Fighter FAQ
What subclasses can a Fighter choose?
A Fighter's subclass is called a Martial Archetype and is chosen at 3rd level in the 2014 rules. Major official pre-2024 Fifth Edition options include Champion, Battle Master, Eldritch Knight, Purple Dragon Knight/Banneret, Arcane Archer, Cavalier, Samurai, Echo Knight, Psi Warrior, and Rune Knight. Each keeps the Fighter's core Action Surge and Extra Attack chassis while adding a different tactical system.
A Fighter's subclass is called a Martial Archetype. The Archetype is chosen at 3rd level. Further subclass features arrive at 7th, 10th, 15th, and 18th level in the 2014 Fighter structure. Because the base Fighter is deliberately broad, the Archetype has a major effect on complexity and play style.
Champion
Champion is the straightforward physical-performance Archetype.
Its signature early feature expands the Fighter's critical-hit range.
Later features improve general athletic capability, add another Fighting Style, expand the critical range further, and improve recovery.
Champion is suitable for players who want the Fighter's weapon engine without a large secondary resource system.
Battle Master
Battle Master adds superiority dice and manoeuvres.
Manoeuvres can affect:
- accuracy;
- damage;
- movement;
- control;
- defense;
- ally positioning.
This makes Battle Master one of the most tactical Fighter options.
The player must decide which manoeuvre is worth spending a superiority die and when conserving resources is better.
Eldritch Knight
Eldritch Knight combines Fighter progression with limited Wizard spellcasting.
It gains spells much more slowly than a full Wizard.
The subclass is still fundamentally a Fighter.
Magic adds defense, utility, mobility, area effects, and specialised combat options around the existing weapon chassis.
Purple Dragon Knight / Banneret
Purple Dragon Knight, also known more generically as Banneret, focuses on leadership and sharing some of the Fighter's benefits with allies.
It is a social and support-oriented interpretation of the Fighter rather than a new spellcasting or manoeuvre system.
The exact name used can depend on setting presentation.
Arcane Archer
Arcane Archer specialises in magical archery.
It adds Arcane Shot options that modify arrows with magical effects.
The subclass is highly focused compared with Battle Master and is most appropriate when magical bow combat is the intended identity.
Cavalier
Cavalier emphasises defensive martial play, holding enemy attention, and mounted-warrior themes.
Despite the name, several of its important features can still function when the Fighter is not mounted.
It is a strong choice for a Fighter intended to protect space and punish enemies for ignoring them.
Samurai
Samurai focuses on resolve, bursts of offensive reliability, and social presence.
Fighting Spirit creates turns where the Fighter gains a major accuracy and durability boost.
The subclass is well suited to deliberate burst windows rather than a constantly active resource system.
Echo Knight
Echo Knight uses a magical echo to alter positioning and attack origin points.
The echo makes the subclass unusually spatial.
A player must track where both the Fighter and echo are located and how enemies can interact with them.
It is one of the most movement- and positioning-heavy Fighter options.
Psi Warrior
Psi Warrior adds psionic power through a pool of psionic dice.
Its abilities can improve damage, protect creatures, and manipulate movement.
The subclass gives the Fighter a supernatural resource system without becoming a normal spellcaster.
Rune Knight
Rune Knight uses giant-inspired runes and Giant's Might.
The runes provide active and passive effects, while Giant's Might changes size and improves martial pressure.
The subclass combines durability, control, utility, and physical presence.
How do you choose an Archetype?
A simplified comparison is:
Champion → simple physical consistency Battle Master → manoeuvres and tactical resource play Eldritch Knight→ weapon combat plus limited Wizard magic Banneret → leadership and ally support Arcane Archer → magical bow techniques Cavalier → defense, marking pressure, mounted themes Samurai → resolve and burst accuracy Echo Knight → positional echo tactics Psi Warrior → psionic offense, protection, movement Rune Knight → runes, size, control, giant magic
The best option depends on how much additional complexity and resource management the player wants.
What every Archetype retains
Every Fighter still keeps:
- Fighting Style;
- Second Wind;
- Action Surge;
- Extra Attack;
- the Fighter's extra ASIs;
- Indomitable;
- broad weapon and armor proficiency.
The Archetype adds a specialist system on top of that foundation.