Fighter

Fighter

LevelProficiency BonusFeaturesExploits KnownExploit DieExploit Dice
1st+2Fighting Style, Second Wind (1)---
2nd+2Martial Exploits2d62
3rd+2Know Your Enemy, Martial Archetype3d62
4th+2Ability Score Improvement3d63
5th+3Extra Attack (1)4d83
6th+3Action Surge (1)4d83
7th+3Martial Archetype feature5d83
8th+3Ability Score Improvement5d84
9th+4Indomitable (1)6d84
10th+4Martial Archetype feature6d84
11th+4Extra Attack (2)7d104
12th+4Ability Score Improvement7d105
13th+5Indomitable (2)8d105
14th+5Ability Score Improvement, Second Wind (2)8d105
15th+5Martial Archetype feature9d105
16th+5Ability Score Improvement9d106
17th+6Extra Attack (3), Indomitable (3)10d126
18th+6Martial Archetype feature10d126
19th+6Ability Score Improvement10d126
20th+6Action Surge (2), Relentless10d126

Masters of the Battlefield

Not every city guardsman, mercenary, or professional soldier is considered to be a true fighter. Born with the innate talent for war and keen battle instincts, a born fighter cannot resist the call of the battlefield. Hailing from the ranks of military officers, elite bodyguards, veteran mercenaries, and anointed knights, fighters are known for their masterful skill in battle.

Dungeon delving, monster slaying, and other dangerous work common amongst adventurers is second nature for a fighter. Something deep within them compels them to seek out conflict and throw themselves into the midst of it. Often champions of fair competition, fighters make for loyal allies.

The Armaments of War

Every fighter can swing an axe, fence with a rapier, cut down a foe with a longsword, and use a bow with a high degree of skill. Likewise, a fighter is adept with shields and every form of armor. Fighters wield their weapons and armor of choice as an extension of their very self, transforming into beautiful yet deadly whirls of sharpened steel on the battlefield.

While they all have skill in battle, the nature of a fighter's training can greatly vary. Some cultivate immense physical might, crushing their foes with overwhelming blows. Some prefer to strike from afar, slaying their enemies before they are aware of their presence. Others use tactical insights to coordinate their allies. And a rare few augment their martial abilities with limited, but potent, arcane spells.

hit dice: 1d10 per Fighter level
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
armor proficiencies: All armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: One set of artisan's tools of your choice
saving throws: Strength, Constitution
skills: Choose two of the following: Acrobatics, Animal Handling, Athletics, Engineering, History, Insight, Intimidation, Perception, and Survival
starting equipment:
You start with the following equipment.

  • (a) chain mail or (b) leather armor, a longbow, 20 arrows
  • (a) martial weapon and shield or (b) two martial weapons
  • (a) light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
spellcasting:
class features:

Fighting Style

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.

Berserkergang
You fight with reckless abandon in battle. Once per turn, you can grant yourself advantage on a single attack roll. Once you take this advantaged attack, your Armor Class is reduced by 2 until the beginning of your next turn.

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.

Classical Swordplay
While you are wielding a finesse weapon and nothing in your other hand, you gain a +1 bonus to attack rolls and a +2 bonus to your Armor Class so long as you are not wearing heavy armor or a shield.

Close-Quarters Shooter

When you make a ranged attack targeting a creature within 5 feet of you, you do not have disadvantage on the attack roll.

If you make a ranged attack against a creature within 5 feet, you can use a bonus action to strike the creature with your ranged weapon, dealing 1d4 bludgeoning damage on hit.

Defensive Fighting
While you are wearing armor or a shield, you gain a +1 bonus to AC.

Dual Wielding
When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.

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.

While you are wielding only light weapons, your movement speed increases by 10 feet and you gain a +2 bonus to your damage rolls, so long as you are not wearing medium armor, heavy armor, or using a shield.

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 heavy, two-handed or versatile property for you to gain this benefit.

Heavyweight Fighting
You use the weight of your weapon, to land devastating blows. While you are wielding a heavy weapon, you gain a +2 bonus to damage rolls and you have advantage on Strength (Athletics) checks made to Shove.

Improvised Fighting
You gain proficiency with improvised weapons. Once per turn, when you hit with an improvised weapon attack, you can roll the damage die twice and take the higher roll. When you do this the improvised weapon is destroyed and cannot be used for further attacks. You can't use this feature to destroy magical objects.

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.

Marine Fighting
When you are not wearing medium or heavy armor, or using a shield, you have a swimming speed equal to your movement speed, and you gain a +1 bonus to your Armor Class.

Melee Marksman
Creatures within 5 feet of you do not impose disadvantage on your ranged weapon attacks, so long as you are targeting a creature within 5 feet with your ranged weapon attack.

When you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against it with your ranged weapon. On hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Mountaineer
When you are not wearing medium or heavy armor, or using a shield, you have a climbing speed equal to your movement speed, and you gain a +1 bonus to your Armor Class.

Mounted Warrior
Once per turn, when you hit a creature with a melee attack while riding a mount, you can force the target to make a Strength saving throw against your Exploit save DC. On a failed save, a Large or smaller target is knocked prone.

Pit Fighting
You have trained to fight with weapons typically associated with gladiators, granting you the following benefits:
  • For you, tridents deal 1d8 (1d10) piercing damage on hit.
  • When making an attack roll with a net against a creature within 5 feet, you do not have disadvantage on the roll.
  • When you take the Attack action on your turn, making an attack with a net only takes the place of one attack.
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.

Shield Warrior
You can use a shield as a martial melee weapon. On hit, you deal 2d4 bludgeoning damage. If you are wielding a shield and no other weapons, you gain a +1 bonus to both your damage rolls with shield attacks, and to your Armor Class.

Standard Bearer
When a creature within 5 feet of you makes an attack against a creature that you can see, you can grant them advantage on their attack roll as a reaction. You must be carrying a banner, flag, or standard in your hand to use this reaction.

Strongbow
You can use your Strength score, in place of your Dexterity, for attack and damage rolls with longbows and shortbows.

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.

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.

Versatile Fighting
While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.

Wrestler
When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full movement speed.

Second Wind

Starting at 1st level, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you do so, you must finish a short or long rest before you can do so again.

When you reach 14th level in this class, you can use your Second Wind feature twice between each short or long rest.

Martial Exploits

At 2nd level, your dedication to training sets you apart from other warriors. This skill is represented by Marital Exploits that you can use in combination with your attacks and ability checks. They are fuelled by a pool of special Exploit Dice.

Exploit Dice

The Fighter table shows how many Exploit Dice you have to perform the Exploits you know. To use an Exploit, you must expend one of these Dice. You can only use one Exploit per attack, ability check, or saving throw, and you regain your expended Exploit Dice when you finish a short or long rest.

Your Exploit Dice begin as d6s, and increase in size as you gain levels in this class, as indicated in the Fighter table.

Exploits Known

You know two Exploits of your choice from the list at the end of this class. The Exploits Known column of the Fighter table shows when you learn more Exploits of your choice. To learn an Exploit you must meet any prerequisites it may have, like a minimum Ability Score or a minimum fighter level.

Whenever you gain a fighter level, you can replace one of the Exploits you know with another Exploit of your choice.

Saving Throws

If an Exploit requires a creature to make a saving throw, your Exploit saving throw DC is calculated as follows:

Exploit save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Know Thy Enemy

Starting at 3rd level, you can measure the martial prowess of other creatures in comparison to your own skill. As an action, choose a creature you can see within 60 feet. Through your observations, you learn if it is your equal, superior, or inferior in regards to one of the following attributes of your choice:
  • Armor Class
  • Current or Total Hit Points
  • Proficiency Bonus
  • Fighter Class Levels
  • Strength Score
  • Dexterity Score
  • Constitution Score
  • Exploits Known

Once you learn something about a creature, you can't use this feature on that creature again until you finish a long rest.

When you reach 14th level in this class, you can use this feature as either an action or bonus action on your turn.

Martial Archetype

At 3rd level, choose one of the Warrior Archetypes that best represents your skills and training at the end of this description

The Warrior Archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Archetype Exploits

Each Archetype has a list of Archetype Exploits you learn at the fighter levels noted in your Archetype's description. They don't count against your total number of Exploits Known and can't be switched out for other Exploits. If you don't meet an Archetype Exploit's prerequisites, you learn it regardless.

Ability Score Improvement

At 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two different ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

When you reach certain levels in this class, the number of attacks you can make as part of your Attack action increases; at 11th level (3 attacks) and at 17th level (4 attacks).

Action Surge

Starting at 6th level, you can push yourself past your limits, if only for a moment. On your turn, you can take one additional action on the current turn. Once you do so, you must finish a short or long rest before you can use this feature again.

When you reach 20th level, you can use this feature twice between each short or long rest, but only once per turn.

Indomitable

Beginning at 9th level, when you fail a saving throw, you can re-roll that saving throw, possibly turning your failure into a success. You can only use this feature once per saving throw, and once you use it to turn a failure into a success, you must finish a long rest before you can use it again.

At certain fighter levels you gain additional uses between each short or long rest; two at 13th level, and three at 17th level. You can only use this feature once per saving throw.

Relentless

Upon reaching 20th level, your skills in combat are those of a hero of legend. When you start your turn with no Exploit Dice remaining, you immediately regain an expended Exploit Die.


   

MARTIAL EXPLOITS


1st-Degree Exploits

Exploits of the 1st-degree are minor techniques slightly more complicated then swinging a weapon. They can be learned by warriors with modest training and have no level prerequisite.
Blinding Strike
As a bonus action, you can expend an Exploit Die and force a creature within 10 feet to make a Constitution saving throw. On a failed save, it takes piercing damage equal to your Exploit Die and is blinded until the start of your next turn.
Brace Up
Prerequisites: Constitution of 11
As a bonus action, you can expend an Exploit Die to instantly gain temporary hit points equal to your Exploit Die + your Constitution modifier (minimum of 1 temporary hit point).
Commander's Presence
Prerequisites: Intelligence or Charisma of 11
Whenever you make a Charisma (Intimidation), Charisma (Persuasion), or Intelligence (History) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.
Crippling Strike
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Dexterity saving throw. On a failed save, the creature takes additional damage equal to your Exploit Die and its movement speed is reduced to 0 until the beginning of your next turn.
Charlatan's Guile
Prerequisites: Dexterity or Charisma of 11
When you make a Dexterity (Sleight of Hand), a Charisma (Deception), or a Charisma (Performance) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know the roll's result.
Disarm
When you hit a creature with a weapon attack, you can expend an Exploit Die to force it to make a Strength saving throw. On a failed save, it takes extra damage equal to your Exploit Die, and it to drops an item of your choice at its feet.
Feat of Strength
Prerequisites: Strength or Constitution of 11
Whenever you make a Strength or Constitution-based ability check or saving throw, you can expend an Exploit Die and add it to the result of your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.
Feint
As a bonus action, you can expend an Exploit Die and force a creature that can see you within 30 feet to make a Wisdom saving throw. On a failed save, you can add your Exploit Die to both your attack and damage roll for the first attack you make against that creature before the end of your next turn.
First Aid
As an action, you can touch a conscious and willing creature and expend an Exploit Die to heal them. As a reaction, the creature can expend one of their Hit Dice to immediately regain hit points equal to their Hit Die + your Exploit Die.
Heroic Fortitude
Whenever you are forced to make a Strength, Dexterity, or Constitution saving throw, you can expend an Exploit Die and add it to the result of your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.
Hurl
Prerequisites: Strength of 11
In place of an attack, you can expend an Exploit Die to throw an object you are holding at a target you can see within 60 feet, forcing it to make a Dexterity saving throw. On a failed save, it takes bludgeoning damage equal to your Exploit Die + your Strength modifier. The thrown object also takes the damage, regardless if the target succeeds on its save.
Keen Observation
Prerequisites: Intelligence or Wisdom of 11
Whenever you make an Intelligence (Investigation), Wisdom (Insight), or a Wisdom (Perception) check you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.
Lightstep
Prerequisites: Dexterity of 11
Whenever you make a Dexterity (Acrobatics) or Dexterity (Stealth) check, or roll initiative you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.
Martial Focus
When you make a weapon attack, you can expend an Exploit Die as part of the attack to grant yourself advantage on your attack roll. You can use this Exploit after you roll, but before you know whether your attack hits or misses your target.
Menacing Shoutp
As a bonus action, you can expend an Exploit Die and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it is frightened of you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

The fear effect ends early for the target if the frightened creature sees you take damage of any kind.
Mighty Leap
Prerequisites: Strength of 11
When you make a running or standing jump, you can expend an Exploit Die to increase your jump distance by a number of feet equal to your Exploit Die roll + your Strength modifier, even if the distance exceeds your remaining movement speed.
Mighty Thrust
Prerequisites: Strength of 11
In place of an attack, you can expend an Exploit Die to force a creature within reach to make a Strength saving throw. On a failure, it is pushed away from you a number of feet equal to 5 times your Strength modifier. Creatures more than one size larger than you have advantage on the saving throw.
Navigator's Know-how
Prerequisites: Intelligence or Wisdom of 11
When you make an ability check with cartographer's tools, navigator's tools, or land or water vehicles, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.
Precision Shot
Prerequisites: Dexterity of 11
When you make a ranged attack, you can expend an Exploit Die and add it to the attack roll. You can use this Exploit after you roll, but before you know if the attack hits or misses.
Riposte
Prerequisites: Dexterity of 11
As a reaction when a creature you can see targets you with a melee attack, you can expend an Exploit Die and add it to your Armor Class against the attack. If the triggering attack misses you, you can immediately make one weapon attack against the attacker as part of the same reaction.
Ruthless Strike
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and add it to the damage of the attack. You can use this Exploit after you know if your attack hits.
Scholar's Insight
Prerequisites: Intelligence of 11
Whenever you make an Intelligence (Arcana), an Intelligence (Nature), or an Intelligence (Religion) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.
Skilled Rider
Prerequisites: Wisdom of 11
When you are riding a trained mount and the mount makes an ability check or saving throw, or you make a Wisdom (Animal Handling) check to control it, you can expend an Exploit Die and add it to the roll. You can use this Exploit after roll, but before you know if it succeed or failed.
Survivalist's Craft
Prerequisites: Wisdom of 11
Whenever you make a Wisdom (Animal Handling), Wisdom (Medicine), or Wisdom (Survival) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.
Sweeping Strike
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to force it to make a Dexterity saving throw. On a failed save, it falls prone and takes bludgeoning damage equal to your Exploit Die. Creatures more than one size larger than you have advantage on their saving throw.
Take Down
Prerequisites: Strength of 11
As a bonus action, you can expend an Exploit Die to make a Shove or Grapple attack against a creature in your reach, adding your Exploit Die to your Strength (Athletics) check.
Tinker's Intuition
Prerequisites: Intelligence of 11
Whenever you make an ability check with a set of artisan's tools, thieves' tools, or tinker's tools, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.
Wild Strike
Prerequisites: Strength or Dexterity of 11
When you make a melee weapon attack, you can expend an Exploit Die as part of the attack to strike with wild abandon. You have advantage on your attack roll, but you must subtract your Exploit Die from your attack rolls. However, on hit, you deal additional damage equal to two rolls of your Exploit Die.

2nd-Degree Exploits

Exploits of this degree represent the absolute peak of martial skills that are achievable without dedicated training. These Exploits can be learned by any fighter of 5th level or higher.
Aggressive Strike
Prerequisites: 5th level
As an action, you can expend an Exploit Die and move up to your movement speed toward a hostile creature you can see and make a single weapon attack against the hostile creature. On hit, you deal additional damage equal to your Exploit Die.
Concussive Blow
Prerequisites: 5th level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to to make a Constitution saving throw. On a failure, it takes extra damage equal to your Exploit Die and it is stunned until the start of your next turn.
Crushing Strike
Prerequisites: 5th level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Constitution saving throw. On a failed save, it takes extra damage equal to your Exploit Die, and its Armor Class is reduced by 1 until its defenses are repaired, or it finishes a short or long rest.
Defensive Stance
Prerequisites: 5th level
As a bonus action, you can expend an Exploit Die to enter a defensive stance which lasts until the start of your next turn. Each time a creature that you can see hits you with an attack while you are in your defensive stance, you roll your Exploit Die and add it to your Armor Class against the attack.
Dirty Hit
Prerequisites: 5th level, Dexterity of 13
When you hit a creature with a weapon attack, you can expend an Exploit Die and force it to make a Constitution saving throw. On a failed save, it takes additional damage equal to your Exploit Die, and until the start of your next turn it cannot take reactions and its movement speed is halved.
Execute
Prerequisites: 5th level, Strength of 13
In place of an attack, you can expend an Exploit Die to try to execute an incapacitated or prone creature within 5 feet of you. Make an attack roll with a melee weapon and add your Exploit die to the attack roll. If your attack roll exceeds the target's remaining hit points, its hit points are reduced to 0.
Flaming Shot
Prerequisites: 5th level
When you make a ranged weapon attack, you can expend an Exploit Die to light the ammunition aflame. On hit, the target takes additional fire damage equal to your Exploit Die. If your target is a flammable object that is not being worn or carried, you can ignite it in place of dealing damage.
Glancing Blow
Prerequisites: 5th level
When you make a melee weapon attack and miss, you can expend an Exploit Die to immediately repeat your attack against another target within the reach of your weapon.
Heroic Will
Prerequisites: 5th level
Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can expend an Exploit Die and add it to the result of your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.
Immovable Stance
Prerequisites: 5th level, Strength or Constitution of 13
As a bonus action, you can expend an Exploit Die and plant your feet in an immovable stance. Until you move from that space, a creature that would move you, or move through your space, must succeed on a Strength saving throw to do so.
Improvised Skill
Prerequisites: 5th level
When you make an ability check that doesn't include your proficiency bonus, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.
Intimidating Order
Prerequisites: 5th level
As a bonus action, you can expend an Exploit Die and shout a one-word command at a creature that can hear you within 30 feet and force it to make a Wisdom saving throw. On a failure, the creature must obey your order on its next turn, unless the order is directly harmful to it or impossible to follow.
Redirect
Prerequisites: 5th level
As a reaction when a creature you can see misses you with a melee attack, you can expend an Exploit Die and force it to repeat its attack against a target of your choice within reach. On hit, it deals additional damage equal to your Exploit Die.
Regal Spirit
Prerequisites: 5th level, Wisdom or Charisma of 13
When you are forced to make a saving throw to resist being charmed, frightened, or stunned, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.
Shattering Slam
Prerequisites: 5th level, Strength of 13
In place of an attack, you can expend an Exploit Die to strike the ground at your feet, forcing creatures within 5 feet of you to make a Dexterity saving throw. On a failed save, creatures take bludgeoning damage equal to your Exploit Die + your Strength modifier and are knocked prone. On a successful save, creatures take half damage and do not fall prone.

If the area you strike is loose earth or stone, it becomes difficult terrain until a creature uses its action to clear it.
Shield Impact
Prerequisites: 5th level
As a reaction when a creature you can see hits you with an attack, you can expend an Exploit Die to reduce the damage by an amount equal to your Exploit Die + your Constitution modifier. You must be wielding a shield to use this Exploit.
Suppressing Strike
Prerequisites: 5th level
When you hit a creature with a weapon attack, you can expend an Exploit Die and force it to make a Constitution saving throw. On a failed save, it takes additional damage equal to your Exploit Die, and it is blinded, deafened, or cannot speak (your choice) until the start of your next turn.
Take Cover
Prerequisites: 5th level
As a reaction when a creature you can see targets you with a ranged attack or forces you to make a Dexterity saving throw, you can expend an Exploit Die to immediately fall prone and gain temporary hit points equal to your Exploit Die.
Thunderous Blow
Prerequisites: 5th level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Strength saving throw. On a failure, it takes additional bludgeoning damage equal to your Exploit Die and is pushed away from you in a straight line a number of feet equal to 5 times your Strength modifier. Any creature that is at least one size larger than you has advantage on its saving throw.
Volley
Prerequisites: 5th level, Dexterity of 13
As an action, you can expend an Exploit Die to fire a volley of ammunition at a point you can see within the normal range of your weapon, forcing creatures of your choice within 5 feet to make on a Dexterity Saving throw. On a failed save, they take piercing damage equal to your Exploit Die + your Dexterity modifier, and half on a success. You must have ammunition to hit each target in the area to use this Exploit.
Warrior's Challenge
Prerequisites: 5th level
As a bonus action, you can expend an Exploit Die and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it has disadvantage on any attack roll it makes against targets other than you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. This effect ends early if you attack a creature other then the target.
Whirlwind Slash
Prerequisites: 5th level, Strength or Dexterity of 13
In place of an attack, you can expend an Exploit Die to strike out at creatures around you, forcing creatures within range of a melee weapon you are wielding to make a Dexterity saving throw. Creatures take slashing damage equal to your Exploit Die + your Strength or Dexterity modifier (your choice) on a failed save, and half as much on a successful save.
Weakening Blow
Prerequisites: 5th level
When you hit a creature with a weapon attack, you can expend an Exploit Die to temporarily weaken it. The first attack made against it before the start of your next turn has advantage and deals extra damage equal to your Exploit Die.
Zephyr Slash
Prerequisites: 5th level, Strength or Dexterity of 13
As an action, you can expend an Exploit Die to move up to 30 feet in a straight line, forcing any creature you pass through to make a Dexterity saving throw. Creatures take slashing damage equal to your Exploit Die + your Dexterity modifier on a failed save, and half as much on a success.

This movement does not provoke opportunity attacks.

3rd-Degree Exploits

Exploits of this degree are only able to be mastered by elite warriors who dedicate their lives to their training. They can only be learned by fighters of 9th level or higher, and each 3rd-degree Exploit you know can only be used once per turn.
Disorienting Blow
Prerequisites: 9th level, Strength of 15
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to force it to make a Wisdom saving throw. On a failure, it takes additional damage equal to your Exploit Die, and it suffers the following effects for 1 minute:
  • Its speed is halved and it cannot take reactions.
  • Its Armor Class is reduced by 2.
  • Its Dexterity saving throw bonus is reduced by 2.
  • On its turn it can only take an action or a bonus action.
  • It cannot make more then one attack during its turn.
The creature can repeat the saving throw at the end of each of its turns, ending these effects on a success.
Destructive Slam
Prerequisites: 9th level, Strength of 15
In place of an attack, you can expend an Exploit Die to strike the ground at your feet, forcing creatures in an adjacent 20-foot cube to make a Dexterity saving throw. On a failed save, creatures take bludgeoning damage equal to your Exploit Die + your Strength modifier and fall prone. On a successful save, they take half damage and don't fall prone. Any objects within this area take the maximum amount of damage.

The area of the 20-foot cube becomes difficult terrain until a creature takes 1 minute to clear it.
Gale Force Slash
Prerequisites: 9th level, Dexterity of 15
In place of an attack, you can expend an Exploit Die to rend the air with a melee weapon, forcing creatures in an adjacent 20-foot cone to make a Constitution saving throw. Targets take slashing damage equal to your Exploit Die + your Dexterity modifier on a failure, and half on a success.
Heroic Focus
Prerequisites: 9th level
As a bonus action, you can expend an Exploit Die to enter into a heightened state of focus which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:
  • Your movement speed is doubled.
  • You gain a +2 bonus to your Armor Class.
  • You have advantage on Dexterity saving throws.
  • You gain an additional action on each of your turns. It can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Search, or Use an Object action.
When the effect ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.
Resilient Body
Prerequisites: 9th level, Constitution of 15
When a creature you can see hits you with an attack, you can expend an Exploit Die to reduce the damage by twice your Exploit Die + your Constitution modifier. Any hit points not consumed by the attack become temporary hit points
Thunderous Shot
Prerequisites: 9th level, Dexterity of 15
In place of an attack, you can expend an Exploit Dice and fire a piece of ammunition in a straight line, forcing creatures in that line out to the normal range of the weapon to make a Dexterity saving throw. Creatures take your weapon's normal damage plus piercing damage equal to your Exploit Die on a failed save, and half as much damage on a successful save.
War Cry
Prerequisites: 9th level
As an action, you can expend an Exploit Die and issue a mighty war cry, forcing any creature in an adjacent 30 foot cone that can hear you to make a Wisdom saving throw. On a failed save, creatures drop whatever they are holding and are frightened of you for one minute. If a creature ends its turn in a location where it doesn’t have line of sight to you, it can repeat the saving throw, ending the effect on a success.

4th-Degree Exploits

Exploits of the fourth degree are techniques only mastered by the most powerful warriors in an entire kingdom They can only be learned by fighters of 13th level or higher, and each 4th-degree Exploit you know can only be used once per turn.
Expert Determination
Prerequisites: 13th level
As an action, you can expend an Exploit Die to focus your mind and temporarily sharpen one of your skills. Choose a skill that you are proficient in. For the next hour, you can add double your proficiency bonus to ability checks with that skill.

You must choose a skill that isn’t already benefiting from an effect, like Expertise, that doubles your proficiency bonus.
Fluid Movements
Prerequisites: 13th level, Dexterity of 17
As a bonus action, you can expend an Exploit Die to enter a heightened state of movement which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:
  • Your movement is unaffected by difficult terrain.
  • Your movement speed increases by 10 feet.
  • Spells and other magical effects can neither reduce the your speed nor cause you to be paralyzed or restrained.
  • You can spend 5 feet of movement to instantly escape from nonmagical restraints like manacles or a grapple.
  • Swimming or being underwater imposes no penalties on your movements or your attack rolls.
Quick Draw
Prerequisites: 13th level, Dexterity of 17
As a bonus action, you can expend an Exploit Die and enter into a heightened state of focus which you must concentrate on as if concentrating on a spell. For the next minute, or until you lose concentration, you can use a bonus action to make two ranged weapon attacks so long as you have ammunition.
Staggering Blow
Prerequisites: 13th level, Strength of 17
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Wisdom saving throw. On a failed save, it takes additional bludgeoning damage equal to two rolls of your Exploit Die and until the end of the creature's next turn, it has disadvantage on attack rolls and ability checks, and it cannot take reactions.
Unbreakable
Prerequisites: 13th level, Constitution of 17
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can use your reaction to expend an Exploit Die to fall to 1 hit point.

5th-Degree Exploits

Exploits of the fifth degree are wondrous feats of martial skill that rival those of demigods. These legendary Exploits can only be learned by fighters of 17th level or higher, and each 5th-degree Exploit you know can only be used once per turn.
Banishing Strike
Prerequisites: 17th level, Strength of 19
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to empower your blow with legendary force, and force the target to make a Charisma saving throw. It takes additional force damage equal to three rolls of your Exploit Die on a failure, and half as much on a success. If this attack reduces the target to 50 hit points of fewer, it shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied at the end of your next turn.
Cataclysmic Slam
Prerequisites: 17th level, Strength of 19
In place of an attack, you can expend an Exploit De and strike the ground at your feet with legendary power. A shockwave of earth and thunderous force erupts from you, forcing any creatures within 30 feet to make a Constitution saving throw. On a failed save, creatures take bludgeoning damage equal to three rolls of your Exploit Die + your Strength modifier and are knocked prone. On a successful save, creatures take half as much damage and don't fall prone. Any objects within this area take the maximum amount of damage.

The area becomes difficult terrain until a creature uses its action to clear one 5 foot square of this difficult terrain.
Storm of Arrows
Prerequisites: 17th level, Dexterity of 19
In place of an attack, you can expend an Exploit Die and fire a volley of ammunition at a point within your weapon's range, forcing creatures of your choice within 30 feet to make a Dexterity saving throw. They take piercing damage equal to three rolls of your Exploit Die + your Dexterity modifier on a failed save, and half on a success. You must have enough ammunition to hit each target in the area to use this Exploit.
Steel Wind Slash
Prerequisites: 17th level, Strength or Dexterity of 19
In place of an attack, you can expend an Exploit Die to flourish your melee weapon then vanish. Choose up to five creatures you can see within 30 feet, making a melee weapon attack against each one. On a hit, they take damage of your weapon's type equal to three rolls of your Exploit Die + your Strength or Dexterity modifier (your choice).

You then appear in an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
 
subclass options:

Martial Archetypes

Arcane Archer

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 the 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 Exploits

You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Fighter levelExploit
3rdprecision shot, scholar's insight
5thflaming shot, volley
9ththunderous shot
 

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners 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 the 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 a creature, 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.

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC is calculated as follows:

Arcane Shot save DC = 8 + your proficiency bonus + your Intelligence modifier

Banishing Arrow.

You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

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 energy 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 shoots 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 a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The 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. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target 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.

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.

Additional Arcane Shot Option

You gain an additional Arcane Shot option of your choice when you reach 7th level.

Additional Arcane Shot Option

You gain an additional Arcane Shot option of your choice when you reach 10th level.

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.

Additional Arcane Shot Option

You gain an additional Arcane Shot option of your choice when you reach 15th level.

Additional Arcane Shot Option

You gain an additional Arcane Shot option of your choice when you reach 18th level. Each option also improves when you become an 18th-level fighter.

 

Arcane Knight

Arcane Knight

Arcane Knights supplement their skill with the armaments of war with arcane knowledge. Compared to mages who study only magic, Arcane Knights can only produce minor spells, but, when combined with their deadly skill with the weapons of warfare, these minor spells become potent enhancements.

Fighter levelSpells Known1st2nd3rd4th
3rd32---
4th43---
5th43---
6th43---
7th542--
8th642--
9th642--
10th743--
11th843--
12th843--
13th9432-
14th10432-
15th10432-
16th11433-
17th11433-
18th11433-
19th124331
20th134331

Spellcasting

When you adopt the Arcane Knight Archetype at 3rd level, you learn to cast minor arcane spells, much like a wizard.

Cantrips. You learn two cantrips of your choice from the Arcane Knight spell list at the end of this Archetype, and you learn an additional Arcane Knight cantrip at 10th level.

Spell Slots. The Arcane 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 Arcane Knight spells. The Spells Known column of your Spellcasting table shows when you learn more spells of 1st-level or higher, of a level for which you have spell slots.

When you gain a level, you can replace one of your Spells Known with another spell from the Arcane Knight spell list. The spell must be of a level for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Arcane Knight spells. You use Intelligence whenever a spell refers to your spellcasting ability. You also use your Intelligence modifier when setting the saving throw DC or making a spell attack roll for an Arcane Knight spell.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier
 

Weapon Bond

At 3rd level, you can magically bond yourself to your weapon. At the end of a short or long rest, you can touch a weapon, forging a magical bond between you and that weapon.

You cannot be disarmed of a bonded weapon unless you are incapacitated. If it is on the same plane of existence, you can use a bonus action to instantly summon it to you. It can be used as a spellcasting focus for your Arcane Knight spells.

You can have up to two bonded weapons at any one time, though, they must be summoned one at a time. If you bond a third weapon, you break the bond with one of the other two.

War Magic

You can seamlessly weave minor spells with weapon attacks. Starting at 7th level, when you take the Attack action on your turn, you can cast a cantrip in place of one of your attacks.

 

Enchanted Strikes

Your weapons weaken a creature's resistance to your magic. Starting at 10th level, when you hit a creature with a weapon attack, it has disadvantage on the next saving throw it makes against a spell cast by you, before the end of your next turn.

 

Arcane Surge

Starting at 15th level, when you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.

 

Legendary Arcane Knight

You are a master of spell and sword. Starting at 18th level, when you take the Attack action on your turn, you can cast an Arcane Knight spell in place of one of your weapon attacks.

 

Bulwark Warrior

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.

 

Bulwark Warrior Exploits

You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

 
Fighter levelExploit
3rdbrace up, heroic fortitude
5thimmovable stance, shield impact
9thresilient body
 

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.

 
 
 

Cavalier

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.

 

Cavalier Exploits

You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

 
Fighter levelExploit
3rdbrace up, skilled rider
5th defensive stance, immovable stance
9thresilient body
 

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 (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 (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

Champion

Champions forgo all other forms of improvement to focus on enhancing their raw physical might. These immense figures strive to maintain peak physical condition through relentless training. In battle, Champions perform supernatural feats of athleticism and overwhelm their foes with their raw power.

Champion Exploits

You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

 
Fighter levelExploit
3rdfeat of strength, ruthless strike
5thconcussive blow, warrior's challenge
9thdisorienting blow
 

Mighty Warrior

When you adopt this Archetype at 3rd level, the raw physical might that you have cultivated enhances your attacks. Your weapon attacks now score a critical hit on a roll of 19 or 20.

 

Remarkable Athlete

Your training allows you to perform feats of athleticism that would seem impossible for most mortals. Beginning at 7th level, you can add your proficiency bonus to any Strength or Constitution check you make. If you are already proficient in that skill check, you add double your proficiency bonus.

 

Additional Fighting Style

At 10th level, you learn an additional Fighting Style of your choice. You can't select a Fighting Style you already know.

Paragon of Might

The power of your attacks overwhelms any foe that would dare stand against you. Starting at 15th level, your weapon attacks score a critical hit on a roll of 18 through 20.

 

Also, whenever you make a Strength check or Strength saving throw, you can treat a d20 roll of 9 or lower as a 10.

 

Legendary Champion

You are a nearly perfect specimen of physical vigor, and have become exceedingly hard to kill. Starting at 18th level, if you start your turn with half of your hit points or less remaining, you regain hit points equal to 5 + your Constitution modifier.

You do not regain any hit points if you are at 0 hit points.


 
 

Commander

Commander

Not all fighters rely solely on themselves in battle, some use their deep knowledge of battlefield tactics to coordinate their allies. Commanders are warriors who lead from the front of the battle, issuing orders and inspiring greatness in others by their own brave deeds. By their presence, a Commander can transform an unorganized militia into a deadly fighting force.

 

Commander Exploits

You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

 
Fighter levelExploit
3rdcommander's presence, menacing shout
5thheroic will, weakening blow
9thwar cry
 

Art of War

You have spent time studying not only the strategy of war but also that of politics. At 3rd level, you gain proficiency in your choice of either History, Insight, Investigation, or Persuasion.

 

Orders

Starting at 3rd level, you can use your action to issue one of the Orders below targeting a willing creature of your choice within 30 feet, other than yourself, that can see or hear you:

 
  • Attack Order. The next time the target takes the Attack action before the beginning of your next turn, they can make one additional weapon attack as part of their Attack action.
  • Defensive Order. The target adds your proficiency bonus to their Armor Class until the beginning of your next turn.
  • Maneuvering Order. The target can use its reaction to move up to its speed without provoking opportunity attacks.

Strategic Command

You can organize and command your allies even as you fight. Beginning at 7th level, when you take the Attack action, you can issue an Order in place of one of your attacks.

Also, when you use Second Wind, you can choose three creatures within 30 feet that can see or hear you to regain hit points equal to your Exploit Die + your proficiency bonus.

 

Heroic Surge

Your heroic action inspires your allies. Starting at 10th level, when you use Action Surge, you can choose a creature within 30 feet that can see or hear you. As a reaction, it can move up to its full movement speed without provoking any opportunity attacks, then it can make a single weapon attack.

 

Inspiring Commands

Starting at 15th level, when you issue an Order to a creature, it gains temporary hit points equal to your proficiency bonus.

 

Legendary Commander

Your ability to inspire others and lead allies into battle rivals the great conquerers and commanders of legend. Starting at 18th level, your Heroic Surge can affect up to two creatures of your choice within 30 feet that can see or hear you.


 
 

Crusader

Crusader

Many warriors swear Oaths to gods of battle and war, but not all are blessed with the divine power of paladins or clerics. Those who fight for the gods without their explicit blessing are known as Crusaders. These zealots stand as champions of divine causes, their fervent belief fueling their battle fury.

Crusaders serve many gods and causes, but they all have one thing in common; their fanatical devotion to what they believe is right. Their belief is forged in the fires of devotion, and a dedicated Crusader will often snap rather than bend.

 

Crusader Exploits

You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

 
Fighter levelExploit
3rdmenacing shout, wild strike
5thexecute, warrior's challenge
9thwar cry
 

Crusader's Ire

You can mark your enemies as the target of divine judgment. Beginning at 3rd level, you can use a bonus action to mark a creature within 60 feet as the target of your Crusader's Ire, granting you the following benefits against that creature:

  • Once per turn when you miss the creature with a weapon attack, you can immediately make another weapon attack against that creature using the same weapon.
  • When the creature forces you to make a saving throw, you gain a bonus to your roll equal to your Exploit Die.
  • Your mark lasts for 1 minute, or until the creature is slain.

Once you use this feature you must finish a long rest before you can use it again. When you have no uses remaining, you can expend an Exploit Die to use this feature again.

 

Fanatical Disciple

You have dedicated your life to your cause, learning all you can about it. At 3rd level, you gain proficiency in the Religion skill. Whenever you make an Intelligence (Religion) check related to the god, divinity, or divine cause you serve, you can add double your proficiency bonus to your roll.

 

Renewed Fervor

Your fanatical faith grants you bursts of divine fervor in the midst of battle. Starting at 7th level, when you use Second Wind you regain one use of your Crusader's Ire feature.

In addition, when you mark a creature as the target of your Crusader's Ire, you can move up to 30 feet toward it as part of the same bonus action without expending your movement.

 

Zealous Fury

Beginning at 10th level, your conviction allows you to fight through wounds that would slay those of lesser faith. When you are reduced to 0 Hit Points but not killed outright, you can choose to drop to 1 hit point instead, and immediately make one weapon attack against your attacker.

Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can use it again, but you instantly gain a level of exhaustion.

 

Righteous Judgment

You can call down divine wrath upon those who stand against your cause. Beginning at 15th level, when you hit the target of your Crusader's Ire with a weapon attack, you can end the mark on that target to maximize the damage of your attack.

 

If the resultant damage reduces the creature to 0 hit points you regain one use of your Crusader's Ire feature.

 

Divine Rebuke

Starting at 18th level, when the target of your Crusader's Ire target's you with an attack, you can use your reaction to make a weapon attack against them. If you use this action after its attack hits you, your weapon attack is made with advantage.


 
 

Guardian

Guardian

Guardians are elite defensive warriors whose strengths shine while fighting side by side with their allies. Though trained to use weapons of all types, Guardians are especially effective when using a protective style of fighting with a weapon and shield. Alone, a Guardian is a small threat, but when fighting alongside their allies they are impenetrable walls of steel.

 

Guardian Exploits

You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

 
Fighter levelExploit
3rdbrace up, heroic fortitude
5thimmovable stance, shield impact
9thresilient body
 

Guardian Stance

Beginning at 3rd level, so long as you are wielding a shield, you can use a bonus action on your turn to enter a Guardian Stance. This Stance lasts indefinitely and ends early if you are incapacitated, you doff your shield, or you end it as a free action. While in this Stance, you gain the following features:

  • Your base movement speed is reduced by 10 feet.
  • Creatures of your choice within 5 feet that are wielding a shield gain a +1 bonus to their Armor Class.
  • As a reaction, when a creature within 5 feet of you is hit by an attack, you can become the target of the attack, taking the damage of the attack if it would hit you.
  • As a bonus action, you can make a melee weapon attack with your shield. You are considered proficient with this attack, and on hit, your shield attack deals bludgeoning damage equal to 1d4 + your Strength modifier.
 

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses left, you can expend an Exploit Die to use it again.

 

Warrior Smith

You gain the skills to maintain your arms and armor so that you may better defend your allies. Also at 3rd level, you gain proficiency with leatherworker's tools and smith's tools.

At the end of a long rest, you can use either set of tools to reinforce a shield or a set of armor you touch. The object grants its wearer an additional +1 bonus to Armor Class.

This Armor Class bonus lasts until the end of your next long rest, at which point it's Armor Class returns to normal.

 

Rallying Wind

Beginning at 7th level, your presence in battle inspires your allies to hold their position against all odds. When you use Second Wind while in your Guardian Stance, creatures of your choice within the range of your Stance's features gain temporary hit points equal to your fighter level.

 

Stalwart Defender

You are strongest when amongst your allies. Upon reaching 10th level in this class, you gain the following benefits:

  • You gain a +1 bonus to your Armor Class for each friendly creature within 5 feet of you that is wielding a shield.
  • You cannot be moved against your will while conscious.
  • Both you, and friendly creatures within 5 feet of you, have advantage on Strength and Constitution saving throws.
  • When you roll initiative you can immediately enter your Guardian Stance without expending a use of the feature, so long as you are not incapacitated or surprised.
 

Improved Guardian Stance

At 15th level, you improve your defensive technique to better defend those who stand beside you. While in your Guardian Stance, you grant friendly creatures within 5 feet of you the benefits of half cover, in place of the +1 Armor Class bonus.

 

Unshakable Bastion

You are a master amongst Guardians and can protect your allies from any danger you may face together. Starting at 18th level, your Guardian Stance and Stalwart Defender features can affect creatures of your choice within 10 feet of you.

 
 
 

Guerilla

Guerilla

No matter the mission, a Guerrilla will execute it with utmost perfection. Sometimes known as commandos, these warriors are marked by their determination and adaptability. Whether harsh terrain, vicious monsters, enemy soldiers, or powerful spellcasters, nothing short of death will cause the willpower of a Guerrilla warrior to waver in the pursuit of their goals.

 

Adaptable Combatant

Starting at 3rd level, you can adjust your skills to meet the challenge at hand. At the end of a long rest, you can replace one Exploit you know with another Exploit of your choice.

You cannot use this feature to replace any of the Exploits you learn through your Guerrilla Exploits feature.

 

Guerrilla Exploits

You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

 
Fighter levelExploit
3rd lightstep, navigator's know-how
5thimprovised skill, take cover
9thresilient body

Survivalist

At 3rd level, you gain proficiency in two of the following skills of your choice: Athletics, Perception, Stealth, or Survival.

Starting when you reach 7th level in this class, you can add double your proficiency bonus to any ability check you make that uses either proficiency you gained through this feature.

 

By Land or Sea

You are trained to succeed in any environment. At 7th level, and again at 15th level you gain one of the features below:

 

Alpine Combatant. You steel yourself for battle at great heights. You gain a climbing speed equal to your movement speed, and as a reaction, you can reduce any falling damage you take by an amount equal to your fighter level.

 

Marine Combatant. You prepare for amphibious combat. You gain a swimming speed equal to your movement speed, and you can hold your breath for up to 1 hour underwater.

 

Adaptable Fighting Style

Starting at 10th level, you can change your style of fighting to better counter your foes. At the end of each long rest, you can replace your Fighting Style with another Style of your choice.

 

Unwavering

You are remarkably resilient. Beginning at 15th level, when you use Second Wind you gain the following benefits:

  • You regain one of your expended Exploit Dice.
  • Your level of exhaustion, if any, is reduced by 1.
  • You can add double your proficiency bonus to the first Strength, Dexterity, or Constitution ability check or saving throw you make within the next minute.
 

Legendary Guerrilla

Starting at 18th level, there is nothing that can stand between you and your goals should you have time to prepare. You can use your Adaptable Combatant and Adaptable Fighting Style features at the end of each short or long rest.


 
 

Living Crucible

Living Crucible

Fighters who become Living Crucibles have discovered an external means of power. While most other fighters train in martial traditions or study the art of war, Living Crucibles hone their craft of alchemy and prepare their body to endure compounds poisonous to others. In exchange for this rigorous physical and mental preparation, these fighters are able to temporarily push their bodies past their natural limits. Under the influence of their alchemical compounds these fighters can see in darkness, enhance their speed, inure themselves to magical attacks, and more.

 

Compound Creator

When you choose this archetype at 3rd level, you learn to create alchemical compounds toxic to others but empowering to you:

 

Creating Compounds.

You learn three compounds of your choice, which are detailed under "Compounds" below. You can create any number of these compounds you know by using alchemist's supplies and spending 10 minutes to create them. These compounds remain potent until the end of your next long rest, after which time they become inert and have no effect.

You learn two additional compounds of your choice at 7th, 10th, and 15th level. Each time you learn new compounds, you can also replace one compound you know with another one.

Consuming Compounds.

As a bonus action you can consume a single compound using this feature. You can safely consume a number of compounds up to 1 + your Constitution modifier (minimum of 1). Each compound you consume after that causes you to gain a level of exhaustion. When you finish a long rest, you regain the ability to safely consume compounds. You can benefit from multiple compounds at the same time, but taking the same compound more than once provides no additional effects.

The benefits associated with each compound apply only to you. Any other creature that consumes one of your compounds must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or become poisoned for 1 minute.

 

Compounds

Adrenal Injection.

For the next minute, your movement speed is increased by 10 feet and your jumping distances are tripled.

Allsense Injection.

For the next minute, you have blindsight out to a distance of 30 feet.

Arcane Eye Oil.

For the next hour, you can sense magic as if you were under the effects of the detect magic spell.

Draught of Bear's Endurance.

For the next 10 minutes, you have advantage on Constitution ability checks and saving throws.

Draught of Bull's Strength.

For the next 10 minutes, you have advantage on Strength ability checks and saving throws.

Draught of Cat's Grace.

For the next 10 minutes, you have advantage on Dexterity ability checks and saving throws.

Draught of Eagle's Splendor.

For the next 10 minutes, you have advantage on Charisma ability checks and saving throws.

Draught of Fox's Cunning.

For the next 10 minutes, you have advantage on Intelligence ability checks and saving throws.

Draught of Owl's Wisdom.

For the next 10 minutes, you have advantage on Wisdom ability checks and saving throws.

Elfsight Oil.

For the next 8 hours, you have darkvision out to a range of 120 feet.

Fleshknit Phosphate.

For the next minute, if you have at least 1 hit point, you heal a number of hit points equal to your proficiency bonus at the start of each of your turns.

Ironmind Injection.

For the next hour, you have advantage on saving throws made against being charmed or frightened.

Liquid Courage.

You gain temporary hit points equal to your Constitution ability score plus twice your level in this class. You lose any remaining temporary hit points from this compound after 1 minute.

Liquid Rage.

For the next minute, your weapon attacks deal an extra 1d4 damage.

Presto Powder.

For the next 10 minutes, you have advantage on ability checks made to determine initiative and you can use a bonus action on each of your turns to take the Dash or Disengage action.

Spellshine Ointment.

For the next minute, you have resistance to damage from spells.

Steelskin Ointment.

For the next minute, you have resistance to bludgeoning, piercing, and slashing damage.

Tenmen Tincture.

For the next hour, you count as one size larger when determining your carrying capacity, and you ignore the heavy property of weapons.

 

Student of Alchemy

Also at 3rd level, you gain proficiency with alchemist's supplies. Your proficiency bonus is doubled for any ability check that uses this proficiency.

 

Quick Creation

At 7th level, once per long rest you can use a bonus action to quickly create and consume one compound that you already know how to make.

 

Living Cauldron

At 10th level, the number of compounds you can safely consume increases to 3 + your Constitution modifier (minimum 1).

At 18th level, the number of compounds you can safely consume increases to 5 + your Constitution modifier (minimum 1).

 

Toxin Transmutation

At 15th level, you can use a bonus action to end one effect causing you to be poisoned. When you do, you gain temporary hit points equal to your level in this class.

 

Living Catalyst

At 18th level, when you finish a long rest you can choose to replace one compound you know with another one.

 
 
 

Marskman

Marskman

While all fighters learn to draw a bow or hurl a javelin, those who train as Marksmen dedicate themselves to mastering ranged weapons of all types. Often, their deadly skills are backed up with an unmistakable swagger and unshakable confidence. Relying on their innate talents and signature grit, there are few challenges a true Marksman cannot overcome.

 

Marksman Exploits

You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

 
Fighter levelExploit
3rdkeen observation, precision shot
5thdirty hit, volley
9ththunderous shot
 

Elite Training

Your training has enhanced your reaction times. Starting at 3rd level, when you make a Dexterity check or saving throw, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.

 

Marksman's Focus

You can quiet your body so as to fire with deadly accuracy. Starting at 3rd level, if you haven't moved during your turn, you can use your bonus action to Focus, granting you the following benefits until the end of your current turn:

  • Your movement speed is reduced to 0 feet.
  • Until you hit a creature with a ranged weapon attack, you have advantage on all ranged weapon attack rolls.
  • When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon, you can re-roll the die. You must use this new roll, even if the new roll is a 1 or a 2.
 

Cunning Shot

You react to danger at a moment's notice. Beginning at 7th level, you add your proficiency bonus to your Initiative rolls.

Your elite marksmanship allows you to exploit even the smallest weakness in your enemy's defenses. Your ranged weapon attacks ignore any resistance to piercing damage.

Reposition

Starting at 10th level, when you use your Second Wind, your movement speed increases by 10 feet and opportunity attacks against you have disadvantage until the end of your turn.

Reliable Shot

You make even impossible shots with ease. Beginning at 15th level, you ignore disadvantage from your weapon's long range.

 

In addition, once per turn, when you have advantage on a ranged weapon attack, you can forgo advantage and make one additional ranged weapon attack against the same target.

 

Legendary Marksman

Your marksmanship is supernatural in precision. Starting at 18th level, when you use Marksman's Focus, the benefits last for 1 minute, and you have advantage on all ranged weapon attacks for the duration. Your Focus only ends early if you move more than 10 feet in a turn, or you are incapacitated.

 

Master At Arms

Master At Arms

While most fighters master one specific martial technique or discipline, a Master at Arms is the rare warrior who is able to truly master multiple styles of combat. Whether through grit, extreme dedication, or extraordinary skill, these elite fighters learn all they can about the theories and armaments of war. They are always on the lookout for a new weapon to master, or a teacher from which to learn a new style of fighting.

 

Master at Arms Exploits

You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

 
Fighter levelExploit
3rdlightstep, riposte
5thdefensive stance, glancing blow
9thheroic focus
 

Fluid Stances

Whether by talent or training, you are a master of multiple combat styles. At 3rd level, you learn an additional Fighting Style of your choice. However, you can only benefit from one Fighting Style at a time. You can use a bonus action to switch your Fighting Style to another Fighting Style you know.

 

Master of Forms

Your ability to master martial techniques exceeds all others. At 3rd level, you learn one additional Exploit of your choice, but it doesn't count against your number of Exploits Known.

 

Your training has also made your Exploits more potent than the average fighter. Your Exploit Dice become d8s. At certain fighter levels they increase again; at 5th level they become d10s, and finally at 11th level they become d12s.

Consistent Skill

You are able to fight at your peak capability for longer than most other warriors. Starting at 7th level, when you use your Second Wind, you regain one of your expended Exploit Dice.

 

Advanced Technique

 

Your study of war has increased your knowledge of martial techniques. At 7th level, you learn another Fighting Style of your choice (for a total of three), though you can still only benefit from one of your Fighting Styles at a time.

 

You also learn an additional Exploit of your choice that doesn't count against your total number of Exploits Known.

 

Masterful Surge

You can draw on your techniques as a reflex in times of great need. Starting at 10th level, when you use your Action Surge, you gain a single Exploit Die that must be used as part of the additional action granted to you by your Action Surge. If not used, it disappears at the end of your additional action.

 

Also, you can benefit from two of your Fighting Styles at once. Though, you can only switch one per bonus action.

 

Superior Technique

In your studies you have mastered an impressive amount of combat styles. At 15th level, you learn a final Fighting Style of your choice (for a total of four), and you learn another Exploit, which doesn't count against your number of Exploits Known.

 

Warrior of Legend

Beginning at 18th level, your mastery with the armaments of war is supernatural. Once per turn when you use an Exploit, you can roll a d6 in place of expending an Exploit Die.

 

Also, at the end of each long rest, you can choose either one Exploit or one Fighting Style you know, and replace it with another Exploit or Fighting Style of your choice.


 
 

Mist Knight

Mist Knight

The Mist Knight has mastered the art of using the power of the mists to summon the fading shades of 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.

 

Mist Knight Exploits

You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

 
Fighter levelExploit
3rdfeint, scholar's insight
5thheroic will, whirlwind slash
9thheroic focus
 

Manifest Echo

3rd-level Mist Knight feature

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.

You can use the echo in the following ways:

  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 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

3rd-level Mist Knight feature

You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.

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

7th-level Mist Knight feature

You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

 

Shadow Martyr

10th-level Mist Knight feature

You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. 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

15th-level Mist Knight feature

You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 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

18th-level Mist Knight feature

You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.

In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.

 
 
 

Mystic Warrior

Mystic Warrior

Where most fighters look to maximize their physical abilities, those known as Mystic Warriors work to unlock the psionic potential of their minds. Drawing upon this wondrous power ability, these ascetic warriors can perform feats that would be impossible through strength alone. Where others strive for strength in battle, a Mystic Warrior strives for enlightenment.

 

Minor Telekinesis

When you adopt his Archetype at 3rd level, you learn the mage hand cantrip, and when you manifest it you don't need to provide the verbal or somatic components. Your mage hand is invisible, and it can lift number of pounds equal to 10 times your Intelligence modifier (minimum of 10).

 

Mystic Exploits

You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

 

Moreover, you can choose to replace any mentions of your Strength or Dexterity with your Intelligence for your Exploit save DC, and any Exploits you learn through this class.

 
Fighter levelExploit
3rd mighty leap, mighty thrustt
5thheroic will, zephyr slash
9thheroic focus

Psionics

At 3rd level, you awaken the psionic potential of your mind, and learn to manifest spells, much like a psion does.

Fighter Level Spells Known Psi Points Mental Limit
3rd 2 2 1st
4th 2 3 1st
5th 3 3 1st
6th 3 4 1st
7th 4 4 2nd
8th 4 5 2nd
9th 5 5 2nd
10th 5 6 2nd
11th 5 6 2nd
12th 5 7 2nd
13th 6 7 3rd
14th 6 8 3rd
15th 6 8 3rd
16th 6 9 3rd
17th 7 9 3rd
18th 7 10 3rd
19th 7 10 4th
20th 7 11 4th
  Psi Points. The potential of your mind is represented by a pool of psi points. The Psionics table shows how many psi points you have to manifest your spells of 1st-level and higher. To manifest one of these spells, you must expend psi points equal to the spell's level (0 for cantrips). You regain all of your psi points each time you finish a short or long rest.

For example, as a 7th level fighter, you can manifest the spell detect thoughts at 2nd-level by spending 2 psi points.

Mental Limit. Your fighter level limits the potency of spells you can manifest with your psionics. This limit is reflected in the Mental Limit column of the Psionics Table.

Spells Known of 1st-Level and Higher. You learn two 1st-level spells of your choice from the Mystic Knight spell list. The Spells Known column of the Psionics table shows when you learn more psion spells of 1st-level or higher. Any spell you learn must be of a level equal to your Mental Limit or lower.

When you reach 7th level, for example, you learn a new psion spell of your choice, which can be 1st or 2nd-level.

When you gain a level in this class, you can choose one of the psion spells you know and replace it with a psion spell of your choice, of a level equal to your Mental Limit or lowe

r.

Spellcasting Focus. Your mind itself is your spellcasting focus. You must have at least one free hand to cast spells that require somatic or material components, and you also must provide material components that are consumed by the spell or have a required gold cost. When you manifest a spell with your psionics, you exhibit noticeable changes.

Spellcasting Ability. Intelligence is your spellcasting ability for your Psionic spells. You use Intelligence whenever a spell refers to your spellcasting ability. You also use your Intelligence modifier when setting the saving throw DC or making a spell attack roll for a psion spell you know.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier
 

Phase Step

Beginning at 7th level, when you use Second Wind, you can take the Dash action as part of that same bonus action. When you do, you use your psionic power to partially discorporate. Until the end of your turn, you can move through solid non-magical objects and creatures as if they were difficult terrain

.

If you end this movement inside an object or creature, you are instantly shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you are forced to move.

 

Inscrutable Mind

The unpredictable psionic storm that is your mind make you difficult for others to dominate. Starting at 10th level, when you make a saving throw to resist being charmed, frightened, or have your thoughts read, you have advantage on your roll.

Also, when you succeed on an Intelligence, Wisdom, or Charisma saving throw, you can spend 1 psi point and force the attacker to make an Intelligence saving throw. On a failed save, it takes psychic damage equal to your fighter level.

 

Greater Telekinesis

You have achieved greater mastery over your psionic power. At 15th level, you learn the telekinesis spell, but it doesn't count against your total number of Spells Known. You can manifest this spell once, without expending any psi points.

Once you manifest telekinesis in this way, you must finish a long rest before you can manifest it again, unless you expend 5 psi points to manifest it an additional time.

 

Mystic Enlightenment

Staring at 18th level, you can briefly unleash your mind and take on an ascended luminous form. As a bonus action, you can transform your physical body into pure psionic energy. While in this form, you gain the following benefits:

 
  • You become translucent and emit otherworldly bright light, in a 5-foot radius, and dim light 5 feet beyond that.
  • You gain a flying speed equal to your movement speed, and while flying in this way you can hover in place.
  • You can move through other creatures and objects as if they were difficult terrain. If you end your movement inside another object or creature, you are immediately shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you were forced to travel.

You can remain in this form for up to 1 minute. It ends early if you are incapacitated or you end it as a bonus action. Once you use this feature, you cannot use it again until you finish a long rest, unless you expend 7 psi points to do so.


 
 

Quartermaster

Quartermaster

Every successful adventurer knows the value of teamwork, but none value it more then those known as Quartermasters. These supportive warriors strive to help their allies reach their full potential. Constantly putting the needs of their companions before their own, Quartermasters keep their team in top condition with a fresh Ration and a helping hand.

 

Bonus Proficiencies

At 3rd level you gain proficiency with cook's utensils, land vehicles, and in the Animal Handling skill. If you are already proficient with any of these skills, you can add double your proficiency bonus to any check that uses that tool or skill.

 

Quartermaster Exploits

You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

 
Fighter levelExploit
3rdfirst aid, navigator's know-how
5thtake cover, weakening blow
9thresilient body
 

Rations

Beginning at 3rd level, you can prepare Rations, morsels of potent food that keep your allies in peak condition. At the end of each long rest, you can prepare a number of Rations equal to your Constitution modifier (minimum of 1 Ration) from the list of Rations as the end of this Warrior Archetype.

As a bonus action, you can eat a prepared Ration, or feed a Ration to a creature within 5 feet. Consuming a Ration ends any current Ration effects on that creature. Any Rations you create become inert at the end of your next long rest.

As an action, you can expend an Exploit Die to prepare an additional Ration of your choice. You can eat a Ration or feed it to a creature as part of the same action used to create it

While the Quartermaster's rations created by this ability are indeed tasty snacks, they do little to satiate the appetite, and do not provide sustenance

 

Dependable

You make sure your allies have the supplies and support that they need to thrive. Starting at 7th level, you can take any of the special actions below as bonus action on your turn:

 

Administer. You administer a potion or other consumable item to a willing or unconscious creature within 5 feet.

 

Arm. You give a weapon, item, or any ammunition you are carrying to a creature within 5 feet. The creature can then equip the given item, and stow one item as a free action.

 

Encourage. You take the Help action, targeting a creature of your choice within 10 feet that can see or hear you.

 

Wrangle. You make a Wisdom (Animal Handling) or a land vehicles check to control a mount or cart you are riding.

 

Improved Rations

You have greatly improved the speed at which you prepare your Rations. Beginning at 10th level, you can use your bonus action to create a Ration of your choice, eating it or feeding it to another creature as part of that same bonus action.

 

Ever Ready

You are always ready to support your companions. Beginning at 15th level, when you roll initiative, you prepare a single Ration of your choice without expending an Exploit Die.

 

Iron Stomach

Your work taste testing experimenting with new wondrous Ration formulas has toughened your body and hardened your stomach. Upon reaching 18th level your Constitution score, and maximum Constitution score, both increase by 2, and you are immune to the poisoned condition.

 

In addition, you are always under the effects of one Ration of your choice with a duration of at least 1 minute. It does not need to be a Ration that you prepared, and you can change the Ration effect at the end of each short or long rest.


 
 

Rune Knight

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.

 

Rune Knight Exploits

You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

 
Fighter levelExploit
3rdhurl, mighty thrust
5thimmovable stance, shattering slam
9thdestructive slam
 

Bonus Proficiencies

3rd-level Rune Knight feature

You gain proficiency with smith's tools, and you learn to speak, read, and write Giant. You also learn the basics of Runecarving

 

Rune Carver

3rd-level Rune Knight feature

You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.

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.

  Runes Known  
Fighter Level Number of Runes
3rd 2
7th 3
10th 4
15th 5
 

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.

 
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.

 
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.

 
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's Might

3rd-level Rune Knight feature

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

7th-level Rune Knight feature

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.

 

Additional Rune Known

7th-level Rune Knight feature

You learn an additional Rune.

 

Great Stature

10th-level Rune Knight feature

The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.

Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.

 

Additional Rune Known

10th-level Rune Knight feature

You learn an additional Rune.

 

Master of Runes

15th-level Rune Knight feature

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.

 

Additional Rune Known

15th-level Rune Knight feature

You learn an additional Rune.

 

Runic Juggernaut

18th-level Rune Knight feature

You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.


 
 

Samurai

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.

 

Samurai Exploits

You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

 
Fighter levelExploit
3rdcrippling strike, martial focus
5thregal spirit, zephyr slash
9thgale force slash
 

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 weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary 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, and 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 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 and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current 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.


 
 

Swordsage

Swordsage

Swordsage, blade master, sword saints; expert warriors who dedicate their lives to the art of battle have had many names throughout history. Only drawing their weapon when they are prepared to kill, a Swordsage will only strike down another creature when absolutely necessary. They are always looking to improve, mastering ever more impressive martial skills.

Legends say these masters only ever take one apprentice, passing on everything they know to a single young warrior.

 

Student of the Blade

In your study of the sword you have mastered other skills adjacent to swordplay. At 3rd level, you gain proficiency in either Acrobatics, Insight, Intimidation, or Performance.

 

Swordsage Exploits

You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

 
Fighter levelExploit
3rdmartial focus, sweeping strike
5thaggressive strike, zephyr slash
9thgale force slash

Battle Trance

In battle, you can clear your mind of all distraction and enter the signature Battle Trance of the Swordsage. At 3rd level, so long as you are not wearing heavy armor, or wielding a shield or heavy weapon, you can use a bonus action to enter a Battle Trance, which grants you the following benefits for 1 minute:

 
  • Your movement speed increases by 10 feet.
  • You gain a +1 bonus to your Armor Class.
  • You have advantage on Strength (Athletics) checks.
  • Once per turn, when you roll an Exploit Die for an Exploit you can roll twice and take the higher of the two rolls.
  • As a reaction when you are forced to make a saving throw, you can expend an Exploit Die and add it to your roll.

Your Battle Trance ends early if you are incapacitated, or if you don a shield, heavy armor, or a heavy weapon. Once you use your Battle Trance you must finish a short or long rest before you can enter it again. If you have no uses remaining, you can expend an Exploit Die to enter a Battle Trance again.

 

Heightened Reflexes

You have honed your reflexes in pursuit of martial perfection. At 7th level, you gain proficiency in Dexterity saving throws, and you add your proficiency bonus to your initiative rolls.

 

Improved Battle Trance

You have mastered the Battle Trance of the Swordsage. Starting at 10th level, when you roll initiative, you can enter your Battle Trance without expending a use of the feature.

 

Legendary Swordsage

Starting at 15th level, you become a whirlwind of deadly steel while in your Battle Trance. Once per turn, while you are in your Battle Trance, you can use an Exploit you know, rolling a d6 in place of expending one of your Exploit Dice.

At 18th level the d6 from this feature becomes a d8.


 
 

Tinker Knight

Tinker Knight

The fighters known as Tinker Knights seek an unorthodox form of martial skill. Rather than master martial techniques they look to augment their physical ability with mechanical inventions and innovative weaponry. Though they spend most of their time theorizing, tinkering, and experimenting with new Schematics, Tinker Knights and their inventive arsenals are a force to be reckoned with on the field of battle.

 

Bonus Proficiencies

When you adopt this Archetype at 3rd level, you gain the skill to maintain your inventions. You gain proficiency with tinker's and smith's tools. If you already proficient with these tools, you gain proficiency with another set of tools of your choice.

 

You also learn the tinker's intuition Exploit, but it doesn't count against your total number of Exploits Known.

 

Inventive Arsenal

You have come up with a cacophony of strange modifications for weapons and armor, known as Schematics. At 3rd level, you learn two Schematics of your choice from the list at the end of this Archetype. When you gain a level, you can replace one Schematic you know with another of your choice.

As you gain levels in this class, your number of Schematics known grows; at 7th level (3), 10th level (4), and 15th level (5).

At the end of each a long rest, you can touch a number of objects equal to your number of Schematics Known and you modify each object with the features of one Schematic. These features last until the end of your next long rest. An object can only be modified by one Schematic at a time, and it must meet the requirements in the Schematic's description.

Saving Throws. If a Schematic requires a saving throw, your Schematic save DC is calculated as follows:
Schematic save DC = 8 + your proficiency bonus+ your Intelligence modifier
 

Tinker's Expertise

Your skills rival the best of innovators. Starting at 7th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with tinker's or smith's tools.

In addition, items modified by your Schematics count as magical for overcoming resistances and immunities, and you can apply your Schematics to magic weapons and armor.

 

Mechanical Synergy

Your modifications work in tandem. Beginning at 10th level, you can apply two Schematics to one object, so long as the object meets the prerequisites for both Schematics.

 

Flexible Innovation

Your inventive arsenal can adjust to meet the challenges at hand. Starting at 15th level, at the end of a short rest, you can transfer a Schematic from one object to another, so long as the new object meets the prerequisites. If a Schematic has a limited amount of charges, the number of expended charges remains the same when transferred.

In addition, you can apply up to three Schematics to one object, so long as it meets all the Schematic prerequisites.

 

Masterwork Inventions

Your innovations are wondrous in their effects. Beginning at 18th level, a weapon modified by a Schematic gains a +1 bonus to attack and damage rolls for each Schematic applied to it, and a set of armor modified by a Schematic gains a +1 bonus to Armor Class for each Schematic applied to it.

Weapons and armor modified by your Schematics cannot gain a bonus greater then +3, regardless of any bonuses the item may have had before applying your Schematics.

 

Tinker Knight Schematics

The following Schematics are available to Tinker Knight fighters. If a Schematic has a level requirement, you can learn it at the same time you meet the requirement.

 
Featherweight Schematic

You modify the metallurgical makeup of an item, making it lighter. The wearer or wielder of an object modified by this Schematic has their movement speed increased by 10 feet.

Heavy Armor. When applied, the wearer ignores any Strength requirements the armor may have, or any penalty it may impose upon their Dexterity (Stealth) checks.

Light Armor. When applied, the wearer can subtract up to 100 feet from their fall distance when calculating fall damage and can move horizontally 2 feet for every 1 foot they fall.

Weapon. When applied, a Heavy weapon becomes normal weight, and a normal weapon becomes a Light weapon.

 
Intuitive Schematic

You modify an item to take advantage of your martial and investigative instincts. The wearer or wielder of an object modified by this Schematic gains proficiency in Investigation and they can add double their proficiency bonus to any Intelligence (Investigation) checks they make.

Armor. When applied, the wearer can use their Intelligence in place of Dexterity, when calculating their Armor Class.

Weapon. When applied, the wielder can use their Intelligence modifier, in place of Strength or Dexterity, for attack and damage rolls with this weapon.

 
Radiant Schematic

You imbue an item with a source of radiant energy. The wearer or wielder of an object modified by this Schematic can use a bonus action to cause the object to emit bright light in a 15-foot radius, and dim light 15 feet beyond that. They can extinguish the light as a bonus action on their turn.

Armor or Weapon. As a reaction wen you are hit by an attack (armor), or hit a creature with an attack (weapon), you can force the creature to make a Constitution saving throw. On a failure, it is blinded for 1 minute. It can repeat the save at the end of each turn, ending the effect on a success.

Once you use this reaction, you must finish a short or long rest before you can use it again.

 
Rebounding Schematic

You modify an item so that it has elastic properties. The wearer or wielder of an object modified by this Schematic can use their reaction to add your Intelligence modifier (minimum of +1) to their Armor Class against one attack.

Armor. As a reaction when the wearer of this armor is hit by an attack, they can reduce the damage by an amount equal to 1d12 + your Intelligence modifier. If the damage is reduced to 0, the attacker takes the full damage of the attack as if they had been the original target.

Once you use this feature you must finish a short or long rest before you can use it again.

Non-Heavy Weapon. When applied, the weapon gains the Thrown property with a range of 20 feet. After making an attack with this weapon, it instantly returns to the wielder.

 
Empowered Schematic
Prerequisite: 7th level Tinker Knight

You modify an object with clockwork mechanics that improve both power and reflexes. The wearer or wielder of an object modified by this Schematic gains a bonus to their initiative equal to your Intelligence modifier (minimum of +1).

Heavy Armor. When applied, the wearer can use your Intelligence score, in place of Strength, for any Strength ability checks or saving throws they make.

Light Armor. When applied, the wearer can use your Intelligence score, in place of Dexterity, for any Dexterity ability checks or saving throws they make.

Weapon. When applied, anytime the wielder rolls a 1 or 2 for a damage roll with this weapon, they can choose to re-roll the die, but you must use the new result even if it is a 1 or 2.

 
Resilient Schematic
Prerequisite: 7th level Tinker Knight

You modify the metallurgical makeup of this item to make it far more resilient. The wearer or wielder of an object modified by this Schematic has advantage on saving throws to resist being grappled or moved against their will.

Armor. When applied, this armor grants resistance to nonmagical bludgeoning, piercing, and slashing damage.

Weapon. When applied, this weapon deals bonus damage equal to your Intelligence modifier (minimum of 1) + your fighter level when you score a critical hit.


 
 

Witch Knight

Witch Knight

Those who walk the dark path of the Witch Knight are driven by an overwhelming desire to destroy the great evils of the world. Those especially dedicated, those willing to give up anything, are often approached by Eldritch Powers, beings of otherworldly might. These benefactors offer power in return for a fraction of the warrior's soul or unquestioning fealty.

 

Pact Magic

At 3rd level, the bargain you have struck with your Patron allows you to cast spells, much like a warlock does.

 
Fighter Level Spells Known Spell Slots Slot Level
3rd 2 1 1st
4th 2 2 1st
5th 3 2 1st
6th 3 2 1st
7th 4 2 2nd
8th 4 2 2nd
9th 5 2 2nd
10th 5 2 2nd
11th 5 2 2nd
12th 5 2 2nd
13th 6 2 3rd
14th 6 2 3rd
15th 6 2 3rd
16th 6 2 3rd
17th 7 2 3rd
18th 7 2 3rd
19th 7 2 4th
20th 7 2 4th

Cantrips. You learn one cantrip of your choice from the warlock spell list. Upon reaching 10th level in this class you learn one additional warlock cantrip of your choice.

Spell Slots. The Witch Knight Spellcasting table shows how many spell slots you have, and the level of those spell slots. All of your spell slots from this feature are the same level. To cast one of your warlock spells of 1st-level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

Spells Known of 1st-Level and Higher. You learn two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Witch Knight Spellcasting table shows when you learn more warlock spells of 1st-level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.

When you reach 7th level, for example, you learn a new warlock spell of your choice, which can be 1st or 2nd-level.

When you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell of your choice from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your warlock spells. You use your Charisma whenever a spell refers to your spellcasting ability, when setting the saving throw DC, and when making a spell attack roll.

 
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
 

Sanguine Offering

Starting at 3rd level, you can sacrifice your own vitality to your Eldritch Power for increased martial potency. Once per turn, when you hit a creature with a melee weapon attack, you can expend one of your fighter Hit Dice as part of the attack to deal an additional 2d6 necrotic damage to the target, in addition to the normal damage of your weapon.

 

Eldritch Power

When you adopt this Archetype at 3rd level, you gain minor eldritch abilities that reflect the source of your power. Work with your GM to determine the source of your power. Is it an Otherworldly Patron available to warlocks? Did you survive a cataclysmic arcane event that left you with strange powers?

You gain one proficiency of your choice, and you learn one cantrip of your choice from any class spell list. This cantrip doesn't count against your total number of Cantrips Known.

Often, and at the discretion of your GM, the proficiency and cantrip you gain through this ability should reflect the nature of the Eldritch Power that granted you your arcane abilities.

For example, a Witch Knight whose Eldritch Power is a powerful fiend would gain minor fiendish abilities. They may gain proficiency in Deception and learn the vicious mockery cantrip to match the duplicitous nature of their Patron.

 

Otherworldly Step

Starting at 7th level, you can draw upon the power gifted to you to slip through cracks in reality. When you use Second Wind, you can teleport up to 60 feet to an unoccupied space you can see. If you appear within 5 feet of a creature, you can immediately make one weapon attack against that creature.

If you have no uses of this feature remaining, you expend one of your Pact Magic spell slots to use it again.

 

Enchanted Strikes

The eldritch magic within your blood seeps into your weapon strikes, undercutting resistance to spells. Starting at 10th level, 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.

 

Improved Sanguine Offering

You can restore your own vitality by inflicting pain on others. Beginning at 15th level, when you empower a weapon attack with your Sanguine Offering, you gain temporary hit points equal to the additional necrotic damage dealt to the creature.

Temporary hit points from this ability last for one minute, or until you gain temporary hit points from a different source.

 

Profane Sacrifice

Upon reaching 18th level, you can offer the death of your foes to your Eldritch Power in return for enhanced abilities. As a reaction when a creature dies within 30 feet of you, you gain one of the following benefits of your choice:

  • You have advantage on any weapon attack you make before the end of your next turn.
  • You regain 1d4 +1 expended Hit Dice.
  • You regain one expended Pact Magic spell slot.
  • You can use this ability a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

 
  Subclass
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