Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.
hit dice:
d10
hit points at 1st level:
10+con
hit points at higher levels:
10+con
armor proficiencies:
All armor, shields
weapon proficiencies:
Simple weapons, martial weapons, Simple Firearms, Martial Firearms
tools:
None
saving throws:
Strength, Constitution
skills:
Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
starting equipment:
spellcasting:
there are couple of subclasses that gave you sells these ae the rules for each
Eldritch Knight
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
LevelCantripsSpells Known1st2nd3rd4th
3232
--- |
--- |
--- |
4 |
2 |
4 |
3 |
--- |
--- |
--- |
5 |
2 |
4 |
3 |
--- |
--- |
--- |
6 |
2 |
4 |
3 |
--- |
--- |
--- |
7 |
2 |
5 |
4 |
2 |
--- |
--- |
8 |
2 |
6 |
4 |
2 |
--- |
--- |
9 |
2 |
6 |
4 |
2 |
--- |
--- |
10 |
3 |
7 |
4 |
3 |
--- |
--- |
11 |
3 |
8 |
4 |
3 |
--- |
--- |
12 |
3 |
8 |
4 |
3 |
--- |
--- |
13 |
3 |
9 |
4 |
3 |
2 |
--- |
14 |
3 |
10 |
4 |
3 |
2 |
--- |
15 |
3 |
10 |
4 |
3 |
2 |
--- |
16 |
3 |
11 |
4 |
3 |
3 |
--- |
17 |
3 |
11 |
4 |
3 |
3 |
--- |
18 |
3 |
11 |
4 |
3 |
3 |
-- |
19 |
3 |
12 |
4 |
3 |
3 |
1 |
20 |
3 |
13 |
4 |
3 |
3 |
1 |
Blood Knight
Hemomancy
Beginning when you choose this archetype at 3rd level, you gain
the ability to cast hemomancy spells, detailed in chapter 3 of this
companion.
Spell Slots. The Blood Knight table shows how many spell
slots you have. The table also shows what the level of those slots
is; all of your spell slots are the same level. To cast one of your
spells of 1st level or higher, you must expend a spell slot. You
regain all expended spell slots when you finish a long rest.
During a short rest, you can choose to regain one of your blood
knight spell slots. Once you do so, you can’t do so again until you
finish a long rest.
Spells Known of 1st Level and Higher. You know two
1st-level hemomancy spells of your choice, chosen from the
hemomancy spells detailed in chapter 3.
The Spells Known column of the Blood Knight Spellcasting
table shows when you learn more hemomancy spells of 1st level
or higher. 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 hemomancy spells you know with another hemomancy spell
of your choice. The new spell must be of a level for which you
have spell slots.
Spellcasting Ability. Constitution is your spellcasting ability for
your blood knight spells, since your spells are powered through
the resilience of your body. You use your Constitution whenever a
spell refers to your spellcasting ability. In addition, you use your
Constitution modifier when setting the saving throw DC for a
blood knight spell you cast and when making an attack roll with
one.
Spell save DC = 8 + your proficiency bonus + your
Constitution modifier
Spell attack modifier = your proficiency bonus + your
Constitution modifier
Level |
Spells Known |
Spell Slots |
Slot Level |
3 |
2 |
1 |
1 |
4 |
2 |
1 |
1 |
5 |
2 |
2 |
1 |
6 |
2 |
2 |
1 |
7 |
3 |
2 |
2 |
8 |
3 |
2 |
2 |
9 |
3 |
2 |
2 |
10 |
4 |
2 |
2 |
11 |
4 |
2 |
2 |
12 |
4 |
2 |
2 |
13 |
5 |
2 |
3 |
14 |
5 |
2 |
3 |
15 |
5 |
2 |
3 |
16 |
6 |
2 |
3 |
17 |
6 |
3 |
3 |
18 |
6 |
3 |
3 |
19 |
7 |
3 |
4 |
20 |
7 |
4 |
4 |
class features:
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn
Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
subclass options:
Arcane Archer
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
Arcane Archer Lore
At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip.
Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Magic Arrow
At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
Curving Shot
At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Ever-Ready Shot
Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.
Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Banneret
A banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.
When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
Royal Envoy
Knights of high standing are expected to conduct themselves with grace.
At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.
Inspiring Surge
Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
Bulwark
Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
Battle Master
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Student of War
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
Know Your Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Strength score
Dexterity score
Constitution score
Armor Class
Current hit points
Total class levels, if any
Fighter class levels, if any
Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Relentless
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Manuvers
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
Bait and Switch
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Brace
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Quick Toss
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Cavalier
The archetypal cavalier excels at mounted combat. Usually born among the nobility and raised at court, a cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Born to the Saddle
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Unwavering Mark
Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.
Warding Maneuver
At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.
Hold the Line
At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.
Ferocious Charger
Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.
Vigilant Defender
Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.
Champion
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Echo Knight
A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.
Manifest Echo
At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
Unleash Incarnation
At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Echo Avatar
Starting at 7th level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
Shadow Martyr
Starting at 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.
Once you use this feature, you can't use it again until you finish a short or long rest.
Reclaim Potential
By 15th level, you've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Legion of One
At 18th level, you can use a bonus action to create two echos with your Manifest Echo feature, and these echoes can co-exist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.
In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.
Eldritch Knight
The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
Spellcasting
see section above
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
War Magic
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Eldritch Strike
At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Arcane Charge
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Improved War Magic
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Psi Warrior
Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.
As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield
Psionic Power
At 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Psionic Energy dice.
Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.
Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
Telekinetic Adept
By the 7th level, You have mastered new ways to use your telekinetic abilities, detailed below.
Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.
Guarded Mind
Starting at 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.
Bulwark of Force
At 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.
Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.
Telekinetic Master
By 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.
Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again
Samurai
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path have two choices: yield or die fighting.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times. You regain all expended uses of it when you finish a long rest.
Elegant Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Tireless Spirit
Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Strength Before Death
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
Rune Knight
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.
Rune Carver
Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
Fighter Level |
Number of Runes |
3 |
3 |
7 |
4 |
10 |
5 |
15 |
6 |
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Frost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Hill Rune (7th Level or Higher). This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Giant Might
At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
You have advantage on Strength checks and Strength saving throws.
Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Runic Shield
At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Master of Runes
At 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Runic Juggernaut
At 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
Gunslinger
Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them. However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of Weapon Properties. Some properties are followed by a number, and this number signifies an element of that property. These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Adept Marksman
When you choose this archetype at 3rd level, you learn to perform powerful Trick Shots to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Rapid Repair
Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.
Vicious Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Trickshots
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.
Dazing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Forceful Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Piercing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
Violent Shot
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Winging Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Barrier
Warriors who draw power from the tropical waters, Barriers
harness the primal magic of the reef to don a spiked armor made
of living creatures. Because of their connection to the natural
world and potent martial prowess, Barriers are commonly fielded
as champions and defenders among coastal cultures for their
unbreakable endurance and ability to defend their companions.
Mantle of Coral
Upon taking this archetype at 3rd level, you can use a bonus
action on your turn to create a suit of magical living armor
around you, which lasts for 1 minute. You can create this armor
on top of any existing armor you are wearing. While you have
this armor, you gain the following benefits:
• Your AC can’t be less than 16.
• If a creature within 5 feet of you hits you with a melee attack,
the creature takes 1d4 piercing damage. This damage
counts as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and
damage. The first time a creature takes this damage
on a turn, its speed is reduced by 10 feet until the end
of its next turn.
You can use this feature twice, and regain all expended
uses of it when you finish a short or long rest.
Expel Toxin
Also at 3rd level, you take on the natural healing properties
of coral, and can use it to expel yourself of poisons. When
you regain hit points using your Second Wind feature while
your Mantle of Coral is active, your armor deals an
additional 1d6 poison damage until the start of your next
turn, and you become cured of one disease or poison
affecting you.
Fed by the Sun
At 7th level you can draw upon the light of the sun to nourish
and sustain yourself. If you spend 1 hour in bright sunlight, you
regain hit points equal to your Constitution modifier (minimum of
1 hit point), and gain enough nourishment to sustain yourself for
one day.
Bristling Defense
Starting at 10th level, when a creature within 5 feet
of you that you can see hits you with a melee attack
while your Mantle of Coral is active, you can use
your reaction to conjure bristling spines from your
armor. You halve the attack’s damage against you,
and the attacker takes additional damage from your
armor equal to your fighter level.
Frenzied Swarm
Beginning at 15th level, you can manifest creatures
of the reef from your living armor to aid you in battle.
As an action while your Mantle of Coral is active, you
can conjure a swarm of quippers, which appears in your
space (the DM has the creature’s game statistics).
When conjured in this way, the swarm can breathe air and
water, has a flying speed equal to its swimming speed, and
appears with temporary hit points equal to twice your fighter
level. Additionally, the swarm adds your Constitution modifier to
attack and damage rolls it makes, and its attacks count as magical
for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage. When the swarm deals damage
to a creature, the creature’s movement speed is reduced by 10 feet
until the end of the creature’s next turn.
The swarm obeys your verbal commands (no action required
by you), and shares your initiative in combat, but takes its turn
immediately after yours. The swarm disappears when it drops to 0
hit points or when your Mantle of Coral ends.
Once you use this feature, you can’t use it again until you
finish a long rest.
Barrier Reef
At 18th level, your Mantle of Coral increases in potency and
protective power. When you activate your Mantle of Coral, you
gain temporary hit points equal to your fighter level, which last
until your Mantle of Coral ends. Additionally, the piercing
damage from your armor increases to 2d4, and a creature that
takes this damage has its movement speed reduced to 0 feet until
the end of its next turn.
Meteor Knight
Fighters who fight like falling stones, Meteor Knights are
uniquely specialized in utilizing blunt weaponry to their
maximum effectiveness. Fighters of this school typically
prefer maces, warhammers, and mauls, although some utilize
staves and clubs to resounding effect.
Heavy Hitter
Starting at 3rd level, you learn how to accelerate the impact of
your blows for maximum effect. Once per turn, whenever you
deal more than 10 damage to a creature with a melee attack
using a weapon that deals bludgeoning damage, you can force
it to make a Strength saving throw or suffer one of the
following effects:
The creature is knocked prone.
The creature is pushed 10 feet away from you.
The creature drops one object of your choice that it is
holding, which lands at its feet.
The DC for these saving throws is equal to 8 + your
proficiency bonus + your Strength modifier.
Brace for Impact
Starting at 3rd level, you learn to brace against otherwise
devastating blows. As a reaction to taking more than 10
damage, you can hold strong against the impact and reduce
the damage by 1d10. This increases to 2d10 at 10th level,
3d10 at 15th level, and 4d10 at 18th level.
You can use this feature a number of times equal to your
Constitution modifier (a minimum of once). You regain all
expended uses when you finish a short or long rest.
Starstruck
At 7th level, you can daze an opponent with your blows.
Whenever you hit a creature with a melee attack using a
weapon that deals bludgeoning damage, you can force it to
make a Constitution saving throw against your Heavy Hitter
save DC. On a failed save, it becomes stunned until the end of
its next turn.
You can use this feature a number of times equal to your
Strength modifier (a minimum of once). You regain all
expended uses when you finish a short or long rest.
Meteor Shower
At 10th level, you shrug off blows with a shower of sparks.
When you reduce damage from a melee weapon attack using
your Brace for Impact feature, the attacker takes fire damage
equal to the damage reduced.
Impact
At 15th level, you learn to channel your strikes in a destructive
wave. As an action, you can slam the ground with a weapon
that does bludgeoning damage. Each creature within 10 feet
of you that is not behind total cover must make a Dexterity
saving throw against your Heavy Hitter save DC. A creature
takes 4d10 bludgeoning damage and is knocked prone on a
failed save, or half as much damage and is not knocked prone
on a successful one.
If you use this feature immediately after falling, the damage
dealt by this feature increases by 1d6 for every 10 feet
you fell.
Rock Body
At 18th level, your physical form has become accustomed to
the heat and shock from your style of combat. You gain
immunity to fire damage and bludgeoning damage from
nonmagical attacks.
Devout
An archetypical Devout bears a distinct resemblance to paladins
and clerics, particularly in the way they present themselves.
While they lack the divine magic offered by these classes, their
divine fervor is far from lacking. A Devout fights for their deity,
commonly acting as crusaders or, less commonly, inquisitors of
the faith. These fighters come from all walks of life, united by
their zealotry and unbreakable faith. In their training, they
become capable combatants, devoted friends, and learned
scholars of their faith. A Devout’s way of life is arduous—they
are always fighting for something, whether it be for their god,
their companions, or simply for a moral cause.
Bonus Proficiency
At 3rd level, you gain proficiency in the Religion skill. If you
already have this proficiency, you instead gain proficiency in
another skill of your choice.
Zealot’s Devotion
At 3rd level, you can devote yourself to a cause. This devotion is
represented by your zealotry die, which starts as a d6 and
increases in size as you level. It becomes a d8 at 7th level, a d10
at 10th level, and a d12 at 15th level. Starting at 18th level, you
roll your zealotry die twice and take the higher of the two rolls.
As a bonus action, you can devote yourself towards either
defender of kin or slayer of foes, which are described below. Both
choices use your zealotry die as part of their effects, and your
choice lasts until you choose a different one or are incapacitated.
Defender of Kin. You devote yourself towards defending your
allies. While this feature lasts, you can use your bonus action to
rally a creature other than you that is within 5 feet of you. You
roll your zealotry die, and the targeted creature gains temporary
hit points equal to the number rolled. These temporary hit points
last until the start of your next turn.
Slayer of Foes. You devote yourself towards slaying your
enemies. If you hit a creature with an attack while this feature
lasts, you can use your bonus action to empower that attack. You
roll your zealotry die, and add it to the attack’s damage roll.
Scholar of Evil and Good
The creatures of evil and good—aberrations, celestials,
elementals, fey, fiends, and undead—are intricately connected
with the dealings of the gods. By 7th level, you have learned
much about these creatures, granting you advantage on any
Charisma checks you make while interacting with them, and
allowing you to add your proficiency bonus to any Wisdom,
Charisma, or Intelligence save imposed by one of these creatures
if you don’t add your proficiency to that save already.
Surge of Faith
Starting at 10th level, using your Action surge also allows you to
take an additional bonus action on your turn, and increases your
speed by 15 feet until the end of the turn.
Endless Fervor
Beginning at 15th level, your Zealot’s Devotion feature is
improved. You gain a +1 bonus to your AC while defender of kin
is active, and a +1 bonus to your weapon attack rolls while slayer
of foes is active.
Deus Ex Machina
By 18th level, the gods have noticed your ceaseless devotion, and
have taken interest in your fate. You have advantage on death
saving throws, and you roll a d6 every time you finish a long rest.
A roll of 6 means that your deity visited you in your dreams and
truthfully answered one yes or no question of your choice.
Ember Knight
An ember knight employs martial techniques
combined with potent fire magic. While ember
knights are often mistaken for the more common
eldritch knights at first glance, the source of an
ember knight’s magic comes from within, rather than
from the study of magic. In this way they are comparable
to sorcerers. While the potential to become an ember knight might
be within someone from birth, this potential typically doesn’t
manifest until that person has a few battles under
their belt. This event is generally referred to as an ember
knight’s “kindling,” where they first begin to wield their
fiery powers.
Once an ember knight “kindles,” their skills become a
desired commodity. Their presence can inspire fear in their
opponents, and awe in their onlookers, as their fiery weapons and
arrays of burning embers sow death and destruction. Many
become mercenaries, or even leaders of mercenary groups, and
their services are often highly sought after. Anyone that employs
an ember knight finds them to be worth their price.
Flameborn
Starting at 3rd level, you can use a bonus action to imbue fire
magic into a weapon you wield. Until the weapon leaves your
possession or you end this feature using another bonus action, the
weapon’s damage type becomes fire damage and it sheds bright
light in a 10-foot radius and dim light 10 feet beyond that.
Also, you gain darkvision out to a range of 60 feet. If you
already have darkvision, its range instead increases by 60 feet.
Your darkvision is unusual: everything you see in darkness is in a
shade of red.
Ember Magic
Also at 3rd level, you can use a bonus action to allow fiery power
to swell within you. When you activate this feature, and at the
start of each of your turns for the next minute, you roll a d8. This
die increases to a d10 at 10th level and a d12 at 18th level. You
conjure a number of embers equal to the number rolled. These
embers float around you until they are spent or until they vanish
at the start of your next turn
You have two uses of this feature, and you regain all expended
uses of it when you finish a long rest. You gain an additional use
at 7th level and one more at 15th level.
The embers conjured by this feature can be spent to fuel the
following abilities:
Ember Strike. When you hit a creature with an attack, you can
cause any number of your conjured embers to fly at the attack’s
target. The target takes 1 fire damage for each ember you spend.
Propelling Blasts. On your turn, you can spend any number of
your conjured embers to propel yourself with blasts of fire (no
action required). You can fly up to 5 feet for every ember spent.
Smoke Pillars. On your turn, you can spend any number of
your conjured embers to create pillars of smoke (no action
required). For each ember spent, you create a cloud of thick
smoke that fills a 5-foot diameter, 10 foot high cylinder centered
on a point you can see within 30 feet of you. The smoke heavily
obscures its area, and lasts until the start of your next turn.
Swift Spark
At 7th level, the fire within you energizes your spirit. Your speed
increases by 10 feet, and you gain proficiency in Dexterity saving
throws. If you already have this proficiency, you instead gain
proficiency in another saving throw of your choice.
Improved Ember Magic
At 10th level, the three abilities associated with your
Ember Magic feature improve as follows:
Ember Strike. You can cause another creature of your choice
within 5 feet of the target to also take 1 fire damage for every
ember spent.
Propelling Blasts. This flight doesn’t provoke opportunity
attacks.
Smoke Pillars. In the radius of your darkvision, you can see
through the smoke pillars as if they were only lightly obscured.
Fiery Surge
Starting at 15th level, your Action Surge becomes imbued with
fire magic. When you use your Action Surge, your speed
increases by 10 feet until the end of the turn. While this speed
increase lasts, your movement doesn’t provoke opportunity
attacks, and you can choose to leave behind a trail of fire where
you step. The trail is 5 feet wide, follows your movement, and
lasts until the start of your next turn. A creature other than you
that enters the trail for the first time on a turn or ends its turn there
takes fire damage equal to your fighter level.
Pyromancer Adept
At 18th level, you gain resistance to fire damage, and the
minimum number of embers you can gain on a turn from your
Ember Magic feature equals your Constitution modifier.
Blood Knight
The archetypal Blood Knight employs their own flesh and
blood in the slaughter of their enemies. To a Blood Knight,
battle is everything. It isn’t winning or losing that drives them
so much as it is the opportunity for a good fight. And when
they find that fight, they use everything they have to contest
their opponent. They utilize blood sacrifices to cast spells and
grant themselves additional offensive and defensive capabilities,
though at a steep cost.
Hemomancy
see spell casting section
Blood Well
Also at 3rd level, you gain a well of blood magic that is fueled
through special dice called blood dice.
Blood Dice. You have two blood dice, which are d6s. A blood
die is expended when you use it. You regain all of your expended
blood dice when you finish a short or long rest
You gain an additional blood die at 7th, 10th, and 15th levels.
Using Blood Dice. Blood dice can be utilized in two ways. As
a bonus action, you can expend a blood die and regain a number
of hit points equal to the number rolled. Also, when you hit a
creature with an attack, you can choose to expend a blood die and
add the number rolled to the attack’s damage roll. If you do so,
the attack counts as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage.
Deathseeker
Starting at 7th level, you gain advantage on any Wisdom
(Perception) or Wisdom (Survival) check used to find a
wounded creature.
Additionally, as a bonus action on your turn you can sacrifice 1
hit point to learn the general direction of every creature within
100 feet of you that has blood.
Improved Blood Well
At 10th level, your blood dice turn into d8s.
Blood Rush
Starting at 15th level, whenever you cast a hemomancy spell of
1st level or higher, you enter a blood rush. The blood rush lasts
until the end of your next turn, and for the
duration your speed is doubled, you have
advantage on Dexterity saving throws,
and you can disengage as a bonus action.
Strength of the Wounded
At 18th level, you gain increased
power when wounded.
Whenever you expend
a blood die while below
half your hit point
maximum, you can add
your Constitution
modifier to the result.
Bodyguard
Bodyguards are highly skilled fighters that hone their skills
and reflexes to recognize and react to threats swiftly, warn
others of danger, and if necessary, put themselves in harms
way to protect their charges.
Anyone with the unflinching devotion to protect their
allies can excel as a bodyguard. In the Forgotten Realms,
the Masked Lords of Waterdeep often secure the services
of bodyguards, as do many wealthy merchants traveling up
and down the Sword Coast. In Eberron, the most famed
and respected bodyguards in the Five Nations belong to
House Deneith’s Defenders Guild, followed closely by
distinguished members of House Medani’s Warning Guild.
Selfless Guardian
3rd-level Bodyguard feature
You have honed your reflexes to instinctively interpose
yourself between your allies and danger. Whenever an
ally you can see would take damage, you may move up
to half your speed directly toward that ally as a reaction.
This movement does not provoke opportunity attacks. If
this movement brings you within 5 feet of your ally, you
may choose to take the damage they would be dealt in
their stead.
You can use this feature a number of times equal to
your Wisdom modifier (minimum 1), and you regain all
expended uses of it when you finish a short or long rest.
Threat Assessment
3rd-level Bodyguard feature
You develop a talent for instinctively recognizing hostile
intentions. You gain proficiency in the Insight skill if you do
not have it already. Whenever you make a Wisdom (Insight)
check to determine whether a creature intends harm
toward you or an ally you can see, treat a roll of 7 or lower
on the d20 as an 8.
Vengeful Guardian
7th-level Bodyguard feature
When you use Selfless Guardian, the next attack you make
before the end of your next turn that hits the creature that
triggered your reaction deals an additional 1d10 damage.
Always Vigilant
10th-level Bodyguard feature
You can no longer be surprised and you have advantage on
Initiative checks. As a reaction when you roll initiative, you
can cause one ally that can hear you and who is surprised
to no longer be surprised.
Enduring Guardian
15th-level Bodyguard feature
When you use your Selfless Guardian feature, you
immediately gain resistance to all damage until the end of
your next turn, including the damage you take as part of
your reaction. Additionally, when you roll initiative and have
no uses of Selfless Guardian remaining, you regain one use
of that feature.
Perfect Guardian
18th-level Bodyguard feature
After you use your Selfless Guardian feature, until the end
of your next turn, you may continue to choose to take any
damage an ally adjacent to you would be dealt, instead
of that ally.
Additionally, when you choose to take damage from an
attack that hits an ally, you suffer no damage if the attack
roll did not exceed your Armor Class.
Lastly, after using your Selfless Guardian feature, all of
your attacks deal an additional 1d10 damage to creatures
that attempted to deal damage to allies adjacent to you,
until the end of your next turn.
Caelagarm Oath-Keeper
The Caelagarm champions are elite warriors who seek to
defend all non-evil fey everywhere. Although their oaths
are sworn to the Frolicking Court, they are independent of
the political system and will work with fey from any Court:
their remit is to preserve the peace of the Feywild, which
means they are free to concentrate on defending the
innocent against monsters such as goblin hordes, trolls,
giants, and cyclopes, as well as resolving disputes between
warring parties.
Swift Disarmament
Starting at 3rd level, you can use a bonus action to attempt
to disarm a creature within your reach by making an attack
roll and comparing it with a Strength (Athletics) or
Dexterity (Acrobatics) check made by the target. If your
attack roll is higher, the target drops up to two weapons or
items it is holding. The defender has advantage on its check
if it is larger than you.
Royal Appointment
Also at 3rd level, the patronage of the archfey makes you
welcome in the sacred spaces of the fey. You are
considered to be a fey creature for the purposes of
qualifying for feats, attuning to magic items and entering
places that are barred to non-fey (your actual creature type
does not change). You have advantage on Charisma
(Persuasion) checks when dealing with fey creatures.
Caelagarm Presence
By 7th level, your ability to resolve disputes has become
the stuff of legends. Whenever you make a Charisma
(Deception) or Charisma (Persuasion) check, you can treat
any roll of 9 or lower as a 10.
Fell the Mighty
At 10th level, you have mastered techniques to combat the
threats, like the terrible sylvan colossus, that can’t be
disarmed and reasoned with. You deal an additional 1d6
damage on melee weapon attacks to creatures that are
Large size or larger.
Diplomatic Immunity
At 15th level, all creatures must respect your authority as a
Caelagarm champion. You are permanently under the
influence of a sanctuary spell (DC equals 8 + your
proficiency bonus + your Charisma modifier.) Any creature
that you target with an attack or harmful spell can ignore
the sanctuary effect for the next 24 hours.
Archfey’s Blessing
When you reach 18th level, as long as you are conscious,
you gain 5 temporary hit points at the beginning of each of
your turns.
The Bulwark Warrior
Those who learn the fighting prowess of the
Bulwark Warrior protect their allies from certain
death. Bulwark Warriors maintain control on their
enemies to keep them focused on themselves.
Endurance and strength are primary skills of these
warriors, they are prepared to take lethal strikes
for their compatriots.
Protective Taunt
Starting at 3rd level, once per turn whenever you make
a melee weapon attack against a creature, you can taunt
them into attacking you. When a creature you’ve hit since
the start of your last turn attacks someone other than you,
use your reaction to force them to attack you instead. This
effect ends early if they more more than 5 feet out of your
reach, you become incapacitated, or you die.
Weather the Storm
Also at 3rd level, you have grown accustomed to being
battered and bruised. As a bonus action, for the next
minute at the end of each of your turns, you can gain
temporary hit points equal to your fighter level. Once
you use this feature, you can’t use it again until you
finish a short or long rest.
Living Shield
When you reach 7th level, you can quickly protect allies
from attacks. As an action, all creatures of your choice
within 30 feet that can hear you must make a Wisdom
saving throw with a DC equal to 8 + your Constitution
modifier + your proficiency bonus. Each creature that
fails the save has disadvantage on all attack rolls that
do not target you until the beginning of your next turn.
Additionally, you can gain a number of hit points equal
to your Constitution modifier for each failed saving
throw. You can use this feature twice, regaining all spent
uses at the end of a long rest. You gain an additional use
of this ability at 15th level.
Aggressive Defence
At 10th level, you learn to wait for the perfect moment
to strike. Once per turn when you have temporary
hit points and hit a creature with a melee weapon
attack, you can expend up to half your fighter level
in temporary hit points to deal that much additional
damage to your target.
Improved Second Wind
Starting at 15th level, your endurance is unrivaled in
battles. When you gain health from your Second Wind
feature, you can also gain temporary hit points equal to
the amount healed.
Halt the Assault
Starting at 18th level, when a creature within 5 feet of
you takes damage, you can use your reaction to use your
temporary hit points to reduce the damage taken by the
target by the amount of temporary hit points forfeited.
Corsair
The wide-open ocean, the salty breeze, and the freedom of
a ship―these are the things a corsair values more than
anything else. Though an archetypal corsair is no less
trained than their military counterparts, they prefer a more
swashbuckling, charismatic approach to life, and take well
to privateering, smuggling, exploring, and other self-
directed work.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain
proficiency in the Sailing and Sleight of Hand skills, if you
did not already have proficiency.
Surprise Attack
At 3rd level, you've learned to strike foe when they least
expect it. Once per turn, you can deal an extra 1d6 damage
to one creature you hit with an attack if you have advantage
on the attack roll. The attack must use a finesse or a ranged
weapon.
You don't need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy isn't
incapacitated, and you don't have disadvantage on the
attack roll.
The amount of the extra damage increases as you gain
levels in this class. At 7th level, this damage increases to
2d6, at 11th level, this damage increases to 3d6, and at 15th
level, this damage increases to 4d6.
Commandeer
At 3rd level, you can replace one of your attacks with an
attempt to steal an item being carried by another creature.
You can't attempt to steal an object that is being worn as
clothing or armor, nor can you steal an object that is being
held in one of the target's hands. Make a Dexterity (Sleight
of Hand) check, opposed by the target's AC. On a success,
you successfully steal that object. You must have a free
hand to use this ability.
Three Sheets
Starting at 7th level, whenever you use your Second Wind
ability, you can also take the Dash or Disengage action as
part of the same bonus action.
Charmed Life
By 10th level, you can saunter into trouble and make it out
unscathed, thanks to your considerable luck. You can gain
advantage on one ability check, attack roll, or saving throw
that uses Dexterity or Charisma. Once you use this ability,
you can't use it again until you finish a short or long rest.
Slippery Positioning
Starting at 15th level, whenever a hostile creature that you
can see within 60 feet moves, you can move 5 feet without
provoking Opportunity Attacks. On each round, you can
use this ability a number of times equal to your Dexterity
modifier without using your reaction.
Untouchable Swordsman
By 18th level, you are legendary with a cutlass. Whenever
you hit a creature with your Surprise Attack, the target has
disadvantage on attack rolls against you until the beginning
of your next turn.
EDJET
The peerless Edjet is the backbone of the mighty Dragon
Empire’s military. These brutal warriors are trained
to fight in deadly formations. Hardy and resolute, the
Edjet are most commonly dragonkin, but lesser races
sometimes surprise their scaled masters by aspiring to
draconic perfection.
EDJET FIGHTING
Beginning when you choose this archetype at 3rd level,
when you wield a versatile weapon and a shield at the
same time, you can use the versatile damage rating of your
weapon as if you wielded it in two hands.
WEAPON SWEEP
Starting at 7th level, while you're wielding a shield and a
versatile weapon, you can use the Attack action to make
a wide, sweeping attack. Make a Shove attempt against a
creature within reach. If you knock the creature prone or
push it away, you can immediately make another Shove
against a different creature within reach. You can Shove up
to three creatures in this manner. After using this ability
twice, you must complete a short or long rest before using
it again.
DRACONIC RECOVERY
At 10th level, when you finish a
short rest, you can choose to tap
into a reserve of draconic vitality.
For each hit die you spend at the
end of this rest, add double your
Constitution modifier to the number
of hit points regained. Also, remove
one level of exhaustion for each hit die
you spent. You can’t use this ability again until
you finish a long rest.
DRACONIC BULWARK
Starting at 15th level, when a creature you can see hits
you with an attack while you are wielding a shield, you
can use your reaction to add your proficiency bonus to
your AC against that attack. Additionally, when an ally
within 5 feet of you is affected by an effect that allows a
Dexterity saving throw for half damage, you can use your
reaction to grant the ally advantage on the saving throw.
DRACONIC FURY
At 18th level, when you successfully Shove a creature with
your Weapon Sweep, you also deal damage as if you hit the
creature with your weapon.
GHOST KNIGHT
The Order of Knights Incorporeal, or Ghost Knights,
arose in the principalities of Morgau and Doresh. Fighters
who follow the Ghost Knight archetype draw power from
undeath and bring themselves closer to that grim fate in
service to their vampiric and ghoulish masters.
BONUS PROFICIENCY
Beginning when you choose this archetype at 3rd level, you
gain proficiency in the Animal Handling skill.
PALE RIDER
Also at 3rd level, you can cast find steed. The steed created
is an undead creature that takes the form of a ghostly pale
or dappled riding horse. Your GM can substitute a camel,
a mastiff, or another mount appropriate to your character.
When you reach 7th level, a ghostly, undead warhorse
becomes available.
You can cast this spell once, and regain the ability to do so
when you finish a long rest. While riding your mount, you
can use a bonus action to have the steed make one attack.
FRIGHTFUL CHARGE
Starting at 7th level, when you move at
least 20 feet and attack a creature, it must succeed
on a Wisdom saving throw (DC = 8 + your proficiency
bonus + your Charisma modifier) or become frightened of
you until the start of your next turn.
TAINT OF UNDEATH
At 10th level, the foul nature of the undead begins
overtaking you. You no longer need to eat or drink, and
you are immune to being frightened. You take on a pale
or waxy appearance that the living find disturbing. You
have advantage on Charisma (Intimidation) checks made
against living creatures.
GRAVESTRIKE
Starting at 15th level, your weapon attacks deal an
additional 1d8 necrotic damage, and you have resistance to
necrotic damage.
GHOST RIDER
At 18th level, as a bonus action, you and your mount
become ghostly and insubstantial for 1 minute. You gain
resistance to bludgeoning, slashing, and piercing damage
from nonmagical attacks, and you can move through
creatures and objects as if they were difficult terrain, but
you take 5 (1d10) force damage and are pushed to the
nearest open space if you end your turn inside an object.
SWORD-DANCER
Sword-dancers blur the line between warrior and courtier.
The first sword-dancers hailed from the sultan’s court in
the city of Siwal in the Southlands. Sword-dancers are
graceful and charming, with wits as sharp as their flashing
blades. Fighters who follow the sword-dancer archetype
often attach themselves to powerful lords as bodyguards,
spies, and diplomats.
BONUS PROFICIENCY
Beginning when you choose this archetype at 3rd
level, you gain proficiency in the Performance and
Persuasion skills.
LIGHT ON YOUR FEET
Also at 3rd level, while wearing light or no armor, you
can add your Charisma modifier (minimum of 1) to
your armor class, and you ignore difficult terrain.
DUST ON THE WIND
Starting at 7th level, when you make a melee attack
against a creature, you don’t provoke opportunity attacks
from that creature until the start of your next turn.
DEADLY ARTISTRY
At 10th level, after you move at least 10 feet, your melee
attacks deal an additional 1d8 damage until the start of
your next turn.
HOWLING EDGE OF THE RAZOR
Starting at 15th level, as a reaction when you take damage
from a creature within 5 feet of you, you can make one
melee weapon attack against that creature.
TEETH OF KHAMSIN
At 18th level, when you take the Attack action, you
can use the Dash action as a bonus action. When
you Dash in this way, attack rolls made against you
have disadvantage until the start of your next turn.
You can use this feature twice, and you regain all
expended uses when you finish a short or long rest.
Scofflaw
A ghter who hits hard and ghts dirty, the Scoffaw balks
at the ideals of honour and tradition, doing what they need to survive. Rules are made to be broken, and the Sco aw extends this logic to their ghting style. Using every trick at their disposal to gain the upper hand against their foes, the Sco - law cows their enemy into submission, or overwhelms their defenses with a single cheap shot.
bonus proficiency
When you choose this Martial Archetype at 3rd level, you gain pro ciency in one of the following skills of your choice: Deception, Insight, Intimidation, Sleight of Hand, or Stealth. Alternatively, you may learn ieves’ Cant.
intimidAting bAnter
At 3rd level, you are adept at integrating insults and barbs into your ghting style. So long as you are in combat, you may choose to use Strength or Dexterity to make Charisma ability checks.
brutAl brAWler
At 3rd level, your tavernside scu es have honed your ability to deal damage with just about anything that’s handy. You have pro ciency with improvised weapons, and treat any improvised weapon you handle as if it has the nesse quality.
Additionally, whenever you hit with an improvised weapon, you may spend a bonus action to break it over your opponent. Doing this destroys the weapon, but deals the maxi- mum number each of the weapon’s damage dice could deal to the target. Any additional dice added to the attack’s damage roll are not a ected by this ability.
At 10th level, the improvised weapons you wield become even more lethal in your hands. When you spend your bonus action to break an improvised weapon over your opponent, add an additional 2d6 to the weapon’s base damage dice.
At 18th level, you roll all attacks made with improvised weapons with advantage.
Misdirection
At 7th level, you are adept at using words and gestures to taunt or fake- out your opponent, turning their lack of composure against them. is allows you to goad your foe into swinging in ways that can cause them to strike their allies, or which leave them open to a counterattack. As a bonus action you can misdirect an opponent within 5 feet of you. e target must succeed on an Intelligence saving throw against a DC equal to 8 + your pro ciency bonus + your Strength or Dexterity modi er. On a
failure, they must spend their reaction to attack a creature of your choosing within 5 feet of them. If no other creatures are present within 5 feet of them, they waste their reaction attacking the air where you once were.
In order for you to misdirect a creature in this way they must be able to see, hear, or otherwise be able to under- stand you.
blindSide
At 10th level, you are truly skilled at exploiting the openings you create in combat, hitting o -guard opponents with precise blows that are swift and deadly. You may use this technique against any creature that hasn’t yet taken a turn in combat, or who you have successfully misdirected this turn. You may also apply this technique to any attack roll for which you have advantage. On a hit, you exploit an opening in the target’s defenses. You can choose to have your attack deal an extra 5d6 points of damage. Once you use this ability, you can’t use it again until you have taken a short or long rest.
At 15th level, the damage dealt by your blindside increases to 7d6.
At 18th level the damage dealt by your blindside increases to 9d6. If you have no uses of this ability at the beginning of combat on your turn, you regain one use of it.
infAmy
At 15th level, your reputation precedes you,
making it easy for you to strike fear into the hearts
of anyone foolish enough to oppose you.
As part of your attack action, you can utter
deadly threats to a single target within
30 feet of you, causing them to
become frightened of you for 1
minute on a failed Wisdom saving throw. An a ected target may repeat this saving throw at the end of each of their turns, ending the e ect on
a success. e DC for this saving throw is 8 + your pro ciency bonus
+ your Strength or Dexterity modi er. A creature who has witnessed or heard tales of your ruthlessness rolls their saving throw with disadvantage.
In order for you to use this feature, a creature must be able to see, hear, or otherwise be able to understand you.
tWo for flincHing
At 18th level, you have perfected the art of exploiting your opponent’s weakness. Whenever you take the attack action against an opponent you have successfully misdirected this turn, or an opponent that is a icted by a condition, you may make one additional attack against that opponent. You may only use this feature once per round.
Level | Prof Bonus | Features |
---|
1 | +2 | Fighting Style, Second Wind |
2 | +2 | Action Surge(1) |
3 | +2 | Martial Archetype |
4 | +2 | Ability Score Improvement |
5 | +3 | Extra Attack(1) |
6 | +3 | Ability Score Improvement |
7 | +3 | Archetype Feature |
8 | +3 | Ability Score Improvement |
9 | +4 | Indomitable(x1) |
10 | +4 | Archetype Feature |
11 | +4 | Extra Attack (x2) |
12 | +4 | Ability Score Improvement |
13 | +5 | Indomitable (x2) |
14 | +5 | Ability Score Improvement |
15 | +5 | Archetype Feature |
16 | +5 | Ability Score Improvement |
17 | +6 | Action Surge(2), Indomitable (x3) |
18 | +6 | Archetype Feature |
19 | +6 | Ability Score Improvement |
20 | +6 | Extra Attack (x3) |