The Fighter is the staple of Dungeons and Dragons, one of the original classes and certainly a popular choice among those who are new to the game. They are easy to play, and simple to build, but can also pave the way to something a little more complex once you become more confident in playing your class. This comes in the form of the Eldritch Knight (hype!).
They are the consummate warrior, unmatched in terms of their strength, speed, and martial skill. They stand on the front lines and defend their allies from the greatest threats – heroically putting themselves in harm’s way. They spend years honing their body and mind to achieve perfection and supremacy in all forms of combat. This 5e class is power, there’s no doubt about it.
Table of Contents
What to Expect from This Guide
This guide is here to condense all of the things you need to know about playing a Barbarian into one space that’s easy to manage and navigate. The best races, the best spells, everything we include here only gives you the top options for the class you want to play so that you spend less time scrolling through the things that are, essentially, useless.
However, we can’t avoid all the bad aspects of the Barbarian, so you’ll want to take a quick peek at the key we have below.
BLUE is essential for your class.
GREEN is excellent for your class.
ORANGE is alright but often quite specific to a situation.
RED should be avoided at all costs.
What Makes a 5E Fighter?
Learning what actually makes up a Fighter is a vital part of enjoying playing this class. This class actually comes with a nice selection of features that help boost their power and really shows off the versatility of the Fighter class.
Hit Points (HP)
d10 (the standard for martial characters and more than enough to keep you going during battle)
Saves
While Strength Saves are very rare, Constitution saves are incredibly common and also one of the trickiest to make, so you’re set here.
Proficiencies
As a Fighter, Proficiencies cover a couple of things:
Weapon and Armor Proficiencies
You get proficiency in all armour, weapons, and shields, which is going to be massively helpful and means there are no restrictions while building your class.
Skill Proficiencies
The skill list is one of the worst for classes in 5e, next to the Barbarian, but you get two skills.
Tools
None.
Fighting Style
This is the defining trait of a Fighter, the iconic ability that not only makes them tempting to play as a class but also a fantastic multiclassing option for other classes in D&D 5e. The Fighting Style you choose will determine the weapons that work best for you as well as whether it makes sense for you to use a shield.
Below, we have all the Fighting Styles currently available to you in the game, including those from Tasha’s Cauldron of Everything. While I don’t see any problem with using them, you always need to discuss your choices with your DM before you start to ensure they are comfortable with your choices.
Archery: The ideal choice for a ranged build, and works perfectly with the Sharpshooter Feat. Gives you a +2 to hit, which is a big deal, and increases your chances to hit to a very impressive 75% according to the game math.
Blind Fighting: Blindsight is an exceptionally useful thing to have even at a short distance. It solves any issues surrounding invisible enemies and the need for Darkvision, but the problem is that these aren’t common occurrences and so it’s very situational.
Defence: You get a +1 to your AC, which is massive in 5e, and you aren’t locked to any particular weapons so you have the freedom to switch them out as you please.
Duelling: This Fighting Style is for use with a shield, and you get +2 damage so that you can have the power of a two-handed weapon while wielding a one-handed weapon.
Great Weapon Fighting: It adds around 1 damage per attack but it only works with a Greatsword which leaves it as a highly restrictive style. If you are using any other great weapon, it is better to pick up Duelling instead.
Interception: This really depends on the allies you’re protecting, which means it can be fairly situational. If you are defending allies with a decent AC, go for Protection (below). If you are defending allies with a terrible AC (hey there, Wizards) then pick Interception.
Protection: It’s a tempting option for Defender builds, but your allies will need to remain adjacent to you in order for it to work. This isn’t a great place for your allies to stand in battle as it’s not massively safe. If you are going to choose this style, it is advisable to pair it with the Mounted Combat Feat so you can redirect all the aggro to yourself.
Superior Technique: This one just isn’t a great option, and there are Fighting Styles out there that provide better advantages. If you are going for Battle Master, this can be a tempting choice until you hit 3rd level but you’ll actually get a lot more out of a Fighting Style like Duelling.
Thrown Weapon Fighting: You can have a lot of fun with this one, and it’s good to see thrown weapons being made to work at last in 5e. They can be used one-handed, and they can even be done with magic weapons since you can recover them afterwards. The combinations are endless, but it is the most complex Fighting Style to try and learn.
Two-Weapon Fighting: It’s a lot of fun but it’s a far from ideal Fighting Style for Fighters and it’s only going to maybe be useful if you are multiclassing. The game math shows that this isn’t an effective choice for getting that damage or those hits in.
Unarmed Fighting: If you end up using this Fighting Style you are going to find yourself leaning towards an Expertise in Athletics and picking the Tavern Brawler Feat so that you can take advantage of Grapple as a Bonus Action. Without Grapple, there isn’t much point in using this Fighting Style.
Other Class Features
Second Wind: You get a little bit of healing, which can be very helpful.
Action Surge: The ability to use an additional Action can be massively beneficial and you’ll likely take advantage of this frequently. It gives you access to things like additional attacks, and it’s one of the many reasons why multiclassing as a Fighter is so popular.
Extra Attack: As a result of this, Fighters get more attacks than any other class aside from Monks.
Indomitable: This is great for Saves which are going to end up taking you out of a fight, just make sure you don’t waste it on abilities that are going to hit you with a bit of damage.
Optional Fighter Features from New Source Books
When we refer to optional features, we mean features that are in source books other than the Players Handbook or Dungeon Masters guide. Not all DM’s are happy to allow these so best to check with them first.
Fighting Style Options: This refers to the Fighting Styles mentioned previously, and access to them should be granted by the DM. They don’t actually add a lot to the class and the existing Fighting Styles are definitely more beneficial to the class, but they do bring more balance to the game and give players some new and interesting options to consider.
Martial Versatility: It’s been a massive problem in 5e that a Fighter chooses their style at 1st level and it can never be changed. What this ability does is allow you to retrain your Fighting Style so that you can pick something more suited to your needs and that of the party. It encourages players to actually explore their options and build a character they are happy with.
Martial Archetype
The Martial Archetype is essentially a list of the Fighter subclasses, which is something we will look at in a little more detail later. However, to start things off here’s a quick rundown of what each one is and what they entail.
Arcane Archer: You can enchant and fire magical arrows in battle. Awesome, right?
Battle Master: You are the master of combat moves, using unique mechanics that allow you to put additional effects on your attacks that can slow, hinder, or damage enemies.
Cavalier: One of the most proficient bodyguards and Defenders, they are known for their unparalleled ability to fight while mounted.
Champion: This is the kind of subclass that works well with the foundational features of the Fighter class. They are simple yet effective and a subclass that promises consistency.
Echo Knight: You can summon an echo of yourself from an alternate timeline that will fight alongside you. I mean, how cool is the concept of that alone?
Eldritch Knight: You can combine your physical and martial prowess with magic in order to provide powerful defences and attacks. You even get some cool spells.
Purple Dragon Knight: The leader, the diplomate, and the Face of the party despite the fact that Fighters are not typically known for their Charisma or charm.
Rune Knight: Fill yourself with the magic and power of the giants, using runes to create magical effects and boost yourself in combat. A truly awe-inspiring option.
Samurai: Resilient, reliable, and versatile, this Archetype is capable of almost anything on the battlefield. It’s not just prowess, but also proficiencies to help them out in social situations.
The Role of the Fighter
The Fighter is perhaps one of the most interesting classes in DnD 5e. At first glance, they have one of the simplest builds out there and take hardly any time to construct or master. For many playing this class, it’s true, and new players will benefit massively from the simplicity behind them. However, there is so much more to these warriors than first meets the eye.
You can build them in so many different ways and create something far more complex than spellcasters or other classes that have difficult builds to master. They can tank massive amounts of damage in order to defend the party but they can also deal out masses of melee and ranged damage themselves thanks to the various Martial Archetypes there are to choose from.
These Archetypes can give them access to magical spells, improved weapon techniques, and even bolster their offensive and defensive capabilities on the battlefield. There are some that grant Fighters access to a degree of battlefield control, allowing them to serve as a secondary support character and further improving their versatility as a class within the party.
Since they have proficiency with all weapons and armour, they are pretty much prepared for any battle scenario that the game might throw at them. They also have a high AC and HP, meaning they have plenty of resilience to fend off powerful attacks. Their consistent damage and output of attacks also mean they are quick and reliable in terms of damage.
Of course, not everything about them is great and there are some downsides to the class. They have a limited Skill utility and are pretty much useless if the situation doesn’t require Strength. They also have a strong reliance on short rests to regain their abilities between battles. Finally, their Magic Vulnerability can be a massive weakness in battles that they have to be wary of.
Ability Scores
The Fighter in 5e is an interesting one with regard to ability scores. While the Strength build is the easiest and most common, it’s not the only option that is available to your Fighter. For example, the Dex build can be a really interesting one to explore and your chosen Archetype might open up the need for you to pour points into Intelligence or Charisma.
Strength (STR). The most important stat for a Fighter, you’re going to be relying heavily on this especially since you use a lot of chunky weapons. However, if you choose a Dex build, you’ll find this stat is green instead of blue and of secondary importance.
Dexterity (DEX). This isn’t important for a Strength build (although it can be a little handy at times) but if you decide to go for the Archer Fighting Style or a Finesse build, this is going to become a blue ability score for you.
Constitution (CON). You’re going to be taking a lot of damage, and this is why it is considered one of the most important traits for Fighters. You can never have too many Hit Points.
Intelligence (INT). Only Eldritch Knights are going to benefit from this for their spellcasting, but even then you should be fine with a minimum score of 14.
Wisdom (WIS). This can be helpful for Perception and Survival and is one to consider putting a little bit into if you don’t have any need for INT or CHA in your build.
Charisma (CHA). Some subclasses can find this handy for Saves and Face skills, but the Purple Dragon Knight actually needs this for some of their subclass features.
The Best Races for Fighter
As a Fighter, you need a race that is going to work with your build and subclass, opening you up to a range of options you may not have previously considered. Even your weapon choices are going to impact the racial choices you make, and increases to your ability score need to be considered. Strength and Dexterity are a must, Con is useful, regardless of your subclass.
Aarakocra
Default Rules: You get bonus Dex and the ability to fly out of range, which is perfect for a ranged Fighter. You can only fly in light armour, but that shouldn’t be an issue for ranged builds.
Aasimar
Fallen: You get a nice +1 to Strength and also benefit from Necrotic Shroud. The Fear effect has a Charisma DC so it might prove to be unreliable.
Scourge: The Con bonus is very nice if you’re taking a front-line position, but you need to be careful that you don’t let Radiant Consumption burn through your Hit Points – especially if you don’t have a Cleric present.
Bugbear
Default Rules: This is a nice choice because it can fill a variety of Fighter builds. It’s a good foundation race to use if you want flexibility, but you do need to be mindful of the fact that Long-Limbed only applies to attacks that are made on your own turn.
Centaur
Default Rules: You have a nice Strength increase, and you get bonus skills as well as non-humanoid creature type help to help boost the defensive capabilities. However, it is not quite as powerful as the Minotaur.
Changeling
Default Rules: This is a strong choice for a Purple Dragon Knight because they have a reliance on Charisma – an ability that this race boosts. They make for an excellent Face, and while it can seem an unappealing choice because Changelings are often sneaky and deceptive there is no reason why you can’t deviate from the norm when building your character.
Deep Gnome
Default Rules: A good choice for a Dex build, you get Svirfneblin Camouflage as a decent alternative to an Expertise in Stealth if you want to be a scout for the party. You also have Gnome Magic Resistance which is a huge boost for this class, and innate spellcasting can be quite useful.
Dragonborn
Chromatic: There is fantastic damage resistance here but the AOE can be a little difficult.
Gem: You get some incredible damage resistance as well as temporary flight. Combined with a conical breath weapon and brilliant offensive damage types, you’re an unstoppable force.
Metallic: There is a conical breath weapon, but once you hit 5th level you will discover there are five additional ways in which you can use it.
Dwarf
Duergar: Having Enlarge/Reduce is a great buff for a Fighter as it offers an Advantage on Strength checks in addition to a damage boost. This applies to all of the Fighter’s abilities, and Eldritch Knights can recast it using spell slots as well. There is also Dwarven Resilience and Psionic Fortitude for powerful defences.
Mountain: You get the perfect bonuses – Strength and Constitution (+2 to each). This also means that you have space to expand your other abilities if you want to, depending on the build you have decided to go with.
Elf
High Elf: This is the obvious choice for an Eldritch Knight because of the Intelligence bonus as well as the free Cantrip. If you pick up Booming Blade, you get a headstart on your chosen subclass for a couple of levels.
Pallid Elf: You get some Dex and Charisma, which can be handy, but the Skill bonuses really shine and will help you outside of combat. The innate spellcasting isn’t great but you do get to cast Invisibility once per day.
Shadar-Kai: A Dexterity and Constitution bonus can be a very nice combo for a Fighter. You also get the ability to teleport as well as damage resistance. Overall, it is an ideal option for melee fighters that want to jump into combat without taking loads of damage.
Wood Elf: You get additional Wisdom that works very nicely with Perception and there is additional movement speed that’s great for jumping into melee range and out of it again.
Fairy
Default Rules: The innate spellcasting that comes with this race is interesting, but it is difficult to construct a reliable build from it. The end result that you get isn’t going to be amazing, but that doesn’t negate the fact that the Fairy race can lead to some really fun Fighter builds.
Genasi
Earth: There is a Strength bonus as well as the ability to move across difficult terrain without any problems or slowing your speed. This means that in situations where it would normally be difficult to get into melee, it won’t be.
Gith
Githyanki: You get a +2 to Strength as well as some additional Proficiencies. Githyanki Psionics will also give you access to some magical options to help Fighters in situations they couldn’t normally overcome.
Goblin
Default Rules: There is the bonus of Nimble Escape that gives you a Rogue-like feel when you’re in action. The Dex bonus is also really nice if you are going for a Finesse Fighter, but you do have to remember that this class tends to be one for the frontlines and so it can be a little tricky to find balance if you choose this race.
Goliath
Default Rules: This was designed to be an absolute beast with melee, and it shows. You get bonuses for your key abilities, a free Athletics Proficiency, and Stone’s Endurance to add to that massive Hit Point pile.
Half-Elf
Standard Half-Elf: You get two more Skills, and this can do a lot for your class. Combined with the Background you choose, you can easily construct a powerful Charisma or Dex build that will work nicely with several Martial Archetypes.
Half-Orc
Default Rules: Relentless Endurance brings a little dash of Barbarian to your Fighter, upping the durability of your build. Savage Attacks is also extremely potent when you combine it with the range of the Champion Fighter.
Halfling
Stout: If you have chosen to go with a Dex build, this is a great choice because of the ability score increase as well as gaining poison resistance.
Harengon
Default Rules: This is a really good option for ranged builds, and Rabbit Hop allows you to break out of melee without using up an Action. Lucky Footwork is also great against Dexterity Saves. The other abilities are fun but not particularly impactful for the Fighter class.
Human
Variant: You get those essential bonuses to Strength and Constitution while also obtaining an excellent Feat at 1st level. You also get a very nice bonus skill, which is always worth having since Fighters naturally come with very few.
Kenku
Default Rules: If you want to be a stealthy boi and have more of a Dex focus on your build, this can be an interesting choice. You also get some nice Skill overlap with Rogues.
Kobold
Default Rules: You get Advantage from Pack Tactics, which makes it easier to rely on things such as the Sharpshooter Feat as the usual accuracy issues are no longer a problem. Pack Tactics also works very nicely with the Champion to earn some very nice damage spikes without having to go for a complex build.
Leonin
Default Rules: This is a really nice option for a Strength build, and you also get the addition of a roar that works in a similar way to the breath weapon of a Dragonborn.
Locathah
Default Rules: There is an increase in Strength and Dexterity, which works nicely for a range of Fighter builds. You get two additional skills that make you more useful outside of combat and Leviathan Will is good for defending against status effects.
Minotaur
Default Rules: They are the perfect Fighters and you get brilliant ability score increases. Goring Rush is fantastic and you get the most important part of the Charger Feat. Hammering Horn will also get you the key part of the Shield Master Feat without you needing a shield.
Orc
Default Rules: It’s the perfect ability increase for a Strength build, and Aggressive gets you into melee quickly so that you can take down your opponents. You also get two additional Skills that can help you outside of combat. It’s slightly more versatile than the Half-Orc.
Owlin
Default Rules: Ideal for a ranged build, you get flight in light armour which works well if you have a focus on Dex. Darkvision is always useful and you benefit from a Proficiency in Stealth. While it makes a great ranged build, it can also be used for melee quite effectively.
Satyr
Default Rules: Any Dex build works well with the Satyr, but it is especially good for a Purple Dragon Knight. Both Magic Resistance and not being humanoid are very powerful allies for a class that has so much weakness to magic.
Shifter
Beasthide: You get brilliant ability score increases and Proficiency in an important skill. There is the addition of Temporary Hit Points and a +1 to AC while you are shifting for durability.
Longtooth: You get a Dexterity which is great if you’re going for a Dex build for your Fighter. The ability to bite as a Bonus Action means you get as many attacks as using two-weapon fighting without the restrictions.
Swiftstride: Shifting and Dex can work nicely for that kind of build, but if this is all you’re looking for then the Goblin might be a better race to consider – especially for Archers.
Simic Hybrid
Default Rules: A flexibility ability increase in Strength means that you get more versatility out of this race when combined with the Fighter. The first round of Animal Enhancement will give you some nice utility options that the Fighter can’t replicate, and the second brings some very tasty combat options to the table that complement your class features.
Tabaxi
Default Rules: This is very similar to the Kenku and makes for a fantastic Rogue-like option for Fighters who are seeking a strong Dex build.
Tiefling
Glasya: There is a lot of potential for a Dex-based Purple Dragon Knight. You get some cool innate spellcasting where the illusions don’t really care about your Charisma score, giving you the freedom to become a sneaky trickster.
Triton
Default Rules: It’s quite an appealing option despite being an aquatic race, and the Fighter can benefit from good ability score increases as well as innate spellcasting that they would be unable to replicate on their own.
Warforged
Default Rules: There is a nice increase to Constitution and a flexible one that you can throw into Strength. You get resistance and immunities as well as lose the need for sleep. Ultimately, you can become the ultimate Defender with this build especially if you combine it with the Defence Fighting Style.
Best Fighter Subclasses
Arcane Archer
This is a ranged subclass that allows you to fire magical arrows in battle. It’s very similar to the Battle Master but with a stronger focus on Dex and Intelligence – the two most important abilities if you take this Archetype.
- Arcane Archer Lore: Gain two knowledge spells and two for outside of combat.
- Arcane Shot: You get to choose from a whole list of different arrows.
- Curving Shot: Gain Advantage reliably.
- Magic Arrow: Turn your mundane ammunition magical.
- Ever-Ready Shot: Regain one Arcane Shot every time you roll initiative.
Battle Master
This is the very definition of the Fighter class, providing you with numerous combat moves that will leave your enemies stunned. It really shows how the class has evolved and works best as a Strength and Constitution build.
- Combat Superiority: Gives your Manoeuvers and Superiority Dice for combat.
- Student of War: Flavour but useless. Tool Proficiency can be handy sometimes.
- Know Your Enemy: Find your foe’s weakness before combat starts.
- Improved Combat Superiority: The value of your Superiority Dice increase with level.
- Relentless: Makes sure you always have one Superiority Die
- Battle Master Manoeuvres: A whole range of different Manoeuvres for battle.
Cavalier
One of the most proficient bodyguards and Defenders, they are known for their unparalleled ability to fight while mounted. This is where you truly excel on the battlefield, and when you are working on this build it is best as a Strength and Constitution combo.
- Bonus Proficiency: Choice of a Skill or language. Go with Animal Handling.
- Born to Saddle: Makes mounting and dismounting worlds easier.
- Unwavering Mark: Creatures you hit get a Disadvantage when they attack others.
- Warding Manoeuvre: Add 1d8 to an adjacent ally’s AC. Rarely able to use it.
- Hold the Line: Makes you a bulwark that can lock down a whole area in battle.
- Ferocious Charger: Attempt to knock an enemy Prone once per round.
- Vigilant Defender: Make an Opportunity attack against a creature on their turn.
Champion
If you’re looking for consistent attacks that deal masses of damage, this is a brilliant Martial Archetype to pick. You get more frequent critical hits, Skill bonuses, and an additional Fighting Style. It’s made for survivability and is a strong Strength and Constitution build.
- Improved Critical: Landing a critical hit will increase your damage massively.
- Remarkable Athlete: Initiative is Dex-based so you can act faster in combat.
- Additional Fighting Style: it can be handy but it’s not particularly helpful.
- Superior Critical: Another increase in your critical hit range for damage output.
- Survivor: Regain HP every turn you are below half. Take the pressure off the healer.
Echo Knight
You can summon an echo of yourself from an alternate timeline that will fight alongside you. It allows you to fight in two places at once, and using it effectively leads to great success and prowess in combat. It can work well with Strenght, Dex, or Con.
- Manifest Echo: This is your signature move where you summon the echo.
- Unleash Incarnation: Up to 5 extra attacks per day. Not a huge damage boost.
- Echo Avatar: Move your echo up to 1,000ft away and see/hear through it.
- Shadow Martyr: Works in a similar way to the Protection Fighting Style.
- Reclaim Potential: A really nice Temporary Hit Point ability to keep you standing.
- Legion of One: Two echoes so that you can be more effective in battle.
Eldritch Knight
You can combine your physical and martial prowess with magic in order to provide powerful defences and attacks. You gain access to spellcasting and have Cantrips as well as 1st-4th level spells. This is good as a Strength and Intelligence build.
- Spellcasting: You get access to a fantastic range of spells and Cantrips that will help you build your Fighter and bring a little edge to the battlefield.
- Weapon Bond: You’ll never be unarmed and a Bonus Action can prevent disarming.
- War Magic: Combined with the Sword Coast Adventure Guide you get cool results.
- Eldritch Strike: Really shines with a strong INT build and combo with War Magic.
- Arcane Charge: Free teleportation with your Action Surge is pretty nifty.
- Improved War Magic: Make the most of your martial and magical abilities.
Purple Dragon Knight
In many ways, this is the Fighter who always dreamed of being a Paladin, and it’s all about boosting morale as well as taking the role of the inspirational leader and diplomat. Charisma often plays an important role in this build.
- Rallying Cry: When you use Second Wind, choose 3 allies to regain Hit Points.
- Royal Envoy: Double Proficiency in Persuasion can really help you out socially.
- Inspiring Surge: Use Action Surge for an ally to make a Reaction an attack.
- Bulwark: Let an ally reroll a failed save. Only works if you both fail.
Rune Knight
Fill yourself with the magic and power of the giants, using runes to create magical effects and boost yourself in combat. It’s still fairly new, and I can’t wait to see how it will be expanded in the future. Intelligence can be a useful ability to add to this Archetype’s build.
- Bonus Proficiencies: The Proficiencies you gain only really add flavour.
- Rune Carver: Your main ability. A large selection of runes to place on you or an ally.
- Giant’s Might: Bonus damage, size increase, and a Save Advantage.
- Runic Shield: Impose a Disadvantage roll after seeing the first half of it.
- Great Stature: You get taller and there’s a little bonus damage.
- Master of Runes: Double the rune activation from Rune Carver.
- Runic Juggernaut: You get taller, a slight damage increase, and you get reach.
Samurai
Resilient, reliable, and versatile, this Archetype is capable of almost anything on the battlefield. It’s not just prowess, but also proficiencies to help them out in social situations. It grants proficiencies and saves in the areas that a Fighter would normally ignore.
- Bonus Proficiency: You gain a new language or Skill. Choose Insight or Persuasion.
- Fighting Spirit: You gain Advantage on all attacks you make this round (Bonus Action).
- Elegant Courtier: Proficiency with Wisdom Saves to get you out of sticky situations.
- Tireless Spirit: Enter battle without your Fighting Spirit and regain one use of it.
- Rapid Strike: Gain an additional attack every time you use Fighting Spirit.
- Strength Before Death: When you have 0 HP take a whole turn to interrupt enemies.
Fighter Multiclassing
Multiclassing can be a lot of fun. However, not every class is compatible with Fighter unless you want to do a lot of Homebrewing. I should mention that the Homebrew aspect can be an absolute blast, but it needs a lot of work if you want the game to remain balanced.
To make things a little easier on you, I have gathered together the best classes that work well with Fighter in 5e. This means you don’t have to flick through the negatives and instead have a clear list of the ones that are going to benefit you.
Barbarian: This is a great choice if you want to dip in for one or two levels. Rage resistances and damage are huge, and the Reckless Attack, as well as fast movement, are sure to add a great deal to your combat utility.
Paladin: If you decide to dip two levels into Paladin, you will gain an additional Fighting Style as well as a small amount of healing thanks to Lay on Hands in addition to some handy spellcasting that adds some spice to your class.
Ranger: This really allows you to maximise the effectiveness of your combat style. If you dip two levels into this class, you will gain a combat style as well as Hunter’s Mark which complements the Extra Attack Fighters get very nicely.
Rogue: You have Sneak Attack damage which pairs very nicely with the numerous attacks the Fighter gets. If you have chosen a Dex build for your Fighter then this multiclassing option is an absolute must if you want to make the most of it.
Sorcerer: If you are an Eldritch Knight, taking a two-level dip into this class will give you a massive advantage and really boost your capabilities. Outside of this Martial Archetype, it is a completely pointless option.
Warlock: Since Fighters have a heavy reliance on short rests, they pair nicely with Warlocks. Gaining spell slots and access to things like Eldritch Blast can grant you some serious flexibility with your build as well as boost your power.
Wizard: This is another one that is solely suited to the Eldritch Knight. It will grant you a few extra spells and the two classes complement each other for a stronger build that has a good focus on the spellcasting side of things in addition to the weaponry.
Best Fighter Skills
Choosing which skills to boost can have a big effect on your characters performance in different situations and not all of them are useful for you as a Fighter.
Acrobatics (DEX): You aren’t going to need this at all, stick with Athletics if you need it.
Animal Handling (WIS): This has no use unless you have a focus on mounted combat.
Arcana (INT): Situationally useful for Eldritch Knights but no one else.
Athletics (STR): It’s the only Strength Skill, and you can use it for grappling enemies quickly.
Deception (CHA): Only useful to feint. This is best left for Charisma-focused classes.
History (INT): Irrelevant for Fighters. Unless you want to read The Art of War I guess.
Insight (CHA): Handy for reading opponents, but do you really have the Wisdom for it?
Intimidation (CHA): The only Charisma skill that is actually useful to you.
Investigation (INT): You’re the brawn and not the brains.
Medicine (WIS): This is not for you. You are not a doctor.
Nature (INT): You’re not a Ranger, why are you trying to be?
Perception (WIS): Literally the most important Skill in the game.
Performance (CHA): You aren’t going to need this at all.
Persuasion (CHA): You’re the muscle and not the Face.
Religion (INT): This is for the Clerics, not for the muscle boys (and girls).
Sleight of Hand (DEX): Even if you are a Dex Fighter, you still don’t need this at all.
Stealth (DEX): You’re clunky and big, this isn’t really your job; but it’s always helpful not to completely ruin your groups stealth checks.
Survival (WIS): You can learn to follow blood trails and tracks which is pretty neat.
Best Fighter Backgrounds
City Watch: Athletics and Insight are very worthwhile Skills to have.
Cloistered Scholar: You get additional Knowledge Skills which are very handy.
Faction Agent: You can pick an INT, CHA, or WIS Skill as well as your choice of Faction.
Far Traveller: Perception and bonus languages that are very flavourful.
Inheritor: If you are playing an Eldritch Knight, this really adds a great deal to the build.
Knight of the Order: Another really strong choice for an Eldritch Knight.
Marine: Athletics, Survival, and Proficiency with vehicles. Great for world-hopping adventures.
Outlander: You get two great Skills but the instrument is completely wasted.
Prismari Student: You get some ranged Cantrips for damage dealing. Great in combat.
Sage: Arcana and History are handy for Eldritch Knights.
Sailor: Two skills, the Proficiency with boats, and beneficial for an aquatic campaign.
Shipwright: Perception, History, and Proficiency with boats as well as repairing them.
Silverquill Student: Silvery Barbs. That’s all you need to know.
Smuggler: Athletics and Deception add flavour. Fun for an evil or anti-hero build.
Soldier: Two good skills, some tool Proficiencies and a solid reputation from your rank.
Urban Bounty Hunter: A Fighter with a Dex build is likely to find this fun to play.
Urchin: This is another great option for Fighters that have chosen a Dex build.
Best Feats for Fighter
Just like Backgrounds, this section could go on forever if I we included every single Feat. Instead, you’ll find the ones that are best-suited to a Fighter in 5E.
Alert: Going first means better positioning, and for Fighters, this is one of the most important aspects of any encounter.
Athlete: if you have an odd Dex and Strength score, this can be a handy one to take. It increases your modifier and you gain some movement perks that are situational.
Charger: This is a really impactful Feat for a mounted character, which means it works well with the Cavalier Martial Archetype.
Crossbow Expert: If you are a Dex-based build, this is a mandatory option. It’s useless for other Fighter builds, so don’t bother if you don’t have a Dex focus.
Great Weapon Master: Since you’re all about two-handed weapons, this is a fantastic Feat to take advantage of. Your damage output is about to be dramatically increased.
Heavy Armour Master: If you have an odd Strength score, this is a definite must. It will make you very difficult to kill at lower levels and protect you from mobs when you’re at higher levels.
Lucky: This is a good Feat for anyone to have. It’s simple, does what it says on the tin, and it’s exceptionally handy.
Mage Slayer: Put this on an Eldritch Knight with access to Dispel Magic and Counterspell and watch as they render magical enemies completely useless.
Magic Initiate: A great way for a Fighter to access a little magic if they aren’t an Eldritch Knight. Adds some power and flavour to your class.
Martial Adept: This is an ideal option for a Battle Master Fighter because they gain more tactical versatility as well as an additional Superiority Die.
Polearm Master: Ready to be the terror of the town? This is how you achieve it. If you combine it with the Pushing attack from the Battle Master, you can defend large areas alone. The Bonus Action attack grants you even more damage output.
Resilient: You can fill in those Wisdom and Dexterity Saves to give yourself a more well-rounded build.
Sentinel: An absolutely fantastic option for those who want a defensive build and are looking for a tanky Fighter. It forces enemies to remain in melee combat with you, preventing them from running away and attacking your allies. Combine this will Polearm Master, trust me.
Sharpshooter: If you’re a Dex-based Fighter or you have a ranged build, you are absolutely going to need this. The extra damage goes a long way, especially when your enemies can’t reach you to hit back.
Shield Master: The Dex Save bonus alone is worth it since this isn’t something you have natural proficiency in. You get Shove as a Bonus Action which grants battlefield control.
Equipment
As a Fighter, you automatically have access and proficiency with every weapon in the game. This is pretty cool because it means you can use anything you like without issue, and you can pick specialisations that work well with your Fighting Style as well as your chosen Martial Archetype. Of course, there are some weapon sets that are going to be better than others.
Longsword and shield is a popular combination, especially if you have chosen the Duelling Fighting Style because it provides the highest damage output and defence combination. You can even chuck the shield in an emergency and wield the Longsword two-handed for additional damage output during those dramatic last stand moments.
The Longbow is a classic when you choose the Archery Fighting Style, allowing you a powerful shot from a distance so that you can remain dominant on the field. If you pick the Two-Weapon Fighting Style, it looks and feels pretty good if you choose to go with two Rapiers or two Shortswords. Absolute classics that deal decent amounts of damage in combat.
For those who have chosen to specialise in Mounted Combat or picked Polearm Master, the Glaive is a really stylish yet powerful choice. You get high damage dice and reach that will grant you Advantage over pretty much any enemy that crosses your path.
Armor Choices
Just like with weapons, you are proficient in all forms of armour as well. However, what you choose will depend on your build as well as your Archetype. Those who want to be a full tank will need to select full plate armour. If you have chosen to go with a Dexterity build, you’ll want to stop at Studded Leather to prevent your movement from being impeded.
The Best 5E Fighter Magic Items
We all like some good magic items in the game, they make things exciting. However, if I were to show you every magic item that is available in D&D 5e it would be a very long list indeed – you’d click away from this guide in about two seconds. So, we have the best and only the best for your new Barbarian.
Common Magic Items
Moon Touched Sword: You get two problems solved for the price of one. First, the sword glows almost as brightly as a torch, allowing you to see in dark places without having to take up a hand to hold a torch and without asking your allies to cast a spell for light.
Second, and perhaps most importantly, it allows you to overcome damage resistance to non-magic attacks. Resistances like this are common as you gain levels, and the Moon Touched Sword is a cheap way to overcome them until a better weapon makes itself known.
Ruby of the War Mage: Tempting for the Eldritch Knight. This reduces the issue of juggling your weapon and a spellcasting focus, making it easier to manage sword-and-board configurations.
Uncommon Magic Items
Adamantine Armor: You get some great protection against Critical Attacks, which is especially useful since Reckless Attack grants enemies Advantage against you – doubling the risk of you being hit with a crit (check my rhymes, I should be a Bard).
Bracers of Archery: An easy choice for archer builds. Unfortunately, they don’t work with crossbows so Crossbow Expert builds won’t benefit.
Broom of Flying: One of the best ways to get flight for any character. It doesn’t require attunement and has a fly speed of 50 feet.
Cloak of Protection: It requires Attunement and is one of those items that is good for any character. Other than that, there’s nothing exceptional about it. Doesn’t hurt to have a little extra protection though.
Eldritch Claw Tattoo: This is one of the very few ways for you to make your attacks magical.
Goggles of Night: Crucial for races which don’t get Darkvision.
Headband of Intellect: Absolutely spectacular for Eldritch Knights. Skipping to 19 Intelligence is a massive bonus.
Lantern of Revealing: This is a fantastic way to counter invisible enemies, especially since the Fighter is a class that doesn’t have any innate ways to do this. Honestly, if you find this magic item you will want to keep it on you.
Periapt of Wound Closure: What this item does is double the efficiency of the Hit Dice to keep you up and prevent you from overtaxing the healer as well as the party.
Shield (+1): +1 AC, no attunement. Simple yet effective.
Slippers of Spider Climbing: The next-best thing to flight. Who doesn’t want to be a beefy Spider-Man? If you say no, you’re lying.
Stone of Good Luck: This is another one of those items that is brilliant for literally any character, but from a protection stance the Cloak of Protection is going to be a better match. If you’re reliant on Skills and ability checks, this stone will really sparkle.
Weapon (+1): You’re all about the weapon attacks, that’s what makes a Fighter who they are. You get a numeric Bonus to attack, and this remains even as you level up. Other weapons might come along that seem appealing, but very little actually beats this beauty.
Winged Boots: They are fun, and work well on their own if you want to channel your inner Hermes (or Mercury for the Romans). However, they require Attunement.
Rare Magic Items
Amulet of Health: Setting your Constitution to 19 gives you plenty of freedom with the rest of your ability points.
Armour (+1): There is no attunement, which is fantastic. It doesn’t do anything fancy, but it does give you a +1 to AC.
Belt of Dwarven Kind: If you aren’t a Dwarf, you are going to benefit from Darkvision and poison resistance because most Fighters cannot achieve these abilities through other means. You get an increase to Constitution, which is nice, and that +2 bonus will be beneficial.
Belt of Giant Strength (Hill): The existence of this magic item almost makes putting ability increases into Strength a bad idea. You get a massive boost, which is important for a Fighter and will help you out in battle. If you can get your hands on this, never let it go.
Cloak of Displacement: This is one of the best defensive items in the game. Taking damage from any source suppresses the effect temporarily, which means you need to make a point to kill anything that can damage you without an attack roll.
Crystal Blade: Similar in many ways to the Flametongue. Radiant damage is a much better damage type than fire, but you also get considerably less damage. The healing effect is neat, but it isn’t massively effective.
Figurine of Wondrous Power: Fighters are the best characters for a mounted combat build, except for the frustrating problem that they have no built-in access to a suitable mount. This fixes that issue and you get a really cool selection to choose from.
Flametongue: The 2d6 damage is multiplied on critical hits, and since Fighters score critical hits frequently thanks to Reckless Attack, multiplying the damage from Flametongue can provide a significant source of damage output.
Mantle of Spell Resistance: A Cloak of Protection is probably easier to find and provides more general defence, but Mantle of Spell Resistance focuses on protecting you from your biggest weakness.
Periapt of Proof Against Poison: Poison damage is an absolute pain and also one of the most common damage types across the game. So, immunity to it means you get a significant boost to your durability.
Ring of Evasion: This is a fantastic method for mitigating damage from AOE spells and breath weapons. This is especially handy because frontline characters often suffer the most at the hand of these abilities.
Ring of Spellstoring: It’s a really good asset from both a defensive and offensive perspective.
Shield (+2): +2 AC, no attunement. Simple yet effective.
Sword of Wounding: You get persistent damage that stacks with itself, which is a great combination. If you get the opportunity to attack outside of your turn, you will be able to stack up the damage dice very nicely indeed.
Weapon (+2): It’s like Weapon +1 but, well, better.
Very Rare Magic Items
Armour (+2): Once again, you don’t get anything fancy here but the +2 to AC is highly beneficial.
Belt of Giant Strength (Frost, Stone, Fire): Raising your Strength above 20 is a massive benefit, and going up as high as 25 is spectacular. Between that and Reckless Attack you hit so reliably that you almost can’t miss. One of those situations where the math doesn’t lie.
Dancing Sword: If you don’t have any use for your Bonus Action, this is a fantastic way to use it. The sword does only use your attack and damage modifiers, so there is no way for it to benefit from Feats, class features, Racials, or any other bonuses.
Dwarven Plate: Basically just +2 full plate but it can reduce forced movement.
Dwarven Thrower: The pinnacle of thrown weapons, the Dwarven Thrower is an impressive weapon for several reasons, but its most noteworthy ability is that you can attack by throwing it and it immediately returns.
Manual of Bodily Health: There is a very nice permanent Constitution bonus that raises your cap by +2. So, unless you are using a magic item that has your Constitution fixed to a score, this is an excellent choice.
Manual of Quickness of Action: Permanent Dexterity bonus and raises your cap by 2. Excellent for Dexterity-based builds since Dex doesn’t have an equivalent to the Belt of Giant Strength.
Shield (+3): +3 AC, no attunement. Simple yet effective.
Spellguard Shield: A minor upgrade from the Mantle of Spell Resistance, it protects you from spells and all magical effects.
Weapon (+3): We’re here after Weapon +1 and Weapon +2, so you can already guess that this is just a great item where the math doesn’t lie and you’re sure to find it gives you a nice edge.
Legendary Magic Items
Armour of Invulnerability: Resistance to non-magical damage. It’s great protection in a huge number of encounters and works quite nicely.
Belt of Giant Strength (Cloud, Storm): As good as a +4 weapon for Strength-based character, and that doesn’t even consider Athletics checks or saves. It’s a really solid option that will help you on the battlefield.
Blood Fury Tattoo: the first ability provides a great damage boost which also heals you, and since it’s extra damage, the damage is multiplied on a critical hit. The second ability provides a way to counterattack using your Reaction, and with Advantage on that attack it’s an easy and reliable boost to your damage output.
Ioun Stone (Mastery): You get Proficiency Bonuses that apply to quite a few things, and you will find that a +1 Bonus actually goes a long way. Your Attacks, Saves, and Skills will all benefit from this, and you’ll be thankful for it.
Luck Blade: You get Bonuses to attacks as well as Saves and a reroll once per day. As a really cool bonus, it has the ability to cast Wish a few times (1d4-1). However, if it doesn’t get at least one Wish with it then it becomes a less interesting weapon.
Ring of Three Wishes: Use this to do one of the things that risks permanently removing the ability to cast Wish, such as granting 10 creatures permanent resistance to once damage type. If you lose the ability to cast Wish, pass this off to another ally who will never be able to cast Wish by any other means. Repeat until the last charge is used.
Rod of Lordly Might: This allows you to easily change your weapon damage type, and provides three powerful offensive abilities which work in a variety of situations.
Scarab of Protection: This works as a nice upgrade from the Mantle of Spell Resistance. It also has a limited benefit against necromancy and undead creatures. It doesn’t take up your cloak slot either, so you could double it up with a Cloak of Invisibility.
Vorpal Sword: This is very useful as a +3 weapon, and with Reckless Attack by your side you will find that your Nat 20 rolls become much more frequent.
5E Fighter Spells
So weird to see this list, right? Well, it’s pretty cool that Fighters get access to spells, and while the list is much shorter than other classes it’s still important to include. This spell list is mainly for Eldritch Knights as other Fighters aren’t really going to benefit from this. The list is very short, but to keep things easy for you, the reader, I have only included the very best spells here.
Cantrips
Booming Blade: Bonus damage and some nice opportunity attacks. It makes up for a lot that is lacking in D&D 5e.
Sword Burst: Eldritch Knights are typically in melee, and Sword Burst is a great way to handle crowds of multiple enemies.
1st Level
Absorb Elements: Gives you good protection from non-weapon damage, especially as you get spellcasting later than everyone else.
Burning Hands: A great way to handle crowds of enemies, and the damage is good.
Mage Armor: If you’re Dexterity-based, this is the only way to match the base AC provided by plate armour.
Magic Missile: A great option at long range, and reliable damage.
Find Familiar: Get an owl and have it use Flyby and Help to give you Advantage before you try to hit an enemy with Booming Blade.
Protection from Evil and Good: A great defensive buff with a reasonably long duration.
Shield: A fantastic boost to your defences.
Silvery Barbs: Extremely powerful, but also very complicated to use properly. Once you master it, you won’t ever want to let it go.
2nd Level
Enlarge/Reduce: One of the absolute best buffs you can put on a Fighter, and you can cast it yourself. Advantage on Strength checks makes it easy for your to Shove and Grapple enemies.
Kinetic Jaunt: Enables hit-and-run tactics. Use War Magic to hit an enemy with Booming Blade, followed by another attack as a Bonus Action, then step out of their reach and make them come to you.
Maximilian’s Earthen Grasp: Keeping enemies in place so that you can beat them up is hard in 5e, and the Eldritch Knight doesn’t have a lot of options to do it. Earthen Grasp is a great way to address the issue and it uses a Strength Saving Throw.
Misty Step: A great spell overall.
See Invisibility: A great way to handle invisible creatures.
Shadow Blade: This adds 1d8 damage per attack, it changes to psychic damage, and it adds the Thrown property for some reason. It gives you Advantage to attack creatures in dim light or darkness it will offset Disadvantage for attacking creatures when it’s too dark for you to see.
Shatter: Decent damage with a good AOE and thunder damage. It’s a strong defence option.
Warding Wind: A moving sphere of difficult terrain centred on you. This makes it easy for you to keep enemies close, and the 10-minute duration can get you through multiple fights.
3rd Level
Fireball: This will likely exceed the amount of damage you can do to a single creature until you get four attacks at 20th level.
Fly: This is a big tactical advantage if you haven’t gained flight through other means.
Haste: An excellent buff at any level.
Intellect Fortress: Technically situational, but an absolutely spectacular defence against enemies which rely on spells or common effects like charm and fear effects.
Leomund’s Tiny Hut: This is a great place to rest, and a great defensive position.
Protection from Energy: An excellent defensive option.
4th Level
Banishment: It’s a great spell but not massively reliable considering your Saves.
Fire Shield: One of your main roles is as the Defender. Use Fire Shield and enjoy a bunch of extra damage output.
Greater Invisibility: Invisibility is a brilliant buff, but part of the Fighter’s primary role in the party is to draw attention away from vulnerable allies.
Polymorph: Lasts for an hour and is quite powerful.
Stoneskin: A decent buff, but at this level magic attacks are common.
Wall of Fire: Even if you save DC is poor, it’s a great area control option.
Sickening Radiance: The effects are complicated, and the 4d10 damage looks underwhelming, but don’t let that deter you. This is a great spell to cast into a room and then shut the door.
To Conclude
Fighters have so much potential and versatility. They are often seen as a simple and basic class, but there is more to them than that. While they can be great for beginners who want to experiment with the building blocks of D&D 5e, they are also perfect for veterans that want to create something mindblowing. This versatility is only supported by the diverse range of Martial Archetypes – giving you endless possibilities when crafting your ideal Fighter.
If you’ve chosen a Fighter for your next campaign, we’d love to hear more about the character that you created. What kind of build did you go for? Are you enjoying playing it? Make sure you leave us a comment below so that we can hear more about the fun you’re having at the table.