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Fighter

Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.
hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
armor proficiencies: All armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
starting equipment:

  • (a) chain mail or (b) leather, longbow, and 20 arrows

  • (a) a martial weapon and a shield or (b) two martial weapons

  • (a) a light crossbow and 20 bolts or (b) two handaxes

  • (a) a dungeoneer's pack or (b) an explorer's pack


spellcasting:
class features:
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.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. 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.
  • 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.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • 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.
  • Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
    You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
    In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
    At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
  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. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.   Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
  • Replace a fighting style you know with another fighting style available to fighters.
  • If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
  Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.   Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
subclass options:

Arcane Archer

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.     Arcane Archer Lore
At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip.   Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.   Magic Arrow
At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.   Curving Shot
At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.   Ever-Ready Shot
Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.   Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. The psychic damage increases to 4d6 when you reach 18th level in this class.
Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The force damage increases to 4d6 when you reach 18th level in this class.
Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class.
Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 18th level in this class.
Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The force damage increases to 2d6 when you reach 18th level in this class.
Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 4d6 when you reach 18th level in this class.  

Banneret

A banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Banneret serves as the generic name for the Purple Dragon Knight archetype if you use it in campaign settings other than the Forgotten Realms or to model warlords other than Purple Dragon Knights.   Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.
When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.   Royal Envoy
Knights of high standing are expected to conduct themselves with grace.
At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.   Inspiring Surge
Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.   Bulwark
Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.  

Battle Master


Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.   Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four 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.
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 calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)   Student of War
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.   Know Your Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels, if any
  • Fighter class levels, if any
Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.   Relentless
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.   Battle Master Maneuvers   Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.   Bait and Switch
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.   Brace
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.   Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.   Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.   Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.   Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.   Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.   Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll.   Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.   Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.   Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.   Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.   Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.   Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.   Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.   Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.   Quick Toss
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.   Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.   Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.   Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.     Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.   Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.  

Cavalier

The archetypal cavalier excels at mounted combat. Usually born among the nobility and raised at court, a cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.   Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.   Born to the Saddle
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.   Unwavering Mark
Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.   Warding Maneuver
At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.   Hold the Line
At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.   Ferocious Charger
Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.   Vigilant Defender
Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.  

Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.   Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.   Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.   Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.   Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.   Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.  

Echo Knight

A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.   Manifest Echo
At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
 

Unleash Incarnation

At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.   Echo Avatar
Starting at 7th level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.   Shadow Martyr
Starting at 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.
Once you use this feature, you can't use it again until you finish a short or long rest.   Reclaim Potential
By 15th level, you've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.   Legion of One
At 18th level, you can use a bonus action to create two echos with your Manifest Echo feature, and these echoes can co-exist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.
In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.  

Eldritch Knight

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier   Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.   War Magic
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.   Eldritch Strike
At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.   Arcane Charge
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.   Improved War Magic
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.  

Psi Warrior

Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.
As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.     Psionic Power
At 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Psionic Energy dice.
Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.
Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.   Telekinetic Adept
By the 7th level, You have mastered new ways to use your telekinetic abilities, detailed below.
Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.   Guarded Mind
Starting at 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.   Bulwark of Force
At 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.
Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.   Telekinetic Master
By 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.
Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.  

Rune Knight

Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.   Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.   Rune Carver
Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
Fighter Level Number of Runes
3rd 2
7th 3
10th 4
15th 5
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
  • Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
    In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.
  • Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
    In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
  • Frost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
    In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.
  • Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
    In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
  • Hill Rune (7th Level or Higher). This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
    In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
  • Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
    In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.
  Giant Might
At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
  • You have advantage on Strength checks and Strength saving throws.
  • Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.     Runic Shield
At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Great Stature
By 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.   Master of Runes
At 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.   Runic Juggernaut
At 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.  

Samurai

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path have two choices: yield or die fighting.   Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.   Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times. You regain all expended uses of it when you finish a long rest.   Elegant Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).   Tireless Spirit
Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.   Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.   Strength Before Death
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.  

War Cook

Sometimes, findinf the best ingredients requiers going out into the world to hunt incredubly powerful beasts; sometimes, someone needs to cook for troops of soldiers in the heat of battlefield. Sometimes, it's just about cooking outdoors. Whatever the reason may be cooks need to be able to fight, and these know how to do it.
A War Cook is a fighter who knows how to make their extensive knowledge of the art of cooking and apply it to the art of fighting using the same tools that they would use to cook a wonderful meal, they bring the most wicked creatures to their knees and if those creatures look appetizing, they might even consider serving them with baked potatoes on the side
War Cooks excel at doing damage while weakening their foes and controlling the flow of battle, and their culinary expertise makes them incredibly useful out of combat.
The War Cook Martial archetype is based on other fighter archetypes that use magical options for the fighter's blows, but with a much bigger emphasis on melee fighting and on the different effects produced by their Arcane Utensils.
They come with their own unique waepon proficiency: Cooking Weapons. Cooking Weapons can only be used by War Cooks, and are intrinsically tied to their Arcane Utensil feature.
To build a War Cook, prioritize Strenght/Dexterity, Constitution, and Charisma, in that order. Take a good look at the Cooking rules included in another article, since you will be able to cook outdoors thanks to your Ever-Ready Kitchenette.   Ever-Ready Kitchenette
At 3rd level, you aquire an Ever-Ready Kitchenette, a small, magical kitchen that weighs 9 pounds and can cook one dish a day. The kitchenette needs 10 minutes to set up nd warm up.
You have proficiency with Cooking Weapons (see "Cooking Weapons" below) and can switch from one cooking weaoin to another in battle as a free action.   Arcane Utensil
At 3rd level, you learn to infuse your cooking utensils with Arcane energy. When you gain this feature, you learn two Arcane Utensuk options of your choice (see "Arcane Utensil Options" below).
Once per turn, when you use a cooking weapon as part of the Attack action, you can apply one of your Arcane Utensil options to that attack. You decide whether to use the option when an attack hits, unless the option dosen't involve an attac roll. You have two uses of this ability, and you regain all expended uses of it when you finish a shot or long rest.
At the beginning of each round of combat, you can choose to switch the arcane utensil you are holding as a free action.
You gain an additional Arcane Utensil Option of your choice when you reach certin levels in this class: 7th, 10th and 15th. Each option also improves when you become an 18th-level fighter.
Additionally, you have grown accustomed to carrying an entire arsenal of cooking weapons on your person. The weight of cooking weapons is negligible to you for the purpose of carrying them. This vonus to your carrying capacity only comes in to effect when carrying arcane utensils with you.   Magic of Cooking
At 7th level, you gain the ability to infuse your utensils with magic. Whenever you make an attack with a Cooking Weapon, you can make it magical for the purpose of overcoming resistance and gaining immunity ti ninmagical attacks and damage. Any attacks of opportunity made with Cooking Weapons can also be considerd magical for the same purpose.   Master Haggler
At 7th level, you have talked to so many merchants over the yers, trying to procure the best ingredients and tools, that you are an expert at it. You gain advantage on all Persuasion checks when trying to haggle for a lower price on an item at a shop. This only extends to items, not services.
You also have advantage on Insight checks to determine whether a shopkeeper is beging fair with their prices and telling the truth about their wares.   Ever-Ready Utensil
Starting at 15th level, your magical cooking utensils are available whenever battle starts. If you roll initative and hace no ises of Arcane Utensil remaining, you regain one use of it.   Arcane Utensil Options
The Arcane Utensil feature lets you choose options for it at certian levels. They are all magical effects, and each is associated with one specific Cooking Weapon. In order to use these Utensil options, you need to buy the corresponding Cooking Weapon and cook with it once (See the "Cooking Weapons" section below).
If an option requiers a saving throw, your Arcane Utensil save DC equals 8 + your Proficiency bonus + your choice of Strenght or Dexterity modifier.
Rolling-Pin. When you hit with this Arcane Utensil, you cause small illusory birds to fly around the head of the target. The creature hit by the attack takes an extra 2d6 bludgeoning damage and has to make a Wisdom saving throw against your Arcane Utensil save DC. On a failed save, the creature's mind is completely clouded by the blow. The creature must roll a d6 to determine what they will do with their turn.
d6 Effect
1-3 The creature uses all its Movement to move away from the War Cook, triggering attacks of opportunity. The creature doesn't take an action this turn.
4-5 The creature falls prone. The creature doesn't take an action this turn.
6 The creature is under the effect of the cantrip "Friends" and consider the War Cook an esteemed ally. For up to one minute, the target creature is more inclined to belive, be persuaded, or otherwise influenced by the War Cook, and the War Cook has advantage on all Charisma checks directed at the creature. When the effect of the spell wears off or the the creature is attacked, the creature immediately realizes that magic was used to influence its mood and could react violently.
The bludgeoning damage increases to 4d6 when you reach 18th level in this class.
Ice Cream Scoop. When hitting with this Arcane Utensil, you cause ice crystals of a color and flavor of your choosing to envelop the target. The creature hit by the attack takes an extra 2d6 cold damage and is restained. The target or any creature that can reach it chn use its action to remove the ice crystals with a successful Strenght (Athletics) or Dexterity (Acrobativs) check against your Arcane Utensil save DC. Otherwise, the ice lasts for 1 minute or until you use this option again. The cold damge increases to 4d6 when you reach 18th level in this class.
  Frying Pan. When you hit with this Arcane Utensil, you cause magical oil to fall onto the creature and around it, covering the floor in a sticky, slimy liquid. Any creature in a 15-oot cone exteing from you must make a Dexterity saving throw against you Arcane Utensil save DC. The creature takes 1d6 extra acid damge on a failed save, or haøf as much on a successful on. The terrain in that 15-foot cone is considered difficult terrain until tje start of your next turn. The acid damage increases to 4d6 when you reach 18th level in this class.
Wok. When you hit with this Arcane utensil, you cause fire to catch onto the creature's body or clothing. The creature takes an extra 2d6 fire damage and is set on fire. The creature taes 1d4 fire damage on the start of its turns. A creature can end this damage by using its action to make a Dextertiy (Acrobatics) check against your Arcane Utensil save DC to extinguish the flames. Otherwise, the flames last until you use this option again or the creature dies. The extra fire damage on a successful hit increases to 4d6, and the contnuous fire damge increases to 2d4 when you reach 18th level in this class.
Skewer. When you hit with this Arcane Utensil, you cause the skewer to fly in a staight line, which is 5 feet wide and 30 feet long. Each creature in that line of a size of Medium or smaller must make a Dexterity saving throw against your Arcane Utensil save DC. On a failed save, a creature takes 2d6 piercing damage. On a successful save, a target takes half as much damage. On a failed save up to 4 enemies in the trajectory of the skewer are pushed back 15 feet. If the skewer hits a wall or other structure, all creaures that failed the Dexterity check are pinned against the wall against each other, restrained, and take an additional 1d6 force damage from the impact against the wall. A creature that has been skewered or any cature adjacent to them can use their action to make a DC 10 Strength (Athletics) check to break free of the skewer. If one creature succeeds on this check, it frees all other skewered creatures. The extra piercing damage on a successful hit increases to 4d6 when you reach 18th level in this class.
Wooden Spoon. When you hit with this Arcane Utensil, magical energy gathers on the spoon and is delivered as you hit. The creature hit by this attck takes an extra 2d6 force damage and must succeed on a Wisdom saving throw against your Arcane Utesnil save DC or is stunned until the end of their next turn. The force damage increases to 4d6 when you reach 18th level in this class.   Cooking Weapons
Cooking Weapons, like Simple and Martial Weapons, are a separate king of weapon. Only War Cooks are able to wield them efficiently both as tools and as weapons.
Before you cook with them all cooking utensils are considered an improvised weapon in battle. After cooking any meal with them, whether in a normal kitchen or in your Ever-Ready Kitchenette, you imbue them with your own magical energy, and they become Cooking Weapons. They can now be used in battle as normal weapons and channel the different Arcane Utensil options you have acquired.
In order to use the Arcane Utensil feature, you need to have the corresponding cooking weapon and have cooked with it before.
All these weapons could have magical versions. It's up to your GM to create magical Cooking Weapons for you to find on your advntures!
Weapon Damage Cost Weight Properties
Rolling Pin 1d8 Bludgeoning 3 sp 5 lb Versatile (1d10)
Ice-Cream Scoop 1d8 Slashing 4 sp 3 lb Versatile (1d10)
Frying Pan 1d6 Bludgeoning 6 gp 2 lb Light, Finess
Wok 1d12 Bludgeoning 1 gp 7 lb Heavy, Two-handed
Skewer 1d6 Piercing 1 sp 2 lb Thrown (range 20/60), Versatile (1d8)
Wooden Spoon 1d10 Bludgeoning 8 cp 6 lb Heavy, Reach, Two-handed

Bone Knight

A bone knight, or an osteoth, is a warrior that has undergone an agonizing transmutation ritual, granting them the ability to fully control their bones. Naturally, this power is hideous and disfiguring, but allows them to grow bone protrusions for weapons and armor, changing their skeleton’s size and shape at will. Mastering this ability is a feat of endurance and creativity, but results in a fighter whose most powerful weapon is not sheathed at their side, but sheathed within their flesh. Many fighters believe the osteoth ritual is a mere myth, a flight of fancy traded around campfires, but the process is indeed real, preserved among moldering tomes and in the minds of deranged wizards. With some resourcefulness, the procedure can be replicated with the contents of any alchemist’s lab, with a generous fatality rate of nearly half.   ADAMANT IVORY
Starting when you choose this archetype at 3rd level, you can sprout plates of bone from your skin. While you are not wearing any armor, your Armor Class 17. You can use a shield and still gain this benefit. At higher levels, your Armor Class increases as shown in the Adamant Ivory table. Additionally, when you take bludgeoning, piercing, or slashing damage, you can use your reaction to shield yourself from the damage. Expend a Hit Die, roll it, and decrease the damage taken by the number rolled.   Adamant Ivory
Fighter Level Armor Class
3rd 17
5th 18
10th 19
18th 20
BONE BLADES
At 3rd level, you have total control over your skeletal structure, allowing you to sprout blades of jagged bone from each of your palms or wrists as you would draw a weapon. These bone weapons have your choice of the statistics of a longsword, shortsword, or scimitar. You can’t be disarmed of these weapons. You can retract these weapons as you would sheathe a weapon.
Starting at 7th level, your blades count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, once per turn when you hit a creature with a bone weapon, you can expend a Hit Die to extend the bone into the target. Add the Hit Die and your Constitution modifier to the weapon’s damage roll.   HARDY CONSTITUTION
By 7th level, your bones and their marrow have grown more robust, granting you a formidable healing factor. You regain your total number of hit dice when you finish a long rest.   RESTRUCTURE
Starting at 10th level, you can shift your skeletal structure as an action to transform your appearance. When you do so, you determine the specifics of the changes, including adjusting your height and weight, the shape of your face, the presence or absence of your teeth, your posture, and so on. You can even change your size from Medium to Small or vice versa. The extent of these changes only extends to your bone structure: you can’t change your skin color, hair length, or clothing using this ability.   IMPROVED IVORY
By 15th level, your bones are as hard as steel and as plastic as copper. When you expend a Hit Die to use your Adamant Ivory feature to reduce damage or use your Bone Blades feature to deal additional damage, you can expend two Hit Dice at once. You subtract the total from the bludgeoning, piercing, or slashing damage you take, or add the total and your Constitution modifier to the weapon’s damage roll, respectively.   MASTER OSTEOTH
Starting at 18th level, when you roll initiative and have fewer than half your Hit Dice, you regain 1d6 Hit Dice. Additionally, on your turn, you can expend 3 Hit Dice to regain a use of your Second Wind feature, or expend 8 Hit Dice to regain a use of your Action Surge feature (no action required).  

Brawler

Brawlers use their bare fists and raw force as their first and best weapons in combat. Such warriors come from tough stock—prize fighters, outlanders, bouncers, and veterans—and have learned to hone their bodies into implements of war. Wherever a brawler goes, bruised and broken bodies follow. It doesn’t matter whether they’re tossing thugs around a tavern or going toe-to-toe with a red dragon, brute force always comes out on top.   BRAWLING
Starting at 3rd level, you’ve mastered a brutal, bloody-knuckle style of combat. You are proficient with improvised weapons and treat one-handed improvised weapons as if they had the Thrown (range 20/60) property.
Additionally, while you are unarmed or wielding an improvised weapon and you are not wearing medium or heavy armor, you gain the following benefits:
  • You can use your Strength instead of your Dexterity when determining your AC.
  • Your unarmed strikes and improvised weapons deal improved damage, and improve as you gain levels in this class, as shown on the following table.
Fighter Leve Damage
3rd 1d4
5th 1d6
11th 1d8
17th 1d12
BRUTE FORCE
Also at 3rd level, you can maneuver your opponents to gain a ruthless edge in combat. When you hit a creature with an unarmed strike or a melee attack using an improvised weapon, you can use your bonus action to attempt to grapple the target or deal an additional 1d6 damage. This damage increases as you gain higher levels in this class. At 5th level, the additional damage you deal increases to 1d8 damage, at 11th level it increases to 1d10 damage, and at 17th level, it increases to 1d12 damage.   IMPOSING PHYSIQUE
Starting at 7th level, you learn to speak more with your prodigious muscles instead of your words. You gain proficiency in the Intimidation skill, and you can use your Strength bonus instead of your Charisma bonus for Charisma (Intimidation) checks. Additionally, your capacities for carrying, lifting, pushing, and pulling are doubled.   HAYMAKER
At 10th level, you can put all your force into one blow. When you use the Attack action on your turn to make an unarmed strike, you can choose to forgo any additional attacks you could make with your action to make a single, devastating blow. For each attack you would give up in this way, you can add two additional damage dice to the attack's damage roll. This attack is treated as magical for the purposes of bypassing damage resistance and immunity.   OWLBEAR WRESTLER
Starting at 15th level, you’ve learned how to pin down even the most towering foes. You have advantage on Strength (Athletics) checks you make to grapple creatures of Large size and smaller, and you can attempt to grapple creatures of any size category.   SKULLBREAKER
Starting at 18th level, your blows are able to rattle even the greatest of foes. Once on each of your turns when you deal damage to a creature with an unarmed strike or an improvised weapon, you can choose to shatter their resolve. You gain resistance to any damage that creature deals to you until the beginning of your next turn.

Celestial Lancer

Feared frontline warriors bearing lances and unique, streamlined armor, Celestial Lancers are famous for their Meteor Jump, a supernatural technique taught only to the rare few. The lancers trace their origins back to an order of dragon hunters who learned to leap above diving dragons and pin their wings with a swift, downward lance strike. This technique, combined with a suite of mystical powers drawn from the yawning sky, make the lancers decisive warriors in the arena of vertical combat. Though Celestial Lancers may be hampered in claustrophobic dungeons, they excel underneath the open sky, where they can leap high and come crashing down for devastating impacts.   LANCE SPECIALTY
Beginning when you select this archetype at 3rd level, when you wield a lance, you do not suffer disadvantage when attacking creatures within 5 feet of you. However, you must still wield a lance two handed when not mounted.   METEOR JUMP
Starting at 3rd level, you can perform a supernaturally high leap. Once on each of your turns, you can use 20 feet of your movement to perform a high jump reaching 10 feet in height. You need not move 10 feet immediately before making this jump and do not provoke opportunity attacks while jumping or falling. You can land within 10 feet of where you began. At the end of a fall, subtract 10 feet from the distance you fell when calculating your falling damage.
The height you can jump and the distance you subtract when you fall increases, as shown on the Meteor Jump table below.   Meteor Jump
Fighter level Height
3rd 10 feet
5th 20 feet
11th 30 feet
17th 40 feet
PLUNGING ATTACK
Also at 3rd level, you can direct the momentum of gravity into your strike. Once on each of your turns, when you hit a creature with a melee weapon attack while falling, you can add 1d6 to the damage roll for every 10 feet you fell, up to a maximum of 5d6.   APEX MOMENT
Starting at 7th level, you gain the mystical ability to hang at the peak of your jump before you come plunging back down. When you use your Meteor Jump ability, you can choose to hover until the start of your next turn instead of falling immediately. When you do so, you can't use your Meteor Jump on your next turn.   EARTHSHAKER
Beginning at 10th level, at the end of a fall of 20 feet or higher, you can use a bonus action to strike the earth like a meteor. Each creature in contact with the ground within 10 feet of where you land must succeed a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a long rest.   CELESTIAL AURA
By 15th level, you can draw mystic power from your connection to the open sky. When you use your Second Wind feature, you and each friendly creature you choose within 10 feet of you gain temporary hit points equal to your fighter level.   COMET STRIKE
Starting at 18th level, you plummet wreathed in flames, like a devastating meteor. When you use your Earthshaker ability, a creature that fails its saving throw takes 4d6 fire damage, or half as much on a success. Additionally, when you roll initiative and have no uses of your Earthshaker feature left, you regain one use of that feature.  

Corsair

The wide-open ocean, the salty breeze, and the freedom of a ship—these are the things a corsair values more than anything else. Though an archetypal corsair is no less trained than their military counterparts, they prefer a more swashbuckling, charismatic approach to life, and take well to privateering, smuggling, exploring, and other self-directed work.   BONUS PROFICIENCIES
When you choose this archetype at 3rd level, you gain proficiency in Sleight of Hand skill, if you did not already have proficiency.   SURPRISE ATTACK
At 3rd level, you've learned to strike foes when they least expect it. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class. At 7th level, this damage increases to 2d6, at 11th level, this damage increases to 3d6, and at 15th level, this damage increases to 4d6.   COMMANDEER
At 3rd level, you can replace one of your attacks with an attempt to steal an item being carried by another creature. You can't attempt to steal an object that is being worn as clothing or armor, nor can you steal an object that is being held in one of the target's hands. Make a Dexterity (Sleight of Hand) check, opposed by the target's AC. On a success, you successfully steal that object. You must have a free hand to use this ability.   THREE SHEETS
Starting at 7th level, whenever you use your Second Wind ability, you can also take the Dash or Disengage action as part of the same bonus action.   CHARMED LIFE
By 10th level, you can saunter into trouble and make it out unscathed, thanks to your considerable luck. You can gain advantage on one ability check, attack roll, or saving throw that uses Dexterity or Charisma. Once you use this ability, you can't use it again until you finish a short or long rest.   SLIPPERY POSITIONING
Starting at 15th level, whenever a hostile creature that you can see within 60 feet moves, you can move 5 feet without using your reaction or provoking opportunity attacks. On each round, you can use this ability a number of times equal to your Dexterity modifier.   UNTOUCHABLE SWORDSMAN
By 18th level, you are legendary with a cutlass. Whenever you hit a creature with your Surprise Attack, the target has disadvantage on attack rolls against you until the beginning of your next turn.  

Dungeoneer

Only fools would think to dive headfirst into an abandoned crypt filled with monsters and deathtraps, but it seems only fools emerge from such crypts laden with as much loot as they can carry. The archetypal dungeon delver is a veteran of such suicidal dungeon delves, and has become intimately familiar with the hazards therein. In the course of their adventures, such a dungeoneer will have adopted countless best practices, along with a litany of unproven superstitions which they believe keeps them alive. Principles from “always be the first one to hit the monster” to “never be the first one to touch a treasure chest” line a dungeoneer’s journal. However, it’s probably better to be paranoid and superstitious than lying at the bottom of a pit trap, incinerated by a fireball, or digested by a mimic.   DANGER SENSE
Beginning when you choose this archetype at 3rd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.   KICK IN THE DOOR
Also at 3rd level, you know how to charge through each chamber of a dungeon and come out alive. When you initiate combat by kicking down a door, diving in from overhead, crashing through a window, or any other suitably reckless tactic (as adjudicated by the GM), you have advantage on your initiative roll and on attacks you make during your first round of combat. You can’t gain this benefit when you are surprised or when fighting creatures you can’t see.   DUNGEONEER'S INTUITION
By 7th level, you have a second-sense for the unique hazards present in a dungeon. You have advantage on ability checks you make to detect shapechangers, traps, and unseen magical effects, and can make a check to detect such hazards even if you would not normally make such a check.   MONSTER KILL
Starting at 10th level, when you hit an aberration, fey, fiend, monstrosity, or undead with a weapon attack, you can deal an additional die of damage to the target. You can use this ability three times, and regain all expended uses when you finish a short or long rest.   LETHALITY PREVENTION
By 15th level, you are a foremost expert in avoiding death. Whenever you would take damage in excess of 50 hit points but are not killed outright, you can instead reduce the damage taken to 50 hit points.   AVOIDANCE
Starting at 18th level, when you are subjected to an effect that allows you to make a Strength, Dexterity, or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Mage Hand Magus

Blades sweeping around in dramatic arcs, propelled by ghostly, disembodied hands—the Mage Hand Magi are truly a force to be reckoned with. While wizards are content to use mage hand to retrieve their wands and open doors from across the room, the cantrip’s potential has always been clear for warriors: a deft mage hand can afford dozens of feet between a soldier and their foe, letting them deal a killing blow without raising a fingertip. Mage Hand Magi have mastered this cantrip through practice and discipline, elaborating a trick pioneered by warmages into a deadly fighting style of twin hovering blades. The most skilled can even manifest a warhand, a grand fist of magical wrath, with which to crush their enemies.   MAGE HAND MASTER
Starting at 3rd level, when you choose this archetype, you learn the mage hand cantrip if you did not know it before. You can cast it with the following improvements:
  • You can cast and control mage hand as a bonus action.
  • You summon two separate hands when you cast it, and you can control one or both of them when you use the spell.
  • The spell's duration is indefinite, ending only when you are knocked unconscious or you choose to end it.
  • Your mage hands are stronger than normal, capable of lifting a combined weight in pounds equal to 5 × your fighter level, and they are dexterous enough to perform any ability check you could normally perform with your hands.
  COMBAT HANDS
At 3rd level, you have learned to use your mage hands in combat. While you are holding nothing in your hands, your mage hands can wield weapons: each can wield a single one-handed weapon, or together they can wield a two-handed weapon. When you take the Attack action on your turn, you can make one or more of your attacks through your mage hands against targets you can see within their reach. You can add your Intelligence modifier, instead of your Strength or Dexterity, to the attack and damage rolls. A mage hand not wielding a weapon can be used to punch a creature within 5 feet of it, dealing 1d6 force damage on a hit.   HANDY MANEUVERS
Starting at 7th level, you can use your mage hands to perform a number of combat maneuvers or tricks. While they are not wielding weapons, you can use both of your hands together to grapple or shove a creature. When you do so, you add your Intelligence modifier to the Strength (Athletics) check. Additionally, you can use your reaction to make an opportunity attack with one of your hands when a creature leaves its reach.   WARHAND
Starting at 10th level, when you cast mage hand, you can form one of them into a much more powerful construct called a warhand. Your warhand is identical to the hand summoned by the spell arcane hand, except that you must use its abilities as an action, instead of a bonus action. Intelligence is your spellcasting ability for this spell. When you use any of the warhand’s abilities, you can use a bonus action to make a single attack with your other mage hand.   HANDGLIDE
By 15th level, while two summoned mage hands or a warhand are within 5 feet of you, the hands can hold you aloft and carry you to your destination. You can have a flight speed equal to your movement speed while the hands carry you.   HEAVY HANDED
Starting at 18th level, you can summon two warhands instead of mage hands when you cast the mage hand spell. You can use the abilities of both warhands as part of the same action on your turn.  

Chivalrous Knight

Those that wish to emulate the archetypal chivalrous knight strive to embody the qualities expected of an ideal knight: courage, honor, and a readiness to help the weak. These fighters live to serve and defend those that they hold dear, and they often seek love as well as glory.   Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Perception, Persuasion, or Performance. Alternatively, you learn one language of your choice.   Attention Getter
Starting at 3rd level, you can distract your enemies to better defend your allies in battle. As a bonus action, when you hit a creature with a weapon attack, you can make a Charisma (Persuasion or Intimidation) check contested by the creature’s Wisdom (Insight) check. The creature must be able to hear you. If you succeed on the check, the target has disadvantage on attack rolls against targets other than you. This effect lasts for one minute, until one of your companions attacks the target or targets it with a spell, or until you and the target are more than 30 feet apart. You can use this feature three times. You regain all expended uses upon finishing a long rest.   People Person
At 7th level, your training allows you to better read people. Whenever you make a Wisdom (Insight) check, you add a bonus equal to your Charisma modifier.
Your skills also grant you proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in either Wisdom or Intelligence saving throws.   Center of Attention
Starting at 10th level, you regain one use of Attention Getter when you roll initiative and have no uses remaining.   First Line of Defense
At 15th level, you become a master of locking down enemies. Whenever a creature moves 5 feet or more while within your reach, they provoke an opportunity attack from you. If the opportunity attack hits, they take an additional 1d6 psychic damage and their speed is reduced to 0 until the start of their next turn.   Vigilant Defender
At 18th level, you respond to danger with extraordinary vigilance. In combat, you gain a special reaction that you can take on every creature's turn except your own. You can use this reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.
LevelProficiency BonusFeatures
1st+2Fighting Style, Second Wind
2nd+2Action Surge (x1)
3rd+2Martial Archetype
4th+2Ability Score Improvement, Martial Versatility (Optional)
5th+3Extra Attack (x1)
6th+3Ability Score Improvement, Martial Versatility (Optional)
7th+3Martial Archetype feature
8th+3Ability Score Improvement, Martial Versatility (Optional)
9th+4Indomitable (x1)
10th+4Martial Archetype feature
11th+4Extra Attack (x2)
12th+4Ability Score Improvement, Martial Versatility (Optional)
13th+5Indomitable (x2)
14th+5Ability Score Improvement, Martial Versatility (Optional)
15th+5Martial Archetype feature
16th+5Ability Score Improvement, Martial Versatility (Optional)
17th+6Action Surge (x2), Indomitable (x3)
18th+6Martial Archetype feature
19th+6Ability Score Improvement, Martial Versatility (Optional)
20th+6Extra Attack (x3)

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Hill815.

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