Fighter (One)

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Fighter exists in other D&D editions see:

Fighter (disambiguation).

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Noncanon


Design Note: fighter Updates Here are the main updates in this class since its last playtest version:

  • Fighting Style now lets you replace the feat you chose whenever you gain a Fighter level. This is inspired by Martial Versatility in Tasha's Cauldron of Everything.
  • Second Wind now also restores one expended use on a Short Rest.
  • Weapon Mastery now maxes out at 6 Mastery options instead of 5.
  • Action Surge now allows any action, except the Magic action, and it once again improves at level 17.
  • Tactical Mind is a new level 2 feature, which allows the Fighter to excel in or out of combat.
  • Fighter Subclass and Ability Score Improvement return to their 2014 levels.
  • Tactical Shift is a new level 5 feature that lets you move without provoking Opportunity Attacks when you activate your Second Wind.
  • Master of Armaments replaces Weapon Expert and Weapon Adept at level 9. This new feature lets you change the Mastery properties of all your Mastery weapons.
  • Indomitable once again confers more uses at higher levels.
  • Studied Attacks is a new level 13 feature that increases the likelihood you’ll hit after you miss.
  • Unconquerable has been cut in favor of Indomitable improving at higher levels.
  • Three Extra Attacks returns to level 20.

Fighter is a class in One D&D.

Unofficial Description: Fighters are weapon specialists schooled in the techniques of combat. Many are current soldiers, guards, or knights.


Creating a Fighter[edit]

[1] Class Group: Warrior
Primary Ability: Strength or Dexterity
To create a Fighter, consult the following lists, which provide Hit Points, Proficiencies, and Armor Training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Fighter” section.

Then look at the Fighter table to see the Class Features you get at each level in this Class. The descriptions of those features appear in the “Fighter Class Features” section.

Hit Points[edit]

Hit Dice: 1d10 per Fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points per Level after 1st: 1d10 (or 6) + your Constitution modifier

Proficiencies[edit]

Saving Throws: Strength, Constitution.
Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, Survival.
Weapons: Simple Weapons, Martial Weapons
Tools: None

Armor Training[edit]

Light Armor, Medium Armor, Heavy Armor, Shields

Starting Equipment[edit]

As a 1st-level character, you start with the following equipment, or you can forgo it and spend 175 GP on equipment of your choice. Chain Mail, Light Crossbow, Crossbow Bolts (20), Quiver, Dungeoneer's Pack, 11 GP; (a) Greatsword or (b) Longsword, Shield, and 25 GP.

Multiclassing and the Fighter[edit]

If your group uses the multiclassing rules in the Player's Handbook, here’s what you need to know if you choose Fighter as one of your Classes.
  Ability Score Minimum. Strength or Dexterity
  Proficiencies. Martial Weapons
  Armor Training. Light Armor, Medium Armor, and Shields

"Strength or Dexterity" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.


Fighter Overview Table[edit]

The Fighter [1]
Level Proficiency
Bonus
Class Features Second
Wind
Weapon
Mastery
1st +2 Fighting Style, Second Wind, Weapon Mastery 2 3
2nd +2 Action Surge (One Use), Tactical Mind 2 3
3rd +2 Fighter Subclass 2 3
4th +2 Ability Score Improvement 3 4
5th +3 Extra Attack, Tactical Shift 3 4
6th +3 Ability Score Improvment 3 4
7th +3 Subclass Feature 3 4
8th +3 Ability Score Improvement 3 4
9th +4 Indomitable (One Use), Master of Armaments 3 4
10th +4 Subclass Feature 4 5
11th +4 Two Extra Attacks 4 5
12th +4 Ability Score Improvement 4 5
13th +5 Indomitable (Two Uses), Studied Attacks 4 5
14th +5 Ability Score Improvement 4 5
15th +5 Subclass Feature 4 5
16th +5 Ability Score Improvement 4 6
17th +6 Action Surge (Two Uses), Indomitable (Three Uses) 4 6
18th +6 Subclass Feature 4 6
19th +6 Ability Score Improvement 4 6
20th +6 Three Extra Attacks 4 6

Class Features[edit]

Fighting Style[edit]

1st level fighter feature
Summary: You gain one Fighting Style feat.[1]

Second Wind[edit]

1st level fighter feature
Summary: Use a Bonus Action to regain Hit Points a limited number of times per Long Rest. This number increases with Fighter level (see Second Wind column of the Fighter table).[1]

Weapon Mastery[edit]

1st level barbarian feature
Summary: You gain the ability to use the Weapon Mastery property of 3 weapons. You can change which weapons after a Long Rest. The number of weapons increases with Fighter level (see Weapon Mastery column of the Fighter table).[1]}}

Action Surge[edit]

2nd level fighter feature
Summary: Once per Rest, you can take an extra {{onelc|Action), except the Magic action. At 17th fighter level, you can do this twice per rest.[1]

Tactical Mind[edit]

2nd level fighter feature
Summary: If you fail an ability check you can expend a use of Second Wind to buff the roll, potentially succeeding on the test.[1]

Fighter Subclass[edit]

3rd level fighter feature, subclass features at 3rd, 6th, 10th, and 14th fighter levels
Summary: You choose a Fighter subclass. You gain access to the various features of the subclass as your Fighter level increases.[1]

4 official and unofficial Fighter subclasses.

SubclassSummaryCanonSource
Battle MasterThis martial path focuses on maneuvers.falseUA 2023 Player's Handbook Playtest 7, "Varied"
BrawlerThis martial path focuses Unarmed Strikes and Improvised Weapons.falseUA 2023 Player's Handbook Playtest 7, "Varied"
ChampionThis martial path focuses on critical strikes.falseUA 2023 Player's Handbook Playtest 7, "Varied"
Eldritch KnightThis martial path focuses equally on spells and martial prowess.falseUA 2023 Player's Handbook Playtest 7, "Varied"

Ability Score Improvement[edit]

4th, 6th, 8th, 12th, 14th, 16th, and 19th level fighter feature
Summary: You gain a Feat, Ability Score Improvement or another.[1]

Extra Attack[edit]

5th level fighter feature
Summary: When you use the Attack action on your turn, you can make 2 attacks instead of one.[1]

Tactical Shift[edit]

5th level fighter feature
Summary: Second Wind now lets you move up to half [2] your Speed ignoring Opportunity Attacks.[1]

Indomitable[edit]

9th, 13th, and 17th level fighter feature
Summary: Once per Long Rest, when you fain a saving throw, you can reroll it with a buff. You gain extra uses when you reach 13th level and 17th level.[1]

Master of Armaments[edit]

9th level fighter feature
Summary: At the end of a Long Rest, you assign a different mastery property to each of the weapons with which you have mastery. This change is only for you.[1]

Two Extra Attacks[edit]

11th level fighter feature
Summary: Extra Attack lets you make two extra attacks.[1]

Studied Attacks[edit]

13th level fighter feature
Summary: If you miss with an attack roll, you gain Advantage against the target.[1]

Three Extra Attacks[edit]

20th level fighter feature
Summary: Extra Attack lets you make three extra attacks.[1]

Sources and Notes[edit]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 Jeremy Crawford, WotC RPG Team (September 2023). UA 2023 Player's Handbook Playtest 7. (Dungeons and Dragons One D&D) Wizards of the Coast. Licensed: © Wizards of the Coast (used under 'fair use' clause).
  2. Rule Tip: Round Down. Whenever you end up with a fraction in the game, round down, even if the fraction is one-half or greater, unless a rule explicitly tells you to round up. - Player's Handbook (5e) p.7, UA 2020 Subclasses Part 3.
One D&D is Playtest Material Only

These game mechanics are in draft form, usable in your D&D campaign but not refined by full game development and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events, nor are they available for use on D&D Beyond.

— D&D Beyond One D&D Playtest material
Unearthed Arcana

The material in Unearthed Arcana is not Official Material. It is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game development and editing. They are not officially part of the game. For these reasons, material in this column is not legal in D&D Adventurers League events.

—Notice on most 5e Unearthed Arcana PDFs

Main PageOne D&DClass

Facts about "Fighter (One)"
Armor TypeLight Armor, Medium Armor, Heavy Armor, Shields +
AuthorUA 2023 Player's Handbook Playtest 7 + and "Varied" +
Canonfalse +
Class GroupWarrior +
EquipmentChain Mail, [[Light Crword]], Shield, and 25 GP. +
Equipment Cost175 +
FeaturesStrength, Constitution + and Fighting Style, Second Wind, Weapon Mastery, Action Surge, Tactical Mind, Fighter Subclass, Ability Score Improvement, Extra Attack, Tactical Shift, Indomitable, Master of Armaments, Two Extra Attacks, Studied Attacks, Three Extra Attacks +
Hit Dice1d10 +
Is Classtrue +
Length20 +
MC AbilityStrength or Dexterity +
MC ArmorLight Armor, Medium Armor, and Shields +
MC ProficienciesMartial Weapons +
NameFighter +
OneDnD Playtesttrue +
PublicationUA 2023 Player's Handbook Playtest 7 + and "Varied" +
SaveStrength, Constitution +
SkillAcrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, Survival +
SortTextFighter One +
SummaryTrained warrior +
ToolsNone +
Unearthed Arcanatrue +
WeaponSimple Weapons, Martial Weapons +