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D&D Fighter Level Up – a step by step guide (5e)

This post was last updated on February 2nd, 2023

I always found the level-up process to be one of the most enjoyable and rewarding nuances of any RPG, including Dungeons & Dragons.

It’s the feeling of seeing your character finally getting stronger after you spent so many hours slaying ferocious beasts, exploring dark dungeons, making new acquaintances, escaping from situations you couldn’t handle at your previous level, opening treasure chests filled with coins and jewels (and sometimes empty ones), and so on, that makes this part of the game so exciting.

When it comes to progress through levels in D&D there are quite a few things to remember and all the information you need are scattered on different pages of the Player’s Handbook (and sometimes on other manuals).

I’m pretty sure most of the players have already memorized all the pages they need to look at to level up their alter-ego, but for all the new players, for my friends that constantly ask me what to do when they have to level up and even for veterans who just want a tidy recap, I thought it would be handy to have a step by step guide to follow that will hopefully make the whole level-up process faster.

In this article, I’ll dive deep into the D&D Fighter level up process, and in particular what new abilities and feats you’d unlock, as well as any change of the character’s stats.


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D&D Fighter Level Up Advancement Table

Here’s a quick overview of the Fighter level up advancement if you want to get a sneak peek or if you need a quick recap.

Keep scrolling for a deeper description of each level.


1st Level – Fighter Starting Features & Abilities

Hit Points

  • Basic Hit Points: 10 + Constitution (CON) modifier.
  • Hit Dice: 1d10.

Proficiencies

  • Armour: All armour, Shields.
  • Weapons: Simple weapons, Martial weapons.
  • Tools: None.
  • Proficiency bonus: +2.
  • Saving Throws: Strength (STR) and Constitution (CON).
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Class Features

  • Fighting Style
    You’ll adopt a particular fighting style as your speciality such as duelling, archery, two-weapon fighting, and so on based on how you want to play your character.
  • Second Wind
    You can use a bonus action to regain hit points equal to 1d10 + your fighter level. You’ll have to short or long rest before this feature can be used again.

2nd Level

  • Hit Points: add 1d10 (roll or 6) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d10.
  • Action Surge (one use)
    On your turn, you can do an extra action on top of your regular action. You’ll have to short or long rest before this feature can be used again.

3rd Level

  • Hit Points: add 1d10 (roll or 6) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d10.
  • Martial Archetype
    You can choose your subclass between Champion, Battle Master, Eldritch Knight, Arcane Archer, Cavalier, Echo Knight, Psi Warrior, Banneret/Purple Dragon Knight, Rune Knight and Samurai.

Eldritch Knight subclass only

If you choose the Eldritch Knight archetype you’ll have access to the Spellcasting feature that allows you to cast spells from the Wizard spell list.
Your knowledge though only covers two of the eight schools of magic: Abjuration and Evocation.

  • Cantrips known: 2.
  • Spells known: 3.
  • Spell slots: 2 (1st level).

4th Level

  • Hit Points: add 1d10 (roll or 6) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d10.
  • Ability Score Improvement: you can increase one ability score by 2 or increase two ability scores by 1. If you use the optional feats rule you can instead choose a Feat of your choice.

Eldritch Knight subclass only

  • Spells known: +1.
  • Spell slots: +1 (1st level).

5th Level

  • Hit Points: add 1d10 (roll or 6) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d10.
  • Proficiency Bonus: +1.
  • Extra Attack (1)
    You can attack twice, instead of once, whenever you use the attack action on your turn.

6th Level

  • Hit Points: add 1d10 (roll or 6) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d10.
  • Ability Score Improvement: you can increase one ability score by 2 or increase two ability scores by 1. If you use the optional feats rule you can instead choose a Feat of your choice.

7th Level

  • Hit Points: add 1d10 (roll or 6) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d10.
  • New Martial Archetype subclass feature: this depends on which Martial Archetype you have chosen for your Fighter.

Eldritch Knight subclass only

  • Spells known: +1.
  • Spell slots: +1 (1st level), +2 (2nd level).

8th Level

  • Hit Points: add 1d10 (roll or 6) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d10.
  • Ability Score Improvement: you can increase one ability score by 2 or increase two ability scores by 1. If you use the optional feats rule you can instead choose a Feat of your choice.

Eldritch Knight subclass only

  • Spells known: +1.

9th Level

  • Hit Points: add 1d10 (roll or 6) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d10.
  • Proficiency Bonus: +1.
  • Indomitable (one use)
    You can reroll a failed saving throw. You’ll have to long rest before this feature can be used again.

10th Level

  • Hit Points: add 1d10 (roll or 6) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d10.
  • New Martial Archetype subclass feature: this depends on which Martial Archetype you have chosen for your Fighter.

Eldritch Knight subclass only

  • Cantrips known: +1.
  • Spells known: +1.
  • Spell slots: +1 (2nd level).

11th Level

  • Hit Points: add 1d10 (roll or 6) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d10.
  • Extra Attack (2)
    You can attack three times, instead of once, whenever you use the attack action on your turn.

Eldritch Knight subclass only

  • Spells known: +1.

12th Level

  • Hit Points: add 1d10 (roll or 6) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d10.
  • Ability Score Improvement: you can increase one ability score by 2 or increase two ability scores by 1. If you use the optional feats rule you can instead choose a Feat of your choice.

13th Level

  • Hit Points: add 1d10 (roll or 6) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d10.
  • Proficiency Bonus: +1.
  • Indomitable (two uses)
    You can reroll a failed saving throw. You can use it twice and then you’ll have to long rest before this feature can be used again.

Eldritch Knight subclass only

  • Spells known: +1.
  • Spell slots: +2 (3rd level).

14th Level

  • Hit Points: add 1d10 (roll or 6) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d10.
  • Ability Score Improvement: you can increase one ability score by 2 or increase two ability scores by 1. If you use the optional feats rule you can instead choose a Feat of your choice.

Eldritch Knight subclass only

  • Spells known: +1.

15th Level

  • Hit Points: add 1d10 (roll or 6) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d10.
  • New Martial Archetype subclass feature: this depends on which Martial Archetype you have chosen for your Fighter.

16th Level

  • Hit Points: add 1d10 (roll or 6) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d10.
  • Ability Score Improvement: you can increase one ability score by 2 or increase two ability scores by 1. If you use the optional feats rule you can instead choose a Feat of your choice.

Eldritch Knight subclass only

  • Spells known: +1.
  • Spell slots: +1 (3rd level).

17th Level

  • Hit Points: add 1d10 (roll or 6) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d10.
  • Proficiency Bonus: +1.
  • Action Surge (two uses)
    On your turn, you can do an extra action on top of your regular action. You can use it twice and then you’ll have to short or long rest before this feature can be used again.
  • Indomitable (three uses)
    You can reroll a failed saving throw. You can use it three times and then you’ll have to long rest before this feature can be used again.

18th Level

  • Hit Points: add 1d10 (roll or 6) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d10.
  • New Martial Archetype subclass feature: this depends on which Martial Archetype you have chosen for your Fighter.

19th Level

  • Hit Points: add 1d10 (roll or 6) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d10.
  • Ability Score Improvement: you can increase one ability score by 2 or increase two ability scores by 1. If you use the optional feats rule you can instead choose a Feat of your choice.

Eldritch Knight subclass only

  • Spells known: +1.
  • Spell slots: +1 (4th level).

20th Level

  • Hit Points: add 1d10 (roll or 6) + Constitution (CON) modifier to the current hit points.
  • Hit Dice: one additional d10.
  • Extra Attack (3)
    You can attack four times, instead of once, whenever you use the attack action on your turn.

Eldritch Knight subclass only

  • Spells known: +1.