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Fighter Build Guide (2014 Rules): Stats, Styles & Subclasses

2014 D&D Fighter (legacy rules)

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

Rules edition: This guide uses the 2014 fifth-edition Fighter and its original character-creation rules. It does not combine those features with the revised 2024 Fighter. If your table uses the revised rules, follow that version’s class table, Weapon Mastery, and character-creation options instead.

A Fighter build starts with a practical question: how do you want to contribute when a fight begins? Strength supports heavy weapons, grappling, and shoving; Dexterity supports finesse weapons, ranged attacks, initiative, and Dexterity saves. Both can work. Pick the weapons and armor you want to use, then spend ability scores and features to support that plan.

Choose a combat approach

Strength and heavy armor: Choose Strength for a greatsword, maul, greataxe, or weapon-and-shield style. Heavy armor can reduce your need for Dexterity, though the heaviest armor has a Strength requirement if you want to avoid its speed penalty. Strength also helps with Athletics checks, including the rules for grappling and shoving.

Dexterity and mobility: Choose Dexterity for bows, crossbows, or finesse weapons such as a rapier. Dexterity also contributes to initiative, Dexterity saves, and several common skills. Medium armor lets you add up to +2 from Dexterity to AC; light armor allows the full Dexterity modifier. A ranged Fighter should plan around ammunition, cover, range, and the occasional close-quarters problem.

Constitution is valuable for either approach because Fighters spend time near danger. Wisdom helps with Perception and common saving throws. Do not lower every other ability score automatically: think about the campaign’s checks and your character’s role. Under the 2014 rules, your species and any optional ability-score reassignment rules affect the final scores, so use the rules your DM has approved.

Set ability scores and equipment

For point buy or standard array, put the highest score in Strength or Dexterity, based on your weapon plan, and make Constitution a strong secondary score. A simple point-buy starting point is Strength 15, Dexterity 13, Constitution 14, Wisdom 12, Intelligence 10, and Charisma 8 before applying the species rules your table uses. A Dexterity-focused Fighter can swap Strength and Dexterity. Treat this as an example, not a required formula.

Choose starting equipment that supports your intended attacks. A shield occupies one hand; a two-handed weapon uses both hands when you attack with it. A longbow has the ammunition property, and a crossbow has the loading property unless a feature or feat changes how you can use it. Check the weapon’s properties before taking a Fighting Style or feat that depends on it.

Understand the 2014 Fighter’s progression

Fighters receive a d10 Hit Die, proficiency with all armor and shields, and simple and martial weapons. Second Wind is available at level 1: use a bonus action on your turn to regain 1d10 plus your Fighter level in hit points, then recharge it after a short or long rest. Action Surge arrives at level 2 and grants one additional action on your turn; it recharges after a short or long rest. At level 17, you can use it twice between rests, but only once on the same turn.

Extra Attack arrives at level 5, then improves to three attacks with the Attack action at level 11 and four at level 20. This feature counts attacks only when you take the Attack action; Action Surge gives you another action, which can include another Attack action. Fighters also get seven Ability Score Improvements at levels 4, 6, 8, 12, 14, 16, and 19. Each improvement can instead be a feat if your table uses the optional feat rules.

Indomitable begins at level 9 and lets you reroll a failed saving throw, using the new roll. You can use it once per long rest at level 9, twice at level 13, and three times at level 17. It is a reroll, not automatic success or proficiency in the saving throw.

Select a Fighting Style

Your 2014 Fighting Style is a focused bonus, not a complete build by itself. Archery grants +2 to attack rolls you make with ranged weapons. Defense grants +1 AC while you wear armor. Dueling adds +2 damage when you wield a melee weapon in one hand and no other weapon; a shield is allowed. Great Weapon Fighting lets you reroll a 1 or 2 on a damage die for an attack with a melee weapon you wield in two hands, using the new roll. Protection uses your reaction and a shield to impose disadvantage on an attack against a nearby ally. Two-Weapon Fighting lets you add your ability modifier to the damage of the second attack when you fight with two weapons.

Match the style to how you expect to fight most often. Archery is reliable for a bow or crossbow plan. Defense works across more equipment choices. Dueling is for one-handed melee weapon attacks, not a free bonus for carrying a shield with any weapon setup. Check the exact style text before applying it to an unusual weapon.

Choose a Martial Archetype

At level 3, choose a Martial Archetype. The 2014 Player’s Handbook offers three core choices:

  • Champion is a low-management option built around improved critical hits and physical capability. It suits players who want to focus on positioning and attacks.
  • Battle Master adds superiority dice and maneuvers. Choose it if you want tactical options such as tripping, distracting, or directing an ally, and are comfortable tracking a small resource pool.
  • Eldritch Knight adds limited Wizard spellcasting. Intelligence matters for some spells, and you must follow its spell selection and spellcasting rules. Spells with concentration compete with one another, and the 2014 bonus-action spell rule can limit what else you cast on the same turn.

Supplement books add other archetypes, each with its own source and features. Check that your DM allows the sourcebook and use that subclass’s exact rules; do not assume a feature from one archetype is part of the base Fighter.

Use feats to solve a specific problem

Feats are optional under the 2014 rules. Consider one when it strengthens a clear part of your build. Great Weapon Master supports certain heavy-weapon attacks and can grant a bonus-action attack after a critical hit or reducing a creature to 0 hit points. Polearm Master adds specified attacks and opportunity-attack triggers for listed weapons. Sharpshooter addresses long-range attacks, cover, and an optional attack penalty for extra damage. Sentinel can help control enemy movement. Read each feat’s weapon, action, and trigger wording; these options do not all work together automatically.

Taking an Ability Score Improvement instead can be the better choice, especially when it raises your main attack score or Constitution. A feat is not mandatory for an effective Fighter.

Plan turns around actions and reactions

On your turn, decide whether movement, an Attack action, Second Wind, or a subclass feature matters most. Action Surge can give you a second action, but it does not grant an unlimited turn: bonus actions and reactions keep their normal rules, and other features may have their own restrictions. Use it when another action changes the encounter, such as making attacks after reaching a target or taking an urgent action while still attacking.

Protect your reaction for effects that matter to your role. Opportunity attacks, Protection, Sentinel, and some Battle Master maneuvers can all compete for it. If you use a shield or a two-handed weapon, account for what your hands are doing when you interact with objects or cast an Eldritch Knight spell. Ask the DM how a situation works when a feature’s exact timing or target is unclear.

Keep multiclassing a separate decision

The 2014 multiclass rules require Strength 13 or Dexterity 13 to multiclass into or out of Fighter, in addition to the other class’s prerequisites. Multiclassing delays Fighter features such as Extra Attack, Ability Score Improvements, and subclass progression. Decide what feature the new class gives you and what you give up by delaying Fighter levels. See the 2014 Fighter multiclass guide for prerequisites and timing.

For a first character, keep the build single-classed until you understand what the Fighter gains at each level. For an introductory walk-through of the first decisions, see How to Build Your First Fighter.

Official Rules Sources

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