Fighter

A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.

The Fighter
Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable (three uses)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses. A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.

All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.

Well-Rounded Specialists

Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.

Philosiphy of Fighters

Of all the adventurers in the worlds of D&D, the fighter is perhaps the greatest paradox. On the one hand, a singular feature of the class is that no two fighters ply their craft in quite the same way; their weapons, armor, and tactics differ across a vast spectrum. On the other hand , regardless of the tools and methods one uses, at the heart of every fighter's motivation lies the same basic truth: it is better to wound than to be wounded.

Although some adventuring fighters risk their lives fighting for glory or treasure, others are primarily concerned with the welfare of others. They put more value on the well-being of the society, the village, or the group than on their own safety. Even if there's gold in the offing, the true reward for most fighters comes from sending enemies to their doom.

The sections below offer ways to add a little depth and a few personal touches to your fighter character.

Heraldic Sign

Fighters typically do battle for a cause. Some fight on behalf of kingdoms besieged by monsters, while others quest only for personal glory. In either case, a fighter often displays a heraldic sign that represents that cause, either adopting the symbol of a nation or a royal line, or creating a crest to represent one's self-interest.

Your character could be affiliated with an organization or a cause, and thus might already travel under a banner of some sort. If that's not the case, consider devising a heraldic sign that symbolizes an aspect of your nature or speaks to what you see as your purpose in the world.

Class | Fighter Core
Heraldic Signs
d6 Sign
1 A rampant golden dragon on a green field, representing valor and a quest for wealth
2 The fist of a storm giant clutching lightning before a storm cloud, symbolizing wrath and power
3 Crossed greatswords in front of a castle gate, sign ifying the defense of a city or kingdom
4 A skull with a dagger through it, representing the s doom you bring to your enemies
5 A phoenix in a ring of fire , an expression of an indomitable spirit
6 Three drops of blood beneath a horizontal sword blade on a black background, symboli zing three foes you have sworn to kill

Instructor

Some fighters are natural-born combatants who have a talent for surviving in battle. Others learned the basics of their combat prowess in their formative years from spending time in a military or some other martial organization, when they were taught by the leaders of the group.

A third type of fighter comes from the ranks of those who received one-on-one instruction from an accomplished veteran of the craft. That in structor was, or perhaps still is, well versed in a certain aspect of combat that relates to the student's background.

If you decide that your character had an individual instructor, what is that person's specialty? Do you emulate your instructor in how you fight, or did you take the instructor's teachings and adapt them to your own purposes?

Instructors
d6 Instructor
1 Gladiator. Your instructor was a slave who fought for freedom in the arena, or one who willingly chose the gladiator's life to earn money and fame.
2 Militry. Your trainer served with a group of soldiers and knows much about working as a team.
3 City Watch. Crowd control and peacekeeping are your instructor's specialties.
4 Tribal Warrior. Your instructor grew up in a tribe, where fighting for one's life was practically an everyday occurrence.
5 Street Fighter. You r trainer excels at urban combat, combining close-quarters work with silence and efficiency.
6 Weapon Master. Your mentor helped you to become one with your chosen weapon, by imparting highly specialized knowledge of how to wield it most effectively.
 

Signature Style

Many fighters dis tinguish themselves from their peers by adopting and perfectin g a par ticular style or method of waging combat. Although this style might be a natural outgrowth of a fighter's personality, that's not a lways the case- someone's approach to the world in general does not necessarily dictate how that person operates when lives a re on the li ne. Do you have a combat style that mirrors your outlook on life, or is something else inside you unleashed when weapons are drawn?

Signature Style
d6 Style
1 Elegant. You move with precise grace and total control, never using more energy than you need.
2 Brutal. Your attacks rain down like hammer blows, meant to splinter bone or send blood flying.
3 Cunning. You dart in to attack at just the right mo ment and use small-scale tactics to tilt the odds in your favor.
4 Effortless. You rarely perspire or display anything other than a stoic expression in ba ttle.
5 Energetic. You sing and laugh during combat as your spirit soars. You are happiest when you have a foe in front of you and a weapon in hand.
6 Sinister. You scowl and s neer while fighting, and you enjoy mocking your foes as you defeat them.

Trained for Danger

Not every m ember of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.

Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.

Creating a Fighter

As you build your fighter, think about two related elements of your character's background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because o f your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.

Class | Fighter Core

You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace.

Quick Build

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

Hit Points


  • 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

Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.


  • Armor: Light Armor, Medium Armor, and Heavy Armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • saving Throw: Strength, Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Starting Equipment

You start with the following items, plus anything provided by your background.

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

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

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

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

Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment.

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.

Back-Fist Strike.

When a creature targets you with a melee attack, you can use your reaction to make a single unarmed strike against that creature before their attack happens.

Combat Casting.

Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls.

Close Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.

Crippling.

When you hit a creature with a weapon attack, its speed is reduced by 5 feet, to a minimum of 0, until the beginning of your next turn. If it is a critical hit the reduction is instead 10 and they are unable to take the Dash action on their next turn.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Hand-and-a-Half

While wielding a versatile weapon in two hands, you gain a +1 to attack and +1 to damage with that weapon.

Lead from the Front.

As a bonus action on your turn you can adopt a defensive stance, allowing you to draw your foe's attacks. Until the start of your next turn, when a friendly creature that you can see is hit by an attack you may use your reaction to move up to half your movement speed towards that creature. If you end your movement speed adjacent to that creature, you are hit by that attack instead.

Magebreaker.

When you deal damage to a creature with a melee weapon attack, you have advantage on saving throws against spells cast by that creature until the beginning of your next turn.

Mariner

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Class | Fighter Core

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.

Surge of Strength.

While you are unarmed you add +1 to your unarmed strike attack and damage rolls.

Titan Fighting.

You gain a +2 bonus to melee weapon attack rolls you make against Large or larger creatures.

Tunnel Fighter

You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

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

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

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

Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

 

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class, four when you reach 20th level, Five when you reach 22nd level, and finally six when you reach 26th level in this class.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Class | Fighter Core

Archetype

Summary of Content

Different fighters choose different approaches to perfecting their fighting prowess. The martial
archetype you choose to emulate reflects your approach.


Below are the following Martial Archetypes within this document. If any are missing or newly released please contact a moderator.


CORE Archetype

4 Battle Master
11 Champion
15 Eldritch Knight

UNCOMMON

9 Cavalier
23 Knight
27 Monster Hunter
33 Samurai
35 Scout

RARE (+1)

2 Arcane Archer

 

Index of College

1 Anointed Knight
2 Arcane Archer
3 Armiger
4 Battle Master
5 Battlemind
6 Blood Knight
7 Bone Knight
8 Brute
9 Cavalier
10 Cavalryman
11 Champion
12 Corpsman
13 Corsair
14 Dragoon
15 Eldritch Knight
16 Explorer
17 Fencer
18 Gladiator
19 Gunlancer
20 Hero of Legacy
21 Hexblade
22 Kensai
23 Knight
24 Lionheart
25 Magitech Hero
26 Marksmen
27 Monster Hunter
28 Mounted Dragoon
29 Myrmidon
30 Pugilist
31 Purple Dragon Knight
32 Runeguard
33 Samurai
34 Sanctified Hunter
35 Scout
36 Sharpshooter
37 Shield Expert
38 Shovel Knight
39 Siege Engineer
40 Space Marine
41 Sunsteel Templar
42 Teleknight
43 Torchbearer
44 Umbral Knight
45 Vanguard
46 Warshaper
47 Weaponsmith

👍 = AL +1 allowed. ; ⛔ = AL illegal ; ✏️ = Modified (AL Illegal) ; 🍺 = Homebrew (AL Illegal) ; 🔮 = Spellcaster ; ⚔️ = Multi-attack ; 🏹 = Ranged ; 🛠️ = Skill

Anointed Knight

The Anointed Knights are an order of spiritual warriors who study and emulate the divine. Armed with weapons imbued with light and bows marked by angels, they venture forth to combat whatever evil they may find. Often mistaken for paladins, anointed knights do not draw their power from a deity or a set of ideals, but from the divine aspect within themselves. Anointed Knights believe that each living thing contains a spark of the divinity that created it, and train to utilize that spark in battle.

Pious

When you choose this archetype at 3rd level, you gain proficiency with the Religion skill. If you already have proficiency in this skill, you can add twice your proficiency bonus when you make an ability check using it.

Spirit Weapon

At 3rd level, you can perform a 1 hour ritual to imbue a weapon you are holding with your soul's divine spark. Once you have imbued this weapon, you can summon it to your empty hand as a bonus action, as long it and you are on the same plane of existence.

This weapon counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. When you deal damage with your spirit weapon, you can choose for the damage type to be radiant damage instead of the normal damage for that weapon.

Anoint with Oils

Starting at 7th level, you learn the secrets of crafting divine oils. During a long rest, you can imbue normal oil with holy energy, creating a divine oil chosen from the Divine Oils list below. You can anoint yourself with divine oil a bonus action.

At 7th level, you can make two divine oil when you take a long rest. You can craft an additional oil at 10th level (3 oils), 15th (4 oils), and 18th level (5 oils). You can create more than one of the same oil when you take a long rest. Unused oils lose their divine spark after 24 hours, and become mundane oil.

Spiritual Strike

As you strengthen your divine spark, your Spirit Weapon grows in power. Starting at 10th level, once per turn when you hit a creature with your Spirit Weapon, that creature takes an extra 1d8 radiant damage. This damage increases to 2d8 if the target is a fey, fiend, or undead.

Healing Touch

At 15th level, you learn to use your divine spark to heal others. You can use Second Wind one additional time between rests. When you do so, you can choose to heal another creature within your reach, instead of yourself. The target of this ability regains 2d10 hit points + your fighter level and is no longer cursed, diseased, poisoned, blinded, or deafened.

 

Spiritual Ascendance

At 18th level, your divine spark takes on a life of its own, gaining sentience. If your Spirit Weapon is already sentient, its alignment, personality, ability scores, and properties remain unchanged, and it gains a random minor beneficial property. Otherwise, your Spirit Weapon becomes a sentient magic item with the same alignment as you. The weapon has the following Intelligence, Wisdom, and Charisma scores (assigned as you see fit): 14, 14, 10.

The weapon can speak, read, and understand any languages you can. It has hearing and normal vision out to 120 feet. It gains a special purpose determined by the DM and gains a random minor beneficial property. Your weapon can communicate telepathically with you.

Divine Oils

The oils here are presented in alphabetical order.

Oil of Clarity

You gain advantage on Intelligence, Wisdom, and Charisma saving throws until the end of your next turn.

Oil of Communion

For the next 10 minutes, you are considered to be under the effect of the spell tongues.

Oil of Discernment

For the next 10 minutes, you are considered to be under the effects of the spell detect evil and good.

Oil of Flight

You gain a flying speed equal to your base walking speed until the start of your next turn.

Oil of Grace

For 1 minute, you are considered to be under the effects of the spell bless.

Oil of Light

For the next hour, you shed bright light in a 20-foot radius and dim light in a 20-foot radius beyond that. You can use a bonus action to suppress or reactivate the light.

Oil of Protection

For the next minute, your AC increases by 1.

Oil of Purification

When you use this oil, you are cured of one disease or poison afflicting you.

Oil of Swiftness

For the next minute, your base speed increases by 15 feet.

Oil of Truth

For the next minute, you know when you hear a lie.

Fighter |

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 a rrows to defeat monsters and invaders before they can reach elven settlements . Over the centuries, the methods of these elf a rchers have been learned by members of other races who can a lso balance arcane aptitude with archery.

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature-typical for practitioners of 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 S hot Options" below).

Once per turn when you fire a magic 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.

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.

Curcing 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 a ttack roll against a differe nt target within 60 feet of the original target.

Ever-ready Shot

Starting at 15th level, your magical a rchery is available whenever battle starts. If you roll in itiative and have no uses of Arcane Shot remaining, you regain one use of it.

 

Arcane Shot Options

The Arcane S hot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They ar e 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 equa ls 8 + your proficiency bonus + your Intell igence 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 s pace if that space is occupied.

After you reach 18th level in this class, a target also takes 2d6 force damage when the a rrow hits it.

Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the a rrow 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 a fter 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 fi rst 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.

Fighter |

Piercing Arrow. You use transmutation magic to give your arrow an ethe real 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 ha rmlessly 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 ld6 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 yo ur next turn.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Fighter |

Armiger

In the intense, violent schoolroom that is the battlefield, warriors have learned a great many lessons: the importance of tact and timing, the necessity of speed, and value of cunning. Yet above all these lessons, one stands triumphant in its importance and utter simplicity: skin is both soft and weak, and does little to stop an axe head.

Because of this, man developed armor. It is this tool of combat that the Armiger specializes in, both in its use and in its creation. With your skin of steel and your shield in hand, you stand between your allies and certain destruction.

Well-Fitted Suit

When you select this archetype at 3rd level, you begin to learn the intricacies of armor craftsmanship. You can convert a medium or heavy suit of armor into a Well-Fitted Suit of armor. This particular suit of armor is fitted to your exact specifications, and can only be worn proficiently by you. Your Well-Fitted Suit gains a +1 magical bonus to AC (or increases it's bonus by +1, to a maximum of +3), and the armor's Strength requirement is lowered by 1. Additionally, a Well-Fitted Suit of armor may be donned and doffed in 1/10 of the time. Should you lose your Well-Fitted Suit or should you wish to fit another suit, you may do so with 24 hours of work and costs 100 gp worth of materials, plus the cost of the armor.

Metallurgy

At 3rd level, you gain proficiency with Blacksmith's tools. Additionally, you unlock some great technique of forging that you can use to upgrade your armor. At 3rd level, you learn three Crafting Techniques, and two additional techniques at level 7, 10, 15, and 18. You keep your knowledge of techniques in a special crafting manual. You may learn new techniques through adventuring and meeting other craftsmen; doing so requires you to spend time and gold as if you were copying spells into a spellbook (assume Basic Techniques are level 1 spells, Apprentice Techniques are Level 2, etc.).

Crafting Techniques are separated into 5 levels: Basic, Apprentice, Joruneyman, Master, and Legendary. Unless otherwise noted, a given suit may only have one of each type of technique applied to it. Applying a crafting technique to a suit requires time, tools, and the appropriate materials:

  • Basic: 100 GP and 1 day of work
  • Apprentice: 200 gp and 3 days of work
  • Journeyman: 300 GP and 5 days of work
  • Master: 400 GP and 1 week of work
  • Legendary: 500 GP and 2 weeks of work

When you learn a new crafting technique, you may apply it to one Well-fitted suit immediately, at no cost, though you must still pay for any additional materials required in the Technique description, if any.

Saving Throws. If an effect of wearing your Well-Fitted Suit calls for a saving throw, the saving throw DC is calculated as follows:

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

 

Shining Armor

Starting at 7th level, when you roll initiative, the first hostile creature that sees you wearing your Well-Fitted Suit (or the nearest hostile creature, if multiple creatures can see you) must make a Wisdom saving throw. On a failure, the creature has disadvantage attacking any target other than you for up to 1 minute. At the end of each of its turns, an affected target may repeat this saving throw, ending the effect on a success. The effect also ends if you are knocked unconscious or the target loses sight of you. Any creature that succeeds this saving throw cannot be affected by this ability again for 24 hours.

Wall of Iron

Starting at 10th level, as a reaction, you can move up to half your movement speed and interpose yourself between a willing ally and an attack or damaging effect that you can see, either stepping in front of an ally or pushing that ally 5 feet. If you block an attack, the attack now targets you instead, and your ally is unaffected. If you block a damaging effect, you take on the whole effect, though you are allowed a saving throw. Your ally is unaffected, even if it is still within the area of the effect.

Craftsman's Eye

Starting at 15th level, as an action, you can make a single melee attack against a creature that you can see wearing manufactured armor. On a hit, the target must make a Dexterity saving throw or attacks made against it have advantage until it removes that suit of armor. At the end of each of the creature's turns, the target may repeat this saving throw, ending the effect on a success.

Additionally, you can spend 10 minutes to reinforce an ally's suit of armor. While reinforced, this armor negates the first critical hit received by its wearer, turning it into a normal hit. After this attack, the armor is no longer reinforced.

Master Craftsman

At 18th level, you learn to craft adamantine armor, mithral armor, and dragonscale armor. Doing so requires 1 week of time and 500 gold (for mithral or adamatine) or 5000 gold (for dragonscale) in special tools and raw materials, plus the cost of the suit of armor. Adamantine and mithral armor may be any form of medium or heavy armor, and dragonscale may be any form of light or medium armor.

Fighter |

Crafting Techniques

Basic Techniques

Boot Springs

You install a pair of high-tension springs in the boots of your armor. While wearing your well-fitted suit, you may use a bonus action to triple your Jump distance for that turn, and your jump distance is not limited to your movement speed. Your suit must be light or medium armor to accept Boot Springs.

Hooked

You add a series of discrete, retractable hooks to the gauntlets and boots of your armor. While wearing your Well-Fitted Suit, You gain a climb speed equal to your movement speed. Your suit must be light or medium armor to accept this upgrade.

Modular

You alter your Well-Fitted Suit to be adjustable on the fly. As an action, you may readjust, remove, or attach parts of your armor; doing so allows you to shift your suit between light (studded leather), medium (half plate), or heavy (full plate) armor forms.

You may apply additional crafting techniques to a modular suit. One of the forms maintains this technique, and the other forms are upgraded as if they were separate suits. Applying this technique to any type of armor other than Full Plate requires additional materials: 1500 GP if the suit is Light armor, 1000 GP if the suit is medium, and 500 GP if the suit is heavy.

Spiked

You add a layer of retractable spikes onto the knees, shoulders, gauntlets, helmet, and boots of your armor. While wearing your Well-Fitted Suit, your unarmed strikes deal 1d4 bludgeoning or piercing damage. Your suit must be medium or heavy armor to accept this upgrade.

Retractable Shield

You install a retractable shield into one of your bracers. As a bonus action, you may deploy or retract your shield. You may enchant this shield or install any other magic shield in its place. Your suit must be medium or heavy armor to accept this upgrade.

Apprentice Techniques

Adamantine Plating

Prerequisite: 7th level

Your Well-Fitted Suit gains the abilities of a suit of adamantine armor. You may not apply this and the Mithral Plating technique to the same suit. Your suit must be medium or heavy armor to accept Adamantine Plating.

 

Bladed Armor

Prerequisite: 7th level

You install a pair of retractable blades on the bracers of your Well-Fitted suit. Your blades are light, finesse weapons that deal 1d8 slashing or piercing damage. You cannot be disarmed of these blades, and you have advantage on Sleight of Hand checks made to conceal these blades. You may replace either of these blades with the blade of any magical sword, or have one or both blades enchanted. You may hold or otherwise manipulate a weapon, shield, or other object on the same arm as your arm blade, though you may not attack with your arm blade and use an object or weapon held in that hand on the same turn.

Juggernaut Plating

Prerequisite: 7th level

You install a set of heavy shoulder plates and a reinforced helmet on your armor, turning you into a veritable battering ram. While wearing your Well-Fitted Suit, you may, as an action, move up to your speed towards an inanimate object (this includes buildings, walls, gates, etc.). At the end of this movement, you hit the object, dealing 3d6 + twice your level bludgeoning damage, and you ignore the object's damage threshold. Your suit must be heavy armor to accept Juggernaut Plating.

Mithral Plating

Prerequisite: 7th level

Your well fitted suit gains the abilities of a suit of mithral armor. You may not apply this and the Adamatine Plating technique to the same suit. Your suit must be medium or heavy armor to accept Mithral Plating.

Reinforced

Prerequisite: 7th level

You learn how to increase the toughness of your steel. While wearing your Well-Fitted Suit, you reduce all non-magical slashing, piercing, or bludgeoning damage by 2 points. You suit must be medium or Heavy armor to accept this upgrade.

Journeyman Techniques

Darksteel Plating

Prerequisite: 10th level

You learn how to blend darkstone, stone infused with necrotic energy, into your steel. You gain resistance to necrotic and radiant damage while wearing your well fitted suit. Your suit must be heavy armor to accept Darksteel Plating.

Deep Crystal Studding

Prerequisite: 10th level*

You learn how to stud your underlying leather with deep crystal, crystal infused with latent psychic energy. You gain resistance to force and psychic damage while wearing your well fitted suit. Your suit must be light or medium armor to accept Deep Crystal studding.

Durable Plating

Prerequisite: 10th level

The magical AC bonus of your Well-Fitted Suit increases by 1, to a maximum of +3.

Installed Crossbow

Prerequisite: 10th level

You attach a hand crossbow and loading mechanism to a gauntlet on your well-fitted suit. This hand crossbow deals 1d6 damage, and ignores the loading property, allowing you to make as many attacks as you have with it each turn. You have advantage on Sleight of Hand checks to conceal this crossbow. Should you wish to, you may replace this installed crossbow with any magical light or hand crossbow, or you may have it enchanted. You may hold or otherwise manipulate a weapon, shield, or other object on the same arm as your Installed Crossbow, though you may not attack with your Installed Crossbow and use an object or weapon held in that hand on the same turn.

Installed Wand

Prerequisite: 10th level

With a bit of assistance, you learn how to install a functional wand in one of the arms or in a special casing on the shoulder of your armor. While wearing your well fitted suit, you gain access to two cantrips. These may be selected from either the wizard, sorcerer, or warlock spell list, and your spellcasting modifier for these cantrips is Intelligence. You may replace this wand with another magic wand of any sort. You may apply this technique to a single suit multiple times, up to three.

Magnetic Plating

Prerequisite: 10th level

You learn to blend lodestone into your armor plating, all the better to draw enemy attacks to your impenetrable shell. While wearing your well-fitted suit, any ranged weapon attacks made with metallic ammo (arrowheads, metallic sling bullets, javelins, etc.) or melee weapon attacks that target a creature within 10 feet of you instead target you. A creature wielding a metallic weapon may make a Strength save to target someone else. Your own attacks are not affected by your Magnetic Plating. Your suit must be heavy armor to accept Magnetic Plating.

Second Skin

Prerequisite: 10th level

You learn how to craft your armor to be breathable, light, and flexible, without compromising its protective ability. Your well-fitted suit's maximum Dexterity bonus increases by 1, it no longer applies disadvantage on skill checks, and no longer imposes any penalty for sleeping in it. You suit must be medium armor to benefit from this upgrade.

Master Techniques

Aquatic Plating

Prerequisite: 15th level You learn how to blend water elemental essence into your armor, allowing your armor to move effortlessly in the water. While wearing your Well-Fitted Suit, you gain a swim speed equal to your movement speed, you gain resistance to cold damage, and you can breathe underwater.

Cushioning Underlay

Prerequisite: 15th level

You learn to pad your armor with owlbear down in just the right spots to resist damage from falling. While wearing your Well-Fitted Suit, you are immune to falling damage, and you gain resistance to bludgeoning damage.

Dragon Scale Underlay

Prerequisite: 15th level

You learn how to best utilize dragon scale in the production of heavier armors. Select two damage types (acid, fire, lightning, poison, thunder): While wearing your Well Fitted Suit, you gain resistance to each of those damage types.

Living Wood Underlay

Prerequisite: 15th level

You apply a thin layer of living wood to the underside of your armor's plating. This wood seeps a restorative sap into your skin. As long as you are wearing your Well-Fitted Suit, while you are below half your HP maximum and you have at least 1 HP, you gain 1 HP at the start of each of your turns.

Molten Plating

Prerequisite: 15th level

You learn how to blend fire elemental essence into your steel, seeping heat into your attacks and providing you protection from the same. While wearing your Well-Fitted Suit, you gain resistance to fire damage, and your attached weapons deal an additional 1d6 fire damage per strike.

Windswept Plating

Prerequisite: 15th level

You learn to blend air elemental essence into your steel, allowing your armor to nearly float in the air and move swifter than the wind. While wearing your Well-Fitted Suit, your base speed increases by 10 feet, and you gain the ability to fly at your normal movement speed. You must start and end your flight on solid ground; otherwise, you immediately fall. You suit must be light or medium armor to accept Windswept Plating.

Legendary Techniques

Immortal Plating

Prerequisite: 18th level

You learn how to blend celestial essence into your steel; this essence knits your wounds back together, at a very alarming rate. While wearing your Well-Fitted Suit, while you are below half health and you have at least 1 HP, you heal 4 HP at the beginning of each of your turns. This stacks with the bonus from Living Wood underlay.

Impenetrable Plating

Prerequisite: 18th level

The magical AC bonus of your Well-Fitted Suit increases by 1, to a maximum of +3.

Invincible Plating

Prerequisite: 18th level

You learn how to blend in Earth Elemental essence into your steel, making your armor nigh indestructible to certain forms of strikes. Select either bludgeoning, piercing, or slashing damage. While wearing your Well-Fitted Suit, you are immune to that type of damage. You suit must be heavy armor to accept Invincible Plating.

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Battle Master

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it.

You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:


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

Student of War

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

• Strength score

• Dexterity score

• Constitution score

• Armor Class

• Current hit points

• Total class levels (if any)

• Fighter class levels (if any)

Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d l2s.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

 

Maneuvers

The maneuvers are presented in alphabetical order.

Commander’s Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a W isdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a W isdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature w ho can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll w ould hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is o f the same type dealt by the original attack.

Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

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Battlemind

Rare, gifted warriors known as battleminds fight using their mind not only for tactics and reflexes, but as a weapon in its own right. Battleminds are skilled in both psionic and martial combat, allowing them to use their magic to manipulate and deceive their foes even as their fighting skill lets them carve a swath through enemy ranks.

Psionic Powers

As a battlemind, you manifest a number of low-level psionic abilities.

Power Points. You have a pool 3 power points, which increases as you gain levels in this class, as shown in the Power Points table. You can spend these points to gain a number of different abilities, called Psionic Maneuvers, as shown below. You regain all expended power points when you take a short or long rest.

Saving Throw. If one of your psionic abilities calls for a saving throw, the save DC is equal to 8 + your proficiency bonus + your Intelligence modifier.

Power Points

Level Power Points
3rd 3
7th 4
10th 6
18th 8

Psionic Maneuvers

At 3rd level, you can spend your power points on the following abilities.

Battlemind's Demand. As a reaction when a creature that you can see attacks you, you can spend 1 power point to cast the spell compelled duel targeting it without expending a spell slot or spell components.

Blurred Step. When a creature that you can see adjacent to you moves, you can spend 1 power point and use your reaction to move 10 feet without provoking Opportunity Attacks.

Mind Spike. When a creature you can see attacks a target other than you that is within 5 feet of you, you can spend 1 power point and use your reaction to make a spell attack roll against the attacker. On a hit, the target takes 1d10 + your Intelligence modifier psychic damage.

Telepathy

At 7th level, you can focus your psionic power to read the thoughts of others. You can spend 1 power point to cast the detect thoughts spell. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues.

Distortion Strike

By 10th level, once on each of your turns when you attack a creature, you can spend one power point to distort its perceptions. The creature must succeed a Wisdom saving throw or have disadvantage on attack rolls against you on its next turn.

Speed of Thought

Starting at 15th level, you can move up to half your movement speed when you roll initiative.

Additionally, when a creature you can see within 120 feet of you misses you with a ranged attack roll, you can spend 3 power points and use your reaction to teleport to an unoccupied space adjacent to it.

Augmented Focus

By 18th level, you regain all expended power points when you roll initiative.

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Blood Knight

The archetypal Blood Knight employs their own flesh and blood in the slaughter of their enemies. To a Blood Knight, battle is everything. It isn’t winning or losing that drives them so much as it is the opportunity for a good fight. And when they find that fight, they use everything they have to contest their opponent. They utilize blood sacrifices to grant themselves additional offensive and defensive capabilities, though at a steep cost.

Blood Price

Beginning when you choose this archetype at 3rd level, you gain the ability to utilize your health to enhance your attacks and defenses. You gain the following features: Sanguine Slice and Sanguine Block.

Sanguine Slice. Whenever you hit with an attack, you may sacrifice a number of hit points and add the amount sacrificed to the attack’s damage roll. The number of hit points sacrificed cannot exceed triple your proficiency modifier.

Sanguine Block. When another creature hits you with an attack, you may use your reaction and sacrifice a number of hit points, gaining +1 AC against that attack for every 3 hit points sacrificed, potentially causing that attack to miss you. The number of hit points sacrificed cannot exceed triple your proficiency modifier.

You may only use Sanguine Block or Sanguine Slice once per round, and may not use both in a single round.

Scent of Blood

Starting at 7th level, you gain advantage on any Wisdom (Perception) or Wisdom (Survival) check used to find a wounded creature.

Additionally, as a bonus action you can sacrifice 1 hit point to learn the general direction of every creature within 100 feet of you that has blood.

Bloodrush

At 10th level, you can use your bonus action to sacrifice a portion of your health and enter a Blood Rush. For every 5 hit points sacrificed, you gain the effects of a Haste spell on yourself for 1 round.

This Haste effect cannot last longer than 1 minute. When the effect ends, you suffer one level of exhaustion.

Strength of the Wounded

Starting at 15th level, you gain increased power when below half of your maximum health. Whenever you use your Sanguine Slice or Sanguine Block features while below this threshold, you gain double the effect for each hit point sacrificed.

Vigor

At 18th level, your sacrifices only take away a portion of your power. Whenever you sacrifice a number of hit points, you gain an amount of temporary hit points equal to the hit points sacrificed. These temporary hit points last for 1 minute.

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Bone Knight

The legendary Bone Knights are warrior-mages of an ancient and secretive cult of transmuters. Called by some the Osteomancers, it is said that these soldiers have the hideous and disfiguring ability to control their bones in entirety, using them for weapons and armor, and even change their size or shape.

Exoskeleton

Starting when you select this archetype at 3rd level, you gain the ability to sprout or retract plates of bone from your skin, granting you an Armor Class of 14 + your Dexterity modifier. You cannot wear armor while you have an exoskeleton. The sudden restructuring of your skeleton takes 1 minute to occur, during which you cannot move or take any actions.

Hearty Constitution

At 3rd level, you regain your total number of hit dice when you finish a long rest.

Bone Spurs

At 7th level, your exoskeleton has spiny protrusions of bone which can pierce your enemies. As a reaction when you take damage from a melee attack, you can expend a Hit Die to fire these spurs at your enemy. The creature that damaged you must make a Dexterity saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or take piercing damage equal to the number rolled on the Hit Die + your Constitution modifier.

At 15th level, the damage increases to twice the number rolled.

Bone Blade

Starting at 7th level, you can sprout an agonizing blade of jagged bone from both of your wrists as a normal creature would draw a weapon. Retracting them is a bonus action. Your bone blades are light, finesse weapons that can't be disarmed and deal 1d8 piercing or slashing damage on a hit (your choice when you create the blades.) You are proficient with these weapons. Your bone blades count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

When you deal damage to a creature with your bone blades, the wound bleeds profusely, dealing an additional 1d4 slashing damage for each hit at the beginning of the creature's next turn.

Skeletal Shift

At 10th level, you learn a more fine control over your bone structure. You may expend a Hit Die to cast enlarge/reduce or alter self (to use only the Change Appearance option), targeting only yourself and requiring no spell slots, spell components, or concentration.

Sap Life

Starting at 15th level, your blades can cause a malaise to settle into the core of a creature's bones. You can expend a Hit Die to deal additional necrotic damage equal to the number rolled on the Hit Die + your Constitution modifier on your next attack made with a bone blade.

 

Adamantine Bones

At 18th level, your bones have become as hard and durable as metal. Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

In addition, as a reaction when you take damage, you may expend a number of Hit Dice to reduce the damage taken by an amount equal to the Hit Dice + your Constitution modifier for each die rolled

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Brute

Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.

Brute Force

Starting at 3rd level, you’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.

Brute Bonus Damage
Fighter Level Damage Increase
3rd 1d4
10th 1d6
16th 1d8
20th 1d10

Brutish Durability

Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.

Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style feature.

Devastating Critical

Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

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Cavalier

The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or persuasion. Alternatively, you learn one language of your choice.

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Cavaliers, Samurai, and History

While both cavaliers and samurai existed in the real world, our inspirations for both fighter archetypes are taken from popular culture (folk tales, movies, and comic books), not from history. Our intent is to capture the cinematic, heroic element of both archetypes in the game, rather than create an accurate historical represent ation of either one.

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, yo u 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 t his 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 18 th 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.

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Cavalryman

In the Weird West, fewer bonds are stronger than that between a man and his steed. People may double-cross and lie to you, demons will trick you, angels will scorn you, and monsters will just try to eat you, your horse will always be you friend. Not just a boon companion, on the battlefield, a good mount allows you to move faster, push harder, and scout further. A skilled horseman can accomplish much that even the best foot-soldiers and infantry cannot, and he knows that winning a battle may require nothing more than one good charge.

Bonus Proficiencies

When you take this archetype at 3rd level, you gain proficiency with one-handed firearms, the Handle Animal skill, and with one musical instrument (usually the cavalry bugle).

Cavalier

Starting at 3rd level, you can mount and dismount a creature without spending any movement.

You can also use your action to command your mount to take the Charge action. When a mount makes a Charge, it moves at least 10 feet in a straight line and can make one melee weapon attack against a creature within its reach.

Additionally, when you command your mount to Charge, you can make one melee weapon attack as a bonus action.

Dragoon

Starting at 7th level, you forge a bond with a particularly hardy mount, and your bond allows you greater freedom of action in the saddle. You learn the find steed spell, and can cast it as a ritual. Additionally, when you command your mount to Charge and you use your bonus action to make a weapon attack, you can make either a ranged or melee weapon attack and you do not suffer disadvantage against the target of your ranged weapon attack if you are within 5 feet of it.

Lead the Charge

Starting at 10th level, you can use a bonus action to sound an inspiring call, either with your voice or with an appropriately loud instrument such as a war horn or a bugle. Each friendly creature within 100 feet that can hear this call can use its reaction to move up to its movement speed, and gains a bonus on its next attack roll equal to your Charisma modifier.

Once you use this ability, you must take a short or long rest before you can do so again. At 18th level, you may use this ability twice between rests.

Saddle Sure

Starting at 15th level, you double your proficiency bonus on all Handle Animal skill checks. Also, while mounted, you can command your mount to take the Dash or Disengage action as a bonus action.

Master Dragoon

Starting at 18th level, you can attack twice, instead of once, when you command your mount to Charge and you use your bonus action to make a weapon attack.

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Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

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Corpsman

A Corpsman might be a soldier from an army, making it their duty to keep their allies alive until the fighting is over. Or they might be a mercenary, treating underworld thug's wounds after the latest gang battle. Corpsmen come from all walks of life, but each wear a recognizable bright red Crescent overlaying a Cross symbol, the universal symbol of a medic. They work as healers and humanitarians in war-torn lands, using their combat skills to keeps their charges safe and to smuggle wounded people out of warzones. Wherever battles are fought, you can find a corpsman tending to the wounded.

Fearless Medic

You are an expert at getting into the thick of a battle and withdrawing with a wounded ally in tow. At 3rd level, you gain proficiency in the Medicine skill and with the herbalism kit.

Also, you move at full speed while dragging a willing or unconscious creature.

Med Kit

At 3rd level, you have three bandages, which you can apply to a willing creature other than yourself within your reach as an action or a bonus action.

If you apply it as a bonus action, the target creature regains hit points equal to 1d6 + your Wisdom modifier. If you apply it as an action, the target regains the same amount, plus an additional number of hit points equal to half your level, rounded up.

A bandage is expended when you apply it. You regain all expended bandages when you take a long rest.

At 7th level, and again at 10th and 17th level, you gain an additional bandage, and each bandage heals an additional 1d6 hit points.

Triage

By 7th level, you are quick to judge a creature's wounds. For each creature you can see, you instantly know if the creature has all of its hit points, less than half its total hit points, of less than 10 total hit points.

Additionally, you can use your action to examine a willing creature within your reach to learn the following things:

  • The creature's current and maximum hit points
  • If the creature is afflicted by a curse, disease, or poison
  • The creature's current levels of exhaustion
  • If the creature is charmed, frightened, or possessed
  • You have advantage on Charisma (Persuasion) checks made to calm or relax a creature you have examined.

Moment's Rest

Starting at 10th level, you treasure any moment's rest you can to patch up your allies. Once per day, when you and up to 6 allies take a short rest, each willing creature you choose regains hit points equal to your level.

Adrenaline Shot

Starting at 15th level, you keep a single shot of adrenaline in your med kit. When a creature has died within the last minute or fallen unconscious, you can inject it with an adrenaline shot. The creature regains consciousness and its hit points become 10, if it had fewer.

Once you use this ability, you can't use it again until you finish a long rest.

Fortifying Elixir

At 18th level, you can use your action to administer a restoring potion to yourself or one creature within your reach. For 1 minute, the target has resistance to bludgeoning, slashing, and piercing damage, and regains 1d6 hit points at the beginning of each of its turns.

Once you use this ability, you can't use it again until you finish a long rest.

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Corsair

The wide-open ocean, the salty breeze, and the freedom of a ship -- these are the things a corsair values more than anything else. Though an archetypal corsair is no less trained than their military counterparts, they prefer a more swashbuckling, charismatic approach to life, and take well to privateering, smuggling, exploring, and other self-directed work.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in Water Vehicles and Sleight of Hand skills, if you did not already have proficiency.

Surprise Attack

At 3rd level, you've learned to strike foe when they least expect it. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class. At 7th level, this damage increases to 2d6, at 11th level, this damage increases to 3d6, and at 15th level, this damage increases to 4d6.

Commandeer

At 3rd level, you can replace one of your attacks with an attempt to steal an item being carried by another creature. You can't attempt to steal an object that is being worn as clothing or armor, nor can you steal an object that is being held in one of the target's hands. Make a Dexterity (Sleight of Hand) check, opposed by the target's AC. On a success, you successfully steal that object. You must have a free hand to use this ability.

Three Sheets

Starting at 7th level, whenever you use your Second Wind ability, you can also take the Dash or Disengage action as part of the same bonus action.

Charmed Life

By 10th level, you can saunter into trouble and make it out unscathed, thanks to your considerable luck. You can gain advantage on one ability check, attack roll, or saving throw that uses Dexterity or Charisma. Once you use this ability, you can't use it again until you finish a short or long rest.

Slippery Positioning

Starting at 15th level, whenever a hostile creature that you can see within 60 feet moves, you can move 5 feet without provoking Opportunity Attacks. On each round, you can use this ability a number of times equal to your Dexterity modifier without using your reaction.

 

Untouchable Swordsman

By 18th level, you are legendary with a cutlass. Whenever you hit a creature with your Surprise Attack, the target has disadvantage on attack rolls against you until the beginning of your next turn.

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Dragoon

Masters of spears, lances and polearms and adorned in uniquely crafted armor, Dragoon's have become legendary for their grace and power. Their intense training, said to have been passed down by the dragon riders of old, allows these warriors to leap unnaturally high into the air and strike their foes with deadly force from above. Sometimes the enemy is unaware of the Dragoon's presence until they see the shadow around them growing larger.

Lance Specialty

Beginning when you select this archetype at 3rd level, when you wield a Lance, you do not suffer disadvantage when attacking creatures within 5 feet of you. However, you must still wield a lance two handed when not mounted.

Velocity

At 3rd level, you can leap to incredible heights. You can expend your entire movement to leap into the air, up to a height of 10 feet per two fighter levels you possess, and land within 20 feet of where you originated.

Additionally, as long as you are conscious and wielding a melee weapon, all damage taken from falling is halved and you always land on your feet.

Jump

Beginning at 3rd level, when you leap into the air, you may use your action to strike a target beneath you. While falling to a location adjacent to a target, make a melee weapon attack with advantage against it. On a hit, the target takes an additional 1d6 damage of the same type as your weapon for every 10 feet you fall. Additionally, if you hit, you take no falling damage.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature twice between rests starting at 5th level, three times between rests starting at 10th level, and four times between rests starting at 15th level.

Lancet

Starting at 7th level, you gain the ability to drain a creature's energy with your strike. As a bonus action, when you hit a creature with a melee weapon attack you can choose to gain temporary hit points equal to half the damage dealt. After using this feature, you cannot use it again until you finish a short or long rest.

Tactical Jumps

At 10th level, you have learned how to augment your jumps. Choose one of the following features:

Double Jump. After hitting an enemy with your Jump feature, you can use a bonus action to repeat the Jump against another creature within 15 feet of the first creature. Doing so counts as expending another use of the of the Jump feature.

Earthshaker. As an action when you fall, you can expend a use of your Jump feature to strike the earth with immense force. Each creature in contact with the ground within 15 feet of where you land must succeed a Dexterity saving throw with a Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) or take 4d6 bludgeoning damage and be knocked prone. On a successful save, a creature takes half this damage and is not knocked prone.

Passenger. When you make a leap into the air, you can expend a use of your Jump feature to carry one willing creature of your size or smaller to your destination.

Terminal Velocity

Beginning at 15th level, as long as you are conscious and wielding a melee weapon, you cannot take damage as a result of falling.

Meteor Jump

Beginning at 18th level, as an action, you can leap hundreds of feet into the air, disappearing from sight, only to strike moments later with the force of a meteor. Until the start of your next turn, you are high in the air and immune to effects on the ground. On your next turn choose a single creature within 60 feet of the point you left to make a Dexterity saving throw with a Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier, your choice. If no such creature exists, you fall back to your original spot. The creature takes 10d10 damage of the same type as your weapon on a failed save and half as much on a successful one. You then land in a space adjacent to the target. After using this feature, you cannot do so again until you finish a long rest.

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Eldritch Knight

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools o f magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Intelligence is your spellcasting ability for your w izard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.


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

Eldritch Knight Spellcasting and Spell Slots

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

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that w eapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Charge

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

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one w eapon attack as a bonus action.

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Explorer

The archetypal explorer is a skilled outdoorsman and dungeoneer. Adept at avoiding danger and capable of navigating any terrain, he is both perceptive and swift.

Adaptable Adventurer

At 3rd level, you are skilled at quickly learning the lay of the land. When you finish a long rest in a particular environment (for example: arctic, coast, desert, forest, grassland, mountain, swamp, or underground), you can choose it as your current favored terrain. You gain the following benefits while traveling in your favored terrain:

• Difficult terrain doesn’t slow your group’s travel.

• Your group can’t become lost except by magical means.

• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

• If you are traveling alone, you can move stealthily at a normal pace

When you reach 7th level, your movement speed increases by 5 feet while in your favored terrain.

When you reach 10th level, you can change your favored terrain at the end of a short or long rest.

 

Terrain Advantage

At 3rd level, you can exploit familiar surroundings to your advantage in combat. Once per turn when you make an attack while in your favored terrain, you can choose to deal an additional 1d8 damage on a successful hit.

Trap Sense

At 7th level, you have developed a keen sense for avoiding dangers in the environment. You gain proficiency with the Perception skill. Additionally, your proficiency bonus is doubled for any Wisdom (Perception) check made to locate traps and environmental hazards, such as pitfalls or quicksand.

Dodge Roll

Beginning at 10th level, you can expend 20 feet of your movement to move 10 feet without provoking Opportunity Attacks.

Evasion

Beginning at 15th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Hero’s Mettle

When you reach 18th level, your tenacity in both battle and exploration is legendary. You can use a bonus action to take both the Dash and Dodge actions simultaneously on your turn.

Fighter |

Fencer

Prerequisite: Dueling Fighting Style

Postured, graceful, and utterly deadly, archetypal fencers favor precise one-handed parries and thrusts to conventional shielded combat. Preferring to remain mobile and evasive, fencers react like clockwork to their opponent's movements, striking at their foe's weakest moment with a barrage of pinpoint strikes.

Fencing

Beginning when you choose this archetype at 3rd level, you've developed a deft and relentless fighting style. You gain the following benefits while you are wielding a single finesse weapon, and you aren't wearing heavy armor or wielding a shield.

Lunge. You can use your bonus action to increase the reach of your weapon by 5 feet until the start of your next turn.

Parry. You can adopt a defensive stance as a bonus action, granting yourself +2 AC until the start of your next turn.

Remise. When you take the Attack action with a finesse weapon on your turn, you can make one attack with that weapon as a bonus action. You do not add your ability score modifier to the damage of this attack.

Fencer’s Footwork

Starting at 7th level, you learn to move your feet as quickly and as easily as you move your blade. Your movement speed increases by 10 feet, and moving through difficult terrain doesn’t cost you extra movement.

Riposte

Starting at 10th level, when a creature attacks you with a melee attack and misses, you can use your reaction to gain advantage on the next melee attack you make against that creature until the end of your next turn.

Peerless Reflexes

Starting at 15th level, each round, the first time you use Riposte or make an opportunity attack doesn't cost your reaction.

Master’s Remise

At 18th level, when you use the Remise ability, you can make two melee attacks instead of one.

Fighter |

Gladiator

The violent showmen of bloodsport, and the avatars of slaughter, archetypal gladiators revel in battle. More than that, they transform killing into performance art. The crucible of fighting pits and coliseums produce gladiators in droves, but only the most merciless and popular survive to make their reputation and escape as free men. As such, free gladiators often have as much celebrity as they do a genuine love of brutality.

Appeal to Audience

At 3rd level, if there is a non-combative audience watching you fight, once per turn, you can gain a bonus to a melee attack roll equal to the number of people in the audience, up to a maximum of your Charisma modifier.

Brazen Defense

At 3rd level, even if you fight with little armor, your panache in combat makes you challenging to hit. While unarmored, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

Bloody Renown

By 7th level, your reputation as a deadly combatant precedes you. You have advantage on Charisma (Intimidation) checks against humanoid creatures that have heard of your fighting prowess.

Robilar's Gambit

At 10th level as a bonus action, you can enter a special fighting stance. Until the beginning of your next turn, each time a creature within your reach attacks you, it has advantage on its attack roll, but provokes an Opportunity Attack from you when it hits you, which you can make without expending a reaction.

Crowd Favorite

By 15th level, when you hit with a melee attack, you can add your Charisma modifier to your damage roll.

Execution

At 18th level, when you hit with a melee attack, you can deal maximum damage in addition to the damage roll. This attack ignores damage resistance. After using this ability, you must complete a short or long rest before using it again.

Fighter |

Gunlancer

The fighter that doesn't adapt dies. This is an increasingly common opinion among adventurers of all backgrounds. The deeper an adventurer goes into wilderness and dungeons, the stronger the monsters he encounters will be. There comes a point where a simple piece of metal isn't enough to even make a scratch. Combine the piercing strength of a lance with the concussive force of gunpowder, and you might just stand a chance, even against the strongest of creatures.

Versatile Lancer

At 3rd level, you do not have disadvantage when attacking targets within 5 feet of you while using a lance or gunlance.

Gunlance

At 3rd level, you create a gunlance, a mechanical lance with a mechanism inside which can fire an explosive shell. Gunlances have the same properties as regular lances, but weigh 20 lbs. You are proficient with gunlances.

When you take the Attack action with your gunlance, you can use your bonus action to perform a shelling attack. When you do so, all attacks you make on your turn deal an additional 1d4 force damage. Shelling attacks create a loud boom audible out to 300 feet.

Additionally, you gain proficiency with smith's tools. If your gunlance is lost or broken, you can build a new one. This process takes 1 week of work and requires 150 gp worth of supplies.

Shielded Lancer

When you reach 7th level, you have learned to use lances and gunlances one-handed in conjunction with a shield, even when not mounted. When you wield a lance or gunlance one-handed while not mounted, its damage die decreases to 1d8 piercing damage.

Explosive Critical

At 10th level, when you score a critical hit using your gunlance, you can roll the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

 

Ironclad Defense

At 15th level, when you take damage from an attack or spell that you can see while you are holding a shield, you can use your reaction to halve the attack or spell's damage against you.

Wyvern's Fire

When you reach 18th level, you unlock the true power of your gunlance, installing a small dynamo of magical energy within its body, known as wyvern's fire. As an action on your turn, you can make a single melee attack using your gunlance. Your gunlance discharges a massive burst of energy, which deals 8d8 force damage to the target on a hit, or half as much on a miss. On a roll of 1, it deals no damage.

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

Fighter |

Hero of Legacy

Pauldric Parsons, the man history knows as the First Legacy, was a man of simple means and humble origins. Despite being a poor wheat farmer, Pauldric was the mortal son of a forgotten but not yet powerless god of the Sun and Harvest. During a raid on his lands by orcish invaders which threatened his land, his home, and family, his godly blood took hold of his mortal form, and he smashed through the oncoming horde with ease. Parsons took up the name Legacy to honor his godly parentage, and devoted the remainder of his amazingly long life to destroying the forces of evil.

Since then, the children and descendants of the Parsons line have upheld Pauldric's Legacy: once or twice a generation, a child would display a feat amazing strength or impossible prowess, and once identified they would be trained to fight and use their strength for good. Though the bloodline has split thousands of ways over the ages, those with a deep connection to the Legacy still exist, and with the right training can bring their powers to fruition and forge their own Legacy.

Fortitude

Starting at 3rd level, while you are both unarmored and not wielding any weapons or a shield, your AC equals 10 + your Strength Modifier + your Constitution modifier. Additionally, your unarmed strikes deal 1d4 bludgeoning damage, and increase in damage you gain levels in the fighter class, as shown on the Fortitude Unarmed Strike table below.

Starting at 7th level, your unarmed strikes also count as magical for the purposes of bypassing damage resistance.

Fortitude Unarmed Strike

Fighter level Unarmed damage
7th 1d6
10th 1d8
15th 1d10
18th 1d12

Galvanize

Starting at 3rd level, you learn how to bolster your allies to boost their power in combat. As an action on your turn, you can inspire your allies, causing you and each friendly creature within 30 feet of you to deal additional damage equal to 1d4 + your Charisma modifier on all weapon or spell attacks until the start of your next turn. At 5th level, when you use this ability, you may make a single unarmed strike as a bonus action, and at 10th level this ability effects all friendly creatures within 60 feet.

Danger Sense

Starting at 7th level, you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Motivational Charge

At 10th level, as an action on your turn, you can move up to your movement speed towards a hostile creature you can see and make a single unarmed strike against that creature. If you hit, you and all friendly creatures within 60 feet of you heal an amount of hp equal to 1d8 + your Charisma modifier.

Next Evolution

At 15th level, while you are not wearing medium or heavy armor you gain a fly speed equal to your normal movement speed, and your movement speed increases by 10 feet.

Superhuman Durability

At 18th level, you gain resistance to non-magical bludgeoning, piercing, and slashing damage. As an action on your turn, you can gain immunity to a single damage type of your choice until the start of your next turn.

Fighter |

Hexblade

Much like eldritch knights, hexblade mix skilled martial prowess with arcane powers. But unlike eldritch knights, these powers come not from study, but from pacts made with a shadowy, eldritch entity. Originally, the hexblades formed a knightly order dedicated to hunting down wayward, dangerous spellcasters, using their pacts to gird themselves against their enemies’ magic and to enhance their own deadly skills. Now, they exist as a mere remnant of that storied order, shadowy hunters giving any mage with a bad name reason to look over their shoulder.

Pact Magic

When you reach 3rd level, you forge a pact with an eldritch being, augmenting your martial prowess with the ability to cast spells.

Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots. The Hexblade Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Hexblade 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 know three 1st-level warlock spells of your choice.The Spells Known column of the Hexblade Spellcasting table shows when you learn more warlock spells of 1st level or higher.

Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. 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.

Spellcasting Ability. Charisma is your spellcasting ability for your Hexblade spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Hexblade spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Pact Weapon

At 3rd level, your new patron grants you a Pact Weapon. You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Hexblade's Curse

Starting at 7th level, you can channel your patron's power into a wretched curse. As an action, select a creature you can see within 30 feet: that creature must succeed on a Wisdom saving throw or be Cursed. Select one option from the list below:

  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target has disadvantage on attack rolls against your allies.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it can either take an action or move that turn, not both.
  • While cursed, the target cannot take reactions.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. This curse lasts for 1 minute; this duration increases to 10 minutes at 10th level, 8 hours at 15th level, and 24 hours at 18th level.

Once a creature has been the target of this effect, it cannot be affected by your curse again for 24 hours. If the cursed creature dies before the curse duration expires, the curse immediately ends.

Once you use this ability, you must take a short or long rest before you can do so again. At 15th level, you can use this ability an additional time between rests.

Eldritch Aura

Starting at 10th level, you learn to use your patron's power to shield you from other spellcasters. You can add your proficiency bonus to all saving throws you make against spells.

Distortion Ward

At 15th level, you learn to use ambient magical energy to wrap yourself in a distorting field, making you harder to hit in combat. As a bonus action, you can activate or dismiss your ward. While active, it grants you constant half-cover against ranged attacks.

While your ward is active, you can use an action to boost its power for a short time: doing so imposes disadvantage on all ranged attack rolls against you for 1 minute, after which your ward is dispelled. Once you use this ability, you can not summon your ward again until you take a short or long rest, and you can not boost its power again until you take a long rest.

Dire Curse

At 18th level, the power of your curse increases. When a creature fails it's Wisdom save against your curse, you can select two options from the curse list; if it succeeds, its is still affected by one curse of your choice, though only for half the duration.

Sidebar: Pact magic Multiclassing This class uses the alternate form of spellcasting shared by the Warlock, Pact Magic. Should a Hexblade wish to multiclass as a warlock, his Pact Magic is altered in the following ways:

  • Number of Pact Magic slots is the higher of either Warlock or Hexblade
  • Level of pact magic slots is the higher of either his Hexblade or his Warlock levels.
  • Number of spells known can not be higher than 15, excluding your patron's spells
Fighter |

Kensai

While others may devote themselves to strengthening their body to inhuman levels, leading a thousand men in mass combat, or in the subtle and deliberate arts of magic, the kensai has chosen to devote himself to perfecting his technique, and the will that guides it. By harnessing the mystical power of Ki, he turns himself into a perfectly guided sword-point of death.

Signature Weapon

Starting when you choose this archetype at 3rd level, you select a weapon into which you pour your time, your focus, your heart and very soul. You may select a single one-handed or versatile melee weapon, or two light melee weapons; this becomes your signature weapon, and it grows in power as you grow in power.

You cannot declare a new signature weapon so long as you have your current one. You may transfer magical power from a weapon you find into your signature weapon; doing so requires an 8 hour ritual and 100 gp worth of components and ritual gear. At the completion of the ritual, the weapon loses whatever magical property it had, and your weapon gains that same property. Should you perform this ritual on a signature weapon that is already enchanted, it loses that current enchantment and gains the new one.

If you lose your signature weapon, you may replace it by performing a ritual costing of a day's worth of meditation and contemplation over a new weapon.

Kenjutsu

At 3rd level, your study and devotion to the blade has given you a mastery over combat that few could hope to achieve. When fighting with your signature weapon, you gain the following benefits:

  • You may use Dexterity instead of Strength for the attack and damage rolls of your signature weapon.

  • When wielding your signature weapon, wearing no armor, and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Discipline

When you take this archetype at 3rd level, you learn a number of maneuvers fueled by your Ki. Your Fighter level determines the number of Ki points you have. You regain all expended Ki points when you finish a short or long rest.

Level Ki Points
3rd 2
5th 3
7th 4
9th 5
11th 6
13th 7
15th 8
17th 9
19th 10

You learn three maneuvers to at 3rd level, and 2 more at 7th, 10th and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Wisdom modifier (your choice)

Budo

At 7th level, your mastery over your ki grows and expands. Not simply useful on the battlefield, you learn to use your Ki at all times, allowing it to direct you as much as you direct it. You can spend ki points to produce the following effects:

  • You may spend 2 ki points to cast the spell enhance ability without a spell slot or spell components.
  • You may spend a ki point to gain proficiency in either Persuasion or Intimidation until you take a short rest.

Bujustu

At 10th level, you have honed your mastery over your sword. You may select an additional fighting style from the following options:

  • Dueling
  • Great Weapon Fighting
  • Hand-and-a-half
  • Two-weapon fighting

Improved Ki

At 15th level, you've learned to harness your ki more efficiently. Before you roll initiative for combat, if you have no ki points in your pool, you instantly regain 3 ki points.

Bushi

At 18th level, you become an almost unparalleled master of combat, learning to submit to your Ki and let it guide your actions. As a bonus action, you may spend 5 ki to flood your body with energy, granting you a bonus equal to your Wisdom modifier on all attack rolls, saving throws, and skill checks for 1 minute. Once you use this ability, you must take a long rest before you can do so again.

Fighter |

Maneuvers

Avalanche of Blades

Immediately after you take the attack action on your turn, you may spend 1 Ki point to make one melee weapon attack as a bonus action.

Emerald Razor

When making a melee weapon attack, you may spend 1 ki point to add your Wisdom modifier to the attack roll. You may do this after the attack is rolled.

Exorcism of Steel

As an action, you can spend 1 ki point to to make an attack against a single creature. On a hit, the target makes a Strength saving throw. On a failed save, it has disadvantage on all attack rolls for a number of rounds equal to your Wisdom modifier. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Iron Shout

As a bonus action, you may spend 1 ki point to cast the spell compelled duel on one target that can hear you within 30 feet without a spell slot or spell components.

Moment of Alclarity

At the beginning of combat, you may spend 1 ki point to add your Wisdom modifier to your Initiative roll.

Quicksilver Motion

By spending 1 ki point, you may take the dash action as a bonus action on your turn, and your movement speed is doubled for that turn.

Steel Wind

By spending 1 ki point, you can the Disengage action as a bonus action on your turn, and your Jump distance for the turn is tripled.

Wall of Blades

By spending 1 Ki point, you may use your reaction to add your Proficiency bonus to your Armor Class until the start of your next turn. You must be wielding your signature weapon in order to maintain this bonus to your Armor Class.

Iron Heart Endurance

Prerequisite: 7th level

As a bonus action, you may spend 2 ki points to regain HP equal to 1d8 + your fighter level.

Iron Heart Focus

Prerequisite: 7th level

As a reaction, you may spend 2 ki points to reroll a failed saving throw. You must take the new roll.

 
Iron Heart Surge

Prerequisite: 7th level

As an action, you may spend 2 ki points to immediately end an ongoing negative status or effect currently affecting you. You may use this end the effects of any ongoing spell (only on yourself) or the Stunned, Frightened, Incapacitated, Paralyzed, Charmed, Petrified or Poisoned conditions. You can use this action even if the condition you are ending prevents you from taking actions.

Lightning Recovery

Prerequisite: 7th level

As a reaction, you may spend 2 ki points to reroll a failed attack roll.

Manticore Parry

Prerequisite: 7th level

As a reaction when you are hit by a melee or ranged weapon attack, you may spend 3 ki points to reflect or re-direct the attack. The attacker rolls damage as normal; instead of dealing damage to you, the attacker deals damage to either himself or a target within 5 feet of him (your choice.)

Mind over Body

Prerequisite: 7th level

As a reaction when you make a Strength, Dexterity, or Constitution Saving throw, before the roll is made, you may spend 2 ki points to instead make a Wisdom saving throw instead. You must take the result.

Rapid Counter

Prerequisite: 7th level

As a reaction when you are missed by a creature's melee attack, you may spend 1 ki point to make a single melee weapon attack against that creature.

Bounding Assault

Prerequisite: 10th level

As an action, you may spend 2 ki points move up to double your movement speed; you do not provoke Opportunity Attacks from this movement, and you are not hindered by rough terrain. At the end of this movement, you may make one melee weapon attack; this attack deal an additional 10 damage.

Disrupting Blow

Prerequisite: 10th level

As an action, you may spend 1 ki point to make a single melee attack against a creature. On a hit, the creature must make a Constitution saving throw or be stunned until the end of your next turn

Hearing the Air

Prerequisite: 10th level

By spending 2 ki points, you can focus on the battlefield around you, gaining blindsight with a range of 20 feet for 1 minute.

Mithral Tornado

Prerequisite: 10th level

As an action, you may spend 2 ki points to make a melee weapon attack against any number of creatures within 5 feet of you, making a separate roll for each creature.

Scything Blade

Prerequisite: 10th level

On your turn, immediately after making the Attack action, you may spend 3 ki points as a bonus action to make two melee weapon attacks.

Adamantine Hurricane

Prerequisite: 15th level

As an action, you may spend 8 ki points to make 2 melee weapon attacks against any number of creatures within 5 feet of you, making a separate roll for each creature. Each of these attacks adds your Wisdom bonus to the damage roll.

Diamond Nightmare Blade

Prerequisite: 15th level

As an action, you may spend 8 ki points to make a single melee weapon attack. You may add your Wisdom modifier to the damage roll (in addition to your ability score modifier), the attack is a critical hit, and triggers any effects that occur on a natural 20. Additionally, the target must succeed on a Constitution saving throw or be paralyzed for a number of rounds equal to your Wisdom bonus. Once you use this ability, you must take a long rest before you can do so again.

Finishing Move

Prerequisite: 15th level

As a bonus action, you may spend 8 ki points, and select a target that you can see. For the rest of this turn, each of your successful melee weapon attacks against that target gain a cumulative 2d6 bonus to damage, to a maximum of 8d6 damage. One you use this maneuver, you must take a long rest before you can do so again.

Lightning Throw

Prerequisite: 15th level

As an action, you may spend 5 ki points to throw your weapon. Your weapon spins through the air, hitting every creature in a 5-foot wide, 120-foot long line. Each creature must make a Dexterity saving throw. On a failed save, a creature takes 5d10 Bludgeoning, Piercing, or Slashing damage (based on the weapon you threw), or half as much damage on a successful save. Your weapon returns to your hand at the end of the throw.

Strike of Perfect Clarity

Prerequisite: 15th level

As an action, you may spend 8 ki points to make a single melee weapon attack. If it hits, this attack deals an additional 10d10 slashing damage. Once you use this ability, you must finish a long rest before you can do so again.

Time Stands Still

Prerequisite: 15th level

After taking an action on your turn, by spending 8 ki points you can take an additional action and an additional bonus action on this turn. Once you use this ability, you must finish a long rest before you can do so again.

Fighter |

Knight

The Knight is a colossus on the battlefield who can shrug off attacks and protect allies from harm. Knights fight from the saddle when they can, and in combat they are expected to seek out and lock down the mightiest of the enemy’s forces. On adventures, they are the armored bulwark that strives to keep the rest of the party safe.

Born to the Saddle

Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet.

Implacable Mark

At 3rd level, you excel at foiling attacks and protecting your allies by menacing your foes. When you hit a creature with a melee weapon attack, the target is marked by you until the end of your next turn. A creature ignores this effect if the creature can’t be frightened.

The marked target has disadvantage on any attack roll against a creature other than you or someone else who marked it.

If a target marked by you is within 5 feet of you on its turn and it moves at least 1 foot or makes an attack that suffers disadvantage from this feature, you can make one melee weapon attack against it using your reaction. This attack roll has advantage, and if it hits, the attack’s weapon deals extra damage to the target equal to your fighter level.

You can make this special attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. You can make this attack three times, and you regain all expended uses of it when you finish a short or long rest.

Noble Cavalry

At 7th level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice.

Hold the Line

At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack’s

weapon deals extra damage to the target equal to half your fighter level, and the target’s speed is reduced to 0 until the end of this turn.

Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

 

Defender’s Blade

At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn.

In addition, you gain a +1 bonus to AC while wearing heavy armor.

Fighter |

Lionheart

Throwing themselves into the fray, leading a daring charge, and breaching impenetrable walls, archetypal lionhearts are united by an unwavering resolve on the field of battle. They stand as beacons of courage to their fellow warriors, a living parable on the virtue of fearlessness. Though lionhearts make excellent generals and battlefield commanders, they are never far from the front lines, and will never give an order they wouldn’t carry out themselves.

Call to Valor

Starting at 3rd level, your feats of valor and demonstrations of courage on the field of battle invigorate your allies’ determination. On your turn, when you score a critical hit or reduce a creature to 0 hit points, friendly creatures within 60 feet of you that can see you gain temporary hit points equal to half your fighter level (rounded up). In addition, they have advantage on saving throws they make to avoid being frightened before the end of your next turn.

Paragon of Courage

Starting at 7th level, you are as fearless as a lion and are immune to being frightened.

Hear Me Roar

Starting at 10th level, you can cast the spell compelled duel, without using a spell slot or spell components. Your spell save DC equals 8 + your proficiency bonus + your Charisma modifier. When you hit a creature that is under the effects of your compelled duel it takes an additional 1d4 damage.

Pride Tactics

Starting at 15th level, as a bonus action on your turn you can take the Help action to assist a friendly creature in performing an attack against a creature you hit with an attack on your turn.

Wounded Fury

Starting at 18th level, the fury and unpredictability of a wounded lion swells within you. When you are below half your hit points you have advantage on the first attack roll you make on your turn.

Fighter |

Magitech Hero

The archetypical Magitech Hero is a warrior who possesses a sophisticated suit of magical armor which can be upgraded and modified, making them extremely versatile and dangerous combatants. Some upgrades make the Hero a towering machine of war, others a craven shadow on the wall, and others still a flying mechanical wonder, capable of firing beams of energy from his eyes and palms. No matter the configuration, Magitech Heroes are a formidable force.

Magitech Armor

At 3rd level you gain a suit of magic armor from your church (or family, clan, king, or other organization as appropriate for your character). You may choose any type of armor that you are proficient with. It is of masterwork quality and if it has a strength requirement, the masterwork version doesnt, but is otherwise typical of armor of that type. At any time you may return to any church of your order, and they will provide you with the facilities needed for you to repair, improve, or enchant it, though you must still pay for materials and other associated costs.

Magitech Armor is more powerful than a regular magic item. Only an antimagic field and areas of "dead magic" suppress it's abilities, rendering it mundane masterwork armor until the magic suppression ends. When suppressed by an Anti-Magic Field or similar effect, you also lose any abilities gained from Magitech Upgrades.

Magitech Upgrade

At 3rd level, you may select any two Magitech Upgrades for which you meet the prerequisites.

You may select an additional upgrade at 7th, 10th, 15th, and 18th level.

Magitech Upgrades apply only while you wear your Magitech Armor. Upgrades that cast a spell require no verbal or somatic components. If an Upgrade calls for a saving throw, the DC is equal to 8 + your proficiency bonus + your Intelligence modifier. Your magitech level is equal to your fighter level.

Magitech Upgrades

If a magitech upgrade has prerequisites, you must meet them to learn it.

Armored Mind

You have advantage on saving throws against being charmed and saving throws against being frightened.

Armor Sentience

Prerequisite: Energy Shield and Armored Sense

Your armor gains a more complete sentience and gains the ability to transfer some if its magical power into spells. Your armor has 6 charges. You can use an action and expend 1 or more charges to cast one of the following spells from it: lightning bolt (4 charges), magic missile (1 charge), protection from energy (2 charges), or thunderwave (1 charge). If you expend the armor's last charge, you may take no actions and can't move for 1d4 rounds, after which the armor regains 1 charge. Your armor regains 1d4 + 2 expended charges daily at dawn.

Armored Sense

Prerequisite: Energy Shield

Your armor gains a limited sentience and may alert you early to threats. You gain darkvision and the effects of see invisibility with a range of 30 feet while you wear your armor. You may add double your proficiency bonus to Investigation and Perception checks (including Passive Perception checks.)

Armored Stability

While you wear your armor, you have advantage on ability checks and saving throws against being moved or knocked prone, such as from a Shove action or Trip Attack maneuver.

Burrow

While you wear your armor, you gain a burrow speed equal to half your base movement speed.

Damage Reduction

Prerequisite: Energy Shield

You may cast protection from energy. You must complete a short or long rest before using this feature again.

Dauntless

Prerequisite: Armored Mind

While you wear your armor, you longer need to eat or sleep and are immune to magical sleep effects. You are also immune to being poisoned.

Dive Attack

Prerequisite: Speed, Propulsion

If you move at least 10 feet downward before making a melee attack against a creature, you have advantage on your first attack against that creature and may add your proficiency bonus to that attack's damage.

Energy Shield

You can cast shield. You can use this ability again after taking a short or long rest.

Evasion

Prerequisite: Speed and Stealth

You gain the Rogue Evasion and Uncanny Dodge features.

Explosive Energy

Prerequisite: Power Fist, Repulsor Rays

As an action, you can channel all of the energy of your Magitech Armor into an explosive electrical attack. Each creature within a 30 feet of you must make a Dexterity save. On a failed save a creature takes 3d6 points of lightning damage for each point of your proficiency bonus, or half as much on a successful one. After you use this ability you can take no actions and can't move for 1d4 rounds. You must complete a short or long rest before using this feature again.

Flame Thower

You can fire a stream of flame at your foes as an action. Each creature in a 15-foot cone must make Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, and half as much damage on a successful one. You must complete a short or long rest before using this feature again.

Fighter |
Frost Missile

As an action, you may fire a Frost Missile. The missile has a range of 5 feet times your magitech level. Make a ranged attack. If it hits, the missile deals 2d8 points of Cold damage, and the target is can move only half its maximum speed until the beginning of your next turn.

Great Strength

Your armor assists you in physical exertion. While you are wearing your armor, increase your Strength score by 1, to a maximum of 20. In addition, your lifting and carrying capacity is doubled.

Interpose

Your armor is so imposing that enemies cannot ignore your presence. Any space that you occupy blocks the line of sight and line of effect of any enemy attack on the same or lower level of elevation as you. Thus this gives objects and creatures total cover from effects that require a straight line of effect through your square. Friendly creatures that are familiar with your presence may target others through your square normally. Enemies on higher elevation then you ignore this effect, as do enemies that are larger then you.

Light Beams

As a bonus action, you may fire beams of light from your eyes. The light beams have a range of 5 times your magitech level (max 60 feet). Make a ranged attack. If it hits, it deals 2d4 points of Fire damage. After you use this ability you may not use it again for 1d4+1 rounds.

Mecha Transformation

Prerequisite: Power Fist, Transmutation

Your armor can become a towering machine of war. As an action, for 1 minute, your size triples in all dimensions, and your weight is multiplied by 27. This growth increases your size by two categories—from Medium to Huge, for example. You also has advantage on Strength checks and Strength saving throws. Your weapons do not grow to match your new size, but your Power Fist does. While the Power Fist is enlarged, your attacks with it deal double damage. In addition, your armor is Fortified as per the Transmutation feature while you are enlarged. You must complete a long rest before using this feature again.

Planar Adaption

Choose a plane of existence other than the Material Plane. You may move and act on that plane as if you were a native, and do not take penalties associated with being a non-native to this plane. This upgrade requires DM approval, as the cosmology of various game worlds vary dramatically.

Power Fist

Your armor has a Power Fist built into one of its arms, which is a one handed melee weapon that deals 1d8 bludgeoning damage, and cannot be disarmed. You are proficient with the Power Fist. You may hold or otherwise manipulate a weapon, shield, or other object on the same arm as your Power Fist, though you may not attack with your Power Fist and use an object or weapon held in that hand on the same turn.

Webbing

You can cast web. You cannot use this feature again until you take a short or long rest.

Propulsion

Prerequisite: Speed

While you wear your armor, you gain a fly speed equal to your base movement speed. You may not take the Dash or Disengage actions while flying. Flying for more than 1 minute at a time drains your suit of power, after which you fall and can take no actions nor move for 1d4 rounds.

Repair

Prerequisite: Energy Shield, Damage Reduction

At the beginning of your turn, you heal a number of health points equal to your proficiency bonus if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Repeating Crossbow

Your armor has a special masterwork repeating hand crossbow built into one of its arms, which is a ranged weapon that deals 1d6 piercing damage, has range 30/120 feet, cannot be disarmed, and possesses the Light weapon property. You are proficient with this weapon. You may hold or otherwise manipulate a weapon, shield, or other object on the same arm as your Repeating Crossbow (including a Power Fist). Your armor contains an extradimensional space which can store up to 100 bolts, and the repeating crossbow automatically loads any stored bolt of your choice automatically requiring no action.

Repulsor Rays

Prerequisite: Power Fist

You fire a number of rays equal to your proficiency bonus. Make a ranged attack for each ray. These rays each have a range equal to 5 feet times you magitech level. If hit, a creature takes 1d6 plus your Intelligence modifier force damage. In addition, creatures hit by rays must make a Strength saving throw with a DC equal to 5 times the number of rays that hit them. Each creature hit makes only 1 saving throw. On a failed save, a creature is pushed back 10 feet.

Speed

Your base speed increases by 10 feet.

Spider Climb

While you are in your armor, you gain the effects of spider climb.

Stealth

Prerequisite: Speed

While you wear your armor, suffer no disadvantage on stealth checks due to it and you may add double your proficiency bonus to Dexterity (Stealth) checks. You may also cast invisibility. After using this, you cannot cast invisibility again until you complete a long rest.

Transmutation

Prerequisite: Power Fist

As an action, you can change the shape and form of your armor to assume the appearance of a normal set of clothing. You can also take an action to Fortify your armor for 1 minute. During this duration, you move at half speed in your armor, and have resistance to Bludgeoning, Piercing, and Slashing damage. After using this, you cannot Fortify your armor again until you complete a long rest.

Fighter |

Marksman

Prerequisite: Archery fighting style

The archetypical marksmen is patient, observant, and, most importantly, his shots always find their mark. You are well-practiced with your bow and a variety of thrown weapons, and can pull of trick shots that are as astounding as they are deadly. In addition, you have a cavalcade of inventive and dangerous trick arrows that transform your feats of accuracy into well-placed tactical weapons.

Ranged Superiority

When you choose this archetype at 3rd level, you learn to use trick arrows that are fueled by special dice called superiority dice.

Trick Arrows. You learn to craft and use three trick arrows of your choice, which are detailed below. Only one trick arrow can be fired on each of your turns.

You learn to use an additional trick arrow at 7th, 10th, and 15th level. Each time you learn to use a new arrow, you can also replace one arrow you already know with a different one.

Superiority Dice. You have six superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your trick arrows require your target to make a saving throw to resist the arrow's effects. The saving throw DC is calculated as follows:

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

Eagle Eye

At 3rd level, you can see better from far away. You gain proficiency in in the Perception skill, if you did not have it already, and you can add twice your proficiency modifier to Wisdom (Perception) checks you make that rely on sight.

Vantage Point

By 7th level, you can quickly scale walls to gain a perch above your foes. Climbing no longer costs you extra movement. In addition, by climbing at half speed, you can climb up difficult surfaces (such as vertical walls) without making an ability check.

Improved Ranged Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

Trick Arrows

These trick arrows are presented in alphabetical order.

Boxing Glove Arrow. When you take the Attack action on your turn to make a ranged weapon attack, you can expend a superiority die to fire a boxing glove arrow. You add the superiority die to the attack’s damage roll. A boxing glove arrow deals bludgeoning damage, rather than piercing damage, and, if its target is Large or smaller, pushes it 10 feet away from you on a hit. On a critical hit, this target is stunned until the beginning of your next turn. If you reduce a creature to zero hit points using this arrow, the creature is simply knocked unconscious.

Grappling Hook Arrow. When you take the Attack action on your turn to make a ranged weapon attack, you can expend a superiority die to fire a grappling hook arrow. If you use this arrow to target an empty space within 60 feet, you can move directly to that space as part of this attack. If you use this arrow to target a creature that is Large or smaller, you add the superiority die to the attack’s damage roll and the target is pulled up to 10 feet toward you.

Explosive Arrow. When you take the Attack action on your turn to make a ranged weapon attack, you can expend a superiority die to fire an explosive arrow. An explosive arrow deals fire damage instead of piercing damage, and you add the superiority die to the attack’s damage roll. On a hit, each creature adjacent to the target must make a Dexterity saving throw or take half the damage dealt.

Frost Arrow. When you take the Attack action on your turn to make a ranged weapon attack, you can expend a superiority die to fire a frost arrow. A frost arrow deals cold damage instead of piercing damage, and you add the superiority die to the attack’s damage roll. On a hit, the target must make a Constitution saving throw. On a failed save, it can't make more than one melee or ranged attack until the start of your next turn.

Glue Arrow. When you take the Attack action on your turn to make a ranged weapon attack, you can expend a superiority die to fire a glue arrow. A glue arrow deals no damage, but its target is temporarily glued to the ground and can't move. At the end of each of its turns, an affected creature can attempt a Strength saving throw to break free of the glue and move freely.

Scatter Arrow. When you take the Attack action on your turn to make a ranged weapon attack, you can expend a superiority die to fire a scatter arrow. A scatter arrow separates into separate projectiles which can fall in a volley. Make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You don’t add your ability score modifier damage rolls with a scatter arrow, unless that modifier is negative.

Shock Arrow. When you take the Attack action on your turn to make a ranged weapon attack, you can expend a superiority die to fire a shock arrow. A shock arrow deals lightning damage instead of piercing damage, and you add the superiority die to the attack’s damage roll. On a hit, the target must make a Constitution saving throw. On a failed save, the target can use either an action or a bonus action on its turn, not both, and it cannot take reactions. This effect lasts until the start of your next turn.

Smoke Bomb Arrow. When you take the Attack action on your turn to make a ranged weapon attack, you can expend a superiority die to fire a smoke bomb arrow. A smoke bomb arrow deals no damage, but creates a 20-foot-radius sphere of fog. The sphere spreads around corners, and its area is heavily obscured. It lasts a number of rounds equal to the superiority die's roll or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Fighter |

Monster Hunter

As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those ofundead, lycanthropes, and other creatures of horror.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice.

Combat Superiority

When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or longrest.

You gain another superiority die at 7th level and one more at 15th level.

Using Superiority Dice. You can expend superiority dice to gain a number of different benefits:

• When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.

• When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.

• When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.

• When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.

Hunter’s Mysticism

At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells.

In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.

 

Monster Slayer

At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them.

Expanded Superiority

At 10th level, you gain access to both of the following maneuvers, and can spend superiority dice on them normally.

Marking Attack. When you hit a creature with a weapon attack, you can expend one superiority die to mark it with a mystical tracer. You add the superiority die to the attack’s damage roll, and you automatically know its direction and distance relative to you for 24 hours thereafter.

Monstrous Knowledge. Whenever you make an ability check to which you can apply the Arcana, History, Nature, or Religion skills, you may expend a superiority die and add it to the roll. You can use this feature after seeing the total, but before learning if you succeeded or failed.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

Supernatural Resistance

At 18th level, you gain advantage on all saving throws caused by aberrations, fey, fiends, or undead.

Fighter |

Mounted Dragoon

A mounted soldier's primary objective is to carve a swath through the enemy lines, breaking the ranks of footmen for his or her infantry to exploit. Dragoons are elite combatants, selected from the ranks of standard cavalry soldiers for their prowess in battle and exceptional mounted dexterity. Their specialized training focuses as much on scouting and survival as it does advanced unit tactics, creating warriors who are just as effective on their own as with the main body of an army.

A dragoon’s effectiveness comes from seamlessly weaving a variety of weapons into mounted tactics in order to control the ebb and flow of the battlefield and halt any retreat.

While the refined techniques of the dragoon are typically employed by the regimented armies of humans, elves, and dwarves, there are tribes of barbarians and even wolf-mounted goblins that have cultivated a form of this style with their favored blade or axe.

Cavalry Weapons: Haft or Hilt

Issued upon the entrance to training, sabers are the typical dragoon’s weapon of choice. These weapons share the length and weight of a longsword, with the curvature of a scimitar, and are designed to be light enough for use in one hand, but not for two-weapon combat. A cavalry weapon can be any one-handed weapon that deals bludgeoning, piercing, or slashing damage and doesn’t have the light or finesse properties.

When you choose this archetype at 3rd level, your cavalry weapon deals 1d8 damage, regardless of its damage die. In trained hands, the saber is a graceful and deadly weapon but even a seasoned fighter might find them clumsy when dealing with its balance. Certain cultures dragoons might favor raiding axes or falchions but it is common practice for units to be familiar with the weapons and tactics of their counterparts.

Elevated Control

While cavalry traditionally refers to a mounted soldier on horseback, many armies cultivate whatever animal is best suited to the purpose in that region. While unusual, it isn’t unheard of for camels, elephants, or even giant reptiles to serve such a purpose in wartime.

When you choose this archetype at 3rd level, you have advantage on Wisdom (Animal Handling) and Charisma (Persuasion) checks made to influence any beast with the capacity to be used as a mount

Versatile Combatant

At 3rd level, through rigorous training your mastery of cavalry weapons makes you effective in heavy armor, but even more so in medium or light armor, allowing a rakish freedom to press a tactical advantage in any situation. In exchange for heavy armor’s protection, mounted or not, you gain maneuverability and precision. When wearing medium armor, you add double your Strength modifier to damage rolls with your cavalry weapon and your speed increases by 5 feet. While you're mounted, the speed of your mount also increases by 5 feet.

When unarmored, or wearing light armor, your proficiency bonus is doubled for any attack rolls you make with your cavalry weapon, in addition to the benefits of wearing medium armor, and your speed increases by an additional 5 feet, to a total of 10 feet. While you're mounted, the speed of your mount also increases in this way.

Additionally, when you use the Attack action to attack with a cavalry weapon, you can use a bonus action to attack with a loaded one-handed ranged weapon you are holding. Being within 5 feet of a hostile creature doesn’t impose disadvantage on this ranged attack.

Line Breaker

At 7th level, you have learned to identify the break points in the enemy’s line and can clear the way for your allies to follow. When you take the Attack action, you can forgo one of your attacks and use your Move action to move least 20 feet in a straight line. When you do so, each creature in your path must make a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, a creature is pushed 5 feet in a direction of your choice and falls prone.

Creatures have disadvantage on this saving throw if you are mounted.

Flanking Maneuvers

At 10th level, your battlefield awareness allows you to sense a retreat and cut it off as it happens. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Starting at 18th level, if you make a melee attack against a creature, that creature can’t make an opportunity attack against you for the rest of your turn.

Strategic Stride

Starting at 15th level, moving through difficult terrain costs you, or your mount, no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

While traveling for an hour or more while mounted, you gain the following benefits:

• Difficult terrain doesn’t slow your group’s travel.

• Your group can’t become lost except by magical means.

• Even when you're engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

• If you are traveling alone, or with up to nine other mounted creatures, you can move stealthily at a normal pace.

• While tracking other creatures, you also learn their exact numbers, their sizes and how long ago they passed through the area.

Fighter |

Myrmidon

Those who embrace the traits of an archetypal myrmidon forgo heavier armor in favor of agile maneuvers and deadly strikes. Avatars of precision and speed, myrmidons prefer to wait for their chance to strike, cutting down their foe with a critical blow before the fight has the chance to begin in earnest.

Vantage

Starting when you choose this archetype at 3rd level, you can respond to enemy aggression with a preemptive blow. While you are unarmored or wearing only wearing light armor, you can use your reaction when a creature within 5 feet of you attacks you or targets you with a spell to make a melee weapon attack against the creature.

Avoidance

At 3rd level, if you are not surprised when you roll initiative, you gain a +2 bonus to AC on the first round of combat.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Killing Edge

At 10th level, while you are wielding a melee weapon in one hand, and nothing in the other, your weapon attacks score a critical hit on a roll of 19 or 20. If you make an attack with this weapon while it is not your turn, your attack scores a critical hit on a roll of 18-20.

Adept Recovery

Starting at 15th level, when you use your Second Wind feature, you can make one melee weapon attack with advantage against a target within your reach.

Retaliatory Surge

By 18th level, when you take the Dodge action on your turn, you adopt a defensive stance that allows you to strike back at your foes with ease. Until the beginning of your next turn, whenever a creature within 5 feet of you misses you with an attack, you can make a melee weapon attack targeting the creature without using your reaction.

Fighter |

Pugilist

Conventional thought states that a warrior is only as good as his weapon. For a pugilist, his weapon and his hands are one and the same. Though intense physical conditioning, a pugilist strives to forge his body into the ultimate tool of war, without relying on magic or the mystical crutch of Ki.

Close Quarters Combat

Starting when you choose this archetype at 3rd level, your study of unarmed fighting grants you mastery of combat styles utilizing such techniques. You gain the following benefits when you aren't wearing medium or heavy armor or using a shield:

  • You can use your Dexterity instead of Strength for attack and damage rolls of your unarmed strikes, and you may use your Strength instead of Dexterity for determining your AC.

  • When you take the attack action on your turn, you may use a bonus action to attempt to grapple a creature within your reach.

  • Your unarmed strikes and fist weapons deal 1d4 damage, and deal increased damage as you gain levels in the fighter class, as shown below:

Unarmed Damage

Fighter Level Unarmed Damage
3rd level 1d4
7th level 1d6
10th level 1d8
15th level 1d10
18th level 1d12

Close Quarters Fighting Styles

At 3rd level, you learn to utilize your traditional combat training in unique ways, granting you a measure of flexibility better suited to your chosen path. Your chosen Fighting Style changes in the following ways when you aren't wearing medium armor, heavy armor, or are using a shield:

Defense: You gain an additional +1 to your AC, for a total of +2.

Dueling: Your unarmed strikes deal +2 damage. You are treated as if you are wielding a one-handed finesse weapon for the purposes of feats and other class abilities.

Great Weapon Fighting: When rolling damage for an unarmed strike, you may reroll any 1s or 2s. You must keep the new result, even if it is a 1 or 2. You can treat unarmed strikes as attacks with two-handed heavy weapons for the purposes of feats and other class abilities.

Protection: You gain the benefits of Close Quarters Combat and Close Quarters Fighting Style while using a shield. When you take the attack action on your turn, you may use a bonus action to make an additional attack with the shield you are wielding, which deals 1d4 bludgeoning damage.

Two-Weapon Fighting: When you take the Attack action on your turn, you can make an additional unarmed strike as a bonus action. You are treated as if you are wielding two one-handed light weapons for purposes of feats and other class abilities.

Additionally, as an action on your turn, you may choose to replace any of your current fighting styles with a different fighting style, though you still cannot benefit from the same style more than once.

Intensive Training

At 7th level, your training has given you an edge in all physical contests. Add half your proficiency modifier to all Strength, Dexterity, and Constitution checks that you do not already add your proficiency modifier to. Additionally, you may select either Athletics or Acrobatics: you gain proficiency in this skill, or double it if you already had proficiency.

Knockout Blow

At 10th level, you have learned to channel you impressive physical power into a single, devastating blow. When you use the Attack action on your turn to make an unarmed strike, you may forgo any additional attacks you gain from the Extra Attack feature. For each attack you would give up in this way, you may add two additional damage dice to your unarmed damage roll, and the attack is treated as magical for the purposes of bypassing damage resistance and immunity. You must choose to use this ability before the attack is rolled.

Close Quarters Master

At 15th level, you've become a true master of unarmed combat. You learn an additional Fighting Style, and you have advantage on grappling checks against creatures of your size or smaller. Additionally, you may attempt to grapple creatures two size categories larger than yourself.

Deathblow

At 18th level, your grueling training has taught you how to defeat most opponents with a single punch. When you use Knockout blow, you now add three additional dice of damage per Extra Attack instead of two.

Fighter |

Purple Dragon Knight

Purple Dragon knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond their kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.

A Purple Dragon knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some ores and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.

A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.

Restriction: Knighthood

Purple Dragon knights are tied to a specific order of Cormyrean knighthood.

Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than Purple Dragon knights.

Rallying Cry

When you choose this a rchetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

Royal Envoy

A Purple Dragon knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.

At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Starting at 17th level, you can choose two allies within 60 feet of you, rather than one.

 

Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

Fighter |

Runeguard

The runeguard seeks the magical power within ancient languages, and to hasten the speed of their blade and strengthen of their armor by imbuing them with the power of these runes.

Master Runes

When you choose this archetype at 3rd level, you learn five master runes; Ild (fire), Kalt (frost), Ond (spirit), Stein (Stone), and Vind (wind). While these names are known to you as the basis for empowering your equipment, their application continues to require diligent study, constant trial, and repeated error to evoke the unique properties from each variant invocation.

Runecraft

At 3rd level, you learn augmentations that utilize the master runes to enhance your martial prowess. Their effects are based on how you invoke them, generating defensive properties to thwart your foes’ advance or deal decisive blows.

Ritual Crafting. Each runic combination must be inscribed and empowered into your equipment over the course of 8 hours, which can be done during a long rest. Each piece of equipment must be within your reach throughout the ritual, at the conclusion of which, you infuse a part of your being into the runes, causing them to glow slightly with your own spiritual essence. The rune’s power fades if it moves more than 100 feet away from you and can’t be used by anyone other than you.

Runic Augmentations. You learn three runic augmentations of your choice, which are detailed under “Runic Augmentations” below. Each augmentation is specific to its master rune; for instance, if you learn the Sokn augmentation of the Ild master rune, you don’t gain the ability to use the Sokn augmentation with other master runes unless you also learn that specific combination.

Once you activate one of your runic augmentations, you must finish a short or long rest before you can use it again.

You learn two additional augmentations at 7th, 10th, 15th, and 18th level. Each time you learn new augmentations, you can choose to replace one you already know with a different one.

Augmentation Activation. During your turn, you can activate a single runic augmentation by focusing on the rune’s power. You can activate one of these augmentations on your turn using your bonus action to empower your attacks (Sokn), your reaction to entrench your defenses (Vard) or skillfully enhance another ability (Hagr) with your action.

Activating a rune requires concentration, which lasts a number of rounds equal to your proficiency bonus + your Constitution modifier (minimum of 3). While you concentrate on a rune, you can cast spells but you can't concentrate on a rune and a spell at the same time. You gain the ability to concentrate on two runes at once at 10th level.

Saving Throws. Some of your runic augmentations require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:

Runic save DC = 8 + proficiency bonus + your Constitution modifier

 

Runescript

At 3rd level, you gain proficiency in the Arcana and Religion skills. Additionally, you double your proficiency bonus when making Intelligence checks that involve identifying magical writing, such as arcane sigils or divine text.

Eyes of the Arcanist

Starting at 7th level, if you spend at least 1 minute observing the flow of magic in the immediate area, you can detect familiar patterns in the weave. The DM tells you the general location of magic writing used in rite or ritual within 60 feet of you, whether active or dormant, and you know the type (arcane, divine, or otherwise) of any script you sense but not its exact purpose or power. You can use this feature a number of times a day equal to your proficiency bonus.

Sentinel’s Reckoning

Beginning at 10th level, you can unleash the energy of your runes to devastating effect by shouting the command word Tal as an action (see “Tal” under Runic Augmentations). Choose one Tal effect from the runes you have active, and all active augmentations go dormant until you finish a short or long rest. You can still use other augmentations you have yet to activate. Once you use this feature, you must finish a short or long rest before you can use it again.

Starting at 15th level, you can use this feature twice before a rest, but only once per turn.

Runic Mastery

At 18th level, you can have three runes activate and you no longer need to concentrate on your runic augmentations.

Runic Augmentations

Below are the runic augmentations for each of the five master runes. In the ancient tongues, the augmentation can be said before or after the rune.

Sokn

Attack Augmentation

You can activate a rune with the Sokn augmentation as a bonus action. A rune’s power only affects the weapon it is inscribed on.

Ild. Once per turn, when you hit a creature with a weapon attack, you ignite the target. At the start of each of the burning creature's turns, it takes 1d4 fire damage for each time you've burned it, and it can then make a Constitution saving throw, ending the effect of all such burns on itself on a success. Alternatively, the burned creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check against your runic save DC, ending the effect of all burns on it on a success.

Kalt. When you hit a creature with a weapon attack, it can't take reactions until the start of its next turn.

Ond. Once per turn, when you hit a creature with a weapon attack, you deal an additional 1d4 necrotic damage and you recover hit points equal to the necrotic damage dealt.

Stein. When you hit a Large or smaller creature with a weapon attack, it must make a Strength saving throw, falling prone on a failed save.

Vind. When a creature hits you with a melee attack, you can use your reaction to make a melee weapon attack against that creature.

Vard

Defense Augmentation

You can activate a rune with the Vard augmentation as a reaction. A rune’s power can only be used while wearing the armor or holding the shield it is inscribed on.

Ild. When you are hit by a melee attack, the attacker takes fire damage equal to your proficiency bonus.

Kalt. When you are hit by a melee attack, the damage you take from the attack is reduced an amount equal to your proficiency bonus.

Ond. You gain a bonus to saving throws made to resist being frightened equal to your Constitution modifier.

Stein. You have advantage on saving throws made to resist being moved against your will.

Vind. Ranged attacks made against you have disadvantage as wind whips around you.

Hagr

Ability Augmentation

You can activate a rune with the Hagr augmentation as an action. This rune must be inscribed on your body to be activated.

Ild. You can add your Constitution modifier to your Strength (Athletics) and Dexterity (Acrobatics) ability checks.

Kalt. You ignore difficult terrain and can walk safely across still or gently moving water.

Ond. When you receive healing from any source, you also gain temporary hit points equal to 5 + your proficiency bonus.

Stein. You have advantage on death saving throws and Constitution saving throws made to maintain concentration.

Vind. Your movement speed increases by a number of feet equal to 5 times your Constitution modifier (minimum 5 feet).

Tal

Reckoning

Once you gain the Sentinel’s Reckoning feature at 10th level, you can activate a rune with the Tal command word as an action. This rune manifests in the air around you when activated.

Ild. Each creature within a 5-foot-radius of you must make a Dexterity saving throw, taking fire damage equal to 2d6 × the number of runes you have active on a failed save, or half as much damage on a successful one.

Kalt. An eruption of magical frost blasts from you in a radius equal to 10 feet × the number of runes you have active. All creatures of your choice within the area must succeed on a Strength saving throw or be restrained for a number of rounds equal to the number of active runes. At the end of each of their turns, they can repeat the saving throw to break free. Ond. Life spirits swirl about you in a 5-foot-radius.

All creatures of your choice within that radius regain hit points equal to 1d6 × the number of runes you have active.

Stein. You release your runic power in an arc before you, creating a cone of difficult terrain as jagged earth erupts equal to 5 feet × the number of runes you have active. When a creature enters this area for the first time on a turn or starts its turn there, it takes 2d4 slashing damage.

Vind. A furious cyclone whips up a strong wind around you. All creatures within a 10-foot-radius must succeed a Strength saving throw or take 1d10 bludgeoning damage, be pushed a number of feet equal to 5 × the number of runes you have active (minimum of 5 feet), and fall prone.

On a success, a creature takes half as much damage and isn’t knocked prone.

Fighter |

Samurai

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s willpower is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.

Fighting Spirit

Starting at 3rd level, the might of your willpower can shield you and help you strike true. As a bonus action on your turn, you can give yourself two benefits: advantage on all attack rolls and resistance to bludgeoning, piercing, and slashing damage. These benefits last until the end of your next turn. You can use this feature three times.

You regain all expended uses of it when you finish a short or long rest.

Elegant Courtier

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations that require strict adherence to etiquette. You can add your Wisdom modifier to any Charisma check you make to persuade or please a noble or anyone else of high social station. You also gain proficiency in the History, Insight, or Persuasion skill (choose one). Alternatively, you learn one language of your choice.

Unbreakable Will

At 10th level, your superior willpower allows you to shrug off mind-assaulting effects. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you gain proficiency in Intelligence or Charisma saving throws (choose one).

Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

Strength Before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that would reduce you to 0 hit points, you can delay that damage and immediately take a bonus turn, interrupting the current turn. You don’t take the damage until the bonus turn ends. It is possible to do things, such as gaining resistance, that change how much of that damage you take. Once you use this feature, you can’t use it again until you finish a long rest.

Fighter |

Sanctified Hunter

Undead, fiends, and other beasts that stalk the night have terrorized mankind for thousands of years. While the destruction of such beasts is usually left to clerics, paladins, and other holy men, there are a rare breed that refuse to lay down and allow the creatures of the night to walk over them. Less like knightly orders than families, Sanctified Hunters pass down from one generation to another the tricks and techniques for destroying their evil foes.

Bonus Proficiecies

When you take this subclass at 3rd level, you gain proficiency in the battle cross (described below) and holy water.

Sanctified Arms

Starting at 3rd level, you are granted a mystical blessing, allowing your weapons to strike true against creatures of the night. Weapons you wield are treated as magical for the purposes of overcoming damage resistance and immunity, and when you deal damage to an aberration, fiend, shapeshifter, or undead with a weapon you are proficient with or holy water, you deal additional radiant damage equal to your Wisdom modifier.

As well, you can form a mystical bond with a battle cross, whip, spear, dagger, or handaxe by performing a short ceremony; this ceremony lasts 1 hour and can be performed during a short or long rest. Once this bond is formed, you can use a bonus action to summon your sanctified weapon to your hand, so long as you and it are on the same plane of existence. Should your sanctifed weapon be destroyed, you can forge a bond with a new one by performing the ceremony again with one of the weapons listed above.

Hunter's Sense

Starting at 3rd level, you can use your action to focus your awareness on the region around you. For 1 minute, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, fiends, shapeshifter, and undead. This ability doesn't reveal the creatures' exact location or number, but it will reveal the general direction the creatures' are in. While using this ability, you also have advantage on skill checks made to spot hidden doors, false walls, and similar disguised natural and artificial architecture

Hunter's Step

By 7th level, you learn to perform incredible physical stunts and acrobatic feats. You gain Proficiency in the Acrobatics and Athletics skills (if you were not proficient in them before), and you can add twice your proficiency bonus to all checks made using those skills. In addition, whenever you make a long jump or high jump, your maximum jump distance is doubled and you no longer require 10 feet of movement prior to making a jump.

Sanctified Heart

At 10th level, you are granted a set of powerful protective blessings. You become resistant to necrotic damage, your hit point maximum can no longer be reduced, and if you are slain, your body cannot be animated as an undead by any spell of 8th level or lower.

Weapons of Light

Starting at 15th level, you learn to channel greater holy energy into your weapons. As an action, you can cast elemental weapon without using a spell slot. When you cast this spell in this way, you can choose for the target weapon to deal radiant damage instead of the normal damage types allowed by the spell. Once you use this ability, you must finish a short or long rest before you can do so again.

Holy Cross

When you reach 18th level, you can unleash a tremendous blast of holy energy, decimating evil around you. As an action, you can force all creatures of your choice within a 20-foot radius to make a Wisdom saving throw (DC equals 8 + your proficiency modifier + your Wisdom modifier). On a failed save, a creature takes 10d12 points of radiant damage, or half as much on a successful save. Once you use this ability, you must finish a long rest before you can do so again.

New Exotic Weapon

Weapon Cost Damage Weight Properties
Battle Cross 50 gp 1d8 slashing 6 lb.

Battle Cross. A unique throwing weapon carried almost exclusively by Sanctified Hunters, a battle cross is a 4-pronged, equilateral cross forged of mithral or silver, with sharp blades affixed to the ends of the arms. A skilled user can ricochet the cross around the battlefield, decimating his foes with its razor edge. Due to the odd balance of the weapon, melee attacks made with a battle cross suffer from disadvantage.

Fighter |

Scout

The archetypal Scout excels at finding safe passage through dangerous regions. Scouts usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves’ tools in place of one skill choice.

Combat Superiority

At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest.

You gain another superiority die at 7th level andone more at 15th level.

Using Superiority Dice. You can expend superiority dice to gain a number of different benefits:

• When you make a check that allows you to applyyour proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.

• When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.

• If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.

Natural Explorer

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

• You ignore difficult terrain.

• You have advantage on initiative rolls.

• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

• Difficult terrain doesn’t slow your group’s travel.

• Your group can’t become lost except by magical means.

• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

• If you are traveling alone, you can move stealthily at a normal pace.

• When you forage, you find twice as much food as you normally would.

• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Scout’s Expertise

At 7th level, if you have proficiency in Stealth or Survival, your proficiency bonus is doubled for any ability check you make using either of those skills.

Expanded Superiority

At 10th level, you gain access to both of the following maneuvers, and can spend superiority dice on them normally.

Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Vanish

At 18th level, you may take the Hide action as a bonus action on your turn. In addition, you cannot be tracked by nonmagical means, unless you choose to leave a trail.

Fighter |

Sharpshooter

The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range.

Steady Aim

Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:

• The attacks ignore half and three -quarters cover .

• On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level.

You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.

Careful Eyes

Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action. You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).

Close Quarters Shooting

At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn ’t impose disadvantage on your roll . In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn , that creature can’t take reactions until the end of this turn.

Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

Snap Shot

Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.

Fighter |

Shield Expert

The longest-lived know all too well the value of a shield. An aegis to the weapons of men and a bulwark to the claws and teeth of monsters, a shield is your first and most important defense. Experts in its use are often legendary warriors in their own right, surviving where others would fall and using their shield itself as a weapon when all other options fail.

Fighting Style

Beginning when you select this archetype at 3rd level, you gain the following fighting style:

Shield Fighting. You can bash enemies with your shield. If you hold a shield, you can treat it as a light melee weapon dealing 1d6 bludgeoning damage on a hit. You are proficient in using your shield as a weapon.

Shield Throw

Starting at 3rd level, you can hurl your shield at nearby enemies. If you choose to do so, your shield acts as a thrown melee weapon with a range of 15/30 feet, dealing 1d6 bludgeoning damage on a hit.

At 7th level, you throw your shield with such force that it ricochets off of its target and returns to you if you strike a target within 15 feet of you.

Sled

At 7th level, once per turn, you can slide downhill, even across stairs and other rough terrain, atop your shield, up to half your movement speed, without expending movement.

Tower Shield

At 10th level, you are proficient in the use of tower shields. Tower shields grant a +3 bonus to AC and grant you three-quarters cover from ranged attacks. When used to make an attack or thrown, a tower shield deals 1d8 damage.

Ironclad Defense

At 15th level, when you take damage from an attack or spell that you can see while you are holding a shield, you can use your reaction to halve the attack or spell's damage against you.

Dual Shields

Starting at 18th level, you can hold two shields at one time and gain the Armor Class benefits of each.

Fighter |

Shovel Knight

Clad in shining armor, representing the epitome of heroism, a rare order of knights swear to the ancient code of Shovelry: Slash Mercilessly and Dig Tirelessly! Whether it is the task of laying low knights of opposing orders, or slaying evil enchantresses, a true Shovel Knight will relentlessly conquer his challenges and will never throw in the trowel.

Shovel Specialist

Beginning when you select this archetype at 3rd level, you have proficiency using an ordinary, albeit heavy, shovel with a sharpened edge. This functions as a martial weapon dealing 1d8 slashing or bludgeoning damage (your choice) on a hit. A critical hit with this weapon temporarily renders a foe senseless, and the creature must make a Constitution saving throw (DC equal to 8 + your Strength modifier + your proficiency bonus) or become incapacitated until the end of its next turn.

Strike the Earth

At 3rd level, using your shovel, you can dig at a rate of 15 cubic feet per round, and gain a burrow speed of 5 feet per round. You have advantage on all ability checks involving digging, and have advantage on saving throws against becoming exhausted while doing so.

Shovel Drop

Starting at 7th level, when attacking a creature beneath you while falling more than 10 feet on your turn, you can, by using the Attack action, stand atop your shovel, giving it the full force of your weight and deal critical damage on a hit. You land within a space of your choice within 5 feet of the creature.

Relics

By 7th level, through your constant digging for treasure, you have acquired a number of magic items, known as relics. You can select any relic for which you meet the prerequisites.

You can select an additional relic at 10th, 15th, and 18th level.

Relics

Alchemy Coin

Wondrous item, uncommon

This ordinary coinpurse appears to be empty with the exception of 1 gold coin contained within. When you remove the coin, another appears within the coinpurse on your next turn. If unused, the coin vanishes after 1 minute. You can throw a coin at a creature with a ranged attack. On a hit, roll a d8 and consult the Alchemy Coin Effects table.

After pulling 3 gold pieces from the coinpurse, another does not appear in the coinpurse until the next dawn.

Alchemy Coin Effects
  1. The coin deals no damage, but bursts into 10 permanent mundane gold pieces.
  2. The coin transmutes into elemental fire, dealing 2d8 fire damage.
  3. The coin transmutes into elemental ice, dealing 2d8 cold damage.
  4. The coin transmutes into acid, dealing 2d6 acid damage.
  5. The coin accelerates the target creature, casting haste targeting it.
  6. The coin decelerates the target creature, casting slow targeting it with a spell save DC of 14.
  7. The coin transmutes into a small fuzzy object, which then transmutes into a living creature. Roll another d8 and consult the Gray Bag of Tricks table to determine the creature that is created.
  8. The coin explodes into a wall of shrapnel. All creatures within 5 feet of the target creature must make a DC 14 Dexterity saving throw. Each creature takes 4d10 piercing damage on a failed save, or half as much on a successful one.

Ancient Shovel

Weapon (shovel), rare

Prerequisite: 10th level* You gain a +2 bonus to attack and damage rolls made with this magic weapon.

This functions as a martial weapon dealing 1d8 slashing or bludgeoning damage (your choice) on a hit. A critical hit with this weapon temporarily renders a foe senseless, and the creature must make a saving throw (DC equal to 8 + your Strength modifier + your proficiency bonus) or become stunned until the end of its next turn.

Chaos Sphere

Wondrous Item, uncommon

This sphere has 3 charges. The chaos sphere is a dangerous but well-known offshoot of ordinary crystal balls. While holding it, you can use an action to expend 1 of its charges to emit bouncing pulses of green energy in a 30-foot cone. Each creature in this area must roll 3 d20s. On each 10 or lower, a creature is struck by a green orb of evocation energy and takes 2d6 force damage.

This sphere regains 1d3 expended charges daily at dawn.

Flare Wand

Wand, uncommon (requires attunement)

This wand has 5 charges. While holding it, you can use an action to expend 1 of its charges to produce a burst of flame, using a ranged weapon attack with a range of 60 feet, focused at a single target. On a hit, the target takes 4d6 fire damage.

The wand regains ld6 + 1 expended charges daily at dawn.

Phase Locket

Wondrous item, rare

This necklace has 3 charges. While wearing it, you can use an action to expend 1 of its charges to become ethereal until the beginning of your turn. When your turn begins, you may expend another charge to continue this effect another round. You may not move while on the Ethereal Plane.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

This necklace regains 1d3 expended charges daily at dawn.

Fighter |

Propeller Dagger

Weapon (dagger), uncommon

You gain a +1 bonus to attack and damage rolls made with this magic weapon. Once per turn, when you make an attack with the propeller dagger, you lunge 10 feet directly towards your target, even if this movement causes you to travel through the air.

Throwing Anchor

Weapon (other), uncommon

This heavy anchor is ostensibly a massive throwing weight, though an enchantment upon it means it does not require immense strength to use. The thorwing anchor is a two-handed heavy throwing weapon that requires an action to use (and many not be used as a part of Extra Attack) and an action to pick up after it has been used. It has a range of 30 feet and flies in an arc equally as high as it is wide. On a hit, the anchor deals 2d10 bludgeoning damage, and a creature damaged by it must make a DC 14 Dexterity saving throw or be knocked prone.

Troupple Chalice

Wondrous Item, uncommon

Prerequsite: 15th level

While holding this chalice, you can use an action to produce one of the following potions and drink it:

Ichor of Renewal. You regain 4d4 + 4 hit points when you drink this potion.

Ichor of Boldness. After you drink this potion, you have resistance to all damage until the end of your next turn.

After using it, you may not do so again until the next dawn.

Fighter |

Siege Engineer

Fighters, widely regarded as the premier experts in weapons and tactics, generally stay away from siege equipment. Most consider that lumbering war machines, which require a large team to move, erect and operate, are best left to ordinary soldiers or specially-trained artillerists. Some, however, take a liking to these mighty engines of destruction and follow the path of the siege engineer.

Siege engineers are at the cutting edge of military technology, constantly studying their weapons, refining them, plotting trajectories and looking for weak points in fortifications. Artillery crews led by experienced engineers are far more efficient, being quicker to deploy, more accurate in their attacks and better positioned to defend themselves against counter-attack.

Artillery Expert

Starting at 3rd level, you can apply your proficiency bonus to any ability check relating to ballistics, siege equipment or siege tactics. Furthermore, when you aim a siege weapon, its attack bonus equals your Intelligence modifier + your proficiency bonus and any save DCs it imposes equals 8 + your Intelligence modifier + your proficiency bonus, unless the default values would be higher.

Wallbreaker

Also at 3rd level, all of your attacks with weapons or siege equipment deal double damage to objects and structures, including those created by spells such as wall of stone.

Emplacement

By 7th level, you can quickly deploy obstacles and fortifications to defend your siege equipment. You can use a bonus action on your turn to deploy caltrops, ball bearings, hunting traps and any similar devices.

Flush Out

At 10th level, when you deal damage to a creature on your turn, that creature cannot benefit from any form of cover until the end of its next turn.

All-in-One Gun Crew

At 15th level, you can use your Extra Attack feature to perform multiple load, aim or fire actions on your turn: you can perform a number of such actions equal to the number of attacks you would normally be able to make.

Portable Engines

When you reach 18th level, you can disassemble or reassemble a siege engine by working on it for 1 minute. An engine that has been disassembled by you weighs 100 pounds and can be fit into man-portable bags and pouches.

Fighter |

Space Marine

Grunts, warhounds, mudstompers; they go by many names, but every great armada in the ‘verse is supported whole-cloth by its men and women on the ground. Among those brave soldiers, only a scarce few have the incredible strength, tenacity, and the raw guts to join the ranks of the elite Space Marines.

Bonus Proficiencies

Starting at 3rd level, you gain proficiency with all blasters and firearms.

Impulse Frame

When you select this archetype at 3rd level, you gain access to the space marine’s most valuable piece of gear: a suit of magically powered armor known as an impulse frame. An impulse frame is a suit of environmentally sealed heavy armor made of exotic composites. While wearing your impulse frame, you gain the following benefits:

Composite Plating. Your AC is 16.

Impulse Pack. Your suit has an integrated jet booster, allowing you a limited form of flight. You can use the Dash action as a bonus action, and you fly a distance up to your movement speed. You must begin and end your movement on the ground, otherwise you fall.

Life Support Systems. You have extensive onboard support systems, allowing you to operate in extreme conditions with ease. You ignore penalties for operating in temperatures from -50 F up to 300 F, and you can survive in an airless environment for up to one hour before running the risk of suffocation.

Your impulse frame is a magic item, and is permanently attuned to you upon creation. You can integrate a heavier suit of armor into your impulse frame: doing so requires 100 gp of materials and 24 hours of construction time. Though doing so is exceptionally difficult, if your impulse frame is destroyed, you can have it rebuilt, though the process takes 30 days and costs 5,000 gp in materials and labor.

Bug Hunter

Starting at 7th level, you gain proficiency in the Perception and Survival skills if you did not have them before, and gain advantage on checks using those skills when tracking or spotting aberrations or monstrosities.

Squad Leader

Starting at 10th level, you gain an upgrade to your impulse frame. Choose one of the following:

Heavy Frame. The AC of your Impulse Frame increases to 18 if it was not already higher. Additionally, when you take bludgeoning, piercing, or slashing damage from a nonmagical source you can see, you can use your reaction to halve the damage taken.

Marauder Frame. While wearing your suit, you gain a flight speed of 30 feet.

Scout Frame. As an action, you send out a magical pulse, detecting the presence of all living creatures within 1 mile of your location as well as learning the general topography of the area. Additionally, you gain darkvision out to 60 feet (or 120 feet, of you already had darkvision).

Expert Marksman

Starting at 15th level, when you make an attack with a blaster or a firearm, you score a critical hit on a 19 or 20.

Mobile Commander

At 18th level, you gain an upgrade to your impulse frame. Choose from one of the following:

Dragon Frame. You embed elemental manipulation technology into your suit. Choose a damage type from: acid, cold, fire, or lightning damage. While wearing your impulse frame, you have resistance to that damage type, and your weapon attacks deal an additional 1d8 damage of that type.

Overshield. Your suit gains a regenerating field of ablative force. While wearing your impulse frame, you have a pool of 30 temporary hit points. So long as you have not taken damage for 5 turns (30 seconds), you regain 5 temporary hit points to this pool at the start of each of your turns.

Wraith Frame. You can use your frame to cast the spell invisibility without using a spell slot. If you end this spell early by attacking a creature, that attack deals an additional 4d6 damage.

Fighter |

Sunsteel Templar

The lone guardsman who holds his post, securing the entry way of the basilica. The wandering warrior who passes along the Old Faith to any who with the patience to listen. Both of these fighters are Sunsteel Templars with significant ties to a religion, or a specific religious order. The flaming swords they wield are legendary throughout the land, symbolizing hope among the common folk; hope that the darkness will not overtake them this day.

Note: The Acolyte and Soldier backgrounds are recommended for Sunsteel Templars.

Sanctified Steel

Starting at 3rd level, you learn the light cantrip, and you can cast it as a bonus action. Wisdom is your spellcasting ability. When you cast light on a weapon, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and alights with harmless divine flames.

Additionally, when you use a weapon with light cast on it to reduce a hostile creature to 0 hit points, the weapon flares with holy energy. The next attack made with it in the next minute has advantage and deals an additional 1d8 radiant damage on a hit.

Keeper of the Sacred Writ

Also at 3rd level, you gain proficiency with the Religion skill if you are not already proficient with it. If you are already proficient, you can pick one of the other Intelligence skills to gain as your bonus skill proficiency. Your proficiency bonus is doubled for any Intelligence (Arcana) or Intelligence (Religion) check you make that applies your proficiency bonus.

Light Bringer

Starting at 7th level, you learn the sacred flame cantrip. In addition, you can cast the spell divine favor once, and regain the ability to do so when you finish a short or long rest, and the spell daylight once, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Blinding Furor

Starting at 10th level, your blade moves blindingly fast. When you make a weapon attack against a creature that you can see, you can force that creature to make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier, your choice) or become blinded for 1 minute. The creature can repeat their saving throw at the end of their turn, ending the effect on a success.

Once you use this ability, you can't use it again until you finish a short or long rest.

Tongues of Flame

Starting at 15th level, when you are hit with an attack by a creature that you can see within 60 feet of you, you can use your reaction to deal fire damage equal to 5 + your Wisdom modifier to the attacker.

Temple Guardian

Starting at 18th level, you can cast spirit guardians once as a 5th-level spell, without spell components, and regain the ability to do so when you finish a short or long rest. You must obey all other rules of spellcasting. Wisdom is your spellcasting ability.

Fighter |

Teleknight

The mind is the greatest weapon ever born of man. This is a fact known by warriors the world over, but it is often thought of as a euphemism, an eloquent statement about the ability of the brain to absorb and utilize combat training to great effect. For most, this is true; for Teleknights, this is taken to its literal extreme. Teleknights hone their minds to an uncanny sharpness, unlocking the ability to manipulate objects and creatures at a distance.

Vectors

Starting at 3rd level, you learn to manipulate objects from afar using a set of invisible "hands" known as vectors. On your turn, you can use an action to summon a number of vectors equal to your Intelligence modifier (minimum 1), which you concentrate on as you would a spell. Your vectors remain in existence until you dismiss them or until your concentration breaks. On any turn you use your action to either attack or manipulate objects with your vectors, you can move each of them up to 30 feet, out to a maximum range of 30 feet away from you.

On your turn, you can use your action to manipulate your vectors. You can use each vector to manipulate an object, such as opening an unlocked door or container, stowing or retrieving an item from an open container, or pouring the contents out of a vial. You can perform more complex actions with your vectors, such as picking a lock or playing an instrument, but you can only do so once per turn. Your limbs can carry a total weight in pounds of 10 times your Intelligence score.

Additionally, you can wield weapons and fight with your vectors. Each of your vectors can hold a single melee weapon, even if it is heavy or two-handed. Whenever you take the Attack action on your turn, you can forgo one or more of your attacks to allow an equal number of your vectors to attack. A vector that is not carrying a weapon deals 1d4 force damage on a hit. Your vectors add your Intelligence modifier for attack and damage rolls.

Vector Maneuver

At 3rd level, you can use your vectors to perform basic combat maneuvers, such as the Grapple or Shove actions, against creatures at range. When you do so, rather than a Strength (Athletics) or Dexterity (Acrobatics) check, you roll an intelligence check, and you add your proficiency bonus to this check.

You may attempt to grapple multiple creatures with your vectors, up to as many vectors as you have. While you are maintaining a grapple on a creature (either physically or with your vectors) if you attempt to grapple an additional creature, you have disadvantage on the ability check to do so.

Vector Sight

At 7th level, you send out numerous micro-vectors to feel the world around you. You gain blindsense within 10 feet. This sense fails in any place that your vectors fail to function, such as in an antimagic field.

At 15th level, the range of this ability increases to 30 feet.

 

Improved Vectors

Through constant training with your vectors, you have become much more deadly. At 10th level, your vectors improve in a number of ways: The maximum range of your vectors increases to 60 ft. When a hostile creature you can see leaves the reach of one of your vectors, you can use a reaction to have the vector make an opportunity attack.

When you take the Attack action and make all of your available attacks with your vectors, you may use a bonus action to make an additional attack with a vector.

Vector Walk

At 15th level, you can use your vectors for movement. While you are maintaining your vectors, you gain a flight speed equal to your movement speed. However, you must remain close to a solid surface; if at any time you are further than your vectors' maximum range from a solid surface, you fall.

Vector Annihilation

In the ultimate achievement of your vector abilities, you can splinter your mind to attack everything in your reach. Starting at 18th level, as an action, you can make a single attack against any creatures within range of your vectors. This attack deals 4d8 + your Intelligence modifier force damage to each target. Doing so is highly taxing, and you must finish a short or long rest before you can use this ability again.

Fighter |

Torchbearer

There are many creatures that haunt the blistering, frozen wastes of the north. For the small villages and tribes that dot the frigid landscape, these monsters are a constant threat; as such, the warriors of these groups have developed special techniques designed to prey upon these creatures' primary weakness: fire.

Torchfighting

Starting at 3rd level, you become adept at fighting while wielding a torch. You can treat any torch you wield as a light, finesse melee weapon that deals 1d6 bludgeoning damage, or 1d6 fire damage if the torch is lit. Starting at 10th level, lit torches you wield deal an additional 1d6 fire damage on a hit.

Additionally, once per turn when you deal fire damage to a creature, you can deal an extra 1d8 fire damage.

Warming Light

Starting at 7th level, while you are wielding a lit torch, flaming weapon, or other form of heat-producing flame, you gain resistance to cold damage and you are not at risk in Arctic Cold temperatures. Additionally, torches you light burn for 8 hours and emit bright light out to 40 feet and dim light for an additional 40 feet.

Torchblast

At 10th level, you can exhale sharply though a fire, blasting flame across a wide area. So long as you are near an open source of flame (such as a lit torch, flaming weapon, or campfire), you can use your action to breathe fire in a 15-foot cone. Creatures caught in the area of your fire breath must make a Dexterity saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus) or take 4d6 fire damage, or half that on a successful save.

At 15th level the damage of this ability increases to 6d6, and at 18th level the damage increases to 8d6.

Ring of Fire

Starting at 15th level, you can use your torches to ward off and punish would-be attackers. While you are wielding a weapon that deals fire damage, you can use an action to take a defensive stance. Until the start of your next turn, any creature that comes into or attempts to leave your reach provokes an attack of opportunity from you which does not use your reaction.

Inner Flame

Starting at 18th level, you can use a bonus action to ignite flames on any weapon you are wielding that does not already deal fire damage. That weapon deals an additional 2d6 fire damage per hit. This effect lasts for 1 minute or until you drop the weapon you are wielding.

Fighter |

Umbral Knight

Umbral knights are martial combatants with an innate link to darkness. While some deliberately study the arts of shadow, most develop their abilities instinctively, honing their manipulation of shadowstuff through practice and dedication. Those who master this art are warriors with few equals. The ability to shape darkness allows them to target their foe's weak spots, land blows that should not strike, and even attack foes that are paces away.

Umbral Blade

At 3rd level, as a bonus action, you can wrap any weapon you hold in a sheath of shifting shadows. As a result, it becomes Shadowed: it is dark, indistinct, and leaves behind a trail of shadow it moves.

While shadowed, this weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. It stops being shadowed if it leaves your hands.

Shadow Points. You have a pool of 5 shadow points, which increases as you gain levels in this class, as shown in the Shadow Points table. While a weapon is shadowed, you can expend shadow points to gain a number of different benefits, as shown below. You can only gain one of these benefits at a time. You regain all expended shadow points when you take a short or long rest.

Shadowstrike. As a bonus action, you can spend 1 shadow point to imbue your shadowed weapon with umbral power. Roll 1d4. This weapon gains a bonus on attack rolls equal to the number rolled until the beginning of your next turn.

Shadowbane. When you make a weapon attack against a fey, fiend, or undead with a shadowed weapon, you can expend 1 shadow point to deal an additional 2d8 necrotic damage on a hit.

Shadowsharp. You spend 1 shadow point to enhance the edge of your weapon with shadowstuff. Until the end of your next turn, your melee attacks with this weapon score a critical hit on a roll of 18-20.

Shadow Points

Fighter Level Shadow Points
3rd 5
7th 7
10th 11
18th 17

Morphic Weapon

By 7th level, when you make a weapon shadowed, you can shape the shadowstuff around it, transforming it completely into the form of any weapon that you are proficient in. You can change its shape as a bonus action, and the weapon reverts to its original form if it leaves your hand.

 

Shadowcast

At 10th level, when you take the attack action with a shadowed melee weapon, you can spend a shadow point to radically extend the weapon, which becomes distorted like a shadow. Until the end of your next turn, the weapon's range becomes 15 feet.

Go Unseen

At 15th level, you can spend 3 shadow points to cast the spell invisibility on yourself without expending a spell slot.

Perfect Darkness

Starting at 18th level, whenever you roll initiative with no shadow points, you immediately regain 2 shadow points.

Fighter |

Vanguard

In combat, there are situations where each weapon is important: In duels, it is the sword, flexible and strong, good for attack and defense; In brutal melee, the axe and the hammer win the day, pounding through armor and crushing the warrior beneath; In siege, the ballista can strike with great force that which cannot be destroyed by man alone. In war, however, it is the spear and the arrow that win the day: quick, long reaching, and able to kill the enemy before they know they are dead.

Here, in this spot, at the tip of the spear, is the Vanguard.

Advance

Starting at 3rd level, on your turn, you deal an additional 1d8 damage on the first melee attack made after you move at least 10 feet in a straight line towards your target. You may do this multiple times on the same turn, but you must move at least 10 feet in a straight line towards your target between each attack, and you cannot use this ability against the same creature more than once per turn. This damage increases to 2d8 at level 10, and 3d8 at level 18.

Alternatively, you may use your momentum to knock your target away or flatten them to the ground. Instead of taking bonus damage, the target of your melee attack must succeed on a strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be shoved 10 feet away from you or knocked prone.

Double Time

Starting at 7th level, you are no longer hindered by rough terrain, and you may travel overland at twice the normal speed without suffering any ill effects. Any allies traveling with you for greater than 1 hour also gain these benefits.

Additionally, you gain proficiency in the Survival skill. If you are already proficient in Survival, you can select a different skill from among those which fighters can learn at 1st level.

Lightning Step

Starting at 10th level, on your turn, you may take the Dash or Disengage actions as a bonus action.

First to Fight

At 15th level, your base movement speed increases by 10 feet, and you may add your proficiency bonus to your initiative rolls.

War Master's Charge

At 18th level, as an action on your turn, you may move up to twice your movement speed in a straight line towards a creature. At the end of this movement, you make a melee attack with advantage against that creature. Any allies within 20 feet of you when you start your movement may use their reaction to do the same, though they do not have to choose the same creature as you. Once you use this ability, you must finish a long rest before you can do so again.

Fighter |

Warshaper

Whether due to an errant transmutation spell or exposure to planes of strange, higher-dimensional space, your form has become plastic and you can sculpt your flesh into new and dreadful forms.

Morphic Form

Choose one of the options from below. You can change this selection when you take a short or long rest.

Additional Appendage. You can sprout another limb from your torso capable of wielding weapons. When you take the Attack action and make an unarmed strike or attack with a melee weapon that is not heavy, you may use your bonus action to attack with a light melee weapon your extra appendage is holding, or make an unarmed strike with your extra appendage. You do not add your Strength or Dexterity bonus to the damage of this attack, unless you have the Two-Weapon fighting style.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Armored Flesh. You harden your skin into an armored carapace. While you are unarmored, your armor class equals 13 + your Dexterity modifier. By 7th level, it hardens and your armor class equals 15 + your Dexterity modifier, and at 10th you may also, as an action, form an organic shield.

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this ability to become quadrupedal, for instance. At any time, you can use your action to change your appearance in this way again.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

This damage increases as you gain levels in this class. At 7th level, the weapon deals 1d8 damage, and at 15th level, the weapon deals 1d10 damage.

Wings. You can select this option at 15th level. You grow a pair of fleshy wings and gain a flying speed equal to your base walking speed.

At 7th level, you can change your selection as a bonus action, and at 10th level you can select any number of these options at one time.

Indiscernible Anatomy

At 3rd level, the placement and composition of your internal organs is bizarre. You take no additional damage from critical hits.

 

Morphic Reach

At 7th level, when you make a melee attack, you can suddenly stretch and extend your appendages outward. Your melee attacks gain Reach if they did not have it already.

Morphic Mind

At 10th level, your mind is as flexible as your body. You can add half your proficiency bonus to a skill of your choice. You can change this selection when you take a short or long rest.

Additionally, you have advantage on saving throws against being charmed and no magical effect can read your mind.

Morphic Healing

By 15th level, as a bonus action, you can expend a Hit Die to use Second Wind without expending a use of the feature.

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.

Morphic Body

Beginning at 18th level, you can use your precise bodily control to make yourself stronger and healthier. You gain a +4 bonus to Strength, Dexterity, or Constitution. Your maximum for this ability score increases to 24. You can change this selection when you take a long rest.

Fighter |

Weaponsmith

The weaponsmith is a warrior who is adept at creating and repairing arms and armor, as well as fighting with exotic and rare weapons. Those who study the art of smithing often customize their own weapons to be more effective in combat, and many of them trade weapon designs amongst themselves. The greatest weaponsmiths use intelligence and wit to invent new, experimental weapons with which to kill more creatively and more efficiently.

Smith Journeyman

When you select this archetype at 3rd level, you gain proficiency with Smith’s tools.

Exotic Crafting

Starting at 3rd level, your experience with forging and carving blades, bows, and other arms allows you to create unique and custom weapons. Using the crafting rules provided in the Player's Handbook, you may create a weapon for which you have the prerequisites from the Custom Weapons lists below. You are proficient with such weapons. Some weapons require the target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

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

Jury-Rigging

At 7th level, you have become adept at quickly creating makeshift weapons to suit your needs. If you are in a suitable environment, you can spend one hour to make a number of simple weapons equal to your proficiency bonus provided you have the wood, stone, and other natural materials required.

Sundering Strike

Starting at 10th level, you can use your knowledge of the weak points of weapons and armor to strike and render them useless. As an action on your turn, you may make a single melee attack with disadvantage against an enemy, targeting their weapon or armor and attempting to sunder it. This attack cannot be made with a wooden weapon. A weapon has 10 hit points and armor has hit points equal to its wearer's Armor Class. Weapons reduced to 0 hit points break and become unusable, and armor reduced to 0 hit points offers no Armor Class bonus. This has no effect on Magic Items.

Master Craftsman

At 15th level, you have learned the secrets of forging adamantine and mithral weapons and armor. For an additional 500 gp to the crafting cost, you may craft a weapon or armor set from one of these materials. Adamantine weapons ignore resistance to their damage type, deal an extra 1d4 damage of the same type, and are unbreakable. Mithral weapons have the finesse property and weigh half as much as normal, and one-handed or versatile mithral weapons also have the light property. See the Dungeon Master's Guide for rules on adamantine and mithral armor.

 

Ultimate Weapon

At 18th level, you have created a masterpiece: an ultimate weapon that fits your fighting style perfectly. This weapon represents the mastery of your craft and the perfect synergy between warrior and weapon. The specific appearance of your ultimate weapon is your choice, but all ultimate weapons fit one of several archetypes. You may select from the following: Ultimate Blade, Ultimate Bow, or Ultimate Cudgel.