Masters of the Battlefield
Not every city guardsman, mercenary, or professional soldier is considered to be a true Fighter. Born with an innate talent for war and keen battle instincts, a born Fighter cannot resist the call of the battlefield. Hailing from the ranks of military officers, elite bodyguards, veteran mercenaries, and anointed knights, Fighters are known for their masterful skill in battle.
Dungeon delving, monster slaying, and other dangerous work common amongst adventurers is second nature for a Fighter. Something deep within them compels them to seek out conflict and throw themselves into the midst of it. Often champions of fair competition, Fighters make for loyal allies.
The Armaments of War
Every Fighter can swing an axe, fence with a rapier, cut down a foe with a longsword, and use a bow with a high degree of skill. Likewise, a Fighter is adept with shields and every form of armor. Fighters wield their weapons and armor of choice as an extension of their very self, transforming into beautiful yet deadly whirls of sharpened steel on the battlefield.
While they all have skill in battle, the nature of a Fighter's training can greatly vary. Some cultivate immense physical might, crushing their foes with overwhelming blows. Some prefer to strike from afar, slaying their enemies before they are aware of their presence. Others use tactical insights to coordinate their allies. And a rare few augment their martial
abilities with limited, but potent, arcane spells.
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:
One set of artisan's tools of your choice
saving throws:
Strength, Constitution
skills:
Choose two of the following: Acrobatics, Athletics, History, Intimidation, Perception, Stealth, and Survival
starting equipment:
As a Fighter, you start with the following equipment:
(a) chain mail or (b) leather armor, a longbow, 20 arrows
(a) martial weapon and shield or (b) two martial weapons
(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
At 1st level, choose the Fighting Style from the options below that reflects your martial training and skill with weapons. You cannot gain a Fighting Style more than once, even if another feature allows you to select an additional Fighting Style.
Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.
Archery
You gain a +2 bonus to attack rolls with ranged weapons.
Blind Warrior
You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Brawler
Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on hit. If you have two free hands and use your action to make only unarmed strikes you can make a single unarmed strike as a bonus action on that turn.
Classical Swordplay
While wielding a finesse weapon and no other weapons, you gain a +2 bonus to your attack rolls and a +1 to your Armor Class so long as you are not using heavy armor or a shield.
Defensive Fighting
So long as you are either wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.
Dual Wielding
When two-weapon fighting, you make your off-hand weapon attack as part of your Attack action instead of a bonus action, and you add your ability modifier to the damage of this attack. When you do, you cannot also make a bonus action attack.
Featherweight Fighting
While you are unarmed or wielding only light weapons, and aren't wearing medium or heavy armor, your walking speed increases by 10 ft. and you gain a +1 bonus to damage rolls with light melee weapons and unarmed strikes.
Great Weapon Fighting
Whenever you make an attack with a heavy melee weapon as part of your Attack action, you can treat a total roll of 5 or lower on the weapon's damage dice as a 6. You must be wielding the weapon with two hands.
Heavyweight Fighting
You can use your weight, and the weight of your weapon, to land devastating blows. While you are wielding a heavy melee weapon, you gain a +1 bonus to damage rolls and you have advantage on Strength (Athletics) checks to Shove.
Improvised Fighting
You are proficient in improvised weapons. Once per turn, when you use an object to make an improvised weapon attack, you can choose to roll the damage die twice and take the higher damage roll.
When you do so, the object used to make the improvised attack is destroyed and can not be used for further attacks. You can't use this feature to destroy magical objects.
Mariner
When you are not wearing medium or heavy armor, or using a shield, you have a swimming speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.
Melee Marksman
Having a hostile creature within 5 feet of you doesn't impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet.
When you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against it with your ranged weapon. On hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Mountaineer
When you are not wearing medium or heavy armor, or using a shield, you have a climbing speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.
Mounted Warrior
While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block or another action.
Pit Fighting
You have trained to fight with weapons typically associated with gladiators, granting you the following benefits:
- For you, tridents deal 1d8 (1d10) piercing damage on hit.
- When making an attack roll with a net against a creature within 5 feet, you do not have disadvantage on the roll.
- When you take the Attack action on your turn, making an attack with a net only takes the place of one attack.
Protector
When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your proficiency bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.
Shield Warrior
You gain proficiency with shields as a martial melee weapon, and on hit, your shield deals 2d4 bludgeoning damage. If you are wielding a shield and nothing else, you gain a +1 bonus to attack rolls with your shield and to your Armor Class.
Standard Bearer
When a creature within 5 feet attacks another creature you can see, you can use a reaction to grant it advantage on its attack roll. You must be holding a standard or banner in your hand (and nothing else in that hand) to use this reaction.
Strongbow
You can use your Strength modifier, in place of Dexterity, for attack and damage rolls with longbows and shortbows. When you do so, you gain a +1 to damage rolls with those weapons.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, when you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.
Versatile Fighting
While wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can also use your bonus action to make a single grapple or shove attack, or to take the Use an Object action.
Wrestler
When you hit a creature with a melee attack on your turn, you can use a bonus action on that turn to attempt to grapple or shove that creature, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.
Second Wind
You can fight on where lesser warriors would fail. Also at 1st level, you can use your bonus action to regain hit points equal to 1d10 + your Fighter level. You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, 4th and 10th, your number of uses increases
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 on top of your regular action and a possible Bonus 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 Maneuvers
At 2nd level, you begin to learn techniques that enhance your martial skill in and out of battle. You gain the features below:
Manever Dice
The Fighter table shows the number of Maneuver Dice you have to perform any Maneuvers you know. Most Maneuvers require you to expend these Dice in order to use them. You can only use one Maneuver per attack, ability check, or saving throw, and you regain all Maneuver Dice when you finish a short or long rest.
Your Maneuver Dice begin as d6s and increase in size as you gain levels in this class, as indicated in the Fighter table.
Maneuvers Known
You know two Maneuvers of your choice from the list at the end of this class. The Maneuvers Known column of the Fighter table shows when you learn more Maneuvers of your choice. To learn an Maneuver you must meet any prerequisites it may have, like a minimum Ability Score or a minimum Fighter level.
Whenever you gain a Fighter level, you can replace one of the Exploits you know with another Maneuver of your choice.
Saving Throws
If one of your Maneuvers requires a creature to make a saving throw, your Maneuver saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Tactical Mind
At 2nd level, You have a mind for tactics and getting the upper hand on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
Know Your Enemy
Beginning at 3rd level, you can evaluate the potential of others with a glance. As an action, choose one creature you can see within 60 feet. You learn if it is your equal, superior, or inferior in one of the following attributes:
- Armor Class
- Strength Score
- Current Hit Points
- Dexterity Score
- Hit Point Maximum
- Constitution Score
- Walking Speed
Once you use this feature to learn something about a creature, you can't use it on that creature again until you complete a short or long rest.
When you reach 14th level, you can use this feature to learn of your foe's strengths through battle. Once per turn, you can use this feature when you hit with a weapon attack, and you can use this feature to learn three things about a creature between each short or long rest.
Warrior Archetype
At 3rd level, choose the Warrior Archetype from the options below that best represents your skills and training: Arcane Knight, Champion, Commander, Marksman, or Master at Arms.
Also included at the end of this class are Archetypes inspired by official Fighter options: Knight Errant, Mystic, Ronin, Runecarver, Shadowdancer, and Sylvan Archer.
Also included at the end of this class are new Archetypes: Chosen, Cursader, Elemental Knight, Gurdian, Guerrilla, Hound Master, Pugilist, Quartermaster, Survivor, Swordsage, Tinker Knight, Witchblade
Your Warrior Archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th levels.
Archetype Maneuvers
Some Archetypes have a list of Archetype Maneuvers that you learn at the Fighter levels noted in the Archetype description. They don't count against your number of Maneuvers Known and can't be switched out for other Maneuvers. If you do not meet an Archetype Maneuver's prerequisites, you learn it regardless.
Ability Score Improvement
At 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two different ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
When you reach certain levels in this class, the number of attacks you can make as part of your Attack action increases; at 11th level (3 attacks) and at 17th level (4 attacks).
Tactical Shift
At 5th level, Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Heroism
At 6th level, any time you are forced to make a Wisdom saving throw to avoid being frightened or charmed, you can make a Constitution saving throw instead. Fighters are first in line to charge the most terrifying of foes, and many have hardened their resolve.
Indomitable
Your fighting spirit allows you to grasp success from the jaws of defeat. Beginning at 9th level, when you fail a saving throw, you can choose to succeed instead. Once you use this feature you must finish a long rest before you can use it again.
At certain Fighter levels you can use this feature additional times between each long rest. You can use this feature twice starting at 13th level, and three times starting at 17th level.
Martial Superiority
Your martial skill eclipses even that of professional warriors. Starting at 11th level, whenever you use your Second Wind feature you regain one of your expended Maneuver Dice.
Also, you regain all Expended Maneuver dice if you spend 10 minutes doing only activity that would be part of a short rest.
Studied Attacks
At 13th level, You masterfully study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Relentless
At 20th level, your skills in combat are those of legend. When you roll initiative, you regain all expended Maneuver Dice.
Also, if you start your turn with no Maneuver Dice remaining, you immediately regain one of your expended Maneuver Dice.
Legendary Hero
When you reach 20th level, lesser foes no longer bother you - Any time you receive damage from any source that is less than Your Constiution score, the damage is reduced to 1. This is not resistance - If the damage is higher than your Constitution score, you take the damage as normal. If you have a source of damage reduction you may apply it before or after Legendary Hero takes effect.
Martial Maneuvers
Below are the Maneuvers available to the Fighter. If an Maneuver has a prerequisite, like a minimum Ability Score or level, you can learn it at the same time you meet the prerequisites.
1st-Degree Maneuvers
Maneuvers of the 1st-degree are minor techniques slightly more complicated than swinging a weapon. They can be learned by Fighters with modest training and have no level prerequisite.
Arresting Strike.
When you hit a target with a weapon attack, you can expend one Maneuver Die and force it to make a Dexterity saving throw. On a failure, it takes bonus damage equal to one roll of your Maneuver Die and its speed is 0 until the start of your next turn.
Brace Up
Prerequisites: Constitution of 11
You steel yourself for combat, preparing yourself to take a hit. As a bonus action, you can expend one Maneuver Die and gain temporary hit points equal to 1 + your Constitution modifier.
Commanding Presence
Prerequisites: Charisma or Strength of 11
When you make a Charisma (Persuasion) or Charisma (Intimidation) check you can expend one Maneuver Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed.
Also, whenever you would normally make a Charisma (Intimidation) check, you can instead make a Strength (Intimidation) check.
Counter
Prerequisites: Dexterity of 11
When a creature you can see misses you with a melee attack, you can use your reaction to expend an Maneuver Die and make a single melee weapon attack against your attacker. On hit, you add one roll of your Maneuver Die to the damage roll of that attack.
Cunning Instinct
Prerequisites: Wisdom of 11
When you make a Wisdom (Perception) or a Wisdom (Survival) check you can expend one Maneuver Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know if you succeed or fail.
Destructive Strike
Prerequisites: Strength of 11
When you hit a nonmagical object with an attack, you can expend an Maneuver Die, add it to the damage roll, and cause that attack to deal maximum damage in place of rolling.
Disarm
When you hit a creature with a weapon attack, you can expend an Maneuver Die and attempt to disarm it. It must succeed on a Strength saving throw, or it takes additional damage equal to one roll of your Maneuver Die, and it drops one item of your choice that it is currently holding on the ground in the space that it is currently occupying.
Eloquent Speech
Prerequisites: Intelligence of 11
Whenever you would normally make a Charisma (Deception) or Charisma (Persuasion) check, you can choose to use your Intelligence in place of Charisma for that ability check.
Also, whenever you make an Intelligence (Deception) or Intelligence (Persuasion) check you can expend one Maneuver Die, roll it, and add the result to your check. You can do so after you roll the d20, but before you know if you succeed.
Feat of Strength
Prerequisites: Strength or Constitution of 11
Whenever you make a Strength or Constitution ability check you can expend Maneuver Dice (up to your proficiency bonus), roll those dice, and add the total to the result of your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Feint
As a bonus action, you can expend one Maneuver Die to feint, forcing a creature that can see you within 15 feet to make a Wisdom saving throw. On a failed save, you have advantage on your attacks against it until the end of your current turn.
First Aid
As an action, you can touch a creature that has at least 1 hit point and expend Maneuver Dice (up to your proficiency bonus), roll those dice, and that creature regains a number of hit points equal to the total roll + its Constitution modifier.
Heroic Fortitude
Whenever you are forced to make a Strength, Dexterity, or Constitution saving throw you can expend an Maneuver Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.
Hurl
Prerequisites: Strength of 11
In place of an attack, you can expend an Maneuver Die to throw an object that you are holding at a target you can see within 60 feet. The target must succeed on a Dexterity saving throw or both the object and target take bludgeoning damage equal to one roll of your Maneuver Die + your Strength modifier.
At 11th level, the range of this Maneuver becomes 120 feet.
Inquisitive Eye
Prerequisites: Intelligence or Wisdom of 11
When you make an Intelligence (Investigation) or a Wisdom (Insight) check you can expend one Maneuver Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Lightstep.
Prerequisites: Dexterity of 11
When you make a Dexterity (Acrobatics) or a Dexterity (Stealth) check you can expend one Maneuver Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Lunge.
As part of a melee weapon attack you can expend an Maneuver Die to increase the range of that attack by 5 feet. On hit, you deal additional damage equal to one roll of your Maneuver Die.
Mechanical Insight
Prerequisites: Intelligence of 11
Whenever you make an ability check with a set of thieves' tools or tinker's tools you can expend one Maneuver Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Mighty Leap.
Prerequisites: Strength of 11
When you move at least 10 feet immediately before you jump, you can expend Maneuver Dice (up to your proficiency bonus) to increase the distance of your jump by 10 feet for each Exploit Die expended, even if this exceeds your remaining speed.
Mighty Thrust.
Prerequisites: Strength of 11
In place of an attack, you can expend an Maneuver Die to force one target you touch to make a Strength saving throw. On a failed save, it is knocked back in a line number of feet equal to 5 times your Strength modifier. A target that is more than one size larger than you has advantage on its saving throw.
Parry & Riposte.
Prerequisites: Dexterity of 11
While you are wielding a finesse or versatile weapon, and a creature you can see hits you with a melee attack, you can use your reaction to expend one Maneuver Die, roll it, and add it to your Armor Class against that attack. Should this cause the attack to miss, you can make one melee weapon attack against your attacker as part of the same reaction.
Precision Strike.
Prerequisites: Dexterity of 11
As part of a weapon attack you can expend one Maneuver Die, roll it, and add the result to your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.
Reposition
As a bonus action, you can expend one Maneuver Die to switch places with a conscious and willing creature within 5 feet of you. This movement does not provoke opportunity attacks.
Either you or the creature you switched places with gains temporary hit points equal to one roll of your Exploit Die.
Rustic Intuition.
Prerequisites: Wisdom of 11
When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine) check you can expend an Maneuver Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.
Ruthless Strike.
Prerequisites: Strength of 11
When you hit a target with a melee weapon attack, you can expend Maneuver Dice (up to your proficiency bonus), roll the dice, and add them to the damage roll of that attack.
Savvy Explorer
Prerequisites: Intelligence or Wisdom of 11
When you make an ability check with land or water vehicles, cartographer's tools, or navigator's tools you can expend one Maneuver Die, roll it, and add it to your ability check. You can do so after you roll the d20, but before you know if you succeed.
Scholarly Recall.
Prerequisites: Intelligence of 11
Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check you can expend an Maneuver Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.
Shield Impact.
Prerequisites: Strength of 11
When a creature you can see hits you with an attack, you can use a reaction to expend Maneuver Dice (up to your proficiency bonus), roll those dice, and reduce the damage of that attack by an amount equal to the total you rolled + your Strength modifier. You must be wielding a shield to use this Maneuver.
Skilled Rider.
Prerequisites: Wisdom of 11
When your trained mount makes an ability check, attack roll, or saving throw, or you make a Wisdom (Animal Handling) check to control it, you can expend one Maneuver Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Streetwise
Prerequisite: Charisma of 11
If you are in a settlement, you can make Charisma (History) and Charisma (Investigation) checks instead of the normal Intelligence (History) or Intelligence (Investigation) checks.
Also, when you make a Charisma (History) or a Charisma (Investigation) check you can expend one Maneuver Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Subtle Con.
Prerequisites: Dexterity or Charisma of 11
When you make a Dexterity (Sleight of Hand), a Charisma (Deception), or a Charisma (Performance) check you can expend an Maneuver Die, roll it, and add it to your ability check. You can do so after you roll, but before you know the result.
Sweeping Strike.
When you hit a creature with a melee weapon attack, you can expend an Maneuver Die and force it to make a Dexterity saving throw. On a failure, it takes bludgeoning damage equal to one roll of your Maneuver Die and falls prone. A creature more than one size larger than you has advantage on its saving throw.
Take Down
Prerequisites: Strength of 11
As a bonus action, you can expend one Maneuver Die to touch a creature and attempt to Shove or Grapple it, and add one roll of your Maneuver Die to your Strength (Athletics) check.
Warding Strike.
When a creature moves within the reach of a melee weapon you are wielding, you can use a reaction to expend an Maneuver Die and make a single attack against it with that weapon. On hit, you add one roll of your Maneuver Die to your damage roll.
2nd-Degree Maneuvers
Maneuvers of the 2nd-degree represent the peak of martial skill achievable by warriors without dedicated training. These can be learned by any Fighter of 5th level or higher.
Aggressive Sprint.
Prerequisites: 5th level
As a bonus action, you can expend one Maneuver Die to move up to your walking speed toward a hostile creature that you can see and make a single melee weapon attack against it.
Blinding Debris.
Prerequisites: 5th level, Dexterity of 13
As a bonus action, you can expend an Maneuver Die to attempt to blind a creature with debris. A creature you can see within 10 feet must succeed on a Constitution saving throw or take piercing damage equal to one roll of your Maneuver Die and become blinded until the beginning of your next turn.
Concussive Blow.
Prerequisites: 5th level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Maneuver Die to empower your attack and force it to make a Constitution saving throw. On a failed save, the target suffers the effects below until the beginning of your next turn:
- Its speed becomes 0, and it can speak only falteringly.
- It has disadvantage on attack rolls and ability checks.
- It has disadvantage on Dexterity saving throws.
- Attack rolls against it have advantage.
Crippling Strike.
Prerequisites: 5th level
When you hit a target with a weapon attack, you can expend an Maneuver Die to cripple one of its senses. It must succeed on a Constitution saving throw or it takes additional damage equal to one roll of your Maneuver Die and is blinded, deafened, or cannot speak (your choice) until the start of your next turn.
Defensive Stance.
Prerequisites: 5th level
As a bonus action, you can expend an Maneuver Die to enter a defensive stance that lasts until the start of your next turn. Each time a creature you can see targets you with an attack while you are in this stance, you gain a bonus to your Armor Class against that attack equal to a roll of your Maneuver Die.
Dirty Hit.
Prerequisites: 5th level, Dexterity of 13
When you hit a creature with a melee weapon attack, you can expend an Maneuver Die to strike at a vulnerable area. It must succeed on a Constitution saving throw or it takes additional damage equal to a roll of your Maneuver Die, falls prone, and it cannot take reactions until the start of your next turn.
Exposing Strike
Prerequisites: 5th level
When you hit a creature with a weapon attack, you can expend an Maneuver Die to temporarily weaken it. The first attack made against that creature before the beginning of your next turn has advantage, and on hit, that attack deals additional damage equal to one roll of your Maneuver Die.
Glancing Blow
Prerequisites: 5th level
When you make a melee weapon attack and miss, you can expend an Maneuver Die to immediately repeat your attack against another target within the reach of your weapon.
Heroic Will
Prerequisites: 5th level
Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw you can expend an Maneuver Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.
Hold the Line
Prerequisite: 5th level, Strength or Constitution of 13
As a bonus action, you can expend an Maneuver Die to form your allies into a defensive position. You and allied creatures within 10 feet that are wielding a weapon or shield gain the benefits of half cover, which also apply to ability checks and saving throws made to avoid being moved against your will.
The benefits of this Maneuver instantly end if you leave your space, and they have no effect on incapacitated creatures.
Honor Duel
Prerequisites: 5th level
As a bonus action, you can expend an Maneuver Die and shout a challenge at a foe. One creature of your choice within 30 feet that can see or hear you must make a Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls it makes against targets other than you for 1 minute.
The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. This effect ends early if you attack a creature other than the target.
Immovable Stance
Prerequisites: 5th level, Strength or Constitution of 13
As a bonus action, you can expend an Maneuver Die to enter an immovable stance that lasts until you move from the space. Each time a creature attempts to grapple, move you against your will, or move through your space while you are in this stance it must first succeed on a Strength saving throw. On a failed save, you can instantly grapple it or knock it prone.
Improvised Skill
Prerequisites: 5th level
When you make an ability check that doesn't include your proficiency bonus, you can expend an Maneuver Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.
Intimidating Command
Prerequisite: 5th level, Charisma of 13
As a bonus action, you can expend an Exploit Die to shout a one-word command at one creature that can hear you within 30 feet. It must succeed on a Wisdom saving throw, or it is compelled to obey your command to the best of its ability on its next turn unless its actions would be directly harmful to it.
Martial Focus.
Prerequisites: 5th level
As part of a weapon attack you can expend an Maneuver Die to grant yourself advantage on your attack roll. You can use this Maneuver after you roll, but before you know if you hit or miss.
Menacing Shout
Prerequisites: 5th level, Constitution or Charisma of 13
As a bonus action, you can expend one Maneuver Die and force one creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn and must use its action to move as far away from you as possible without harming itself.
Redirect.
Prerequisites: 5th level
When a creature you can see misses you with a melee attack, you can use your reaction to expend an Maneuver Die and force it to attack another creature of your choice within range of its attack, adding one roll of your Maneuver Die to its attack roll.
Rending Strike.
Prerequisites: 5th level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Maneuver Die to rend its armor. It must succeed on a Dexterity saving throw or it takes additional damage equal to one roll of your Maneuver Die and its Armor Class is reduced by 1 until the damage is repaired, or it finishes a long rest.
Ringing Strike
Prerequisites: 5th level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Maneuver Die to send it reeling. It must succeed on a Wisdom saving throw or it must subtract 1d4 from all ability checks, attack rolls, and saving throws it makes for 1 minute.
A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Shattering Slam
Prerequisites: 5th level, Strength of 13
In place of an attack, you can expend an Maneuver Die to strike the ground at your feet with a melee weapon. All creatures within 5 feet of you must succeed on a Dexterity saving throw or take bludgeoning damage equal to one roll of your Maneuver Die + your Strength modifier and fall prone. On a successful save, they take half as much damage and don't fall prone.
Terrain in this area that is loose earth or stone becomes difficult terrain until a creature uses its action to clear it.
Thunderous Blow
Prerequisites: 5th level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Maneuver Die to empower your attack with immense force. The creature must succeed on a Strength saving throw or take additional damage equal to a roll of your Maneuver Die and be knocked back in a straight line number of feet equal to 5 times your Strength modifier. Creatures more than one size larger than you have advantage on their saving throw.
Trick Shot
Prerequisites: 5th level, Dexterity or Intelligence of 13
As a bonus action, you can expend an Maneuver Die to make a special ranged weapon attack with a weapon that has both the finesse and thrown properties.
This attack ignores the benefits of cover, so long as it can ricochet off one surface and hit a target in range. If this attack would normally have disadvantage, it does not, and on hit, it deals additional damage equal to one roll of your Maneuver Die.
Volley.
Prerequisites: 5th level, Dexterity of 13
As an action, you can expend one Maneuver Die to fire a volley of ammunition at a point you can see within normal range of your weapon. Creatures of your choice within 5 feet of that point must make a Dexterity Saving throw. On a failure, they take piercing damage equal to one roll of your Maneuver Die + your Dexterity modifier, and half as much on a success.
Whirlwind Strike
Prerequisites: 5th level, Strength or Dexterity of 13
In place of an attack, you can expend an Maneuver Die to force each target within reach of a melee weapon you are wielding to make a Dexterity saving throw. Targets take damage equal to a roll of your Maneuver Die + your Strength or Dexterity modifier on a failed save, and half as much on a success.
Zephyr Slash
Prerequisites: 5th level, Strength or Dexterity of 13
As an action, you can expend an Maneuver Die and flourish your melee weapon instantly move up to 30 feet in
a straight line, without provoking attacks of opportunity. Any creatures that you pass through must succeed on a Dexterity saving throw or take damage equal to two rolls of your Maneuver Die + either your Strength or Dexterity modifier.
3rd-Degree Maneuvers
Maneuvers of the 3rd-degree are only mastered by elite warriors who dedicate their lives to training. They can only be learned by Fighters of 9th level and higher. Each 3rd-degree Maneuver you know can only be used once per short or long rest.
Adrenaline Rush
Prerequisites: 9th level, Strength or Constitution of 15
As a bonus action, you can expend an Maneuver Die to increase your speed, if only temporarily. For the next minute, you can take the Dash action as a bonus action on each of your turns, including the bonus action you used to use this Maneuver.
Daring Rescue
Prerequisite: 9th level
As a reaction when a creature you can see within 30 feet is reduced to 0 hit points, you can expend one Maneuver Die and move up to twice your walking speed, so long as you end the movement within 5 feet of the downed creature.
The creature can then expend one Hit Die to regain hit points equal to one Hit Die roll + its Constitution modifier. It also gains a number of temporary hit points equal to one roll of your Maneuver Die for each opportunity attack you provoked as part of the movement granted to you by this Maneuver.
Destructive Slam
Prerequisites: 9th level, Strength of 15
In place of an attack, you can expend Maneuver Dice (up to your proficiency bonus) and strike the ground at your feet, forcing all creatures in an adjacent 20-foot cube to make a Dexterity saving throw. On a failed save, they take bludgeoning damage equal to two rolls of your Maneuver Die for each Maneuver Die you spent + your Strength modifier and are knocked prone. On a success, they take half as much damage and don't fall prone. Objects in this area take the maximum amount of damage.
Moreover, the area of the 20-foot cube becomes difficult terrain until a creature takes 1 minute to clear it.
Disorienting Blow.
Prerequisites: 9th level, Strength of 15
When you hit with a creature with a melee weapon attack, you can expend an Maneuver Die to strike with great force, dealing additional damage equal to two rolls of your Maneuver Die and it must succeed on a Wisdom saving throw or suffer the effects below for 1 minute:
- Its speed is halved and it cannot take reactions.
- Its Armor Class is reduced by 2.
- It has disadvantage on Dexterity saving throws.
- On its turn it can only take an action or a bonus action.
- It cannot make more than one attack during its turn, even if a feature would allow it to make multiple.
It can make a Wisdom saving throw at the end of each of its turns, ending these effects on a success.
This Maneuver's effects do not stack with the slow spell.
Gale Slash
Prerequisites: 9th level, Strength or Dexterity of 15
In place of an attack, you can expend Maneuver Dice (up to your proficiency bonus) to rend the air in front of you with a melee weapon, forcing targets in an adjacent 20-foot cone to make a Constitution saving throw. On a failure, targets take slashing damage equal to two rolls of your Maneuver Die for each Maneuver Die spent + either your Strength or Dexterity modifier. On a successful save, targets take half as much damage.
Heroic Focus.
Prerequisites: 9th level
As a bonus action, you can expend one Maneuver Die to enter a heightened state of focus which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:
- Your speed is doubled.
- You gain a +2 bonus to your Armor Class.
- You have advantage on Dexterity saving throws.
- You gain an additional action on each of your turns. It can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Search, or Use an Object action.
When the effect ends, you must succeed on a Constitution saving throw against your Maneuver save DC, or you can't move or take actions until after the end of your next turn.
This Maneuver's effects do not stack with the haste spell.
Inspirational Speech
Prerequisites: 9th level, Charisma of 15
You can expend an Maneuver Die and spend 1 minute giving an inspirational speech to a number of creatures that can hear you equal to 1 + your Charisma modifier. At the end of this speech, targets gain temporary hit points equal to your level.
While the temporary hit points from this Maneuver last, the creatures have advantage on Wisdom saving throws.
Mythic Athleticism.
Prerequisites: 9th level, Strength or Constitution of 15
As a bonus action, you can expend Maneuver Dice (up to your proficiency bonus) to enter a heightened state of physical performance which you must concentrate on as if you were concentrating on a spell. You gain the benefits listed below:
- Whenever you make a Strength or Constitution check, you can treat a roll of 9 or lower on the d20 as a 10.
- Your walking speed increases by a number of feet equal to 5 times your Strength modifier (minimum of 5 feet).
- You count as one size larger for the purposes of carrying capacity and the size of creatures that you can grapple.
- Both your long and high jump distances double, even if that distance would exceed your remaining movement.
The effects last for 10 minutes for each Maneuver Die spent as part of this Maneuver, and end early if you are incapacitated.
Mythic Resilience.
Prerequisites: 9th level, Constitution of 15
When you take damage from a source you can see, you can expend Maneuver Dice (up to your proficiency bonus) to reduce the incoming damage. For each Maneuver Die you expend you roll three Maneuver Dice, adding your Constitution modifier to the total of all the dice. You reduce the damage by the total.
If the total rolled exceeds the amount of damage, you gain temporary hit points equal to the remaining amount.
Recruit Mercenary
Prerequisites: 9th level, Intelligence or Charisma of 15
You can expend an Maneuver Die and spend 1 hour to recruit a humanoid Mercenary from a settlement you currently occupy. For this Maneuver to work, there must be a willing humanoid, such as a bounty hunter, adventurer, or other sellsword in a settlement of significant size, as determined by the DM.
You choose to recruit a Brute or Scout, which determines certain traits in their stat block. They use the Mercenary stat block below and roll their own initiative in combat. On their turn, they do their best to follow any orders you have given. If not, they will defend themselves to the best of their ability.
The Mercenary remains in your service until you dismiss them, they abandon you, or they die. You do not regain the Maneuver Die spent on this Exploit until they leave your service.
You can only have one Mercenary in your service at a time. Recruiting another causes others to abandon you.
Survey Settlement
Prerequisite: 9th level, Dexterity or Charisma of 15
You can expend an Maneuver Die and spend 1 hour gathering information on up to 1 square mile of a settlement that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
- Any active factions and faction outposts within the area.
- Prominent buildings, gathering places, and cultural sites.
- Powerful (CR 1 or higher) politicians or military leaders.
- Loyalties, beliefs, rumors, and fears of the local populace.
- Secret alleyways, doors, hideouts, or storefronts.
Survey Wilderness
Prerequisite: 9th level, Strength or Wisdom of 15
You can expend an Maneuver Die and spend 1 hour gathering information on up to 1 square mile of a wilderness that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
- Any settlements or camps with five or more occupants.
- Prominent natural formations, bodies of water, and ruins.
- Local plants, animals, weather, and ecosystems.
- Powerful (CR 1 or higher) creatures that reside within, or have passed through the area within the last 24 hours.
- Secret trails, entrances, groves, or monster lairs.
Thunderous Shot.
Prerequisites: 9th level, Strength or Dexterity of 15
In place of an attack, you can expend Maneuver Dice (up to your proficiency bonus) and fire one piece of ammunition in a line, out to the weapon's normal range. Creatures in the line must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Maneuver Die for each Die you spent + either your Strength or Dexterity modifier and fall prone. On a success, they take half that damage and don't fall prone.
War Cry.
Prerequisites: 9th level
As an action, you can expend one Maneuver Die and issue a mighty cry, forcing creatures of your choice that can hear you in an adjacent 30-foot cone to make a Wisdom saving throw. On a failed save, they drop whatever they are holding and are frightened of you for 1 minute. If a frightened creature ends its turn and does not have line of sight to you, it can repeat the saving throw, ending the effect on a success.
4th-Degree Maneuvers
Maneuvers of the 4th-degree are only able to be mastered by the most elite warriors in a kingdom. These can only be learned by Fighters of 13th level and higher. Each 4th-degree Maneuver you know can only be used once per short or long rest.
Dance of Death
Prerequisites: 13th level, Dexterity of 17
As an action on your turn, you can expend Maneuver Dice (up to your proficiency bonus) and instantly strike with a melee weapon you are holding at a number of creatures within 30 feet equal to 1 + the number of dice expended, forcing them to make a Dexterity saving throw. Creatures take damage of your weapon's type equal to two rolls of your Maneuver Die + your Dexterity modifier on a failed saving throw, and half as much damage on a successful save.
For each of the creatures reduced to 0 hit points by this Exploit, you can force another creature of your choice within range of this Exploit to make the Dexterity saving throw.
Once the Maneuver ends, you appear in an unoccupied space of your choice next to one of the targets of this Maneuver.
Equip Militia
Prerequisite: 13th level
You can expend one Maneuver Die and spend 1 hour training a number of humanoid creatures equal to your level to fight. Creatures that spend the full hour listening and training with you gain two of the following benefits of your choice:
- They gain proficiency with one martial weapon.
- They gain proficiency with light armor and shields.
- They gain temporary hit points equal to your level.
- They gain proficiency in one of the following skills: Animal Handling, Athletics, Medicine, Survival, or Stealth.
- They have advantage on saving throws to resist being charmed or frightened.
The benefits you choose for these creatures last until they are incapacitated, or until the end of their next long rest.
Expert Determination.
Prerequisites: 13th level
As an action, you can expend one Maneuver Die to focus your mind and temporarily sharpen one of your skills. Choose a skill or tool that you are proficient in. For the next hour, you can add one roll of your Exploit Die to any check you make that uses that skill, without expending an Maneuver Die.
Fluid Movements.
Prerequisites: 13th level, Dexterity of 17
As a bonus action, you can expend one Maneuver Die to enter a heightened state of movement which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:
- Your movement is unaffected by difficult terrain.
- You can use a bonus action on your turn to gain the benefits of both the Dash and Disengage action.
- Spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.
- You can spend 5 feet of movement to instantly escape from nonmagical restraints like manacles or a grapple.
- Swimming or being underwater imposes no penalties on your movements or your attack rolls.
Quick Draw.
Prerequisites: 13th level, Dexterity of 17
As a bonus action, you can expend one Maneuver Die and enter into a heightened state of focus which you must concentrate on as if concentrating on a spell. For the next minute, or until you lose concentration, you can use a bonus action, including the bonus action you used to use this Exploit to make two ranged weapon attacks so long as you have ammunition.
This Maneuver's effects don't stack with the swift quiver spell.
Staggering Blow.
Prerequisites: 13th level, Strength of 17
When you hit a creature with a melee weapon attack, you can expend one Maneuver Die to strike with near-supernatural power, dealing additional damage equal to three rolls of your Maneuver Die. It must succeed on a Wisdom saving throw, or for the next minute it has disadvantage on ability checks and attack rolls and can't take reactions.
The creature can make a Wisdom saving throw at the start of each of its turns, ending these effects on a success.
Sundering Strike
Prerequisite: 13th level, Strength of 17
In place of an attack, you can expend an Maneuver Die to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage with a melee weapon you are wielding. Any magical creations created with a spell slot of 3rd-level or lower are instantly destroyed by your strike.
If the magical creation was created with a spell of 4th-level or higher, make a Strength check. The DC equals 10 + the level of the spell slot used to create it. On a successful check, the magical creation is instantly destroyed by your strike.
Unbreakable.
Prerequisites: 13th level, Constitution of 17
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can expend Exploit Dice (up to your proficiency bonus) and fall to 1 hit point. For each Maneuver Die you spent, you roll three Maneuver Dice, and you gain temporary hit points equal to the total roll.
5th-Degree Maneuvers
Maneuvers of the 5th-degree are techniques and skills that rival demigods and heroes of legend. These can only be learned by Fighters of 17th level and higher, and each 5th-degree Maneuver you know can only be used once per long rest.
Banishing Strike
Prerequisites: 17th level, Strength of 19
When you hit a creature with a melee weapon attack, you can expend an Maneuver Die to strike with legendary power, dealing bonus force damage equal to four rolls of your Maneuver Die. It must succeed on a Charisma saving throw, or be shunted to a harmless demiplane where it is incapacitated. At the start of your next turn it reappears in the unoccupied space nearest to the last space it occupied when you hit it with this attack.
Cataclysmic Slam
Prerequisites: 17th level, Strength of 19
As an action on your turn, you can expend Maneuver Dice (up to your proficiency bonus) to strike the ground with mythic power. A shockwave of thunderous force erupts from you, forcing all creatures within 30 feet to make a Constitution saving throw. On a failure, they take bludgeoning damage equal to two rolls of your Maneuver Die for each Maneuver Die you spent + your Strength modifier and are knocked prone, and on a success, they take half as much damage and don't fall prone. Objects in this area take maximum damage.
The area becomes difficult terrain, and a creature can use its action to clear one 5-foot square of this difficult terrain.
Mythic Focus
Prerequisites: 17th level
As a bonus action, you can expend one Maneuver Die to enter a legendary state of focus which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:
- You gain 50 temporary hit points. If any of these remain when the effects of this Exploit end, they are lost.
- You have advantage on any weapon attacks you make.
- Once per turn when you hit with a weapon attack, you deal bonus damage equal to one roll of your Exploit Die.
- You gain a bonus to Strength, Dexterity, and Constitution saving throws equal to one roll of your Exploit Die.
- When you take the Attack action on your turn, you can make one additional weapon attack as part of that action.
When the effect ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.
This Exploit doesn't stack with tenser's transformation.
Storm of Arrows.
Prerequisites: 17th level, Dexterity of 19
As an action on your turn, you can expend Maneuver Dice (up to your proficiency bonus) to fire a volley of ammunition at a point you can see within the range of your weapon. Creatures of your choice within 30 feet of that point must succeed on a Dexterity saving throw or they take piercing damage equal to two rolls of your Maneuver Die for each Maneuver Die you spent + your Dexterity modifier. Any creature that succeeds on its saving throw takes half as much piercing damage.
You must have enough ammunition to hit each target.
Steel Wind Slash.
Prerequisites: 17th level, Strength or Dexterity of 19
As an action on your turn, you can expend Maneuver Dice (up to your proficiency bonus) and flourish a melee weapon then vanish. Choose up to five targets that you can see within 30 feet and make one melee weapon attack against each one.
On a hit, each target takes damage of your weapon's type equal to two rolls of your Maneuver Die for each Maneuver Die you spent + either your Strength or Dexterity modifier.
You then appear in an unoccupied space of your choice you can see within 5 feet of one of the targets of this Maneuver.
Vorpal Strike
Prerequisites: 17th level, Strength or Dexterity of 19
When you hit a creature with a melee weapon attack, you can expend one Maneuver Die to strike with legendary force, dealing additional damage equal to four rolls of your Maneuver Die.
If the damage of this Maneuver reduces the target's remaining hit points to 50 or fewer, you cut off one of the its heads. If the creature cannot survive without the lost head, it is killed.
Creatures can use a Legendary Resistance to avoid being beheaded. Any creatures that don't have or don't need a head are immune to this Maneuver's effects, but still take the damage.
subclass options:
Arcane Knight
Arcane Knights supplement their skill with the armaments of war with arcane knowledge. Compared to mages who study only magic, Arcane Knights can only produce minor spells, but, when combined with their deadly skill with the weapons of warfare, these minor spells become potent enhancements.
Weapon Bond
3rd-level Arcane Knight feature
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 summon upto 2 bonded weapons at a time with your bonus action, so long as you have a free hand for each one.
Spellcasting
3rd-level Eldritch Knight feature
You augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
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 Arcane 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.
The Spells Known column of the Arcane Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells 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.
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.
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
War Magic
7th-level Arcane Knight feature
When you use your action to cast a spell, you can instead replace one of your attacks as apart of your multiattack to do so. You can only cast one spell with each action in this way
Enigmatic Secrets
10th-level Eldritch Knight feature
You have learnt how to imbue the elemental nature of magic into your Bonded Weapons. When you finish a short or long rest, you may choose one of the following damage types: acid, cold, fire, lightning or thunder. Your Bonded Weapons damage type changes to this type instead and they deal additional damage die of damage on a hit. This effect lasts until you take another short or long rest.
Arcane Charge
15th-level Eldritch Knight feature
You gain the ability to teleport up to 30 feet to an unoccupied space you can see as a bonus action on each of your turns. After teleporting, you have advantage on weapon attacks you make before the end of the turn.
You can do this a number of times equal to your Intelligence modifier (minimum of once) and you regain all expended uses when you finish a short or long rest.
Eldritch Strike
18th-level Eldritch Knight feature
You learn how to imbue your weapon strikes with magical energy that can undercut a creature's resistance to your spells and damage. When you use a bonded weapon, you gain the following benefits:
- Your critical hit range increases by 1.
- You can add your Intelligence modifier to the damage that you deal.
- You ignore resistance that a target has to damage.
- A target hit with the weapon has disadvantage on saving throws it makes against your spells until the start of your next turn.
Champion
Champions forgo all other forms of improvement to focus on enhancing their raw physical might. These immense figures strive to maintain peak physical condition through relentless training. In battle, Champions perform supernatural feats of athleticism and overwhelm their foes with their raw power.
Champion Maneuvers
3rd-level Champion Archetype feature
You learn certain Maneuvers at the Fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level Maneuver
- 3rd: feat of strength, ruthless strike
- 5th: concussive blow, heroic will
- 9th: mythic athleticism
Improved Critical
3rd-level Champion feature
You have trained to be able to exploit the weaknesses in an enemy. You gain the following benefits:
- Your weapon attacks critical hit range is increased by 1.
- When you score a critical hit against a creature, you may immediately use your 'Second Wind' feature without using a bonus action to do so.
- When you score a critical hit with a weapon, you may expend a hit dice and roll it; the target takes additional damage equal to the number rolled plus your constitution modifier (minimum of 1). You also gain temporary hit points equal to the additional damage.
Remarkable Athlete
3rd-level Champion feature
You have remarkable athletic ability. You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus, and your movement speed increases by 10ft.
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.
Fighting Style Mastery
7th-level Champion feature
Your mastery over different fighting styles grants you additional benefits. You can choose a second option from the Fighting Style class feature or you can upgrade a Fighting Style you’ve already chosen, replacing the one you already know with its improved version in the list below. You cannot gain a Fighting Style that you already have, or have the upgrade of.
Apex Technique (Superior Technique).
You learn three manoeuvres of your choice from among those available to the Battle Master archetype. If a manoeuvre you use requires your target to make a saving throw to resist the manoeuvre's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain two superiority dice, which are d8s (these dice are added to any superiority dice you have from another source). These dice are used to fuel your manoeuvres. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Defence Mastery (Defence).
While you are wearing armour, you gain a +2 bonus to AC and a +1 bonus to your saving throws.
Great Weapon Annihilator (Great Weapon Fighting).
When you roll 1-3 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can treat the roll as a 4. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception Master (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 2d10 + 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. You can then make an opportunity attack against the creature that triggered this reaction as apart of the same reaction.
Master Archer (Archery).
You gain a +2 bonus to attack and damage rolls you make with ranged weapons
Master Duellist (Duelling).
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack and damage rolls with that weapon.
Master Protector (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 and give the target of the attack three-quarters cover until the end of the turn. You must be wielding a shield to use this reaction. Additionally, you gain an additional reaction that you can take each round. This reaction can only be used to use Master Protector.
Sightless Master (Blind Fighting).
You have blindsight with a range of 30 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.
Tenacious Fighting (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. You gain a +2 bonus to attack and damage rolls you make with unarmed strikes.
At the start of each of your turns, you can deal 2d4 bludgeoning damage to one creature grappled by you.
Thrown Weapon Master (Thrown Weapon Fighting).
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. You gain a +2 bonus to attack and damage rolls you make with thrown weapons.
Two-Weapon Fury (Two-Weapon Fighting).
You can draw or stow two weapons instead of one with your free action. When you engage in two-weapon fighting, you take the attack action using the weapon in your off hand, allowing you to use your multiattack. You can add your damage modifier to all attacks you make with two-weapon fighting.
Advanced Critical
10th-level Champion feature
You ability to exploit weakness in an enemy has grown. You gain the following benefits:
- Your weapon attacks critical hit range is increased by 1.
- When you score a critical hit against a creature, you regain a use of your 'Second Wind' feature.
- When you score a critical hit with a weapon, you may immediately make an additional attack. This can only happen once per action.
Survivor
15th-level Champion feature
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 (rounded down). You don’t gain this benefit if you have 0 hit points.
Superior Critical
18th-level Champion feature
You have mastered your technique to exploit the weaknesses in an enemy. You gain the following benefits:
- Your weapon attacks critical hit range is increased by 1.
- When you score a critical hit against a creature, regain one use of your 'Action Surge' feature.
- When you score a critical hit with a weapon, you may roll an additional two weapon die when determining the damage that you deal.
Commander
Not all Fighters rely solely on themselves in battle, some lead others with their knowledge of tactics. Commanders lead at the front, issuing orders and inspiring greatness in others by their own brave deeds. By their presence, a Commander can transform an unorganized militia into a deadly fighting force.
Commander Maneuvers
3rd-level Commander Archetype feature
You learn certain Tactical Exploits from the Warlord Class at the Fighter levels noted in the table below. They don't count against your total number of Maneuvers Known. Each time you gain a level, you can replace one of the Exploitsyou learned from this feature with a Tactical Exploit of your choice.
If a Tactical Exploits has a Warlord level prerequisite, you can learn it if your Fighter level meets that prerequisite.
Leadership Modifier. Some Tactical Exploits require a Leadership modifier. Choose either Intelligence, Wisdom, or Charisma to be your Leadership modifier for these Exploits.
Fighter Level Exploit
- 3rd: attack order, defensive order
- 5th: enlivening order, surprise attack
- 9th: tactical reposition
Student of War
3rd-level Commander Archetype feature
You have studied the strategy of both politics and war. You gain proficiency in either History, Insight, or Persuasion, and whenever you make an ability check with that skill you gain a bonus to your roll equal to one roll of your Exploit Die.
Strategic Command
7th-level Commander Archetype feature
You can organize your allies even as you fight. When you use Second Wind, you can choose up to three creatures within 30 feet that can see or hear you to regain hit points equal to one roll of your Exploit Die + your Leadership modifier.
Heroic Surge
10th-level Commander Archetype feature
When you use Action Surge, you can choose another creature within 30 feet that can see or hear you. It can use its reaction to move up to its full speed without provoking opportunity attacks and then make a single weapon attack.
At 18th level, you can target two creatures with this feature.
Inspiring Commands
15th-level Commander Archetype feature
Once per turn when you use a Tactical Exploit that targets at least one friendly creature, one target of your choice gains temporary hit points equal to your Leadership modifier.
Marksman
While all Fighters learn to draw a bow or hurl a javelin, those known Marksmen are masters of ranged combat. The deadly skills of a Marksman are often backed up by their signature swagger and unshakable confidence. When combined, there are few challenges that a true Marksman cannot overcome.
Marksman Maneuvers
3rd-level Marksman Archetype feature
You learn certain Maneuvers at the Fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level Maneuver
- 3rd: arresting strike, inquisitive eye
- 5th: crippling strike, volley
- 9th: thunderous shot
Elite Training
3rd-level Marksman Archetype feature
Your training has enhanced your reaction times. When you make a Dexterity check or saving throw, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know the result.
Marksman's Focus
3rd-level Marksman Archetype feature
You can quiet your body to fire with deadly accuracy. When you begin your turn and are not surprised or incapacitated, you can choose to enter a state of Focus, which imposes the following benefits and effects until the end of your turn:
- Your speed is reduced to 0 feet.
- Until you hit a creature with a ranged weapon attack, you have advantage on all ranged weapon attack rolls.
- When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon, you can re-roll the die. You must use this new roll, even if the new roll is a 1 or a 2.
Cunning Shot
7th-level Marksman Archetype feature
Your reflexes are almost supernaturally fast. You add your proficiency bonus to your Initiative rolls while conscious.
You have also learned to identify and exploit even the smallest weak points in your enemy's defenses. Your attacks with ranged weapons ignore resistance to piercing damage.
Reposition
10th-level Marksman Archetype feature
When you use Second Wind, your walking speed increases by 10 feet, and any opportunity attacks against you are made at disadvantage until the end of your current turn.
Reliable Shot
15th-level Marksman Archetype feature
You make even impossible shots with ease. Your normal and long range for ranged weapon attacks increases by a number of feet equal to 10 times your Fighter level.
Also, once per turn, when you have advantage on a ranged weapon attack, you can forgo advantage and make one additional ranged weapon attack.
Legendary Marksman
18th-level Marksman Archetype feature
Your marksmanship is supernaturally accurate. When you Focus, the benefits last for 1 minute, and you have advantage on all ranged weapon attacks for the duration. Finally, your speed is only reduced to 10 feet. At the start of your turn you can end your Focus (no action required).
Master at Arms
While most Fighters master one specific martial discipline, a Master at Arms is the rare warrior who is able to truly master multiple styles of combat. Whether through grit, dedication, or extraordinary skill, these elite Fighters learn all they can about the theory of combat. A Master at Arms is always on the lookout for a new weapon or style of fighting to master
Advanced Technique
3rd-level Master at Arms Archetype feature
Your ability to learn and execute martial techniques exceeds that of most other warriors and even other trained Fighters. You gain the following benefits to your Fighter features:
Maneuvers. You learn two 1st-degree Martial Maneuversof your choice from the list at the end of this class. These Maneuversdo not count against your total number of Maneuvers Known.
You learn additional Martial Maneuvers following the same rules at certain levels: at 5th level you learn two 2nd-degree Maneuvers, and at 9th level you learn one 3rd-degree Maneuver.
Maneuver Dice. Your total number of Exploit Dice increases by 1, and all of your Maneuver Dice increase to become d8s.
At certain Fighter levels your Exploit Dice increase again; at 5th level they are d10s, and at 11th level they are d12s.
Fighting Styles. You learn one additional Fighting Style of your choice from those available to the Fighter. However, you can only benefit from one Fighting Style that you gained from the Fighter Class or this Master at Arms feature at a time.
As a bonus action, you can switch your current Fighting Style for another Fighter Fighting Style that you know.
You learn an additional Fighting Style of your choice at 7th level, and again when you reach 15th level in this class.
Master of Forms
7th-level Master at Arms Archetype feature
Your skill allows you to learn exotic techniques from a variety of disciplines. You learn two Maneuvers of your choice from any class. If the Maneuvers have a prerequisite level, you can learn them as long as your Fighter level meets that prerequisite.
Any Exploit that you learn through this feature does not count against your total number of Maneuvers Known.
You learn one additional Maneuver of your choice from any class at 15th level, and one final Exploit at 18th level.
Masterful Surge
10th-level Master at Arms Archetype feature
When you Action Surge, you gain a single Maneuver Die that must be used as part of the additional action you gain. If not used, it disappears at the end of your additional action.
Also, you can benefit from two of the Fighting Styles you know, but you can only switch one as a bonus action.
Warrior of Legend
18th-level Master at Arms Archetype feature
Your mastery of the weapons of war is near-supernatural. Once per turn when you use an Maneuver in combat, you can roll a d6 in place of expending an Maneuver Die.
Also, over the course of 1 hour, which can be during a short or long rest, you can practice your techniques to replace one Exploit you know with a Martial Exploit of the same degree.
Knight Errant
Often raised at court or in the upper circles of the nobility, the archetypal Knight Errant is a chivalric warrior of the highest order. They excel at mounted combat and wander the world in search of adventure and opportunities for heroism. These paragons of virtue are bound to defend the weak and weary.
Knight Errant Maneuvers
3rd-level Knight Errant Archetype feature
You learn certain Maneuvers at the Fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level Maneuver
- 3rd shield impact, skilled rider
- 5th: defensive stance, honor duel
- 9th: mythic resilience
Bonus Proficiency
3rd-level Knight Errant feature
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
3rd-level Knight Errant feature
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.
War Trained Mount
3rd-level Knight Errant feature
You gain a mount that accompanies you on your adventures and is trained to fight alongside you. Choose a creature for your mount that is CR 1/2 or lower. A mount must be at least 1 size category larger than you in order to support you. Some examples of creature you could use are listed below:
For Medium Creatures:
- Axe Beak
- Camel
- Crocadile
- Elk
- Constrictor Snake
- Giant Owl
- Warhorse
For Small Creatures:
- Black Bear
- Boar
- Deer
- Giant Wolf Spider
- Hyena
- Vulture
- Wolf
Add your proficiency bonus to the mount's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block add four times your fighter level. It has a number of hit dice equal to your level and like any creature, it can spend Hit Dice during a short rest to regain hit points.
The mount obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use one of your attacks to verbally command it to take the Attack, Dash or Disengage. The creature companion has access to all abilities and attacks, including multiattack, it would normally have.
If you are incapacitated or absent, the creature acts on its own, focusing on protecting you and itself. The creature never requires your command to use its reaction, such as when making an opportunity attack.
If the creature dies, you can obtain a new companion by spending 8 hours magically bonding with a creature that isn’t hostile to you and that meets the requirements.
At the DM's option, you can choose a different creature, that doesn't have to meet a certain CR requirement. In general a mount should not have a CR grater than half your level. You might acquire a different mount though trade, as a reward from a quest, or by steeling an egg and raising it. Regardless of how you obtain your alternative mount, you can apply this feature's benefits to it.
Unwavering Mark
3rd-level Knight Errant feature
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, you deal addtional damage equal to half your fighter level.
Warding Manoeuvr
7th-level Knight Errant feature
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.
Hold the Line
10th-level Knight Errant feature
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 has disavantage on its next attack roll.
Ferocious Charger
15th-level Knight Errant feature
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.
Vigilant Defender
18th-level Knight Errant feature
You respond to danger with extraordinary vigilance. You can take a reaction once on every creature’s turn, instead on only once per round.
Mystic
Where most Fighters look to increase their physical abilities, those known as Mystics work to unlock the psionic potential of their mind. Drawing upon wondrous inner power, these ascetic warriors can perform feats that would be impossible through strength alone. Where others strive for physical victory in battle, Mystics strive for spiritual enlightenment.
Psionic Power
3rd-level Mystic feature
You harbour 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, and you can do this a number of times equal to half your proficiency bonus (rounded up) per 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. At 10th level this damage reduction increases by an additional roll of your Psionic Energy Die.
- 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. At 10th level this damage increases by an additional roll of your Psionic Energy Die.
- 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. At 10th level you use this action with your action or bonus action.
Telekinetic Adept
7th-level Mystic feature
You have mastered new ways to use your telekinetic abilities, detailed below.
- Psi-Infused Strikes. When you hit a creature with an attack, the target takes additional force damage equal to your Intelligence Modifier (minimum of 1).
- 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
10th-level Mystic feature
The psionic energy flowing through you has bolstered your mind. You have immunity 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
15th-level Mystic feature
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
18th-level Mystic feature
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. You can replace the action required to cast and manipulate the spell with one of your attacks granted by your multiattack class feature.
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.
Ronin
Though they have been known by many names over the ages, Ronin are Fighters who have been expelled from the service of their original lord or land. Regardless of the reason, these highly skilled warriors now roam the wild seeking absolution through battle. With nothing left to lose, these warriors fight with a deadly ferocity and ruthless focus unlike any other.
Ronin Maneuvers
3rd-level Ronin Archetype feature
You learn certain Maneuvers at the Fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level Maneuver
- 3rd: commanding presence, counter
- 5th: aggressive sprint, honor duel
- 9th: heroic focus
Exiled Courtier
3rd-level Ronin Archetype feature
You were once an influential member of a noble court or an important advisor. You learn to speak, read, and write one additional language of your choice and gain proficiency in either History, Insight, Performance, or Persuasion.
Unyielding Spirit
3rd-level Ronin Archetype feature
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 weapon attack rolls until the end of the current turn. When you do so, you also gain 5 plus your wisdom modifier (minimum of 0) temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 plus two times your wisdom modifier (minimum of 0) at 10th level, 15 plus three times your wisdom modifier (minimum of 0) at 15th level, and 20 plus four times your wisdom modifier (minimum of 0) at 20th level.
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 short or long rest.
Lordly Bearing
7th-level Ronin Archetype feature
Your experience and former station shine through no matter how downtrodden you may become. Whenever you make a Charisma skill 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).
Unrelenting
10th-level Ronin Archetype feature
You are able to push through adversity that would defeat a lesser warrior. When you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
Additionally while you have temporary hit points from your fighting spirt, you gain the following benefits:
- You gain immunity to the frightened and charmed conditions.
- Your critical hit range increases by one
- You have resistance to bludgeoning, piercing and slashing damage.
Swift Strikes
15th-level Ronin Archetype feature
You rain blows down upon foes like raindrops in a storm. When you attack and have advantage on an attack roll 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 this once per action.
Legendary Ronin
18th-level Ronin Archetype feature
Your battle focus is so absolute that you can avoid the grasp of death itself, if only for a short time. When you are reduced to 0 hit points, you can immediately take an extra turn. During this extra turn, you remain at 0 hit points, and any damage you take causes you death saving throw failures as normal. At the end of this extra turn, you immediately fall to the ground unconscious with 0 hit points, and if you gained three death saving throw failures during that turn, you die.
Once you use this feature you must complete a long rest before you can use it again. If you have no uses left, you can expend a use of Action Surge to use this feature again.
Runecarver
Before the mortal races rose to power, the world was ruled by giants and their powerful Rune magic. Traces of this ancient magic can still be found in the wild and remote places of the world, and Fighters who learn to use the power of Runes to augment combat ability become known as Runecarvers.
Bonus Proficiencies
3rd-level Runecarver feature
You gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.
Rune Carver
3rd-level Runecarver feature
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. You learn an additional rune of your choice at 7th, 10th, 15th and 18th level.
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 armour, a shield, a piece of jewellery, 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, Ský.
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, Eldur.
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 fire damage equal to 1d6 plus your level in this class, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes fire damage equal to 1d6 plus your level in this class 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.
Forest Rune, Tré (7th level or higher).
This rune’s magic emulates the secretive and druidic nature of the forest giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Stealth) checks and Wisdom (Survival) checks.
In addition, you can invoke the rune as a bonus action to become invisible until the end of your next turn. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Frost Rune, Ís.
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 bonus to all ability checks and saving throws that use Strength, Dexterity or Constitution equal to your proficiency bonus. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Hill Rune, Hæð (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.
Ocean Rune, Ægir.
This rune’s magic channels the marine prowess of ocean giants. While wearing or carrying an object that bears this rune, you can breathe underwater and gain a swimming speed equal to your walking speed.
In addition, you can invoke this rune as a bonus action to summon a tendril of water that lashes out at enemies. Make an attack roll against one creature within 60 feet, using your Constitution modifier and proficiency bonus for the attack roll. On a hit, the target takes cold damage equal to 1d6 plus your level in this class and has its speed reduced to 0 until the end of your next turn. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Sand Rune, Strönd (7th level or higher).
This rune’s magic channels the honour and discipline of sand giants. While wearing or carrying an object that bears this rune, you have advantage on Wisdom, Intelligence and Charisma saving throws.
In addition, you can invoke the rune as a bonus action to attempt to turn an enemy to stone. Choose one creature within 60 feet. That target must succeed on a Constitution saving throw or be petrified until the start of your next turn. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Sky Rune, Vindur (7th level or higher).
This rune’s magic emulates the free and contemplative spirits of sky giants. While wearing or carrying an object that bears this rune, you have advantage on Intelligence (Investigation) checks and Wisdom (Insight) checks.
In addition, you can invoke the rune as a bonus action and gain a magical flying speed equal to your walking speed for 1 minute. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Stone Rune, Steinn.
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.
Storm Rune, Stormur (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.
Sun Rune, Sól.
This rune’s magic evokes the fiery splendour of sun giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Perception) checks and Charisma (Persuasion) checks.
In addition, you can invoke the rune as a bonus action to unleash a brilliant flash of light. One creature of your choice within 60 feet of you takes radiant damage equal 1d6 plus to your level in this class and must make a Constitution saving throw. On a failed save, the target is blinded for 1 minute. The target can repeat 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.
Runic Might
3rd-level Runecarver Archetype feature
you can empower your body with Runic Might. 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. Whenever you attack with a weapon or an unarmed strike can deal an extra 1d4 damage to a target on a hit. This extra damage increases when you reach certain levels in this class: to 1d6 at 7th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 18th level 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 Ward
7th-level Runecarver Archetype feature
You can shield your allies with the stalwart magic of Runes. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to that creature's AC against that attack. The bonus equals 1+ your Constitution modiifer (minimum of +2).
Master of Runes
10th-level Runecarver feature
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.
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.
Additionally you have advantage on saving throws to resist being moved against your will, knocked prone, poisoned, or stunned.
Blessing of the Allfather
15th-level Runecarver feature
When you use your Runic Might feature, you can concentrate (as if you were concentrating on a spell) and choose one willing creature within 60 feet of you. The chosen creature also gains the benefits of your Runic Might feature. The benefits end early for both you and the chosen creature if your concentration breaks.
Runic Juggernaut
18th-level Runecarver feature
You learn how to amplify your rune-powered transformation. When you use your Runic Might feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
Additionally you can invoke each rune you know from your Rune Carver feature three times, rather than twice, and you regain all expended uses when you finish a short or long rest.
Shadowdancer
The energies of the Shadowfell grant many strange and dark abilities to those who can wield them. The Fighters known as Shadowdancers learn to draw these sinister powers through themselves to create an exact copy of their bodies in combat.
Shadowdancer Maneuvers
3rd-level Shadowdancer Archetype feature
You learn certain Maneuvers at the Fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level Maneuver
- 3rd: feint, lightstep
- 5th: dirty hit, whirlwind strike
- 9th: heroic focus
Conjure Shade
3rd-level Shadowdancer Archetype feature
As a bonus action, you can draw on the umbral power of the Shadowfell to conjure a Shade in an unoccupied space you can see within 15 feet. 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 an AC equal to 14 + your proficiency bonus, hit points equal to 5 times your level in this class, 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 60 feet from you at the end of your turn, it is destroyed.
You can use this feature a number of times equal to your constitution modifier (minimum of 1). You regain all expended uses when you finish a short or long rest.
You can use the echo in the following ways:
- As a bonus action, you can teleport, magically swapping places with your echo at a cost of 10 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
3rd-level Shadowdancer feature
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.
Umbral Voyage
7th-level Shadowdancer feature
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 mile away from you without being destroyed.
Shadow Martyr
10th-level Shadowdancer feature
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. Roll a D20, if the result is an 8 or higher, the attack roll that triggered the reaction is instead made against your echo.
Reclaim Potential
15th-level Shadowdancer feature
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 2d10 + your Charisma modifier.
Legion of One
18th-level Shadowdancer feature
You can use a bonus action to create two echoes with your Conjure Shade feature, and these echoes can coexist. 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 Conjure Shade feature left, you regain one use of that feature.
Sylvan Archer
Originally hailing from the elder forests of the world, Fighters who train to become Sylvan Archers learn to enchant arrows with ancient elven magics. Traditionally, these warriors serve as guardians of places of great natural power, but they have been known to train worthy outsiders in these ancient magic.
Sylvan Lore
3rd-level Sylvan Archer Archetype feature
You are learned in the Sylvan arts. You learn to speak, read, and write Sylvan, the ancient language of forests. You also gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip. Intelligence or Wisdom is your spell casting ability this cantrip.
Enchanted Arrows
3rd-level Sylvan Archer Archetype feature
You have learned to enchant arrows and other ammunition with elder Sylvan magic. When you gain this feature, you learn three Arcane Shot options of your choice (see “Enchanted Shot Options” at the end of this subclass).
One per turn, when you fire an arrow or bolt from a bow or crossbow as part of the Attack action, you can apply one of your Enchanted Shot options to that arrow. You decide to use the option when the arrow or bolt hits a creature, unless the option doesn’t involve an attack roll. You can use this feature a number of times equal to your Intelligence or Wisdom modifier (minimum of 1) and you regain all expended uses of it when you finish a short or long rest. Whenever you fire a nonmagical arrow or bolt from a bow or crossbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow or bolt immediately after it hits or misses its target.
You gain an additional Enchanted Shot option of your choice when you reach certain levels in this class: 5th, 7th, 10th, 15th, and 18th level. Each option also improves when you become a 10th and 18th-level fighter.
Curving Shot
7th-level Sylvan Archer Archetype feature
You learn how to direct an errant arrow or bolt toward a new target. When you make an attack roll with a magic arrow or bolt 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
10th-level Sylvan Archer Archetype feature
Your magical archery is available whenever battle starts. If you roll initiative and have no uses of Enchanted Shot remaining, you regain one use of it.
Potent Enchantment
15th Level Sylvan Archer Archetype feature
The magic within your magic arrows and bolts guide you to exploit every flaw within an enemy. Whenever you land a critical hit with a magic arrow or bolt, the damage increases by an additional 2d12 of the shots damage type.
Enchanted Shot Mastery
18th Level Sylvan Archer Archetype feature
The power of your enchantments rivals that of the eldest elves. You can now use your Enchanted shot feature multiple times per turn, though you can only use each option once per turn. Additionally when you use a bow or crossbow, you gain the following benefits:
- Your critical hit range increases by 1.
- You can add your intelligence or Wisdom modifier to the damage that you deal.
- If you land a critical hit, you regain one use of your 'Enchanted Shot' feature.
Enchanted Shot Options
The Enchanted 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 or Wisdom modifier.
Banishing Shot.
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the shot must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s 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.
A target also takes 1d6 force damage when you reach 10th level and 2d6 force damage when you reach 18th level.
Beguiling Shot.
Your enchantment magic causes this shot to temporarily beguile its target. The creature hit by the shot takes an extra 2d6 psychic damage, and choose yourself or 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 3d6 when you reach 10th level and 4d6 when you reach 18th level.
Bursting Shot.
You imbue your shot with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the shot hits the creature, the target and all other creatures within 15 feet of it must success on a dexterity saving throw, taking 2d6 force damage each on a failure, or half as much on a success.
The force damage increases to 3d6 when you reach 10th level in this class and 4d6 when you reach 18th level in this class.
Elemental Shot.
You weave the magic of the elements of evocation magic into your shot. The creature hit by the shot takes an extra 2d6 fire, cold, lightning, acid, or thunder damage (Your choice).
The damage increases to 3d6 when you reach 10th level in this class and 4d6 when you reach 18th level in this class.
Enfeebling Shot
You weave necromantic magic into your shot. The creature hit by the shot 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 3d6 when you reach 10th level in this class and 4d6 when you reach 18th level in this class.
Grasping Shot.
When this shot strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the shot 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 3d6 when you reach 10th level in this class and 4d6 when you reach 18th level in this class.
Grovel Shot.
You weave some gravitation Transmutation magic into the shot to create an extreme downward force upon those it hits. The target takes an extra 2d6 bludgeoning damage and must succeed a strength saving throw or be knocked prone.
The bludgeoning damage increases to 3d6 at the 10th level of this class and 4d6 at the 18th level of this class.
Light Shot
You imbue your shot with divine evocation magic. The target takes an extra 2d6 radiant damage. If the creature is undead or a fiend, it takes an additional 1d6 radiant damage.
The radiant damage increases to 3d6 when you reach 10th level and 4d6 when you reach 18th level.
Piercing Shot.
You use transmutation magic to give your shot an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the shot shoots forward in a line, which is 1 foot wide and 90 feet long, before disappearing. The shot 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 shot, plus an extra 2d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 3d6 when you reach 10th level in this class and 4d6 when you reach 18th level in this class.
Seeking Shot.
Using divination magic, you grant your shot the ability to seek out a target. 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 shot flies toward that creature, moving around corners if necessary and cover. If the target is within the weapon’s range and there is a path large enough for the shot to travel to the target, the target must make a Dexterity saving throw. Otherwise, the shot disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the shot, plus an extra 2d6 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 3d6 when you reach 10th level in this class and 4d6 when you reach 18th level in this class.
Shadow Shot.
You weave illusion magic into your shot, causing it to occlude your foe’s vision with shadows. The creature hit by the shot takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or become Blinded until the start of your next turn.
The psychic damage increases to 3d6 when you reach 10th level in this class and 4d6 when you reach 18th level in this class.
Teleportation Shot.
You enchant your shot with the teleportation magic of conjuration. If the shot hits another creature, it takes an extra 2d6 force damage, and you and the creature swap places. If there is not enough space for either you or the creature in the others space, then the teleportation fails and you both take 4d6 bludgeoning damage. You can instead target the terrain around you, when this happens you teleport to the impact sight of the shot.
The force damage increases to 3d6 when you reach 10th level and 4d6 when you reach 18th level.
Tipsy Shot.
You weave enchantment magic into your shot to cause this shot to temporarily intoxicate its target. The creature hit by the shot takes an extra 2d6 poison damage and must succeed on a Constitution saving throw, or become poisoned for 1 minute. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success.
The poison damage increases to 3d6 when you reach 10th level and 4d6 when you reach 18th level.
Dispelling Shot.
You use abjuration magic to try to temporarily suppress all magical effects or spells on one creature, object, or magical effect. Make an ability check using your Arcane Shot Ability. The DC equals 10 + the highest spell's level. On a successful check, all magical effects or spells except those created by an artifact or a deity, on the target are temporarily suppressed until the start of your next turn.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Stupefying Shot.
Your connection to enchantment magic causes this arrow to temporarily incapacitate your foes. This arrow has an ethereal quality and thus the creature hit by this arrow takes no damage and instead must make a Wisdom saving throw. On a failed save, the creature becomes Charmed by you until the end of your next turn. While charmed by this effect, the creature is Incapacitated and has a speed of 0. This effect ends for the affected creature if it takes any damage.
After you reach 18th level in this class the creature is Stunned if it fails the saving throw.
Empowered Shot.
Infusing your arrow with magical energy pulled from the school of evocation. This energy reverberates through your target, the target must make a Constitution saving throw, taking an extra 4d6 piercing damage on a failed save, or half as much extra damage on a successful one. If this Arcane Shot is applied to an Elemental Arrow, the additional damage is of the same type as the Elemental Arrow.
The piercing damage increases to 6d6 when you reach 18th level in this class.
Siphon Shot.
Draining the life force of your foes via necromantic rite, you bolster your ability to fight on. The creature hit by this arrow takes an extra 2d6 necrotic damage and you gain temporary hit points equal to the damage dealt.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
Wall Shot.
Using conjuration magic you summon forth the wood from which the arrow was made to trap your foes or defend your allies. This arrow flies in a straight line originating from your space up to 30 feet before fading away. Then tough, pliable, and intertwined branches sprout from the solid surface beneath the arrows path in a straight wall up to 30 feet long, 10 feet high and 5 feet thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Any creature can use its action to pry the branches open to move through the space with a successful Strength (Athletics) check against you Arcane Shot save DC. The wall lasts for 1 minute or until you use this option again.
Splitting Shot.
You utilize transmutation magic to make your arrow split into smaller more numerous projectiles. When you use this option choose a different creature that you can see within 5 feet of your target. Each creature must make a Dexterity saving throw or take 2d6 piercing damage. If this Arcane Shot is applied to an Elemental Arrow, the additional damage is of the same type as the Elemental Arrow.
At 18th level you can choose up to 3 different creatures that you can see with 5 feet of each other and the piercing damage increases to 4d6.
Scavenging Shot.
Sometimes things get tricky for an Arcane Archer, but with a bit of divination magic you can keep yourself from the ignoble death of dehydration or starvation. When you use this Arcane Shot option the arrow stops 10 feet in front of you and you can request either water or food. The arrow will then point in the direction of the nearest edible or clean source of your request so long as its within 1 mile. You learn the direction and distance if any sources are present.
Temporal Shot.
Imbuing chronurgy into the arrow, you cause your arrow to travel through time. When you loose this arrow it travels into the future and attacks an enemy at a later round of your choice. This attack always hits and deals an additional 2d6 force damage.
The Force damage increases to 4d6 when you reach 18th level in this class.
The Chosen
A Chosen One is a hero of battle from the most unlikely and perhaps humblest of beginnings, that has now been called to arms by the very blade they wield. Though other warriors may have skill or prowess on their side, a Chosen One’s greatest power lies in the quality of their heart and in their determination.
Chosen Ones are often burdened with great destinies to rise above their stations in life, and to face foes that are far beyond them in strength, number, or resources. The true sign of a Chosen One is that willingness to trust in fate, in themselves, and their blade, never allowing themselves to submit despite the odds.
Perhaps a Chosen One was picked by a spirit of a great warrior who has possessed their blade, or a sentient artifact that judged the potential of its wielder’s soul. Whatever the origin, they are now guided by a powerful weapon that allows that greatness within to be witnessed by all.
Chosen Maneuvers
3rd-level Chosen Archetype feature
You learn certain Maneuvers at the Fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level Maneuver
3rd: Commanding Presence, Heroic Fortitude.
5th: Heroic Will, Honor duel
9th: Daring Rescue
Fate Touched
3rd-level Chosen Archetype feature
You have been chosen by fate to be its champion, and thus luck is conspicuously on your side. You gain the power of Inspiration that lets you have advantage on one ability of your choice. You can gain inspiration by completing a short rest, long rest or useing your second wind feature.
Moreover when you expend an inspiration, you can immediately use a reaction to encourage an ally within 30 feet of you that can hear or see you. That ally gains the benifts of the help action.
Weapon of Destiny
3rd-level Chosen Archetype feature
When you choose this archetype at 3rd level, you can summon the magical Weapon that awakened you to your destiny to help you fight. It is a loyal ally to you and creatures of your choice.
You can summon your Weapon in your empty hand as a bonus action. You can choose the form that it takes when you create it. This Weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can transform one magic weapon into your Weapon of destiny by performing a special ritual over the course of 1 hour, which can be done during a short rest. The Weapon disappears into a magic weapon you can see within 30 feet of it magically possessing it. You can't affect a sentient weapon in this way. The weapon ceases being your Weapon of destiny if you die, if you perform the ritual on a different weapon, or if you use the ritual to break your bond. The weapon appears at your feet if it was dismissed when the bond breaks.
You cannot be disarmed of your Weapon while you are not incapacitated. While not in your hand, the Weapon falls towards the nearest solid surface, moving around creatures to achieve this, and functions as an activated immovable rod once it comes in contact with the surface. If you command it as a bonus action, or after 1 minute, your blade of destiny reappears in your hand or somewhere on your person. It disappears if you use this feature again, if you dismiss the Weapon (no action required), or if you die.
Your Weapon of destiny is a sentient artifact of any alignment with an Intelligence, Wisdom, and Charisma score equal to your own. It perceives the world through your senses, communicates telepathically with you, and can read and understand any language you know. In combat, the Weapon has no initiative of its own, but it can use your bonus action to make an ability check using Intelligence, Wisdom, or Charisma.
Your Weapon also has its own reaction, which it can use to make an opportunity attack. Additionally, when another creature hits you with a melee attack, your blade can use its reaction to add your proficiency bonus to your AC until the end of the turn, potentially causing the attack to miss.
Manifest Destiny
7th-level Chosen Archetype feature
Your self confidence and leadership inspires a surge of power. When you or an ally within 60 feet uses Inspiration, you gain the following benefits until the end of the triggering creature's next turn:
- +2 to AC and saving throws
- +2 to attack and damage rolls
- Creatures you attack have disadvantage on attack rolls against creatures other than you
If multiple creatures grant you these benefits simultaneously, the bonus damage is increased by +2 per creature, but otherwise the effects do not stack.
Unabashed
7th-level Chosen Archetype feature
You have stopped doubting yourself wehn things go wrong. When you use an inspiration on a roll but still fail, you can keep the inspiration.
Fated Destiny
10th-level Chosen Archetype feature
Starting at 10th level, while wielding your weapon of destiny, as a bonus action on your turn, you may manipulate fate in favor of your destiny until the start of your next turn. You may do this a number of times per long rest equal to your proficiency bonus. Choose one of the options detailed below:
- Unstoppable. Your Weapon ignores resistance and immunity to its weapon damage, you become immune to the grappled, restrained, and paralyzed conditions, and your speed cannot be reduced by any means.
- Invincible. You become immune to one damage type, and you have advantage on all saving throws. If you have a third or less of your hit points remaining, you regain hit points equal to your Fighter level.
- Omnipotent. You gain 30 feet of blindsight. Within that range, you can see anything that isn't behind total cover, including invisible creatures and objects. You can also detect the presence of any lies spoken, and any spells, magical effects, items, or spells within that range.
Champion of Courage
15th-level Chosen Archetype feature
Starting at 15th level, you are immune to being charmed, frightened, or stunned. Additionally, when you use your Indomitable feature you can add your Charisma modifier.
Exalted Myth
18th-level Chosen Archetype feature
At 18th level, You can let the spirit of your blade overtake your body and guide your destiny.
- Exalted Strikes. When you make an opportunity attack, you can choose to make four weapon attacks with the blade instead, and then gain 1 level of exhaustion.
- Exalted Words. When you make a Charisma based ability check against a creature, your Weapon can use its reaction to fill your mind with the proper convincing words. You succeed on the ability check regardless of the DC.
Once each property is used once, it can’t be used again until you finish a long rest.
Crusader
Many warriors swear Oaths to gods of battle and war, but not all are blessed with the divine power of Paladins or
Clerics. Those who fight for the gods without their explicit blessing are called Crusaders. These zealots are champions of divine causes, their fervent belief fueling their battle fury.
Crusader Maneuvers
3rd-level Crusader Archetype feature
You learn certain Maneuvers at the Fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level Maneuver
- 3rd: commanding presence, warding strike
- 5th: honor duel, intimidating command
- 9th: inspirational speech
Crusader's Ire
3rd-level Crusader Archetype feature
You mark your foes for divine judgment. As a bonus action, you can Mark a creature within 60 feet as the target of your Crusader's Ire, granting you the following benefits:
- Once per turn when you miss the creature with a weapon attack, you can immediately make another weapon attack against that creature using the same weapon.
- When the creature is within your reach and casts a spell or makes an attack against a creature other than you, you can use your reaction to make an opportunity attack.
- When it forces you to make a saving throw, you gain a bonus to your roll equal to one roll of your Exploit Die.
Your Mark lasts for 1 minute, or until the creature is slain. Once you use this feature you must finish a long rest before you can use it again. When you have no uses remaining, you can expend an Exploit Die to use this feature again.
Fanatical Disciple
3rd-level Crusader Archetype feature
You gain proficiency in Religion, and whenever you make an Intelligence (Religion) check related to your god or cause, you gain a bonus to your roll equal to one roll of your Exploit Die.
Renewed Fervor
7th-level Crusader Archetype feature
Your fanaticism grants you bursts of fervor in battle. When you use Second Wind you regain the use of Crusader's Ire.
In addition, when you Mark a creature as the target of your Crusader's Ire, you can move up to 30 feet toward it as part of the same bonus action without expending your movement.
Zealous Fury
10th-level Crusader Archetype feature
Your conviction allows you to survive blows that would slay those of lesser faith. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead and immediately make one weapon attack against your attacker.
Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can use it again, but you instantly gain a level of exhaustion.
Righteous Judgment
15th-level Crusader Archetype feature
You are the arbiter of divine wrath. When you hit the target of Crusader's Ire with a weapon attack, you can end the Mark to have your attack to deal maximum damage instead of rolling.
If the attack reduces the target to 0 hit points you instantly regain the use of Crusader's Ire.
Legendary Crusader
18th-level Crusader Archetype feature
When the target of Crusader's Ire targets you with an attack, you can use your reaction to make a single weapon attack against that creature. If you use this reaction after the attack hits you, your weapon attack is made with advantage.
Elemental Knight
Blessed by an everlasting communion with the fundamental elements of nature, Elemental Knights charge into the fray with blazing fire, carrying themselves with the grace of wind; a moment later, their blows hit with the massive weight of the earth, as they slip through the ranks of their enemies, fluid as streams of water. They are a marvelous sight to behold for their companions, and overwhelming forces for any who might oppose them.
Font of Primordial Energy
3rd-level Elemental Knight Archetype feature
Your veins surge with fire, winds blows at your back, earth steadies your muscles and your every movement flows like water. The DC of saving throws forced by features of this subclass equals 8 + your proficiency bonus + your Wisdom modifier.
Elemental Strike
3rd-level Elemental Knight Archetype feature
Once per Attack action, when you hit a creature with a weapon attack, you can empower the strike with elemental energies. You choose one of the following effects to apply to the attack:
- Fire. The attack deals extra fire damage equal to your Wisdom modifier. When the target takes this damage, you can choose a creature within 5 feet of them to take the same amount of fire damage.
- Water. The attack deals extra cold damage equal to your Wisdom modifier. Until the end of their next turn, the speed of the target is reduced by 10 feet.
- Air. The attack deals extra lightning or thunder damage (your choice) equal to your Wisdom modifier. After you make this attack, you can move 5 feet without provoking opportunity attacks.
- Earth. The attack deals extra bludgeoning damage that is considered magical equal to your Wisdom modifier. You can then attempt to shove the target of your attack.
When you reach 10th level in this class, the damage bonus becomes 1d6 + your Wisdom modifer. When you reach 15th level in this class, the damage bonus becomes 2d6 + your Wisdom modifier.
Elemental Maneuvers
3rd-level Elemental Knight Archetype feature
You learn certain Maneuvers at the Fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level Maneuver
3rd: Destructive Strike, Rustic Intuition
5th: Thunderous Blow, Whirlwind Strike
9th: Gale Slash
Elemental Prowess
7th-level Elemental Knight feature
As you master the use of elements, you developed unique martial techniques to gain an edge in battle. When you take the Attack action on your turn, you can forgo one of the attacks granted by the Extra Attack feature to use one of the following moves:
- Fire. You shoot forth a blaze of fire in a 15-foot-cone. Creatures in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage immediately, and another 1d6 fire damage at the start of their next turn. On a successful save, they only take half damage immediately. The initial fire damage increases to 3d6 when you reach 10th level in this class, and again to 4d6 when you reach 15th level in this
class. The additional fire damage increases to 2d6 when you reach 15th level in this class.
- Water. You conjure a pool of shallow water or freeze the ground in an area that has a radius equal to 5 x your Wisdom modifier, centered on a point you choose within 60 feet of you. The affected area is difficult terrain for creatures of your choice, and lasts until the start of your next turn.
- Air. You can attempt to free yourself from a grapple, get up from prone without paying any movement, or make a jump up to a number of feet equal to 5 x your Wisdom modifer. This jump doesn't cost you any movement.
- Earth. A rock wall shoots from the ground in a space within 5 feet of you. The wall is 10 feet tall, 10 feet wide and 6 inches thick, its AC equals 10 + your Wisdom modifier, and it has a number of hit points equal to your Widom score. If creatures occupy the spaces in which you create the wall, you decide on which side of the wall they are pushed to. The wall crumbles at the start of your next turn.
You can only replace one attack with an elemental move for each Attack action you take.
Harness Elements
10th-level Elemental Knight feature
You have learned how to fully manifest the might of the elements, turning your body into an avatar of nature. As a bonus action, you can gain one of the benefits listed below:
Fire. You cover yourself in a sheath of flame, charging into battle with fiery conviction:
- Creatures of your choice that end their turn within 5 feet of you take 1d8 fire damage.
- When a creature hits you with a melee attack, you can use your reaction to retaliate with fire. The attacking creature takes 1d8 fire damage.
- You shed bright light in 30-foot radius and dim light for an additional 30 feet.
- You gain resistance against fire damage.
Water. You attune your movements to the natural flow of water, becoming supernaturally light and fluid:
- You can move through any creature's space, and other creatures spaces aren't difficult terrain for you.
- You exude gentle waves in a 10-foot radius centered on you. For creatures of your choice other than you, each 2 feet of movement inside this area only cost 1 foot, as they are carried onward by your waves.
- You gain a swimming speed equal to your running speed and you don't suffer penalties for fighting underwater.
- You are considered as being under the effects of the water breathing spell.
- You gain resistance against cold damage.
Air. You conjure a powerful storm in a 15-foot radius sphere centered on you:
- Ranged attacks have disadvantage if they target creatures of your choice inside the storm.
- For creatures of your choice, moving inside the storm costs 2 feet of movement for each foot traveled.
- When you choose this element, and as a bonus action on any subsequent turn, you can shoot a bolt of lightning to a flying creature within 60 feet of you that you can see. The creature must make a Constitution saving throw. On a failed save, the target's speed becomes 0 until the end of this turn. A creature that fails this save starts falling even if it can hover.
- You gain resistance against lightning and thunder damage.
Earth. You borrow the power of the earth beneath your feet, reaching perfect harmony with the land:
- You can't be moved unwillingly and your speed can't be reduced.
- You ignore the limitations of difficult terrain.
- When you take damage, you can use your reaction to reduce the damage you take by 1d10 + your Wisdom modifier.
- You have advantage on Constitution saving throws you make.
This elemental state lasts for 1 minute, or until you become incapacitated.
You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Elemental Surge
15th-level Elemental Knight feature
The elements stand waiting for your call, be it to bring a cataclysm upon your enemies or to carry your companions to victory. As an action, you can use one of the following elemental surges:
- Fire. You summon destructive columns of fire. Up to four 5-foot-radius, 30-foot-high cylinders of fire erupt from the ground at any points that you chose within 60 feet of you that you can see. Creatures in the cylinders must succeed on a Dexterity saving throw or take 6d6 fire damage, taking half as much damage on a successful save. Creatures in the area of more than one cylinder only make the save once and take the fire damage only once.
- Water. You conjure a 10-foot-radius sphere of water to suffocate and restrain your foes. Creatures in the area must make a Strength saving throw. On a failed save, a creature is restrained, can't breathe unless it breathes water, and any ligthning damage it takes is doubled. A creature in the sphere can use their action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the save DC. If the check succeeds, they are pushed out of the sphere, landing within 5 feet of it in
the closest possible space to where they were in the sphere. The sphere lasts for 1 minute or until you lose concentration on it, as if concentrating on a spell.
- Air. You create a powerful gale to grant you and you allies an uncanny mobility advantage. When you choose this element, choose a number of willing creatures other than you, within 60 feet of you that you can see, equal to your Wisdom modifier. You can move yourself and the selected creatures to any space within 60 feet of the starting point of each creature. This movement never provokes opportunity attacks.
- Earth. You make the earth in an area of ground in a 30-foot radius centered on you tremble and crack. Creatures of your choice in the area must make a Strength saving throw. On a failed save, a creature takes 4d8 bludgeoning damage that is considered magical, is knocked prone, and has their movement reduced by half. On a successful save, a creature only takes half damage. An affected creature can repeat the saving throw at the end of each of their turns, having their speed go back to normal on a successful save.
Once you have used this feature, you can't use it again until you finish a long rest.
Improved Elemental Strike
18th-level Elemental Knight feature
You have gained perfect control over the elements. You can now empower any attack you make, with your Elemental Strike feature.
Guardian
Guardians are elite defensive warriors whose strengths shine while fighting side by side with their allies. Though trained to use weapons of all types, Guardians are especially effective when using a protective style of fighting with a weapon and shield. Alone, a Guardian is a small threat, but when fighting alongside their allies they are impenetrable walls of steel.
Guardian Maneuvers
3rd-level Guardian Archetype feature
You learn certain Maneuvers at the Fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level Maneuver
- 3rd: reposition, shield impact
- 5th: defensive stance, immovable stance
- 9th: mythic resilience
Guardian Stance
3rd-level Guardian Archetype feature
So long as you are wielding a shield, you can use a bonus action to enter a Guardian Stance that lasts indefinitely. It ends if you are incapacitated, you doff your shield, or you end it as a free action. It imposes the following effects:
- Your speed is reduced by 10 feet.
- Both you and creatures of your choice within 5 feet of you gain a +1 bonus to their Armor Class.
- As a reaction, when a creature within 5 feet of you is hit by an attack, you can become the target of that attack, taking the damage if the attack would hit you.
- You can make a Shove attack as a bonus action.
Warrior Smith
3rd-level Guardian Archetype feature
You gain proficiency in leatherworker's and smith's tools.
Over the course of 1 hour, you can use these tools to reinforce a shield or set of armor you touch, granting it a
+1 Armor Class bonus until the end of your next long rest.
Rallying Wind
7th-level Guardian Archetype feature
You inspire others to stand their ground. When you use Second Wind while in your Guardian Stance, creatures
of your choice within 5 feet of you that can see or hear you gain temporary hit points equal to your Fighter level.
Stalwart Defender
10th-level Guardian Archetype feature
You are strongest when standing side by side, and shield by shield with your allies. You gain the following benefits:
- You gain a +1 bonus to your Armor Class for each allied creature within 5 feet that isn't incapacitated.
- You cannot be moved against your will or knocked prone while you are in your Guardian stance.
- You and allied creatures within 5 feet have advantage on Strength and Constitution saving throws while you are in your Guardian Stance.
- When you roll initiative you can instantly enter your Guardian Stance as long as you are not surprised.
Improved Stance
15th-level Guardian Archetype feature
You improve your defensive technique to better defend those who stand beside you. The range of your Guardian Stance, and all its features, now extends to creatures of your choice within 10 feet of you. Moreover, your Guardian Stance grants creatures half cover, in place of the +1 bonus to Armor Class.
Legendary Guardian
18th-level Guardian Archetype feature
You are a master Guardian and a near-supernatural shield to defend the weak. The range of all your Guardian Stance and its features include creatures of your choice within 15 feet of you.
Guerrilla
No matter the mission, a Guerrilla will execute it with utmost perfection. Sometimes known as commandos, these warriors are marked by their determination and adaptability. Whether harsh terrain, vicious monsters, enemy soldiers, or powerful spellcasters, nothing short of death will cause the willpower of a Guerrilla warrior to waver in the pursuit of their goals.
Adaptable Warrior
3rd-level Guerrilla Archetype feature
You can adjust your skills to meet any challenge. Over the course of 1 hour, which can be during a short or long rest, you can practice new techniques and forms to replace one Martial Exploit you know with another Martial Exploit of
your choice, for which you meet its prerequisites.
Guerrilla Maneuvers
3rd-level Guerrilla Archetype feature
You learn certain Maneuvers at the Fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and they cannot be switched upon gaining a level, or by using your Adaptable Exploits feature.
Fighter Level Exploit
- 3rd: mighty leap, savvy explorer
- 5th: aggressive sprint, improvised skill
- 9th: survey wilderness
Survivalist
3rd-level Guerrilla Archetype feature
You are an expert at overcoming natural obstacles. You gain proficiency in two of the skills below: Athletics, Perception, Stealth, or Survival. If you are already proficient in that skill, then whenever you make an ability check with that skill you gain a bonus to the roll equal to one roll of your Maneuver Die.
When you reach 7th level, you can choose two more skills from the list above to gain these benefits.
By Land or Sea
7th-level Guerrilla Archetype feature
You have trained to find success in any environment, either it be land, sea, or sky. You gain the benefits listed below:
- You gain a climbing speed and swimming speed equal to your walking speed.
- When you fall, you can use your reaction to reduce any falling damage you would take by your Fighter level.
- You can hold your breath for up to 1 hour underwater.
- You ignore the effects of nonmagical difficult terrain.
Adaptable Fighting Style
10th-level Guerrilla Archetype feature
You can adapt your style of fighting to better counter your enemies. Over the course of 1 hour, which can be during a short or long rest, you can replace one Fighting Style you know with another Fighter Fighting Style of your choice.
Unwavering
15th-level Guerrilla Archetype feature
You are remarkably hardy, even compared to other fighters. When you use Second Wind you gain the following benefits:
- You regain one of your expended Maneuver Dice.
- Your level of exhaustion, if any, is reduced by 1.
- You gain a bonus to the next Strength, Constitution, or Dexterity ability check or saving throw you make within the next minute equal to one roll of your Exploit Die.
Legendary Guerrilla
18th-level Guerrilla Archetype feature
There is nothing that can stand between you and your goals should you have time to prepare. When you roll initiative and are not surprised, you gain one of the following benefits:
- You gain temporary hit points equal to your Fighter level.
- You can immediately move up to your full walking speed without provoking attacks of opportunity.
Hound Master
Since the dawn of civilization, animals have worked alongside mortals. Most notable of the domesticated animals is the dog. The earliest hunters worked in tandem with these loyal beasts, sharing both food and fire. Some Fighters still take up this mantle, training Loyal Hounds to adventure by their side.
Loyal Hound
3rd-level Hound Master Archetype feature
When you adopt this Archetype, you complete the training of a Loyal Hound. Your Hound is friendly to you and your allies and obeys your commands. It uses the Loyal Hound stat block, which uses your proficiency bonus (PB) and Exploit save DC.
In combat, your Hound acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use a bonus action to command it to take an action from its stat block, or another action. Also, when you take the Attack action on your turn, you can forgo one of your attacks to order your Hound to make a Bite or Maul attack. If you are incapacitated, your Hound can act on its own and it will defend both you and itself to the best of its abilities.
If your Hound is reduced to 0 hit points, it makes death saving throws like a player character would. Should it die, your skills allow you to find a canine-like creature and train it as a Loyal Hound over the course of a long rest, at which point, that creature uses the Loyal Hound stat block.
Hound Master Maneuvers
3rd-level Hound Master Archetype feature
You learn certain Maneuvers at the Fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level Maneuver
- 3rd: cunning instinct, reposition
- 5th: exposing strike, intimidating command
- 9th: survey wilderness
Iron Jaws
7th-level Hound Master feature
Your Loyal Hound is infused with a portion of your fighting spirit. The damage of your Hound's Bite and Maul attacks counts as magical for the sake of overcoming resistances and immunities to nonmagical attacks and damage.
In addition, any creature that is at least one size smaller than your Hound has disadvantage on its Strength saving throw to resist being grappled by your Hound's Bite attack.
Steadfast Companion
10th-level Hound Master Archetype feature
You can face any foe so long as your Hound is by your side. Your Hound has advantage on any saving throw it is forced to make so long as it is within 30 feet and can see or hear you.
Also, whenever you use Second Wind, your Loyal Hound also regains hit points equal to 1d10 + your Fighter level so long as it is within 30 feet and can see or hear you.
Canine Fury
15th-level Hound Master Archetype feature
Your commands inspire wild fury. When you use a bonus action to command your Hound to make an attack, it can make two Maul attacks, or one Maul and one Bite attack.
Hound of Legend
18th-level Hound Master Archetype feature
Thanks to your training, your Hound has come to rival the great beasts of legend. When you use Action Surge, your Hound also gains one extra action on that turn.
Moreover, your Loyal Hound's Strength and Dexterity scores each become 18, thereby increasing the bonus to hit and damage of both its Bite and Maul attacks by +2 each.
Pugilist
Most often coming from the school of hard knocks, Fighters known as Pugilists learned to fight in the dark underbelly of society. Where others use tactics and practiced techniques, Pugilists rely on brute force and dirty tricks. To them, every fight is a fight for their life and they find victory at any cost.
Contender
3rd-level Pugilist Archetype feature
You have learned to fight with anything that you can get your hands on. You learn one additional Fighting Style from the following list: Brawler, Improvised Fighting, or Wrestler.
You learn another Fighting Style from this list at 7th and 10th level. If you already know all three Fighting Styles, you instead learn a Fighter Fighting Style of your choice.
Iron Physique
3rd-level Pugilist Archetype feature
You have learned to take a punch better than most people. You can use your Constitution, in place of Dexterity, when calculating your Armor Class in light and medium armor.
Also, if you are not wearing any armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Pugilist Maneuvers
3rd-level Pugilist Archetype feature
You learn certain Maneuvers at the Fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level Maneuver
- 3rd: streetwise, take down
- 5th: concussive blow, defensive stance
- 9th: disorienting blow
Counter Punch
7th-level Pugilist Archetype feature
You have learned to exploit every opening your foes give you. When a creature you can see misses you with a melee attack, you can use your reaction to make a single unarmed strike, improvised weapon, shove, or grapple attack against it.
If you make an Athletics check as part of this reaction, you gain a bonus to your roll equal to one roll of your Exploit Die.
Finally, your pure grit empowers your unarmed strikes and improvised weapon attacks to count as magical attacks.
Evasive Footwork
10th-level Pugilist Archetype feature
You have trained to evade your foes' strikes in combat. When you take the Attack action on your turn and make at least one unarmed strike, grapple, or shove, you can take the Dash or Disengage action in place of one of your attacks on that turn.
Diamond Physique
15th-level Pugilist Archetype feature
You have learned to take hits that would be deadly to weaker warriors. You learn the unbreakable Exploit, but it does not count against your total number of Exploits Known.
Moreover, you can use the unbreakable Exploit more than once between each long rest, however, in order to do so you must expend your Hit Dice in place of Exploit Dice.
Legendary Pugilist
18th-level Pugilist Archetype feature
Your fists have become weapons of legend. When you score a critical hit with an unarmed strike and the creature has 50 hit points or fewer, you can choose to instantly reduce it to 0 hit points.
Once you do so, you must finish a short or long rest before you can do so again.
Quartermaster
All successful adventurers know the value of teamwork, but none value it more than the Quartermaster. These supportive Fighters strive to help their allies reach their full potential in combat. Putting the needs of their companions before their own, Quartermasters keep their comrades in top condition.
Down to Earth
3rd-level Quartermaster Archetype feature
You gain proficiency with cook's utensils, land vehicles, and Animal Handling, and whenever you make an ability check that uses one of these three proficiencies, you a bonus to your roll equal to one roll of your Exploit Die.
Quartermaster Maneuvers
3rd-level Quartermaster Archetype feature
You learn certain Maneuvers at the Fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level Maneuver
- 3rd: first aid, rustic intuition
- 5th: exposing strike, immovable stance
- 9th: daring rescue
Rations
3rd-level Quartermaster Archetype feature
You are able to prepare potent morsels of food that keep your allies in peak condition. At the end of a long rest, you can use cook's utensils to prepare a number of Rations equal to your Constitution modifier from the list at the end of this subclass.
As a bonus action, a creature can eat a prepared Ration or feed it to a creature within 5 feet. Consuming a Ration ends any current Ration effects on that creature. Any Rations you have prepared become inert at the end of your next long rest.
As an action, you can expend an ManeuverDie to prepare an additional Ration of your choice, though you don't regain that Exploit Die until that Ration is eaten. You can eat a Ration or
feed it to a creature as part of the action used to create it.
Dependable
7th-level Quartermaster Archetype feature
You are always there to lend a helping hand to your allies. You can take the following special actions as a bonus action:
- Administer. You feed a potion, Ration, or consumable item to a willing or unconscious creature within 5 feet of you.
- Arm. You give a weapon, item, or any ammunition you are carrying to a creature within 5 feet. The creature can then equip the given item, and stow one item as a free action.
- Encourage. You take the Help action, targeting a creature of your choice within 10 feet that can see or hear you.
- Wrangle. You make a Wisdom (Animal Handling) or a land vehicles check to control a mount or cart you are riding.
Quick Ration
10th-level Quartermaster Archetype feature
You have greatly improved the speed at which you prepare Rations. You can use a bonus action on your turn to create a Ration of your choice, eating it or feeding it to a creature within 5 feet of you as part of that same bonus action. Any Rations created in this way expire after 1 minute.
You can create a Quick Ration a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Ever Ready
15th-level Quartermaster Archetype feature
You are always ready to support your companions. When you roll initiative, so long as you are not surprised, you prepare one Ration of your choice without expending an Maneuver Die.
Legendary Quartermaster
18th-level Quartermaster Archetype feature
Your experiments with Rations have toughened your body. Your Constitution score, and maximum Constitution score, increase by 2, and you are immune to the poisoned condition.
In addition, you are always under the effects of one Ration of your choice with a duration of at least 1 minute. You can change the Ration effect at the end of each short or long rest.
Rations
Below are the Rations available to Quartermaster Fighters. If
a Ration has a Fighter level prerequisite, you can prepare the Ration at the same time you meet the prerequisite level.
A creature can only be under the effect of one Ration at a time, eating another ration ends any previous Ration effects.
Fortifying Ration
Prerequisite: 3rd-level Fighter (duration, 1 minute)
Upon consumption, the creature chooses either Strength, Dexterity, or Constitution. For the duration, the creature can add your Constitution modifier (minimum of +1) to any ability check or saving throws it makes with the chosen ability score.
At 10th level, the duration of the effect increases to 1 hour.
Invigorating Ration
Prerequisite: 3rd-level Fighter (duration, instantaneous)
Upon consumption, the creature regains hit points equal to 1d10 + your Constitution modifier (minimum of +1).
At 10th level, this Ration restores an additional 1d10 hit points, and any hit points it regains that exceed its hit point maximum become temporary hit points.
Revitalizing Ration
Prerequisite: 3rd-level Fighter (duration, instantaneous)
Upon consumption, the creature ends one of the following conditions currently affecting it: blindness, deafness, poison, or it can reduce its current exhaustion level by 1.
At 10th level, this Ration can also cure the charmed, frightened, paralyzed, and stunned conditions.
Stimulating Ration
Prerequisite: 3rd-level Fighter (duration, instantaneous)
This Ration must be consumed as part of a short rest. Upon consumption, the creature gains advantage on its rolls for all Hit Dice it chooses to expend during that short rest.
At 10th level, consuming this Ration allows the creature
to treat any Hit Dice it expends during that short rest as the maximum possible result instead of rolling.
Limbering Ration
Prerequisite: 5th-level Fighter (duration, 1 minute)
Upon consumption, the creature's speed increases by 10 feet.
At 10th level, in place of increasing the creature's speed, the creature can take the Dash action as a bonus action.
Thickening Ration
Prerequisite: 5th-level Fighter (duration, 1 minute)
Upon consumption, the creature gains resistance to either bludgeoning, piercing, or slashing damage (its choice).
At 10th level, consuming this Ration grants it resistance
to bludgeoning, piercing, and slashing damage.
Engorging Ration
Prerequisite: 7th-level Fighter (duration, 1 minute)
Upon consumption, the creature grows by one size category, for example, from Medium to Large. While the creature's size is increased in this way, its reach increases by 5 feet, it has advantage on Strength checks and saving throws, and any melee weapon attacks it makes deal a bonus 1d4 damage.
At 10th level, the duration of the effect becomes 1 hour.
Heightening Ration
Prerequisite: 7th-level Fighter (duration, 1 minute)
Upon consumption, the creature chooses either Intelligence, Wisdom, or Charisma. For the duration, the creature can add your Constitution modifier (minimum of +1) to any ability check or saving throw it makes with the chosen ability score.
At 10th level, the duration of the effect increases to 1 hour.
Warding Ration
Prerequisite: 7th-level Fighter (duration, 1 minute)
Upon consumption, the creature gains resistance to acid, cold, fire, poison, lightning, or thunder damage (its choice).
At 10th level, the duration of the effect increases to 1 hour, and the creature can choose from force, necrotic, psychic, or radiant damage in addition to the other damage types.
Tenacious Ration
Prerequisite: 10th-level Fighter (duration, 1 hour)
Upon consumption, the creature gains immunity to one of the following conditions (its choice): blinded, charmed, deafened, frightened, poisoned, paralyzed, or stunned.
At 15th level, this Ration grants a creature immunity to two of the conditions from the list above (its choice).
Berserker Ration
Prerequisite: 15th level (duration, 1 hour)
Upon consumption, the creature does not fall unconscious when it is reduced to 0 hit points. However, it still makes death saving throws as normal, dying upon failing three.
Rejuvenating Ration
Prerequisite: 15th level (duration, instant)
Upon consumption, the creature gains all the benefits of a short rest, including the ability to expend its Hit Dice as part of consuming the Ration. At the end of its current turn, the creature gains 1 level of exhaustion.
After a creature eats this Ration, it must finish a long rest before it can gain the benefits of any other Rations.
Survivor
Survivors are fighters who are almost impossible to kill. Often, they suffered terrible wounds, only to heal supernaturally quickly instead of dying, and have continued to manifest incredible regenerative abilities ever since.
Survivor Maneuvers
3rd-level Survivor Archetype feature
You learn certain Maneuvers at the Fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level Maneuver
- 3rd: Brace Up, Heroic Fortitude
- 5th: Hold the Line, Menacing Shout
- 9th: Adrenaline Rush
Superior Metabolism
3rd-level Survivor Archetype feature
When you choose this archetype at 3rd level, you gain advantage on saving throws against poison, and you have resistance against poison damage.
Regenerative Powers
3rd-level Survivor Archetype feature
Also at 3rd level, you have unlocked an innate ability to heal quicker and better than most other people can dream of. This ability is represented by your Regeneration dice, which are d4s. You have a number of Regeneration dice equal to two times your proficiency bonus, and can use them for different abilities that are described below.
Whenever you use your Second Wind feature, you regain 1 expended Regeneration dice. You regain all regeneration dice when you finish a long rest. When you reach certain levels in this class, the size of your Regeneration dice increases: at 7th level (d6s), 10th level (d8s), 18th level (d10s).
The following abilities use your Regeneration dice:
Recover. As a bonus action, you can expend and roll a Regeneration die, you regain hitpoints equal to the number rolled plus your Constitution modifier (minimum of 1).
Endure. As a reaction whenever you take damage, you can expend two Regeneration dice to give yourself resistance to one of the triggering types of damage until the start of your next turn.
Overcome. Whenever you fail a Strength or Dexterity check or saving throw, you can expend a Regeneration die, rolling it and adding the result to the check. If the check or save still fails, you regain the expended die.
Unyielding
7th-level Survivor Archetype feature
At 7th level, you can get back up even after near lethal wounds. At the start of your turn, if you have 0 hitpoints you can expend a Regeneration die to regain a number of hitpoints equal to the number rolled plus your Constitution modifier (minimum of 1).
Once you've used this feature, you cannot use it again until you finish a long rest.
When you reach level 18 in this class, you can use this feature twice between long rests instead of once.
Slow Regeneration
10th-level Survivor Archetype feature
At 10th level, you gain the ability to slowly heal all the cuts and bruises of a battle. As an action you can expend three Regeneration dice and roll one of them. You regain a number of hitpoints equal to the number rolled. For the next minute you can reroll the same die at the beginning of each of your turns, and regain a number of hitpoints equal to the number rolled each time. This effect ends early if you take damage.
Furthermore, if you lose a limb, an eye or another part of your body that is not fundamental to your survival, it grows back when you finish a long rest.
Undying
15th-level Survivor Archetype feature
At 15th level, it is even harder for you to die. You have advantage on death and Constitution saving throws and become immune to disease.
Immortal
18th-level Survivor Archetype feature
At 18th level, you stop aging and gain the ability to return to life after death. When you die, if your head is not cut off and your body is not destroyed, you return to life after 1d10 days with 1 hitpoint, half your Regeneration dice and 1 level of exhaustion. If you die again within 1 week of returning to life this way, this feature does not activate again.
Swordsage
Swordsages, blade masters, sword saints; expert warriors who dedicate their life to the art of the sword have had
many names over the ages. Only drawing their weapon when they are prepared to kill, a true Swordsage will only end the life of another when absolutely necessary.
Legends say that each master Swordsage will only take on a single apprentice over their lifetime, teaching everything they know to a chosen warrior whom they entrust with their mystical legacy.
Student of the Blade
3rd-level Swordsage Archetype feature
In your studies you have mastered skills adjacent to swordplay. You gain proficiency in Acrobatics and Performance, and whenever you would make a Charisma (Performance) check, you can choose to make a Dexterity (Performance) check instead.
Moreover, whenever you make a Dexterity (Acrobatics) or Dexterity (Performance) check that incorporates a sword you gain a bonus to your roll equal to one roll of your Exploit Die.
Swordsage Maneuvers
3rd-level Swordsage Archetype feature
You learn certain Maneuvers at the Fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level Maneuver
- 3rd: lightstep, mighty leap
- 5th: whirlwind strike, zephyr slash
- 9th: gale slash
Battle Trance
3rd-level Swordsage Archetype feature
You have learned to clear your mind and enter the legendary trance that gives Swordsages their reputation. So long as you are not wearing heavy armor or wielding a shield, you can use a bonus action on to enter a Battle Trance. Your Battle Trance grants you the following benefits for 1 minute:
- You can take the Dash action as a bonus action.
- You gain a +1 bonus to your Armor Class.
- You have advantage on Dexterity (Acrobatics) checks.
- Once per turn when you use a Swordsage Exploit, you can roll a d4 instead of expending one of your Exploit Dice.
Your Battle Trance ends early if you are incapacitated, or if you don a shield or heavy armor. Once you enter your
Battle Trance you must finish a short or long rest before you can use it again. If you have no uses of this feature remaining, you can expend an Exploit Die to enter a Battle Trance again.
Heightened Reflexes
7th-level Swordsage Archetype feature
You have honed your reflexes to a point in pursuit of martial perfection. You gain proficiency in Dexterity saving throws, and you add your proficiency bonus to your initiative rolls.
Also, while you are in your Battle Trance, the bonus to your Armor Class increases by 1, for a total bonus of +2.
Trance of the Master
10th-level Swordsage Archetype feature
You have mastered the Battle Trance. When you roll initiative, so long as you are not surprised or incapacitated, you can enter a Battle Trance without expending any resources.
Storm of Steel
15th-level Swordsage Archetype feature
You become a whirlwind of deadly steel while in your Battle Trance. Once per turn while you are in a Battle Trance, you can use any Exploit that you know, rolling a d6 in place of expending one of your Exploit Dice.
At 18th level, the d6 from this feature becomes a d8.
Legendary Swordsage
18th-level Swordsage Archetype feature
You have reached the end of your journey and have become a Swordsage worthy of your own legends. When a creature you can see damages you with an attack, you can use your reaction to expend one Exploit Die, roll it, and reduce the damage you would take by twice the amount rolled.
Tinker Knight
Those who become Tinker Knights work for an unorthodox form of martial skill. Rather than master martial techniques, they look to augment their physical abilities with mechanical inventions and innovative weaponry. Though they spend most of their time theorizing, testing, and experimenting with new Schematics, Tinker Knights and their inventive arsenals are a force to be reckoned with when met on the field of battle.
Analytical Mind
3rd-level Tinker Knight Archetype feature
You have spent as much time in workshops as you have in the training yard. You gain proficiency with tinker's tools and smith's tools. If you are already proficient with these tools, you gain proficiency with another set of tools of your choice.
You also learn the mechanical insight Exploit, but it does not count against your total number of Exploits Known.
Inventive Arsenal
3rd-level Tinker Knight Archetype feature
You have invented a cacophony of wondrous modifications for your weapons, shields, and armor, known as Schematics:
Schematics Known. You know two Schematics from the list at the end of this Archetype. Some Schematics have a
Fighter level prerequisite, and you can learn them at the same time that you meet that prerequisite Fighter level.
You learn one additional Schematic of your choice when you reach 7th, 10th, 15th, and 18th level in this class.
When you gain a level, you can replace one Schematic you know with another Schematic of your choice.
Modifying an Object. During a long rest, you can use tinker's or smith's tools to touch a number of objects equal to the number of Schematics you know, modifying each object with the effects of one of the Schematics. Each Schematic can only be used to modify one object, and one object can only be modified by the effects of one Schematic at a time. These effects last until the end of your next long rest.
In order to modify an object with a Schematic, it must meet the requirements in the Schematic's description.
Saving Throws. If a Schematic requires a saving throw, your Schematic save DC is calculated as follows:
Schematic save DC = 8 + your proficiency bonus + your Intelligence modifier
Tinker's Expertise
7th-level Tinker Knight Archetype feature
Your understanding of mechanical devices has grown. Your proficiency bonus is doubled for any ability check you make that uses your proficiency with tinker's or smith's tools.
In addition, items modified by your Schematics count as magical for overcoming resistances and immunities, and
you can apply Schematics to magic weapons and armor.
Mechanical Synergy
10th-level Tinker Knight Archetype feature
Your modifications can work in tandem with each other. You can apply two Schematics to one object, so long as
the object meets the prerequisites for both Schematics.
Flexible Innovation
15th-level Tinker Knight Archetype feature
Your inventive arsenal can adjust to meet the challenges at hand. At the end of a short rest, you can transfer a Schematic from one object to another, so long as the new object meets the prerequisites. If a Schematic has a limited amount of charges, the number of expended charges remains the same.
In addition, you can apply up to three Schematics to one object, so long as it meets all the Schematic prerequisites.
Legendary Inventions
18th-level Tinker Knight Archetype feature
A weapon modified by your Schematics gain a +1 bonus to its attack and damage rolls for each Schematic applied to it, and any set of armor modified by a Schematic gains a +1 bonus to its Armor Class for each of your Schematics applied to it.
Weapons and armor modified by your Schematics cannot gain a bonus greater than +3, regardless of any bonuses the item may have had before applying your Schematics.
Schematics
Below is the list of Schematics available to a Tinker Knight.
If a Schematic has a Fighter level prerequisite, you can learn it at the same time that you meet its prerequisite level.
Featherweight Schematic
You modify the metallurgic makeup of an item, making it significantly lighter. The bearer of an object modified by this Schematic has its walking speed increased by 10 feet.
- Heavy Armor. The wearer ignores penalties to Dexterity (Stealth) checks or Strength requirements of this armor.
- Light Armor. The wearer can subtract up to 100 feet from their fall distance when calculating fall damage and can move horizontally 2 feet for every 1 foot they fall.
- Weapon. Any weapon with either the heavy and/or two-handed properties loses those properties, and any non-heavy weapon gains both the light and finesse properties.
Intuitive Schematic
You modify an item to enhance your investigative instincts. The bearer of an object modified by this Schematic gains proficiency in Investigation and adds double its proficiency bonus to any Intelligence (Investigation) checks they make.
- Armor. The wearer can use its Intelligence in place of Dexterity when calculating their Armor Class in this armor.
- Weapon. The wielder uses its Intelligence, in place of Strength, for attack and damage rolls with this weapon.
Radiant Schematic
You imbue an item with radiant energy. The bearer of an object modified by this Schematic can use a bonus action
to cause the object to emit (or extinguish) bright light in
a 15-foot radius, and dim light 15 feet beyond that.
- Armor. As a reaction when the wearer is hit by an attack, it can force the attacker to make a Constitution saving throw. On a failed save, it is blinded for 1 minute. It can repeat the save at the end of each turn, ending the effect on a success.
Once the wearer uses this reaction, it must finish a short or long rest before it can use the reaction again.
- Weapon. If the wielder hits a creature with this weapon, it can force the target to make a Constitution saving throw. On a failure, it is blinded for 1 minute. It can repeat its save at the end of each of its turns, ending the effect on a success.
Once the wielder uses this ability, it must finish a short or long rest before it can use this feature again.
Rebounding Schematic
You modify an item so that it has elastic properties. The wearer or wielder of an object modified by this Schematic can use its reaction to add your Intelligence modifier (minimum of +1) to its Armor Class against one attack.
- Armor. As a reaction when the wearer of this armor is hit by an attack, it can reduce the damage by an amount equal to one roll of your Exploit Die + your Intelligence modifier. If the damage is reduced to 0, the attacker takes the full damage of the attack as if they had been the original target.
Once the wearer uses this reaction it must finish a short or long rest before it can use this reaction again.
- Non-Heavy Weapon. The weapon gains the Thrown property with a range of 20 feet. After making an attack with this weapon, it instantly returns to the wielder's hand.
Empowered Schematic
Prerequisite: 7th-level Fighter
You modify an object with clockwork mechanics that improve both power and reflexes. The bearer of an object modified by this Schematic gains a bonus to its initiative rolls equal to your Intelligence modifier (minimum of +1).
- Heavy Armor. The wearer of this armor can use your Intelligence score, in place of Strength, for any Strength-based ability checks or Strength saving throws it makes.
- Light Armor. The wearer of this armor can use your Intelligence score, in place of Dexterity, for any Dexterity-based ability checks or Dexterity saving throws they make.
- Weapon. When applied, anytime the wielder rolls a 1 or 2 for a damage roll with this weapon, they can choose to re-roll the die, but you must use the new result even if it is a 1 or 2.
Resilient Schematic
Prerequisite: 7th-level Fighter
You modify the metallurgical makeup of this item to make it more resilient. The wearer or wielder of an object modified by this Schematic has advantage on saving throws to resist being grappled or moved against its will.
- Armor. This armor grants its wearer resistance to all nonmagical bludgeoning, piercing, and slashing damage.
- Weapon. This weapon deals bonus damage equal to your Intelligence modifier (minimum of 1) + your Fighter level whenever the wielder scores a critical hit with this weapon.
Witchblade
Those who walk the dark path of the Witchblade are driven by an overwhelming desire to destroy the great evils of the world. Those especially dedicated, those willing to give up anything, are often approached by Eldritch Powers, beings of otherworldly might. These benefactors offer power in return for a fraction of the warrior's soul or unquestioning fealty.
Pact Magic
3rd-level Witchblade Archetype feature
The bargain you have struck with your Patron has granted you the ability to cast spells, much like a Warlock does:
Cantrips. You learn one cantrip of your choice from the Witchblade spell list. Upon reaching 10th level in this class you learn one additional Witchblade cantrip of your choice.
Spell Slots. The Witchblade Spellcasting table shows how many spell slots you have, and the level of those spell slots. All of your spell slots from this feature are the same level. To cast one of your Witchblade spells of 1st-level or higher, you must expend a spell slot. You regain all of your expended Pact Magic spell slots when you finish a short or long rest.
Spells Known of 1st-Level and Higher. You learn two 1st-level spells of your choice from the Witchblade spell list. The Spells Known column of the Witchblade Spellcasting table shows when you learn more spells of 1st-level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.
When you gain a level, you can choose a Witchblade spell you know and replace it with another Witchblade spell, which must be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Witchblade spells. You use your Charisma whenever a spell refers to your spellcasting ability, when setting the saving throw DC, and when making a spell attack roll.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Sanguine Offering
3rd-level Witchblade Archetype feature
Once per turn, when you hit a creature with a melee weapon attack, you can expend one of your Fighter Hit Dice as part of the attack to deal an additional 1d10 necrotic damage to the target, in addition to the normal damage of your weapon.
Otherworldly Step
7th-level Witchblade Archetype feature
You can use Eldritch power to slip through cracks in reality. When you use Second Wind, you can teleport up to 60 feet to an unoccupied space you can see. If you appear within 5 feet of a creature, you can make one weapon attack against it.
Enchanted Strikes
10th-level Witchblade Archetype feature
The Eldritch magic within your blood seeps into your weapon strikes. When you hit a creature with a weapon attack, it has disadvantage on the first saving throw you force it to make against a Witchblade spell before the end of your next turn.
Greater Offering
15th-level Witchblade Archetype feature
You can restore your own vitality by inflicting pain on others. When you use Sanguine Offering, you gain temporary hit points equal to the necrotic damage dealt to the creature.
Temporary hit points you gain from this feature last for 1 minute, or until you gain temporary hit points again.
Legendary Witchblade
18th-level Witchblade Archetype feature
You siphon power from death. As a reaction when a creature dies within 30 feet of you, you can regain one expended Pact Magic spell slot, or 1d4 of your expended Hit Dice.
Once you use this feature you must finish a short or long rest before you can use it again.
Level | PB | Features | Exploits Known | Exploit Die | Exploit Dice |
---|
1st | +2 | Fighting Style, Second Wind | ─ | ─ | ─ |
2nd | +2 | Action Surge (1), Martial Exploits, Tactical Mind | 2 | d6 | 2 |
3rd | +2 | Know Your Enemy, Warrior Archetype | 3 | d6 | 2 |
4th | +2 | Ability Score Improvement, Second Wind | 3 | d6 | 3 |
5th | +3 | Extra Attack (1), Tactical Shift | 4 | d8 | 3 |
6th | +3 | Heroism | 4 | d8 | 3 |
7th | +3 | Archetype Feature | 5 | d8 | 3 |
8th | +3 | Ability Score Improvement | 5 | d8 | 4 |
9th | +4 | Indomitable (1) | 6 | d8 | 4 |
10th | +4 | Archetype Feature, Second Wind | 6 | d8 | 4 |
11th | +4 | Extra Attack (2), Martial Superiority | 7 | d10 | 4 |
12th | +4 | Ability Score Improvement | 7 | d10 | 5 |
13th | +5 | Indomitable (2), Studied Attacks | 8 | d10 | 5 |
14th | +5 | Ability Score Improvement | 8 | d10 | 5 |
15th | +5 | Archetype Feature | 9 | d10 | 5 |
16th | +5 | Ability Score Improvement | 9 | d10 | 6 |
17th | +6 | Action Surge (2), Extra Attack (3), Indomitable (3) | 10 | d12 | 6 |
18th | +6 | Archetype Feature | 10 | d12 | 6 |
19th | +6 | Ability Score Improvement | 10 | d12 | 6 |
20th | +6 | Relentless, Legendary Hero | 10 | d12 | 6 |