The Fighter base class is built around a small number of very efficient martial features. Most of them either improve repeatable weapon performance, add durability, or provide short bursts of extra action economy.

1st level: Fighting Style

Fighting Style provides a permanent benefit tied to a martial approach.

The original 2014 options include:

  • Archery;
  • Defense;
  • Dueling;
  • Great Weapon Fighting;
  • Protection;
  • Two-Weapon Fighting.

Later pre-2024 material can add more options where allowed.

The Style should match the equipment the Fighter actually expects to use.

1st level: Second Wind

Second Wind uses a bonus action to restore:

1d10 + Fighter level

hit points.

It can be used once before a short or long rest restores it.

The feature is simple but important because it lets the Fighter recover some health without another character spending resources.

2nd level: Action Surge

Action Surge gives one additional action on the Fighter's turn.

The feature returns after a short or long rest.

At 17th level, the Fighter gains two uses between rests, but only one can be used on the same turn.

Action Surge becomes increasingly powerful as the Fighter's Attack action improves.

At high level, another Attack action can represent several additional weapon attacks.

3rd level: Martial Archetype

The Fighter chooses a Martial Archetype at 3rd level.

The subclass grants features at:

3rd, 7th, 10th, 15th, and 18th level

Champion is the Basic Rules example.

Other official Archetypes add manoeuvres, magic, cavalry, arcane archery, runes, psionics, echoes, or other systems.

Extra Ability Score Improvements

The Fighter receives Ability Score Improvements at:

4th 6th 8th 12th 14th 16th 19th

This is more than most classes receive.

When feats are enabled, these additional choices make the Fighter one of the most customizable martial classes.

5th, 11th, and 20th level: Extra Attack

The Fighter's Extra Attack scales further than most classes.

The number of attacks with the Attack action becomes:

2 at 5th level 3 at 11th level 4 at 20th level

This is the core of high-level Fighter sustained damage.

The attacks are part of one Attack action, which matters for Action Surge and other action-economy interactions.

9th level: Indomitable

Indomitable allows the Fighter to reroll a failed saving throw.

The new roll must be used.

The Fighter gains more uses at 13th and 17th level.

The feature is valuable against dangerous effects that bypass Armor Class.

It does not guarantee success.

How the features work together

Fighting Style makes the chosen weapon plan more efficient.

Second Wind provides self-sustain.

Action Surge creates burst turns.

Extra Attack provides repeatable offense.

Extra Ability Score Improvements allow aggressive specialisation.

Indomitable gives limited protection against failed saves.

The Martial Archetype adds the technical layer that differentiates one Fighter from another.

The class is therefore mechanically clean at the base while still allowing very complex builds.