You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest scores should be Constitution. Second, choose the soldier background.

You start with the following equipment, in addition to the equipment granted by your background:

Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

You gain a +2 bonus to attack rolls you make with ranged weapons. Defense. While you are wearing armor, you gain a +1 bonus to AC.

While you are wearing armor, you gain a +1 bonus to AC. Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose one of the archetypes detailed at the end of the class description. The archetype you choose grants you an expanded pool of combat maneuvers, as well as special features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Maneuvers At 3rd level, you learn four maneuvers of your choice from the list of Basic Maneuvers below and your martial archetype's maneuver list. Maneuvers are fueled by Superiority Dice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn an additional maneuver of your choice at 7th, 10th, and 15th level. Each time you gain a level in this class, you can replace one maneuver you know with a different one. Superiority Dice. You have three superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. At 10th level your superiority dice become d10s, and at 18th level they become d12s. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is 8 + your Dexterity or Strength modifier (your choice) + your proficiency bonus.