Fighter

d10 hit die · Strength

ClassPlayer's Handbook

At a glance

Primary ability
Strength
Hit die
d10
Hit points at 1st level
10 + your Constitution modifier
Hit points at higher levels
1d10 (or 6) + your Constitution modifier per fighter level after 1st
Saving throws
Strength, Constitution
Armor
All armor
Weapons
All blasters, all vibroweapons
Skills
Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and Survival
Starting wealth
8d4 x 100 cr
Multiclass proficiencies
Light armor, all blasters, all vibroweapons, medium armor
Illustration of a Fighter
Fighter. Illustration from the Star Wars 5e archive

A Trandoshan runs frantically across rooftops, constantly looking over his shoulder. As he prepares to leap a gap, a blaster bolt hits him in the back and renders him unconscious. His blurry vision barely makes out the figure of a masked woman who casually approaches, ready to collect her bounty.

With his muscular arms held wide, a grizzled-looking Wookiee grins to his bloodthirsty crowd. He turns back to his arena opponent just in time to see the Besalisk take a swing. He ducks, punching the four-armed fighter in the gut. Two wild haymakers later, and he stands alone as the gladiatorial champion.

Taking a deep breath, a Republic soldier looks out onto the war zone waging across the frozen surface of Ilum. He grips his blaster rifle tightly then, with a nod to the dozen squad-mates beside him, he charges onto the battlefield.

Fighters combine discipline with martial skills to become the best pure warriors in the galaxy. Fighters can be stalwart defenders of those in need, cruel marauders, or brave advent-urers. They fight for glory, honor, to right wrongs, to gain power, to acquire wealth, or simple for the thrill of battle.

All in a Day's Work

Many fighters see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can't defend themselves while others seek to use their muscle to carve their own place of importance in the galaxy. Fighters can take the form of guards, champions, bounty hunters, enforcers, mercenaries, freedom fighters, or simply armed explorers.

Code Red

Most fighters come to the profession after receiving at least some amount of formal training from a military organization. Some attend formal academies; others are self-taught and well tested. A fighter may have taken up his weapon to escape a mundane life while another may be following a proud family tradition. Whatever their origins, most fighters share an unshakeable loyalty. Fighters follow orders with little hesitation, as failure can often mean death.

Features by level

Fighting Style

Fighter: 1st level You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

Second Wind

Fighter: 1st level You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you've used this feature, you must finish a short or long rest before you can use it again.

Action Surge

Fighter: 2nd level You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action.

Once you've used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Combat Superiority

Fighter: 2nd level You learn maneuvers that are fueled by special dice called superiority dice. See chapter 13 for the maneuvers list.

Maneuvers Known

You learn one maneuver of your choice, and you earn more at higher levels, as shown in the Maneuvers Known column of the fighter table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice Quantity column of the fighter table. This die changes as you gain fighter levels, as shown in the Superiority Dice Size column of the fighter table. A superiority die is expended when you use it.

You regain all of your expended superiority dice when you finish a short or long rest.

Maneuver Ability

Your maneuver ability varies based on the type of the maneuver you use. You use Strength, Dexterity, or Constitution for physical maneuvers (your choice), Intelligence, Wisdom, or Charisma for mental maneuvers (your choice), and an ability of your choice for general maneuvers. You use this ability whenever a maneuver refers to your maneuver ability. Additionally, you use this ability modifier when setting the saving throw DC for a maneuver you use.


Maneuver save DC = 8 + your proficiency bonus + your maneuver ability modifier


Fighter Strategies

Fighter: 3rd level You've adopted a fighter strategy, as detailed at the end of the class description, and you adopt more at higher levels, as shown in the Strategies Known column of the fighter table.

Fighter Specialty

Fighter: 3rd, 7th, 10th, 15th, and 18th level You choose a specialty that you strive to emulate in your combat styles and techniques, which is detailed at the end of the class description.

Ability Score Improvement

Fighter: 4th, 6th, 8th, 12th, 14th, 16th, and 19th level You can increase one ability score by 2, or you can increase two ability scores by 1. You can't increase an ability score above 20 using this feature.

Extra Attack

Fighter: 5th level You can attack twice, instead of once, whenever you take the Attack action on your turn.

Indomitable

Fighter: 9th level You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Greater Extra Attack

Fighter: 11th level You can attack three times, instead of twice, whenever you take the Attack action on your turn.

Additionally, when you use a bonus action to engage in Double- or Two-Weapon Fighting, you can make two attacks, instead of one.

Master of Combat

Fighter: 20th level You are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

Additionally, you can attack four times, instead of three times, whenever you take the Attack action on your turn.

Fighter Strategies

The strategies are presented in alphabetical order.

Cover Strategist

You treat partial cover as one step higher (from one-quarter to half or half to three-quarters). While in cover, your attacks reduce partial cover by one step (from three-quarters to half or half to one-quarter).

Cunning Strategist

Choose two from the following. You can perform each of the chosen options with your bonus action, instead of your action:

  • Applying poison
  • Dash
  • Disengage
  • Guard
  • Help
  • Hide
  • Search
  • Throwing grenades and setting mines
  • While mounted on a controlled beast, having your beast make a single melee attack against a creature within its reach
  • While mounted on a vehicle, taking a vehicle action (you can't take the same action twice in one turn)

Enduring Strategist

You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits. Lastly, you have advantage on saving throws against exhaustion.

Mastery Strategist

You've mastered a particular style of fighting. Choose one of the Fighting Mastery options, detailed in Chapter 6.

Lightweapon Strategist

You gain proficiency in all lightweapons. Additionally, you no longer need the ability to cast force powers to learn features that grant lightsaber forms, and you learn one lightsaber form of your choice.

Maneuver Strategist

You learn two additional maneuvers. When you complete a short rest, you can replace one of these maneuvers with another one. When you complete a long rest, you can replace both of these maneuvers with other ones.

Skilled Strategist

You gain proficiency in a skill and a tool, or two tools.

Style Strategist

You adopt a second fighting style. Choose one of the fighting style options, detailed in Chapter 6. When you complete a long rest, you can change this style out for another one.

Fighter Specialties

Different fighters choose different approaches to perfecting their fighting prowess. The fighter specialty you choose to emulate reflects your approach. Your specialty grants you features at 3rd, 7th, 10th, 15th, and 18th level.

Multiclassing and splashclassing

Creating a fighter

While creating your fighter character, consider where your loyalties lie. You could be part of a formal military, one of countless troopers fighting for your enterprise. Perhaps you are a gun-for-hire, traveling the galaxy in search of your next gig. What weapons do you prefer and specialize in? Who or what do you fight for? Do you have aspirations of a life beyond the battlefield, or have you been at war so long you know of nothing else?

Quick build

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Constitution. Second, choose the soldier background.

Starting equipment

  • (a) mesh armor or (b) a combat suit, blaster rifle or simple blaster, and two power cells
  • (a) a vibroweapon or heavy pistol and a light or medium physical shield or (b) two vibroweapons
  • (a) a light pistol and a power cell or (b) two vibrodaggers
  • (a) a dungeoneer's pack or (b) an explorer's pack
Class progression
LevelProficiency BonusFeaturesManeuvers KnownSuperiority Dice QuantitySuperiority Dice SizeStrategies Known
1st+2Fighting Style, Second Wind
2nd+2Action Surge (one use), Combat Superiority12d4
3rd+2Fighter Strategies, Fighter Specialty22d41
4th+2Ability Score Improvement22d41
5th+3Extra Attack43d61
6th+3Ability Score Improvement43d61
7th+3Specialty feature53d62
8th+3Ability Score Improvement53d62
9th+4Indomitable (one use)64d82
10th+4Specialty feature64d82
11th+4Greater Extra Attack74d82
12th+4Ability Score Improvement74d82
13th+5Indomitable (two uses)95d103
14th+5Ability Score Improvement95d103
15th+5Specialty feature105d103
16th+5Ability Score Improvement105d103
17th+6Action Surge (two uses), Indomitable (three uses)116d124
18th+6Specialty feature116d124
19th+6Ability Score Improvement126d124
20th+6Master of Combat126d124