.
Class Features
Fighting Style (1st Level) ●
Choose one permanent combat bonus at level 1. The most important level-1 feature for defining your combat role.
- ● Archery - +2 to attack rolls with ranged weapons. The most offensive Fighting Style for ranged builds. Crossbow Expert feat combined with Archery is one of the highest-DPR (damage per round) builds in 5e.
- ● Defense - +1 AC while wearing armor. Universal benefit. No matter what you build, +1 AC on a frontline Fighter matters every turn of every combat.
- ● Dueling - +2 damage with one-handed weapon when no other weapon in other hand. Best for sword-and-board builds. The +2 damage is reliable and consistent at every attack.
- ● Great Weapon Fighting - Reroll 1s and 2s on damage dice (once per die, keep new result). Adds approximately 1.3 average damage per dice rerolled on two-handed weapons. Better than it looks; not the biggest damage boost available.
- ● Two-Weapon Fighting - Add STR or DEX modifier to the off-hand attack's damage. Normally off-hand attacks deal no modifier damage; this corrects the only penalty of TWF. Limited without the Dual Wielder feat.
- ● Protection - Reaction to impose disadvantage on an attack against an adjacent ally (requires a shield). Shield required, action-adjacent positioning required. Rarely the best use of your reaction.
Second Wind (1st Level) ●
Bonus action: regain 1d10 + Fighter level HP. Once per short rest. Free self-healing that does not require a spell slot or a party healer. Scales modestly but always available. At level 10: average 15.5 HP per use, per short rest.
Action Surge (2nd Level) ●
Take one additional action on your turn. Once per short rest (twice at level 17). Per use, this is the most powerful single feature in D&D. One extra action means one extra full Attack action, doubling attacks for the entire turn. At level 5 (two attacks per action): 4 total attacks with Action Surge. At level 11 (three attacks): 6 attacks. At level 20 (four attacks): 8 attacks.
Uses: approximately 3-5 per adventuring day. Each use on a boss or high-value target ends the encounter faster.
Martial Archetype (3rd Level) ●
See Subclasses section.
Extra Attack (5th Level) ●
Two attacks with the Attack action. At level 11: three attacks. At level 20: four attacks. The Fighter's core power scaling. More attacks means more applications of damage bonuses (STR mod, magic weapon bonus, Divine Smite if Paladin dip, Sneak Attack via multiclass).
Indomitable (9th, 13th, 17th Level) ●
Reroll a failed saving throw (once per use per long rest, up to 3 per long rest at level 17). The Fighter's proficiency in STR and CON saves is excellent; DEX, WIS, and CHA saves are unprotected. Indomitable specifically compensates for save vulnerability. Best used against save-or-incapacitated effects: Hold Person, Stun (Monk), Power Word Stun, Command, Dominate.
Ability Scores
STR Fighter Recommended Array:
| Ability | Score | Rationale |
|---|---|---|
| STR | 17 (15+2 racial) | Attacks, damage, Athletics |
| CON | 15 | HP, concentration (EK), CON saves |
| DEX | 10 | Initiative, DEX saves |
| WIS | 12 | WIS saves, Perception |
| INT | 10 | EK dump; otherwise 8 |
| CHA | 8 | Dump |
DEX Fighter Recommended Array:
| Ability | Score | Rationale |
|---|---|---|
| DEX | 17 (15+2 racial) | Attacks, damage, AC, initiative |
| CON | 14 | HP, CON saves |
| WIS | 12 | Perception, WIS saves |
| STR | 10 | Light load (no heavy armor needed) |
| INT | 10 | EK consideration |
| CHA | 8 | Dump |
● STR or DEX (primary): Max first. Your attack bonus and damage modifier depend on this. STR 20 or DEX 20 by level 8 is the goal.
● CON: HP and CON saves (Fighter's best natural save). 14-16 at level 1 is the target range.
● WIS: Only Perception and WIS saves. 12 provides a small buffer against charm and other mental effects.
● CHA and INT (non-EK): No standard Fighter feature uses these. Dump to 8.
Races
● Human (Variant) - +1 to two stats, extra skill, feat at level 1. Taking Great Weapon Master or Polearm Master at level 1 gives the Fighter the most valuable feat available before level 4. The strongest level-1 Fighter option.
● Half-Orc - +2 STR, +1 CON, Savage Attacks (extra die on crit, synergizes with Champion's expanded crit range), Relentless Endurance (1/long rest drop to 1 HP instead of 0). The best STR Fighter race by raw power.
● Mountain Dwarf - +2 STR, +2 CON, Darkvision, poison resistance. STR and CON both relevant; the balanced approach to the primary Fighter stat spread.
● Wood Elf - +2 DEX, +1 WIS, 35-foot speed, Mask of the Wild. The best DEX Fighter race, with the speed and WIS bonuses as secondary benefits on top of the primary DEX attack stat.
● Bugbear (Volo's) - +2 STR, +1 DEX, Surprise Attack (+2d6 on first hit when enemy hasn't acted), Long Limbed (reach +5 feet with melee while prone). The Surprise Attack bonus is the strongest damage die bonus available at level 1 for a Fighter race.
● Goliath (EEPC) - +2 STR, +1 CON, Stone's Endurance (1d12+CON damage reduction per short rest), Powerful Build. The Stone's Endurance reaction damage reduction stacks with Second Wind as survivability tools.
Skills
Fighters choose 2 skills from: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival.
● Athletics - STR-based. Grapple, shove, climb, swim. Grappling an enemy (prone + grappled = attacks have advantage, enemy can only crawl) is one of the most effective control actions available to a martial character without magic.
● Perception - The most called skill in D&D. Even with average WIS, proficiency is worth taking.
● Intimidation - CHA-based but fits the Fighter's social archetype. With CHA 8, your modifier is -1 + proficiency, mediocre but usable. If you have CHA 12+, Intimidation becomes a social tool.
● Survival - WIS-based. In wilderness campaigns: track, navigate, forage. Less useful in dungeon-heavy games.
● History - INT-based. Wasted unless INT is 12+.
Backgrounds
For a full ranking of all 13 PHB backgrounds and how each compares outside this class, see the D&D 5e 2014 Backgrounds Guide.
● Soldier - Athletics and Intimidation, Military Rank feature. Both skills are on the Fighter list. Military Rank provides narrative authority within military hierarchies, useful in campaigns with armies, wars, or political themes.
● Folk Hero - Animal Handling and Survival, Rustic Hospitality. Survival is useful; Animal Handling provides character flavor. The safehouse feature is excellent in rural campaigns.
● Outlander - Athletics and Survival, Wanderer. Athletics is essential for a Fighter; Survival is useful in exploration. Strong outdoors campaign choice.
● Noble - History and Persuasion. History is INT-based (weak); Persuasion is CHA-based (weak for most Fighters). Best if your Fighter has high CHA or a social role concept.
Feats
● Great Weapon Master - Bonus action attack on kill or crit. Toggle -5 to hit for +10 damage. The best Fighter feat for two-handed weapon builds. +10 damage per hit with Extra Attack (3+ attacks per round) is extraordinary sustained DPS. The -5 penalty is manageable with Advantage.
● Sharpshooter - Ignore 1/2 and 3/4 cover, no range penalty at long range, toggle -5 to hit for +10 damage with ranged weapons. Mirror image of GWM for ranged. Archery Fighting Style compensates for the -5 penalty. Best feat for ranged Fighters.
● Polearm Master - Bonus action attack with halberd/glaive butt end (d4). Opportunity attack when creatures enter your reach. Combined with Sentinel (complete stop on OA), the Fighter controls a 15-foot radius combat zone.
● Sentinel - OA stops enemy movement entirely. Reaction attack when enemies attack allies adjacent to you. Together with Polearm Master: the Fighter at the center of a fight is unmovable.
● Crossbow Expert - Ignore loading property (allowing multiple crossbow attacks), no disadvantage at close range, bonus action hand crossbow attack. Combined with Sharpshooter: the ranged Fighter's complete feat package.
● Lucky - Three rerolls per long rest. Universal utility for attack rolls, saves, and ability checks.
● War Caster - Required for Eldritch Knight concentration spells. Advantage on concentration, spell as OA, component flexibility.
● Dual Wielder - +1 AC dual wielding, use non-light weapons for TWF. Slightly improves dual-wield builds. Rarely optimal compared to GWM or Sharpshooter.
● Mage Slayer - Situational at best. Useful in very specific campaigns with many enemy casters but most encounters do not justify a permanent feat slot.
With more Ability Score Improvement slots than any other class, the Fighter has the most feats to plan for. See our Best Feats for Fighter guide for the full level-by-level priority list.
Subclasses
The Fighter has no resource system of its own, so the martial archetype you pick at level 3 is your resource system. The single most useful question is how often that resource comes back: short rest options can be spent freely, long rest options are a decision about which fight matters.
| Subclass | Source | What it gives you | Rating |
|---|---|---|---|
| Battle Master | PHB | Superiority Dice, short rest | ● |
| Echo Knight | EGtW | A second body on the field | ● |
| Samurai | XGtE | Bonus-action advantage | ● |
| Rune Knight | TCoE | Runes and Giant size | ● |
| Eldritch Knight | PHB | One-third Wizard casting | ● |
| Cavalier | XGtE | Marks and lockdown | ● |
| Psi Warrior | TCoE | Psionic Energy Dice | ● |
| Champion | PHB | Expanded crit range, fully passive | ● |
| Arcane Archer | XGtE | Two magic arrows per rest | ● |
| Purple Dragon Knight | SCAG | Shares Second Wind and Action Surge | ● |
Every archetype is analysed feature by feature, with maneuver, rune and Arcane Shot ratings, in the D&D 5e Fighter Subclasses guide.
Build Your Dungeons & Dragons (5e, 2014) Character
The Dungeons & Dragons (5e, 2014) character builder is live - build a Beastkin, a Kobold, or whatever your table is missing, free, right now.
Start BuildingWeapons
● Greatsword (2d6) - Standard STR two-handed weapon. 2d6 average 7, consistent damage with Great Weapon Fighting rerolls. Best general two-handed option for Battle Master and Samurai.
● Halberd / Glaive (d10 reach) - Reach 10 feet, pairs well with Polearm Master. The Polearm Master + Sentinel combination on a Halberd Fighter is the most complete frontline control build in D&D.
● Longsword (d8 versatile) - Versatile between one-hand and two-hand. Shield + Longsword for Dueling, or two-hand for GWF. Flexible.
● Hand Crossbow - Crossbow Expert + Archery is the best ranged Fighter build. Multiple attacks per round at range with bonus action attack.
● Heavy Crossbow (d10) - Highest damage ranged weapon for Sharpshooter+Archery builds. Cannot use bonus action attack without Crossbow Expert.
● Shortsword / Dagger (finesse) - TWF builds. Two light weapons allow bonus action off-hand attack. Lower ceiling than GWM but more consistent against low-AC targets.
Armor
● Plate Armor (AC 18) - Best heavy armor. With Defense Fighting Style and shield: AC 21. The highest achievable unenchanted AC for any class. Goal for STR Fighters as soon as campaign wealth allows.
● Half Plate - AC 15 + DEX max 2 = AC 17 with DEX 14. Best non-heavy option.
● Chain Shirt + Shield - AC 16. Available from level 1 without gold investment.
● Leather Armor - DEX builds only. AC 11 + DEX, so with DEX 20, AC 16. Never as good as medium or heavy armor for a Fighter investing in DEX.
Multiclassing
Multiclassing requirement: STR 13 or DEX 13.
● Paladin 2-6 - Divine Smite burst on weapon attacks. Lay on Hands self-healing. Aura of Protection at Paladin 6 for save bonuses. Fighter/Paladin is one of the game's strongest two-class combinations: the Fighter's Extra Attack count combined with Paladin's smite creates massive burst rounds.
● Rogue 1-3 - Expertise in Athletics (grapple control), Cunning Action (Dash/Disengage/Hide as bonus action), and Sneak Attack triggers whenever you have advantage (which Action Surge + GWM setup regularly provides). Three Rogue levels for Steady Aim and Sneak Attack scaling in a ranged build.
● Barbarian 2-3 - Rage (physical damage resistance, bonus damage) + Reckless Attack (advantage every turn). Fighter-Barbarian with GWM, advantage from Reckless Attack, and +2 Rage damage is one of the simplest high-output builds.
● Warlock 2 - Two short-rest spell slots (fuel smites if Paladin/Fighter/Warlock), Eldritch Blast option, Invocations for utility. The full Hexblade build is Paladin-heavy, not Fighter-heavy.
● Wizard - INT dump conflicts with CHA-based Eldritch Knight setup. Rarely efficient without a specific Eldritch Knight spell build.
Example Build: The Destroyer (Battle Master, STR)
| Level | Class | Key Gain | ASI/Feat |
|---|---|---|---|
| 1 | Fighter | Fighting Style: GWF, Second Wind | - |
| 2 | Fighter | Action Surge | - |
| 3 | Fighter | Battle Master: Trip Attack, Precision Attack, Riposte | - |
| 4 | Fighter | Ability Score Improvement | STR 17 to 19 |
| 5 | Fighter | Extra Attack (2 attacks) | - |
| 6 | Fighter | Ability Score Improvement | STR 19 to 20 |
| 7 | Fighter | Know Your Enemy | - |
| 8 | Fighter | Ability Score Improvement | Great Weapon Master |
| 9 | Fighter | Indomitable | - |
| 10 | Fighter | Superiority Dice to d10 | Polearm Master |
| 11 | Fighter | Extra Attack (3 attacks) | - |
| 12 | Fighter | Ability Score Improvement | Sentinel |
| 13 | Fighter | Indomitable (2) | - |
| 14 | Fighter | Ability Score Improvement | Lucky |
| 15 | Fighter | - | - |
| 16 | Fighter | Ability Score Improvement | Alert |
| 17 | Fighter | Action Surge (2/short rest), Indomitable (3) | - |
| 18 | Fighter | Superiority Dice to d12 | - |
| 19 | Fighter | Ability Score Improvement | Resilient (WIS) |
| 20 | Fighter | Extra Attack (4 attacks) | - |
Race: Half-Orc (+2 STR, +1 CON, Savage Attacks, Relentless Endurance)
Starting Stats: STR 17 (15+2), CON 15 (14+1), DEX 10, WIS 12, INT 8, CHA 8
Tactics: Open with Halberd (reach 10 feet) on the highest-threat enemy. Trip Attack (STR save DC 14 and rising) to knock prone. Remaining attacks and any ally attacks have advantage. Use Precision Attack to turn near-misses into hits on Great Weapon Master (-5/+10 toggle) attacks. Polearm Master bonus action d4 attack each turn. Sentinel stops any creature that enters Halberd reach from leaving. Combined with Trip Attack, enemies are immobile and prone in your kill zone. Action Surge reserved for boss encounters or the turn a critical elimination sets up a cascade.
Subclass Index
All ten Fighter martial archetypes, including Rune Knight, are covered in one place: D&D 5e Fighter Subclasses.
Final Notes
The Fighter is the most accessible class in D&D to build well and the most satisfying to optimize at high levels. Battle Master is the correct default choice for players who want depth. Echo Knight is the correct choice for players who want the highest ceiling. Samurai is excellent for players who want a more roleplay-resonant approach with strong mechanics. Champion is the correct choice for players who want zero overhead and reliable contribution.
Regardless of subclass, the Fighter's core loop (max primary stat, take Great Weapon Master or Sharpshooter, use Action Surge on decisive moments) is one of the most reliable damage engines in the game. Add Polearm Master + Sentinel for control. Add Battle Master maneuvers for tactical influence. Add Samurai's Fighting Spirit for consistent advantage.
The Fighter at level 20 making 8 attacks in an Action Surge turn with a +11 to hit and +10 from GWM is D&D's rawest expression of martial dominance. Everything else in the game does something the Fighter cannot, but the Fighter does the core thing better than everyone.
Running this build yourself? Find a professional game master who knows the system to help you get the most out of it at the table.


