Fighters

by DMB

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Fighter

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


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Any one Artisan Tool, Instrument, or Gaming Set
  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment:

  • (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, (b) two thrown weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

The Fighter
Level Proficiency Bonus Features Maneuvers & Dice
1 +2 Fighting Style, Second Wind
2 +2 Action Surge, Combat Superiority 2/4
3 +2 Martial Archetype 3/4
4 +2 Ability Score Improvement 3/4
5 +3 Extra Attack, Improved Combat Superiority 3/4
6 +3 Ability Score Improvement 5/4
7 +3 Martial Archetype Feature 5/5
8 +3 Ability Score Improvement 5/5
9 +4 Improved Fighting Style, Indomidable 5/5
10 +4 Martial Archetype Feature 7/5
11 +4 Extra Attack (2), Improved Combat Superiority 7/5
12 +4 Ability Score Improvement 7/5
13 +5 Indomidable Improvement 7/5
14 +5 Ability Score Improvement 7/5
15 +5 Martial Archetype Feature 9/6
16 +5 Ability Score Improvement 9/6
17 +6 Action Surge (two uses), Indomitable Improvement 9/6
18 +6 Martial Archetype Feature 9/6
19 +6 Ability Score Improvement 9/6
20 +6 Extra Attack (3), Masterful Combat Superiority 9/6

Fighting Style

You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features.

  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: While you are wielding a single melee weapon you gain a +2 bonus to damage rolls with that weapon.
  • Juggernaut: You have advantage on saving throws against being moved or knocked prone, and when you shove a creature, you can choose to shove an additional 5 feet. At the end of a short or long rest you gain temporary hit points equal to your Constitution modifier.
  • Mobile: While you are not wearing armor your AC is calculated as 12 + your Dexterity modifier and your speed increases by 10ft. You can use a shield and still gain this benefit.
  • Protection: You can use your reaction to impose disadvantage on an attack roll that would hit an allied creature within 5ft of you being targeted by a creature you can see. If the attack hits anyways, you reduce the damage of the attack by an amount equal to your proficiency bonus + your shield AC bonus.
  • Quick Draw: You add your proficiency bonus to your initiative rolls. When you roll initiative you can immediately draw your weapons and/or shield.
  • Skirmisher: While you are not wearing heavy armor or using a shield you can take the Disengage action as a bonus action and you have swim and climbing speed equal to your walking speed.
  • Tunnel Fighter: Creatures within 5ft of you provoke opportunity attacks when they move more than 5ft within your reach. You can use your action to enter a defensive stance until the start of your next turn, while in this stance you gain an additional reaction.
  • Two-Weapon Fighting: When you engage in two weapon fighting, you can add your ability modifier to the damage of the extra 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.

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.

Combat Superiority

Superiority Dice. You have four superiority dice, which are d6s, that you use to fuel maneuvers in combat. 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.

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects.

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

Fighter Maneuvers

Your Class allow you some maneuvers, and your Martial Archetype will let you choose from an expanded list of maneuvers when you learn a maneuver, which are listed in the Archetype Maneuver list. Many maneuvers enhance an attack in some way. You can use only one maneuver per turn.

You learn one additional maneuver of your choice at 3rd level, then 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.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

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, or you can take a Feat from the Feat List. 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.

Improved Combat Superiority

Also at 5th level, your superiority dice increase to 1d8.

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 short or long rest.

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

Improved Combat Superiority

At 11th level you learn a second Fighting Style from the Fighter list, and your superiority dice increase to 1d10.

Masterful Combat Superiority

At 20th level you are a master of martial combat. Your superiority dice increase to 1d12.

Martial Archetypes

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

Archetype Maneuvers

This is a list of maneuvers available to fighters of different archetypes. The Fighter Maneuver list is available to all fighters regardless of archetype, and the archetype specific lists are available to fighters who choose that particular archetype at 3rd level. You may choose maneuvers only from the lists you have access to. The maneuvers themselves are detailed at the end of this document.

Archetype Maneuvers
Archetype Maneuvers
Fighter Feinting Attack, Lunging Attack, Parry, Pushing Attack, Sweeping Attack
Arcane Archer Disarming Attack, Evasive Footwork, Precision Attack, Trip Attack
Banneret Commander's Strike, Disarming Attack, Goading Strike, Rally
Cavalier Distracting Strike, Goading Strike, Maneuvering Attack, Rally
Champion Agressive Attack, Precision Attack, Riposte, Trip Attack
Eldritch Knight Commander's Strike, Distracting Strike, Maneuvering Strike, Menacing Attack
Samurai Aggressive Attack, Evasive Footwork, Precision Attack, Riposte
Brawler Aggressive Attack, Goading Attack, Menacing Attack, Trip Attack

Advanced Maneuvers

  • Aggressive Maneuver. As a bonus action you can move up to your speed toward a hostile creature that you can see. The next weapon attack you make before the start of your next turn adds your Superiority damage.
  • 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. That creature can immediately use its reaction to make one weapon attack, adding the superiority die roll to its damage.
  • Disarming Attack. When you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. 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 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.
  • 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.
  • Goading Attack. When you hit a creature with a weapon attack, you can attempt to goad the target into attacking you. The target must make a Wisdom saving throw. On a failed save, the target's attack rolls against targets other than you until the end of your next turn is reduced by the amount rolled on your superiority die.
  • Maneuvering Attack. When you hit a creature with a weapon attack, you can maneuver one of your comrades into a more advantageous position. 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 attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
  • Precision Attack. When you make a weapon attack roll against a creature, you can roll a superiority die and add the result to the attack roll.
  • Rally. On your turn, you can use a bonus action to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
  • Riposte. When a creature misses you with a melee attack, you can use your reaction and to make a melee weapon attack against the creature.
  • Trip Attack. When you hit a creature with a weapon attack, you can attempt to knock the 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.

Base Maneuvers

  • Feinting Attack. 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 your next attack roll this turn against that creature until the start of your next turn.
  • Lunging Attack. When you make a melee weapon attack on your turn, you can increase your reach for that attack by 5 feet.
  • Parry. When another creature damages you with a melee attack, you can use your reaction to reduce the damage by the amount rolled on your superiority die + your Strength or Dexterity modifier + your Fighter level.
  • Pushing Attack. When you hit a creature with a weapon attack you can attempt to drive the target back. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target an additional 5 feet away from you.
  • Sweeping Attack. 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 the amount rolled on your superiority die + your ability modifier. The damage is of the same type dealt by the original attack.

Arcane Archer


An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).

Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Additional Arcane Shot

Also at 7th level you gain an additional use of Arcane Shot and learn another Arcane Shot Option from the list.

Additional Arcane Shot Option

At 10th level you gain an additional use of Arcane Shot and learn another Arcane Shot Option from the list.

Ever-Ready Shot

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

Additional Arcane Shot

At 15th level you gain an additional use of Arcane Shot and learn another Arcane Shot Option from the list.

Additional Arcane Shot

At 18th level you gain an additional use of Arcane Shot and learn another Arcane Shot Option from the list.. Each option also improves when you become an 18th-level fighter.

Arcane Shot Options


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

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

  • Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.

  • Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. The psychic damage increases to 4d6 when you reach 18th level in this class.

  • Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The force damage increases to 4d6 when you reach 18th level in this class.

  • Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class.

  • Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

  • Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 18th level in this class.

  • Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location. The force damage increases to 2d6 when you reach 18th level in this class.

  • Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 4d6 when you reach 18th level in this class.

  • Thunder Arrow. You weave the power of nature's wrath into the arrow with evocation magic, causing it to split the air like a mighty thunderclap. The creature hit by the arrow takes an extra 2d6 thunder damage, and it and any creatures within 20ft must succeed on a Constitution saving throw or be deafened until the start of your next turn and knocked prone. The loud boom can be heard up to 300ft away. The thunder damage increases to 4d6 when you reach 18th level in this class.

Banneret


A Banneret knight inspires greatness in others by committing brave deeds in battle. They lead a formidable cohort, as though a lone knight might be a skilled warrior, a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.

Archetype Maneuvers

As a Purple Dragon Knight, in addition to the base Fighter maneuvers, you can also learn the Commander's Strike, Disarming Attack, Goading Strike, and Rally maneuvers.

Royal Envoy

Starting when you choose this archetype at 3rd 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.

Rallying Cry

Also at 3rd level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature you regain additional hit points equal to your Charisma modifier. All allied creatures within 60 feet of you regain hit points equal to your fighter level + your Charisma modifier and have Advantage on their next attack roll before the end of your next turn.

Resolute

At 7th level you are a steadfast rock in the face of danger. While you are not incapacitated you and any allied creature who can see you within 30ft has advantage against being frightened. If you become frightened, you can use an action on your turn to end the effect immediately, as if you had passed the saving throw.

Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose up to two allied creatures within 60 feet of you that can see or hear you. Each of those allies can use their reaction to move up to their move speed and take the Attack action.

Bulwark

Starting at 15th level when friendly creatures within 30ft of you are subject to a saving throw, you can use your reaction to grant them advantage on the saving throw. You can affect a number of creatures equal to your Charisma modifier (minimum 1). If a creature would take damage from the effect, they only take half damage on a failed save, or no damage if they succeed on the saving throw. Once you use this feature you cannot use it again until you finish a long rest.

Marshall

Starting at 18th level you are a leader from the front lines, inspiring your allies to continue the fight. You can use a bonus action on your turn to grant a creature temporary hitpoints equal to 5 + your charisma modifier and advantage on their next attack roll. They must be within 60ft and able to see or hear you to gain the effect.

You can use this feature a number of times equal to your charisma modifier (minimum 1), and regain all expended uses when you finish a short or long rest.

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.

Archetype Maneuvers

As a Cavalier, in addition to the base Fighter maneuvers, you can also learn the Distracting Strike, Goading Strike, Maneuvering Attack, and Rally maneuvers.

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. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed, and if you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.

You also 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.

Unwavering Mark

Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.

You can make this special attack a number of times equal to your Strength modifier (minimum 1), and you regain all expended uses of it when you finish a short or long rest.

Warding Maneuver

At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Hold the Line

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

Ferocious Charger

Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

Vigilant Defender

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.

Champion


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.

Archetype Maneuvers

As a Champion, in addition to the base Fighter maneuvers, you can also learn the Aggressive Attack, Precision Attack, Riposte, and Trip Attack maneuvers.

The People's Champion

Starting at 3rd level, you know how to play to a crowd. Whenever you make a Charisma (Performance) check, you gain a bonus to the check equal to your Strength or Dexterity modifier, your choice (minimum +1).

Your impressive displays of strength and agility aren't just for show either. You gain proficiency in Athletics or Acrobatics, or one of Animal Handling, History, Medicine, Performance, or Religion if already proficient in both.

Champion Strikes

At 3rd level, you strike with greater ferocity and precision than others among your peers. Your weapon damage rolls deal an additional 1d4 damage of the weapon's type. The bonus damage increases as you gain levels in the class, listed in the table below:

Fighter Level Damage Increase
3rd 1d4
10th 1d6
18th 1d8

Remarkable Athlete

By 7th level your physique is seemingly unmatched. When you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier + your Dexterity modifier (minimum +0 for each).

In addition, you add half your proficiency bonus to your initiative rolls.

Reactive Surge

At 10th level, you can use your Action Surge at any point in a round, even to interrupt another creature's turn.

Devastating Critical

Starting at 15th level, when you score a critical hit with a weapon attack, you deal additional damage 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, if are below half your maximum hit points, you regain hit points equal to 5 + your Constitution modifier (minimum of 1). You don’t gain this benefit if you have 0 hit points.

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 two cantrips of your choice from the wizard spell list.
  • Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. You regain all expended spell slots when you finish a long rest.
  • 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. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
  • Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
  • Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

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

Archetype Maneuvers

As an Eldritch Knight, in addition to the base Fighter maneuvers, you can also learn the Commander's Strike, Distracting Strike, Maneuvering Strike, and Menacing Attack maneuvers.

Weapon Bond

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

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

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

War Magic

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

Bonus Cantrip

At 10th level you learn an additional cantrip from the wizard spell list.

Eldritch Strike

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

Arcane Charge

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

Improved War Magic

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

Samurai

Archetype Maneuvers

As a Samurai, in addition to the base Fighter maneuvers, you can also learn the Aggressive Attack, Evasive Footwork, Precision Attack, and Riposte maneuvers.

Elegant Courtier

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion, or you can learn one language of your choice. You also gain proficiency with either Calligrapher's or Painter's supplies.

Your discipline, cultured countenance, and attention to detail allows you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Fighting Spirit

Also at 3rd level, you gain a second usage of Second Wind. When you use your Second Wind feature your weapon attack rolls have advantage until the end of your turn. If the hit points regained by second wind would exceed your hit point maximum you gain the excess as temporary hit points. The temporary hitpoints gained in this way cannot exceed your Fighter level.

Wise Warrior

At 7th level your self-control causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Tireless Spirit

Starting at 10th level, when you roll initiative and have no uses of Second Wind remaining, you regain one use. Any hit points regained from this are gained only as temporary hit points equal to your fighter level.

Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Strength before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you.

At the end of your extra turn you fall unconscious if you are still at 0 hit points.

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

Brawler


Brawlers are warriors to the death. They laugh at the notion of honor or a fair fight, instead looking towards victory and whatever means will take them there. They care little for their own well being, not minding scratches and fractures that could hinder a lesser fighter, instead taking it all in stride. They're certainly no knight in shining armor. But what they are is a ferocious combatant to be feared.

Archetype Maneuvers

As a Brawler, in addition to the base Fighter maneuvers, you can also learn the Aggressive Attack, Goading Attack, Menacing Attack and Trip Attack maneuvers.

Dirty Fighting

When you choose this archetype at 3rd level you've managed to hone your rustic and straightforward fighting style to an impressive degree. Your way of fighting may not be intricate or fair, but it is effective.

Your unarmed strikes improve to deal 1d4 + your Strength modifier in bludgeoning damage. Once per turn on your turn, if you make a weapon attack against a creature and miss, you can immediately make an unarmed strike with disadvantage against that creature as part of the same action.

Additionally, whenever you successfully shove or grapple a creature, that creature takes damage equal to your unarmed strike. And when you shove a creature you can choose to shove them an additional 5ft.

Street Smarts

Additionally, while you may not be in good with the nobility, you do know how to survive on the streets. Showing weakness isn't how you do that. You gain proficiency in the Deception skill, and you have advantage on Charisma checks made against riffraff, such as beggars, thugs, brigands, barbarians, and other poor or simple creatures.

Cross Counter

By 7th level you've learned to give it just as well as you take it. When a creature within 5ft hits you with a weapon attack, you can use your reaction to make an unarmed strike against them.

You can use this feature a number of times equal to your Constitution modifier, and regain all uses when you finish a short or long rest.

Stiff Upper Lip

At 10th level you can keep a straight face no matter how serious a blow you take. When you are reduced to 0 hit points but not killed outright you can use your reaction to use your Second Wind feature.

Pull the Rug Out

At 15th level your cruel strikes target every opening a creature has, looking for some weakness or advantage you can gain over it. When you miss a creature with a weapon attack you can use a bonus action to attempt to shove the creature prone. If you succeed, you can make an additional weapon attack against the creature as part of the same action.

Once you use this feature you cannot use it again until you roll initiative.

Brute

At 18th level you've become a terror on the field of battle. Every part of you is a weapon or a tool designed to help your weapons find their mark.

When you take the attack action on your turn you can impose disadvantage on all your weapon attack rolls until the start of your next turn to make three additional unarmed strikes as part of the same action. At 20th level you can make four unarmed strikes whenever you use this feature.

 

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