Fighter
A human in clanging plate armour holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armour, 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.
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 armour, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defences.
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 and 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 armour, 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 armour. 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.
Trained for Danger
Not every member 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 of 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.
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 armour? 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 stands 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, Intelligence if you plan to adopt the Eldritch Knight martial archetype, or Wisdom if you plan to take the Duellist martial archetype. Second, choose the soldier background.
The Fighter
Level | Proficiency Bonus | Features | Maneuvers |
---|---|---|---|
1st | +2 | Fighting Style, Manoeuvres | 2 |
2nd | +2 | Action Surge (one use) | 2 |
3rd | +2 | Martial Archetype, Superiority (two uses) | 3 |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | Extra Attack | 3 |
6th | +3 | Superiority (three uses) | 3 |
7th | +3 | Martial Archetype Feature | 4 |
8th | +3 | Ability Score Improvement | 4 |
9th | +4 | Indomitable (one use) | 4 |
10th | +4 | Martial Archetype Feature | 4 |
11th | +4 | Extra Attack (2) | 5 |
12th | +4 | Ability Score Improvement | 5 |
13th | +5 | Indomitable (two uses) | 5 |
14th | +5 | Superiority (four uses) | 5 |
15th | +5 | Martial Archetype Feature | 6 |
16th | +5 | Ability Score Improvement | 6 |
17th | +6 | Action Surge (two uses), Indomitable (three uses) | 6 |
18th | +6 | Martial Archetype Feature | 6 |
19th | +6 | Ability Score Improvement | 6 |
20th | +6 | Extra Attack (3) | 6 |
Class Features
As an fighter, you gain the following class features.
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
Proficiencies
Armour: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail, or (b) leather armour, a 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 can purchase your starting equipment with a starting wealth of 5d4 x 10gp.
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.
Defence
While you are wearing armour, you gain a +1 bonus to AC.
Duelling
When you are wielding a 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.
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Manoeuvres
As you've learned to focus your strength in combat, you've mastered several manoeuvres. You learn two manoeuvres of your choice. Your manoeuvres options are detailed at the end of the class description. Many manoeuvres enhance an attack in some way. You can use only one manoeuvre per round.
You learn one additional manoeuvres of your choice at 3rd, 7th, 10th, and 15th level. Each time you learn new manoeuvres, you can also replace one manoeuvres you know with a different one.
Some of your manoeuvres require your target to make a saving throw to resist the manoeuvre's effects. The saving throw DC is calculated as follows:
- Manoeuvres save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
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, War Master, Duellist, Bloodreaver, Glade Warrior 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.
Superiority
Also at 3rd level, when you use a manoeuvre, you can choose to trigger its superiority option which is described in the manoeuvre. You can use this feature twice, and you regain expended uses after a short or long rest.
You gain one additional use of your Superiority at 6th and 14th 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 and to four when you reach 20th level in this class.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Martial Archetypes
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
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 a 19 or 20.
Brute Advantage
Also starting at 3rd level, your overwhelming presence and the unrefined nature of your maneuvers allows you to impose against your targets. You can have a creature who has been affected by one of your maneuvers take damage equal to your Strength or Dexterity modifier (your choice) as well.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make. 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 less than half of your maximum hit points left. You don’t gain this benefit if you have 0 hit points.
War Master
Those who emulate the archetypal War Master employ martial techniques passed down through generations. To a War Master, combat is an academic field, sometimes including subjects beyond battle such as weapon-smithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the War 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 additional manoeuvres and are able to use your Superiority class feature to issue commands among the battlefield.
Manoeuvres. You learn one additional manoeuvres of your choice. Your manoeuvres options are detailed at the end of the class description.
You learn one additional maneuver of your choice at 7th, 10th, and 15th level.
Superiority. When using your Superiority class feature you can instruct an ally to take an action. Choose one friendly creature that can see or hear you. That creature can immediately use its reaction to make one weapon attack, or move up to half its movement without provoking opportunity attacks.
Student of War
Also 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)
Hardened Resolve
At 10th level, your inspiring presence on the battlefield helps your companions push past their maladies and return to the fray. When you use your Superiority class feature, you can choose one friendly creature that can see or hear you. That creature can immediately end one spell affecting it.
Once you use this feature, you must finish a short or long rest before you can use it again.
Improved Superiority
Starting at 15th level, your ability to push the limits of your manoeurvres has exceeded that of most other fighters. You can use your Superiority class feature an additional two times, regaining all expended uses after taking a short or long rest.
Eldritch Knight Spellcasting
Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 3 | 3 | 2 | — | — | — |
4th | 3 | 4 | 3 | — | — | — |
5th | 3 | 4 | 3 | — | — | — |
6th | 3 | 4 | 3 | — | — | — |
7th | 3 | 5 | 4 | 2 | — | — |
8th | 3 | 6 | 4 | 2 | — | — |
9th | 3 | 6 | 4 | 2 | — | — |
10th | 4 | 7 | 4 | 3 | — | — |
11th | 4 | 8 | 4 | 3 | — | — |
12th | 4 | 8 | 4 | 3 | — | — |
13th | 4 | 9 | 4 | 3 | 2 | — |
14th | 4 | 10 | 4 | 3 | 2 | — |
15th | 4 | 10 | 4 | 3 | 2 | — |
16th | 4 | 11 | 4 | 3 | 2 | — |
17th | 4 | 11 | 4 | 3 | 3 | — |
18th | 4 | 11 | 4 | 3 | 3 | — |
19th | 4 | 12 | 4 | 3 | 3 | 1 |
20th | 4 | 13 | 4 | 3 | 3 | 1 |
Display of Tactics
Starting at 18th level, when you use your Superioty class feature, you can choose one friendly creature that can see or hear you. That creature can use its reaction to use the same manoeuvre you used to trigger the superiority feature, if possible. Your manoeuvre DC is used for any saving throws.
Eldritch Knight
The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
Spellcasting
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 three 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 o f 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.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Arcane Renewal
Starting at 3rd level, when you take a short rest, you can regain expended spell slots of a combined level equal to 1/3 of your fighter level.
Once you have used this feature, you must complete a long rest before you can use it again.
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 spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell before the end of your next turn.
Alternatively, you gain advantage on the next spell attack roll you make against the creature until 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 at any time during the turn you use your Action Surge. After you teleport, you have advantage on the next weapon attack you make before the end of the turn.
Improved War Magic
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Duellist
Those that follow the archetype of the Duellist dedicate their lives to the blade. They are perfectionists in their art. Through dedication, meditation, and sheer determination their weapon skills are paralleled by none. Their weapon is not merely a tool used to kill; it is an extension of their very being.
Vantage
Beginning when you choose this archetype at 3rd level, you can make split second decisions, and attacks.
When you are targeted for a melee attack, you can make a single melee attack against your attacker. Your attack takes place after theirs and you may only use this feature once per turn.
You can use this ability a number of times equal to your Wisdom modifier (minimum of 1). You also must have your weapon drawn to make these attacks. You regain all expended uses after a short or long rest.
You cannot use this ability if you are surprised, or if your foe has advantage against you for any reason.
Steady Body, Precise Mind
Starting at 7th level, when you spend only 5 feet of movement or less on your turn, you gain an additional 15 feet of movement until the end of your next turn.
Additionally, if you choose to move while you have this extended movement; opportunity attacks against you are made with disadvantage if the attacker was not within melee range of you at the start of your movement.
Also, if you have the space for a running start, you can spend 1 minute meditating in place. Immediately afterwards, you can make a running jump crossing triple the distance you normally could.
Magic Counter
At 10th level, you've watched and seen how magic works well enough that you can effectively parry the effects of a spell with your weapon.
When you take damage from a spell, you can spend your reaction and a use of your vantage to half the spells damage dealt against you.
In addition, if you force a creature to make a Constitution saving throw to maintain concentration on a spell with a melee weapon attack. That saving throw is made with disadvantage.
Improved Vantage
Starting at 15th level, your Vantage attacks go beyond the limit. You gain these benefits to your Vantage attacks:
- The number of times you can use your Vantage ability becomes equal to your Wisdom modifier (minimum of 1) plus your Dexterity modifier (minimum of 1) or Strength modifier (minimum of 1), whichever is higher.
- You can now draw your weapon in a blink of an eye; you no longer need to have your weapon drawn to use Vantage.
- You can make Vantage attacks while surprised, but still can't make them if your foe has advantage against you.
Final Stand
At 18th level, if you are dropped to 0 hit points by an attack by a foe you can see and aren't killed outright, in a last surge of will you can return to 1 hit point and you may move up to double your speed as a free action towards the foe who dealt the damage to you to trigger this feature. You then must spend all of your remaining uses of vantage against that foe if you are within range.
This feature allows you to add your Dexterity or Strength modifier to the damage of your vantage attacks used whilst in your final stand (whichever is higher).
If you have no Vantages uses left, you cannot use this feature.
Bloodreaver
The archetypal Bloodreaver employs their own flesh and blood in the slaughter of their enemies. To a Bloodreaver, 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 defences. You gain the following features: Sanguine Slice and Sanguine Strike.
Sanguine Strike. 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 bonus.
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 bonus.
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 3 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.
Vigour
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.
Glade Warrior
The glade warrior is a rook of the sylvans; warriors who are the basis of grim fairy tales, reasons to not wander from home, and the awe-inspiring uncivilized people alike.
They are gifted magical powers through the whispers, sounds, and chants of the fey they serve. For some, they have been called to soldier this way since birth, accustomed more towards their Archfey's masters' voices than their own parents; others, they are tricked, trapped, or beguiled into servitude. They are shrewd, the fey; scheming, intelligent, and carnal.
Glade Warrior Spellcasting
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 | 2 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Spellcasting
When you reach 3rd level, your trained martial ability is complemented with the power of fey whispers - words of magic. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.
Cantrips. You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.
Spell Slots. The Glade Warrior 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 bane and have a 1st-level and a 2nd-level spell slot available, you can cast bane using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level bard spells of your choice, two of which you must choose from the divination and enchantment spells on the bard spell list.
The Spells Known column of the Glade Warrior Spellcasting table shows when you learn more bard spells of 1st level or higher. Two of these spells must be a divination or an enchantment 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 on of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or an enchantment spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Charisma is your spellcasting ability for your bard spells, since your spells come as power for you to command. 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 bard 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
Witch Knight
At 3rd level, when a creature you are fighting makes a saving throw against being charmed by a spell you cast, it does not have advantage on the saving throw.
Beguiling Wind
At 7th level, you can use a bonus action to conjure a mysterious wind in a 30-foot-radius sphere around you. The wind spreads around corners, and blows away any gasses in its area. An allied creature that starts its turn in the wind gains resistance to psychic damage, and an additional 5 feet added to their base movement.
An enemy creature that starts its turn in the wind must make a Wisdom saving throw or suffer disadvantage on the next attack roll, ability check, or saving throw it makes.
Twilight Aspect
Beginning at 10th level, you can see in dim light as if it were bright light. In addition, if you are in bright light, others perceive you as if you were in dim.
Soldier of the Archfey
At 15th level, you cannot be put to sleep by magical means, nor can you be charmed.
In addition, you no longer require sleep, but fill your long rests with light activity.
Charmblade
Starting at 18th level, if you hit a creature, that creature makes attacks against you at disadvantage until the end of your next turn. Additionally, the creature has disadvantage against any spell you cast that would charm them.
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 the Animal Handling Skill, and one other skill of your choice from the following list: History, Insight, Performance, or Persuasion.
Alternatively, instead of learning the additional chosen skill, you can learn a language of your choice instead.
Born to the Saddle
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Unwavering Mark
Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attacks weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Warding Stand
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 ld8 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 Charge
Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.
Vigilant Defender
Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.
Bastion
This archetype focuses on protection of one's allies, whilst remaining an effective fighter. Fighters of this path are defenders of the weak and often appear as knights, but also have been trained to maintain their own internal harmony. The goals of a bastion can aim to sunder enemies and to protect allies.
Resilient
Beginning when you choose this archetype at 3rd level, you can withstand repeated assault from almost any source. Whenever you suffer damage, you may spend you reaction, choosing one damage type dealt to you by the triggered damage. You gain resistance to that damage type against the triggered source, and all other sources of that damage type taken before the start of your next turn.
When you use this feature, you cannot choose poison or psychic damage.
You may use this feature a number of times equal to your Constitution modifier, regaining all expended uses when you complete a long rest.
Pillar of Protection
At 7th level, you seek to impart your protective nature on to others. When a creature within 10 feet of you would by hit by an attack roll or be forced to make a Dexterity saving throw against a damaging effect, you can expend a use of your resilient feature as a reaction. When you do, you move into an unoccupied space within 5 feet of the target, granting it three quarters cover. If this would cause the target attack to miss or the target to succeed its saving throw, the target takes no damage and you take any damage as if you were the target of the attack or saving throw.
Guardian
Starting at 10th level, your protective nature has allowed you to strike hard against those that would sleight your allies. Whenever you expend a use of your resilient feature, the next weapon attack made against the damaging enemy creature deals additional damage equal to your Strength or Dexterity modifier (whichever is higher).
Stronghold of Harmony
Also, at 15th level, your nature brings hope to your allies. As an action on your turn, you can expend a use of your resilient feature. When you do, each creature you choose within 60 feet that can see and hear you gains immunity to the frightened condition and temporary hit points equal to your fighter level, both of which last until the start of your next turn.
Undying Armsman
Beginning at 18th level, your nature as a bastion is unending, and you are unbreakable. At the start of each of your turns, if you have at least 1 hit point remaining and have taken damage since the start of your previous turn, you regain hit points equal to your Constitution modifier.
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 fighter level.
Unbreakable Body
When you reach 18th level, your unstoppable body allows you to prepare yourself for even the most harmful blows. When you would suffer damage, roll 1d10 + half your fighter level. You reduce the incoming damage equal to the number rolled. Once you have used this feature, you cannot do so again until the start of your next turn.
Manoeuvres
If a manoeuvres has prerequisites, you must meet them to learn it. You can learn a manoeuvre at the same time that you meet its prerequisites.
Advancing Attack
Prerequisite: Cavalier archetype
When you hit a creature within a weapon attack whilst mounted, you can move up to half of your mounts speed. Opportunity attacks provoked by this movement are made within disadvantage.
Superiority. The target struck takes an additional die of damage.
Bloodrush
Prerequisite: Bloodreaver archetype
When you reduce a creature to 0 hit points, you regain hit points equal to your Constitution modifier, and gain advantage on your next attack roll.
Superiority. You can make one additional attack immediately as a bonus action.
Brutish Rage
Prerequisite: Brute archetype
As a reaction when a creature deals bludgeoning, piercing or slashing damage, you can choose to suffer additional damage equal to your Brute Force Damage die. When you do so, each attack you make against the target creature until the end of your next turn deals bonus damage equal to half the number rolled.
Superiority. You deal bonus damage equal to the number rolled on the Brute Force Damage die, instead of half.
Bulwark
Prerequisite: Bastion archetype
As a bonus action on your turn, you or an ally that you can see within 10 feet of you gains temporary hit points equal to your fighter level. These temporary hit points last until the end of your next turn.
Superiority. Both you, and the target creature gains temporary hit points equal to your fighter level, and the temporary hit points last until depleted instead of until the end of your next turn.
Commander's Strike
Prerequisite: War Master archetype
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, that creature can immediately use its reaction to make one weapon attack.
Superiority. Directing a companion to strike is now a free action, and does not take up one of your attacks.
Compelled Fear
Prerequisite: Glade Warrior archetype
When you take the attack action on your turn, you can forgo one of your attacks to cause a target within 30 feet of you to make a Wisdom saving throw. On a failure, they have disadvantage on attacks against you until the beginning of your next turn. Creatures that cannot be frightened are immune to this effect.
Superiority. The target's disadvantage on attacks lasts until the end of your next turn.
Disarming Attack
When you hit a creature with a weapon attack, you can choose to do no damage, and instead force it to make a Strength or Dexterity saving throw (their choice). On a failed save, it drops one item of your choice that it is holding. The object lands at its feet.
Superiority. You still roll damage as a part of this manoeuvre.
Distracting Strike
When you hit a creature with a weapon attack, you can forgo any damage your attack deals to distract the creature, giving your allies an opening. 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.
Superiority. You still roll damage as a part of this manoeuvre.
Eldritch Blade
Prerequisites: Eldritch Knight archetype
When you make an attack with your bonded weapon on your turn, you can turn the edge of the blade into eldritch energy. Any bludgeoning, piercing or slashing damage your weapon deals is replaced by force damage, and is increased by 2.
Superiority. The bonus damage dealt is increased by your Intelligence modifier.
Evasive Footwork
Prerequisite: Duellist archetype
You can use the Dash action as a bonus action.
Superiority. You also gain the benefit of the disengage action as a part of this manoeuvre.
Feinting Attack
Prerequisite: Duellist archetype
You can use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on the next attack roll with a melee weapon against that creature.
Superiority. In addition, the target cannot take any reactions until the end of your next turn.
Goading Attack
When you hit a creature with a weapon attack, you can forgo any damage your attack deals to attempt to goad the creature into attacking you. That creature must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Superiority. You still roll damage as a part of this manoeuvre.
Lunging Attack
When you make a melee attack on your turn, you can extend the reach for that attack by 5 feet.
Superiority. Your range for all melee attacks made until the start of your next turn is increased by 5 feet.
Menacing Attack
Prerequisite: Champion
When you hit a creature with a weapon attack, you can forgo any damage your attack deals to attempt to frighten the target. The target must make a Wisdom saving throw. On a failure, it is frightened of you until the start of your next turn.
Superiority. All hostile creatures that can see or hear you within 10 feet when you make this attack must also make this Wisdom saving throw.
Overpowering Force
Prerequisite: Brute archetype
When you make an attack roll against a creature, you can forgo bonus to your damage damage granted by your Brute Force feature, instead applying it to your current attack roll.
Superiority. You add your Brute Force Damage die to both your attack roll and your damage roll, using the same roll for both.
Parry
When another creature damages you with a melee attack, you can use your reaction to reduce the damage by an amount equal to your Dexterity modifier.
Superiority. You reduce the damage taken by half instead.
Pillar of Resilience
Prerequisite: Bastion archetype
When you use your pillars of protection feature, you gain the benefits of your resilient feature as if the damage dealt to the target creature was dealt to you.
Superiority. The target creature also gains the benefits of your resilient feature against the triggered damage type.
Protect Steed
Prerequisite: Cavalier archetype
When a creature hits your mount with a weapon attack whilst you are within 5 feet of it, you can use your reaction to instead take the attack as if it targetted you. The attack can miss you if it does not exceed or equal your AC.
Superiority. You can use another manoeuvre this round, despite you having used this one.
Pushing Attack
Prerequisite: Champion archetype
When you hit a creature with a weapon attack, you can attempt to drive the target back. If the target is Medium or smaller, it must make a Strength saving throw. On a failed save, you can push the target up to 10 feet away from you.
Superiority. You can push targets that are Huge or smaller. Creatures of your size or smaller have disadvantage on their saving throw.
Quick Words
Prerequisite: Glade Warrior archetype
When you take the attack action on your turn, you can forgo one of your attacks to cast a divination or enchantment cantrip you know.
Superiority. You can make a weapon attack as part of this maneuver.
Rally
Prerequisite: War Master archetype
On your turn, you can use a bonus action to bolster the resolve of your companions. When you do so, choose any number of creatures within 30 feet that can see or hear you. Those creatures gains temporary hit points equal to your Charisma modifier.
Superiority. You add your proficiency bonus to the temporary hit point gained.
Repositioning Command
Prerequisite: War Master archetype
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 allies to reposition themselves. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to move up to half its speed.
Superiority. Directing a companion to move is now a free action, and does not take up one of your attacks.
Rider's Command
Prerequisite: Cavalier archetype
When you take the Attack action on your turn, you can forgo one of your attacks to have your mount attack a creature within its reach, adding half your Strength modifier (minimum of 1) to its attack roll. You can only use this manoeuvre whilst mounted.
Superiority. Commanding your mount to attack does not take up one of your attacks, and is now a part of your Attack action as an additional attack.
Second Wind
You have a reserve of stamina that you can draw on to recover from harm. On your turn, you can use a bonus action to regain hit points equal to half your fighter level (minimum of 1). You can only use this feature if you have taken damage since the start of your previous turn.
Superiority. You instead regain hit points equal to your fighter level.
Sweeping Attack
Prerequisite: Champion archetype
When you hit a creature with a melee weapon attack, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. if the original attack roll would hit the second creature, it takes damage equal to yor Strength modifier. The damage is of the same type dealt by the original attack
Superiority. The damage is instead equal to half the damage dealt to the original target.
Syphoning Strike
Prerequisite: Bloodreaver archetype
When you hit a creature with a weapon attack, you can choose to half any bludgeoning, piercing or slashing damage that it deals. When you do so, you regain hit points equal to the total bludgeoning, piercing and slashing damage the attack dealt. You cannot use this feature in the same attack that you use a Sanguine Strike on.
Superiority. You do not half the bludgeoning, piercing or slashing damage dealt on the attack.
Trip Attack
On your turn, you can forgo one of your attacks to attempt a tripping manoeuvre to knock you target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Superiority. You can target a creature that is Huge or smaller instead. If they fail the saving throw, they take damage equal to your Strength or Dexterity modifier (your choice) as well.
Warp Strike
Prerequisite: Eldritch Knight archetype
Before you make a weapon attack with your bonded weapon, you can use your bonus action to teleport up to 10 feet closer to your target.
Superiority. You can teleport an additional 10 feet after making the attack roll.
Multiclassing
Ability Score Minimum. Strength 13 or Dexterity 13
Proficiencies Gained. Light armour, medium armour, shields, simple weapons, martial weapons
Jack Weighill's
Homebrew
Compendium
Hello players and GM Binder devs! You've found the back page of a class from my class compendium. Not all of this work is mine, in fact, most of it isn't! It is simply here for ease of access for the players, and isn't shared elsewhere.
I have a great and passionate hatred for base 5e fighter. I've always seen it as the epitome of boring design. Then came along layhnet, creator of the warden to make it not stupid, and thus he did!
The new manoeuvre system is great, I loved it from the moment I saw it, and it makes the class feel much more interesting than it ever otherwise could on its own.