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Human Fighter Build Guide (2014 Rules)

2014 fifth-edition Human and Fighter rules; optional Variant Human uses the 2014 feat option. Subclass sources are identified by book. This page does not apply 2024 character creation or class rules.

From the Crit Hit Ceramics editorial team. See our editorial standards for sourcing, corrections, and assisted-drafting practices.

Rules edition: This build uses the 2014 Human and Fighter rules. The Variant Human is an optional Player’s Handbook rule; ask your DM whether it is allowed. These feats, ability increases, and Fighter subclass timings are not the revised 2024 rules.

A 2014 Human Fighter is a flexible martial character, but no single version is automatically strongest. Choose the standard Human for broad ability increases or the Variant Human for a focused pair of increases, a skill, and a 1st-level feat. Then build around the weapon style and role you want to play.

Standard Human or Variant Human?

The standard Human increases each of its six ability scores by 1. This can round out several odd scores, but it does not mean you should invest equally in every statistic. A Fighter usually wants Strength for heavy weapons or Dexterity for finesse and ranged weapons, followed by Constitution.

The optional Variant Human instead increases two different ability scores by 1, grants proficiency in one skill, and grants one feat. That feat can define a level-1 tactic, but it is not free of trade-offs: the standard Human’s six increases may fit a character who wants to improve several uneven scores. Your DM decides whether Variant Human is available.

Use a legal starting array

For point buy, one Strength-focused Variant Human array is Strength 15, Constitution 15, Dexterity 13, Intelligence 10, Wisdom 10, and Charisma 8. It costs exactly 27 points before species increases; put the two +1 increases in Strength and Constitution for final scores of 16 and 16. A Dexterity Fighter can move the 15 to Dexterity instead. For the standard array, assign 15, 14, 13, 12, 10, and 8 before applying the standard Human’s +1 to each score.

Strength supports heavy-weapon attacks, grapples, and heavy armor’s Strength threshold. Dexterity is the attack ability for ranged and finesse weapons and helps initiative and Dexterity saves. Constitution adds hit points and supports Constitution saves, including concentration checks if a feature or spell calls for them. Intelligence, Wisdom, and Charisma can reflect the character’s skills and campaign role; do not assume every Fighter should dump them.

What the 2014 Fighter gains as it levels

Fighters have proficiency with all armor and weapons, a d10 Hit Die, and proficiency in Strength and Constitution saving throws. Second Wind uses a bonus action to restore 1d10 plus your Fighter level in hit points; you regain its use after a short or long rest. Action Surge grants one additional action on your turn beginning at Fighter 2. It does not grant an automatic extra Attack action, and you regain its use after a short or long rest. At Fighter 17, you can use Action Surge twice between rests, but not on the same turn.

Extra Attack gives you two attacks with the Attack action at Fighter 5, three at Fighter 11, and four at Fighter 20. Action Surge can let you take another Attack action on the same turn, so a 5th-level Fighter can make four attacks across two Attack actions. Your subclass features arrive at Fighter 3; choose a subclass compatible with the campaign’s source rules.

The Fighter gains Ability Score Improvements at class levels 4, 6, 8, 12, 14, 16, and 19. If your attack ability begins at 16, two +2 increases at levels 4 and 6 can raise it to 20. Feats are optional under the 2014 rules, and your table may use different starting options.

Choose a subclass for the decisions you enjoy

The 2014 Player’s Handbook includes Battle Master, Champion, and Eldritch Knight. Battle Master adds maneuvers and superiority dice for tactical choices. Champion keeps the turn structure simple while improving critical-hit range. Eldritch Knight adds limited Wizard spellcasting; it is a good fit if you want magic as part of the character rather than a replacement for weapon attacks. Xanathar’s Guide to Everything adds Samurai, and Tasha’s Cauldron of Everything adds Rune Knight and Psi Warrior. Echo Knight is from Explorer’s Guide to Wildemount. Check that your DM allows the source and subclass you select.

Feats that support specific tactics

Great Weapon Master is for a character using a heavy melee weapon. Before an attack with a proficient heavy weapon, the 2014 feat lets you take −5 to the attack roll for +10 damage if it hits. It also grants a bonus-action melee attack on a critical hit or when you reduce a creature to 0 hit points with a melee weapon. The accuracy trade is a choice, not a damage bonus that is always beneficial.

Polearm Master supports a glaive, halberd, quarterstaff, or spear. After taking the Attack action with one of those weapons, you can make the feat’s specified bonus-action attack; the feat also lets you make an opportunity attack when a creature enters your reach. Sentinel can reduce a creature’s speed to 0 when you hit it with an opportunity attack. Together they can control approaches, but they do not create a literal radius or prevent teleportation and other movement that does not provoke an opportunity attack.

Heavy Armor Master requires proficiency with heavy armor, which a 2014 Fighter has. It increases Strength by 1 and reduces qualifying nonmagical bludgeoning, piercing, or slashing damage by 3 while you wear heavy armor. Resilient (Wisdom) increases Wisdom by 1 and grants Wisdom-save proficiency, which can help with effects targeting that save.

Crossbow Expert removes the Loading property’s limit on the number of attacks you can make with a crossbow and permits a bonus-action attack with a hand crossbow after you attack with a one-handed weapon as part of the Attack action. The Ammunition property still requires a free hand to load a one-handed crossbow. The 2014 War Caster feat requires the ability to cast at least one spell, so a level-1 Fighter cannot take it just by planning to become an Eldritch Knight later; consider it after the character gains spellcasting.

Armor, weapons, and a realistic gear plan

Fighter starting equipment can include chain mail, or leather armor with a longbow and arrows. Chain mail gives AC 16; plate gives AC 18 and costs 1,500 gp. Plate also imposes a 10-foot speed reduction if your Strength is below 15. Do not assume a character can afford plate by a particular level—the campaign’s treasure, shops, and downtime determine that.

Choose equipment to match your tactics. A shield improves defense, while a two-handed weapon can qualify for Great Weapon Master. A glaive or halberd has reach; a spear can work with a shield and Polearm Master under the 2014 feat. Archery Fighting Style helps ranged attacks, while Defense gives +1 AC while you wear armor. The best choice depends on the character’s job and party, not on a universal ranking.

Background and play at the table

The 2014 Fighter chooses two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival. Backgrounds add their own skill and feature options. Soldier can connect you to an army; Folk Hero can connect you to a community; Outlander can support a wilderness history. Their features create story hooks, not guaranteed authority over every guard or automatic success at an exploration task.

In a fight, decide when to spend your bonus action, reaction, and Action Surge. Polearm Master, Second Wind, and several subclass features compete for actions. Action Surge is useful when another action can change the turn, but short rests can restore it, so you do not need to hoard it for a perfect future moment. Away from combat, describe what the Fighter learned, who trained them, and what responsibilities come with their reputation.

Official Rules Sources

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