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Fighter Feats

Feat Level Prerequisites Benefits
Adept Archer 1 No disadv. on ranged attack when foe is within 5 ft.; no disadv. on long ranged attacks; +1 ASI to Dex
Agile Athlete 1 Dexterity 13 Use Dex instead of Str for Athletics; substitute Dex save for Str save; have adv. to escape a grapple
Battle Clarity 1 After initiative, choose a foe; you have adv. on attack rolls against them until end of 1st turn
Careful Aim 5 Dexterity 13+, Extra Attack When taking an Attack action, forgo one attack to gain advantage on one other
Cleave 5 Strength 15+ When you reduce a foe to 0 hp with a melee weapon, use your reaction to make a melee attack against a nearby foe
Cunning Opportunist 1 Make an opp.atk. against a creature you threaten when they do basically anything other than defend
Power Critical 5 When you score a critical hit on a foe in melee, force a Con save or the foe suffers one of three debuffs
Shield Bash Mastery 1 When wielding melee weapon + shield, after Attack action, as bonus make a shield bash attack or shove with shield
Shock Trooper 8 Strength 15+ When shoving a creature, can shove back 10 ft. or both shove back 5 ft & knock prone; you have adv. on checks made to shove or resist shoving
Sweeping Trip 4 Strength 13+ or Dexterity 13+ When you hit a foe with a melee weapon attack, you can attempt a trip as a bonus action
Legend
adv. advantage
ASI Ability Score Increase
disadv. disadvantage
opp.atk. opportunity attack
hp hit points
Adept Archer

You have mastered techniques that allow you to make ranged attacks in close quarters and over long distances.

Prerequisites: Fighter level 1 or Ranger level 1

Benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.

  • You don’t suffer disadvantage on ranged attack rolls when a hostile creature is within 5 feet of you.

  • You ignore disadvantage when making a ranged attack at long range.

Agile Athlete

You rely on agility and speed rather than brute force to accomplish physical feats.

Prerequisites: Fighter or Barbarian level 1, Dexterity 13

Benefits:

  • Whenver you would make a Strength (Athletics) check, you can make a Dexterity (Athletics) check against the same DC instead.

  • Whenever you are required to make a Strength saving throw, you can make a Dexterity saving throw against the same DC instead.

  • You have advantage on Dexterity (Athletics or Acrobatics) checks made to escape a grapple.

Battle Clarity

You have honed your awareness into a razor-sharp discipline, allowing you to act with absolute clarity in moments of danger.

Prerequisites: Barbarian level 1, Fighter level 1, Ranger level 1, OR Paladin level 1

Benefit: When you roll initiative and are not surprised, you can choose one creature you can see. You have advantage on attack rolls against that creature until the end of your first turn in combat.

You can use this feature once per short rest.

Careful Aim

You’ve trained to slow your breath and steady your aim, favoring precision over rapidity.

Prerequisite: Fighter or Ranger level 5, Dexterity 13, Extra Attack

Benefit: When you take the Attack action and make multiple ranged weapon attacks, you can forgo one of those attacks. If you do, you have advantage on one other ranged weapon attack you make as part of the same action.

Cleave

Prerequisites: Fighter level 5, Strength 15 or higher

Benefit: When you reduce a creature to 0 hit points with a melee weapon attack on your turn, you can use your reaction to make a melee weapon attack against a different creature within your reach and within 5 feet of the original target. You can use this feature once per turn.

Cunning Opportunist

You are trained to spot openings in an opponent’s technique and react instantly.

Prerequisites: Fighter level 1

*Benefits: You can make an opportunity attack against a creature you threaten when it:

  • draws a weapon,
  • stands up from prone,
  • drinks a potion,
  • makes a grapple attempt, or
  • casts a spell.

You can make opportunity attacks even while surprised or before your first turn. You can only make one opportunity attack per round with this feat.

Power Critical

When your weapon strikes true, the force of the blow leaves enemies vulnerable and off-balance.

Prerequisite: Fighter level 5

Benefits: When you score a critical hit with a melee weapon attack, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failure they suffer one of the following effects of your choice:

  • Staggered: The target has disadvantage on its next attack roll before the end of its next turn.

  • Reeling: The target’s speed is halved until the end of its next turn.

  • Disoriented: The target can't take reactions until the end of its next turn.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Shield Bash Mastery

You’ve trained to wield your shield not just for defense, but as a reliable weapon in close combat.

Prerequisite: Fighter level 1

Benefits: When you are wielding a melee weapon in one hand and a shield in the other, after completing the Attack action with your weapon, as a bonus action you can use your shield do one of the following:

  • Make a melee weapon attack with your shield. This attack uses Strength, has the light property, and deals 1d6 bludgeoning damage.

  • Make a shove attempt with your shield, using the normal shove rules— make a Strength (Athletics) roll contested by the target’s Strength (Athletics) or Dexterity (Acrobatics).

Shock Trooper

You are trained to weaponize your momentum in close quarters.

Prerequisites: Fighter level 8, Strength 15 or higher

Benefit:

  • When you shove a creature on your turn, you can choose to drive them back with overwhelming force. You can shove them back 10 feet, or shove them back 5 feet and also knock them prone in that square.

  • You have advantage on Strength (Athletics) checks made to shove a creature. You also have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made to resist being shoved.

Sweeping Trip

Prerequisites: Fighter level 4, Strength or Dexterity 13+

Benefit: When you hit a creature with a melee weapon attack, you can use a bonus action to attempt to trip the target. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or fall prone.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.