Fighter Subclasses 5e | Ranked By 2023 (Guide) Archetypes Dnd 5th Edition
Champion, Samurai, or Purple Dragon Knight are some of the heroes you can live as a fighter in D&D 5E. These roles provide an exciting layer to the narrative experience of the player. Therefor on top of that, they also provide special features to your Fighter, which makes it crucial to choose a subclass/ Archetype that suits your need for optimal output from the world of D&D 5E.
When your character reaches 3rd level. However, you get to choose a DnD Fighter Subclass / Fighter Martial Archetype that you aim to emulate in your fighting styles and techniques. Additionally, all the dnd 5e fighter subclasses grant you features at the 3rd level, 7th level, 10th level, 15th level, and 18th level. These special features depend upon the type of subclass chosen.
However, there are 11 Fighter subclasses 5E, and selecting just one can be a daunting task. I mean, how do you know if the subclass chosen is best for you? To answer this question, we first have to examine all 11 subclasses.
(Note: Subclass and Archetype are two different names for one single thing, both terms will be used interchangeably in this writing.)
Table of Contents
What are all the Fighter subclasses 5E?
There are 11 5E Fighter archetypes/ DnD 5E Fighter subclasses, which are detailed in this section.
Arcane Archer
- Source: Xanathar’s Guide to Everything
- Advantage: The ability to use Arcane Archer Lore
- Styles: Thrown Weapon Fighting, Archery
- Feats: Gunner, Crossbow Expert
As their name suggests, a Fighter who excels in conjuring magical properties into their bow attacks is Arcane Archer. Moreover, they have the ability to cast enchantments on their enemies. Therefore, out of all the fighter archetypes 5e, they are perfect for players who like to attack from a distance.
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Arcane Archer Features
Fighter Level | Feature |
---|---|
3rd | Arcane Archer Lore, Arcane Shot (2 options) |
7th | Curving Shot, Magic Arrow, Arcane Shot (3 options) |
10th | Arcane Shot (4 options) |
15th | Ever-Ready Shot, Arcane Shot (5 options) |
18th | Arcane Shot (6 options, improved shots) |
ArcaneArcher Lore
You get to study magic. You get to master either the Arcana or the Nature skill. Where you pick to learn the prestidigitation or the druid craft can trip.
Arcane Shot
The ability unlocks some unique magical shots. However, some of these shots can be repeled by making a successful saving throw.
Arcane Shot save DC= 8 + your Intelligence modifier + your proficiency bonus
Level | Total Amount of Arcane Shots |
---|---|
3rd level | 2 |
7th level | 3 |
10th level | 4 |
15th level | 5 |
18th level | 6 |
There are total 8 different Arcane Shots as listed below:
1) Banishing Arrow
2) Beguiling Arrow
3) Bursting Arrow
4) Enfeebling Arrow
5) Grasping Arrow
6) Piercing Arrow
7) Seeking Arrow
8) Shadow Arrow
Magic Arrow
Furthermore, you get the ability to add magic to your arrows.
Curving Shot
The ability to guide any rouge arrow to a new target using a bonus action.
Ever-Ready Shot
As the name suggests, you get ever-reading magical archery to use for battles.
Battle Master
- Source: D&D Player’s Handbook
- Advantage: Battle Maneuvers
- Styles: Dueling, Grand Weapon Fighting
- Feats: Durable, Martial Adept
Among the 11 Fighter martial archetypes, only they have attained mastery over a plethora of combat maneuvers. Therefore, they are known as the master of battles. Above all, they are the warriors who strive for enlightenment through their skill and knowledge of the battle. However, achieving this means studying subjects beyond battles like weapons mithing and history.
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Battle Master Features
Fighter Level | Feature |
---|---|
3rd | Combat Superiority, Student of War |
7th | Know Your Enemy |
10th | Improved Combat Superiority |
15th | Relentless |
18th | Improved Combat Superiority |
Combat Superiority
However, this dnd fighter subclass allows you to learn maneuvers that are powered by a dice called Superiority Dice. However, you are allowed to learn 3 Maneuvers at this stage.
Further details about Maneuvers and Superiority Dice are given below.
Student of War
However, you can achieve mastery on any one type of artisan tool at the 3rd level.
Know Your Enemy
As the name suggests, this feature allows you to know specific details about your enemy’s capabilities. However, you will have to observe or interact with the creature for at least 1 minute outside of fighting. Only then can you use this feature to ask DM to tell you how capable the creature is compared to you: equal, superior, or inferior. This comparison can be with only two characteristics out of the following ones:
1) Strength score
2) Dexterity score
3) Constitution score
4) Armor Class
5) Current hit points
6) Total class levels (if any)
7) Fighter class levels (if any)
Relentless
If there is no superiority dice left and you roll initiative, you will recover one superiority die.
Maneuvers
Maneuvers are a series of special movements or attacks that you unlock at the 3rd level as a battle master. However, the maneuvers that one can learn depends upon their level.
However, your target can resist some of your maneuver’s effects by making a saving throw. However the saving throw DC is measured using the below-given formula.
Level | Total Amount of Maneuvers |
---|---|
3rd level | 3 |
7th level | 5 |
10th level | 7 |
15th level | 9 |
There is a total of 16 different maneuvers as listed below:
1) Commander’s Strike
2) Disarming Attack
3) Distracting Strike
4) Evasive Footwork
5) Feinting Attack
6) Goading Attack
7) Lunging Attack
8) Maneuvering Attack
9) Menacing Attack
10) Parry
11) Precision Attack
12) Pushing Attack
13) Rally
14) Riposte
15) Sweeping Attack
16) Trip Attack
Superiority Dice
To use maneuvers, you will need to expend special dice known as superiority dice. However, superiority dice are regained after a short or long rest. Furthermore, the size and amount of superiority dice depend upon your level.
Level | Amount | Size |
---|---|---|
3rd level | 4 | 1D8 |
7th level | 5 | 1D8 |
10th level | 5 | 1D10 |
15th level | 6 | 1D10 |
18th level | 6 | 1D12 |
Cavalier
- Source: Xanathar’s Guide to Everything
- Advantage: The ability to use Unwavering Mask
- Styles: Great Weapon Fighting, Dueling
- Feats: Defensive Duelist, Crusher
However a Cavalier Fighter is the best for mounted combat compared to the other fighter subclasses 5e, making them a competent defender and bodyguard. Thereafter, they are the people born in nobility and who aim to explore various glorious adventures.
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Cavelier Features
Fighter Level | Feature |
---|---|
3rd | Bonus Proficiency, Born to the Saddle, Unwavering Mark |
7th | Warding Maneuver |
10th | Hold the Line |
15th | Ferocious Charger |
18th | Vigilant Defender |
Bonus Proficiency
You achieve mastery in one of the following: History, Insight, Persuasion, Animal Handling, or Performance, or you can learn any one new language.
Born to the Saddle
And, you acquire an impeccable mastery as a rider, giving an advantage for saving throws on falling off.
Unwavering Mark
The ability to save your allies from the enemy, by marking the enemy, then if he attacks someone other than you, his attack roll will deal a disadvantage.
Warding Maneuver
The ability to defend yourself, your mount, or any nearby friend from an enemy attack.
Hold the Line
Furthermore, you achieve the ability to reduce your enemy’s speed to zero.
Ferocious Charger
The ability to knock your target prone. However, this can also be defended by doing a successful Strength saving throw.
Vigilant Defender
An unusual reaction is gained to use once during the other creature’s turn.
Champion
- Source: D&D Player’s Handbook
- Advantage: The Power of hitting a critical hit at only a roll of 19 or 18
- Styles: Duelist, Interception
- Feats: Crusher
Only one out of the 11 fighter archetypes 5e choose masters the key features of the Fighter class, like Strength or Dexterity. They are the ones who we call Champions. Moreover, fighters who choose to be a champion experience physical excellence to withstand deadly attacks, and combined with all the intense training champion has to go through, make them a Tank.
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Champion Features
Fighter Level | Feature |
---|---|
3rd | Improved Critical |
7th | Remarkable Athlete |
10th | Additional Fighting Style |
15th | Superior Critical |
18th | Survivor |
Improved Critical
Firstly, at the 3rd level, you unlock the power to strike a critical hit on a roll of 19 or 20.
Remarkable Athlete
The ability to add half of the Proficiency bonus to Constitution, Dexterity, or Strength check. However, it can’t be used for checks that are already utilising the Proficiency bonus. Furthermore, you can also add extra feet (equal to your Strength modifier) to your running long jump.
Additional Fighter Fighting Styles
This allows you to pick a second fighting style for Fighter archetypes 5e.
Superior Critical
Moreover, at the 15th level, you gain the power to land a critical weapon hit with just a roll of 18 or 20.
Survivor
Once you reach the 18th level, you can officially call yourself a tank. When you have lost half of your hit points, you can now regain them of quantity 5 + your Constitution modifier. However, if your Hit Points are zero, this cannot help you.
Echo Knight
- Source: Explorer’s Guide to Wildemount
- Advantage: The ability to Manifest Echo
- Styles: Dual Wielder, Defensive Duelist
- Feats: Fighting Initiate, Durable
What could be better than getting more of you if you need more arms to fight by your side? In other words, an Echo Knight can summon echoes of themselves from alternate periods.
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Echo Knight Features
Fighter Level | Feature |
---|---|
3rd | Manifest Echo, Unleash Incarnation |
7th | Echo Avatar |
10th | Shadow Martyr |
15th | Reclaim Potential |
18th | Legion of One |
Unleash Incarnation
Firstly, at the 3rd level, this dnd fighter subclass provides you up to five extra attacks for a single day.
Echo Avatar
Secondly, at the 5th level, you gain the ability to use your echo as a scout up to 1000ft.
Shadow Martyr
The ability to redirect your enemy’s attack, which can only be used once per rest.
Reclaim Potential
To get some extra hit points by reclaiming your echo.
Legion of One
Furthermore, at the 18th level, you unlock the ability to double your echo.
Eldritch Knight
- Source: D&D Player’s Handbook
- Advantage: A balanced character who is a competent fighter as well as a competent spell caster
- Styles: Defense, Blind Fighting
- Feats: Fey Touched, Artificer Initiate
This DnD Fighter Subclass uses spells to boost its already impeccable martial powers. However, there are only two out of eight types of spells that eldritch knights study: abjuration and evocation. The first ones are for additional protections, and the latter delivers damage to many enemies at once.
But, there are some exceptions to this rule of 2 types of spells: the spells you learn are going to know at 8th, 14th, and 20th level can be of any sort.
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Eldritch Knight Features
Fighter Level | Feature |
---|---|
3rd | Spellcasting, Weapon Bond |
7th | War Magic |
10th | Eldritch Strike |
15th | Arcane Charge |
18th | Improved War Magic |
Spellcasting
At the 3rd level, out of all the 5e fighter archetypes, only this allows you to learn the ability to cast spells. However, the number of spells known increases as you move up the level ladder, as shown in the below-given table.
Furthermore, your target can resist some of your spell’s effects by making a saving throw. The saving throw DC and your attack roll of spells are measured using the below-given formulas.
Spell save DC= 8 + your Intelligence modifier + your proficiency bonus
Spell attack modifier= your intelligence modifier + your proficiency bonus
Spell Slots- Spell slots fuel Spellcasting for eldritch knight, and the above table shows how many spell slots have to be utilised to use spells of different levels. However, all used spell slots are regained after a short or long rest.
Weapon Bond
This allows you to form a magical bond between you and 2 weapons of your choice. This ritual takes 1 hour to complete per weapon. Once bonded, the weapon can’t be disarmed by anyone other than you breaking the bond, and you can summon any one of the bonded weapons with your bonus action.
War Magic
You can use one weapon attack as a bonus action while using your action for casting a cantrip.
Eldritch Strike
Furthermore, you can deliver a disadvantage on your target’s saving throw after hitting him with a weapon attack. The idea is that with this feature, you make your weapon’s strike avoid the target’s protection against your spells.
Arcane Charge
This ability allows you to teleport up to 30 feet to an empty space.
Improved War Magic
This ability enables you to use one weapon attack as a bonus action while using your action for casting a spell
Gunslinger
- Source: Matt Mercer’s Gunslinger
- Advantage: Mastery in Ranged Weapons
- Styles: Ranged Weapon Fighting
- Feats: Cowboys, Gangsters
They are the true masters of guns, unlike other Fighter Subclasses 5e, who use medieval weapons only.
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Gunslinger Features
Fighter Level | Feature |
---|---|
3rd | Firearm Proficiency, Gunsmith, Adept Markman |
7th | Quickdraw |
10th | Rapid Repair |
15th | Lightning Reload |
18th | Vicious Intent, Hemorrhaging Critical |
Gunsmith
Firstly, at the 3rd level, this dnd fighter subclass grants you proficiency in Tinker’s Tools.
Adept Markman
Furthermore, you get any 2 trick shots for you to use in combat with your guns.
Quickdraw
Now, at the 7th level, the game bestows upon you the power to increase your initiative with the help of your proficiency bonus
Rapid Repair
Out of all fighter martial archetypes, only the gunslinger uses weapons that can have some technical problems, and this ability solves this problem by gifting you the ability to fix a jammed gun quickly.
Lightning Reload
This ability empowers you to reload by using a bonus action
Vicious Intent
This wonderful feature allows you to land a critical blow upon a 19-20 roll. Furthermore, you revive a grit point on the same roll.
Hemorrhaging Critical
An ability that makes the enemy suffer additional damage after a critical hit.
Psi Warrior/ Psychic Warrior
- Source: Tasha’s Cauldron of Everything
- Advantage: The ability to use Psionic Power
- Styles: Blind Fighting, Interception
- Feats: Charger, Crusher
A Psi Warrior, as the name indicates, is the only one in the dnd 5e fighter subclasses list who uses Psionic powers to attain additional benefits in combat. Moreover, they are also known as Psychic Warrior.
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Psi Warrior Features
Fighter Level | Feature |
---|---|
3rd | Psionic Power |
7th | Telekinetic Adept |
10th | Guarded Mind |
15th | Bulwark of Force |
18th | Telekinetic Master |
Psionic Power
Using the Psionic dice, you can gain special abilities such as:
- Protective Field
- Psionic Strike
- Telekinetic Movement
Telekinetic Adept
Furthermore, at the 5th level, two new special abilities are unlocked.
- Psi-Powered Leap
- Telekinetic Thrust
Guarded Mind
The ability to resist psychic damages like charmed and frightened conditions.
Bulwark of Force
This activates a bonus action to provide +2 AC to you and plausibly your allies for 1 minute (latter depends on your Intelligence modifier). This can be used 11 times per long rest.
Telekinetic Master
The ability to move heavy objects (up to 1000 pounds) without costing much Intelligence modifier.
Purple Dragon Knight/ Banneret
- Source: Sword Coast Adventurer’s Guide
- Advantage: The ability to share your Action surge or Second Wind with your companions
- Styles: Durable, Interception
- Feats: Duelist, Charger
They are one of the few DND 5e Fighter subclasses/ DnD 5e Fighter archetypes who are really charming. Their diplomatic nature gives them a huge advantage in Charisma compared to other 5e Fighter Martial Archetypes. Moreover, they are a noble class of knights who can support their comrades by extending their own features.
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Purple Dragon Knight Features
Fighter Level | Feature |
---|---|
3rd | Rallying Cry |
7th | Royal Envoy |
10th | Inspiring Surge |
15th | Bulwark |
Rallying Cry
Firstly, at the 3rd level, you gain the ability to heal three allies from up to 60ft away.
Royal Envoy
Secondly, at the 5th level, you gain expertise in Persuasion.
Inspiring Surge
Furthermore, you can give an ally a free attack.
Bulwark
This gives you rerolls on saving throws.
Rune Knight
- Source: Tasha’s Cauldron of Everything
- Advantage: Different for different runes
- Styles: Durable, Fey Touched
- Feats: Dual Wielder, Artificer Initiate
As the name suggests, a Rune Knight uses runes (an ancient language system) to add special powers to their weapons and armors. Moreover, they are the only one in fighter subclasses 5e who knows this language of giants.
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Rune Knight Features
Fighter Level | Feature |
---|---|
3rd | Bonus Proficiency, Rune Carver, Giant Might |
7th | Runic Shield |
10th | Great Stature |
15th | Master of Runes |
18th | Runic Juggernaut |
Rune Carver
You get to choose 3 runes at the 3rd level, which increases to 5 on the later levels. There is a total of 6 runes.
- Cloud Rune
- Fire Rune
- Frost Rune
- Stone Rune
- Hill Rune (unlocked at 7th level)
- Storm Rune (unlocked at 7th level)
Giant Might
The ability to enlarge or reduce as a bonus action.
Runic Shield
Furthermore, you achieve the ability to render deadly hits of enemy useless by making them reroll.
Great Stature
Increase in height by 3d4 inches, and a minor increase in Giant Might’s damage die.
Master of Runes
This doubles how often you can use runes per long rest and also unlocks the fifth & final rune.
Runic Juggernaut
Increase in your enlarging capacity and reach.
Samurai
- Source: Xanathar’s Guide to Everything
- Advantage: The Power to use Fighting Spirit
- Styles: Durable, Great Weapon Master
- Feats: Defensive Duelist, Charger
Strength before Death, a Samurai, has an impeccable determination to their craft, which leaves their enemy all mind-boggled. Furthermore, this DnD Fighter subclass is good at handling social situations, and if their resolve is absolute, they can summon extraordinary capabilities and unparalleled resilience in their actions.
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Samurai Features
Fighter Level | Feature |
---|---|
3rd | Bonus Proficiency, Fighting Spirit |
7th | Elegant Courtier |
10th | Tireless Spirit, Fighting Spirit |
15th | Rapid Strike, Fighting Spirit |
18th | Strength before Death |
Bonus Proficiency
You achieve mastery in one of the following: History, Insight, Performance, or Persuasion, or you can learn any one new language.
Fighting Spirit
You achieve temporary hit points for weapon attacks, this can be used 3 times only, and to regain the used ones, you will have to take a long rest.
Level | Total Amount of Temporary Hit Points |
---|---|
3rd level | 5 |
10th level | 10 |
15th level | 15 |
Elegant Courtier
With this ability, you gain a bonus Charisma check equal to your wisdom modifier. Furthermore, proficiency is achieved in Wisdom saving throws.
Tireless Spirit
If you don’t have any use of Fighting Spirit remaining while rolling initiative, you regain one Fighting Spirit use.
Rapid Strike
The ability to trade your attack’s advantage for an extra weapon attack on the target.
Strength before Death
The ability to use a reaction to take an extra turn when your hit points are reduced to 0 by an attack.
What is the best Fighter subclass in D&D 5E?
Battle Master, Rune Knight, and Echo Knight are the best Fighter subclasses in D&D 5E. And if you look at all the features of all the Fighter Archetypes 5E, you will realise that these three have the most important features out of all for a Fighter in the DnD 5e universe. And in case you are curious, Purple Dragon Knight is the worstout of all the DnD 5E Fighter subclasses/ 5E Fighter Martial Archetypes.
FAQs
At the 3rd Level, Fighters get a Subclass. It is a role/ hero that you aim to emulate in your fighting styles and techniques. Moreover, your subclass also grants you special features at the 3rd level, 7th level, 10th level, 15th level, and 18th level. There is a total of 11 Fighter Subclasses 5E.
There is no difference between a Subclass and an Archetype, and both are two different names for one single thing, which is a role for your Fighter that you aim to emulate in your fighting styles and techniques.