The Legendary Fighter

by dracodruid

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The Legendary Fighter

VERSION 5.2

The Legendary 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.

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.

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 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.

Table Of Contents

The Legendary Fighter v5.2 | by DracoDruid (@GMBinder | @Reddit)

Class Features

As a 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


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, and either Dexterity or Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Medicine, Perception, Persuasion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor, (b) scale mail, or (c) chain mail
  • (a) a shield or (b) a ranged weapon and a quiver with 20 pieces of ammunition
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Three melee weapons

Battle Instinct

You are always ready for a fight and have a knack to quickly assess a combat situation.

You can add your proficiency bonus to your initiative rolls.

By 9th level, your instincts are so honed that you also have advantage on initiative rolls, and you can't be surprised while you are conscious.

Fighting Styles

At 1st level, 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.

When you gain a level in this class, you can choose one of the Fighting Styles you know and replace it with another Fighting Style from the list.

You can choose an additional Fighting Style when you reach 4th, 8th, 12th, and 16th level in this class.


Revised Fighting Styles are optional but recommended.

Archery (revised)

Your ranged attacks ignore half cover and treat three-quarters cover as half cover instead.

The Fighter
Level Proficiency Bonus Features Fighting Styles Superiority Dice Second Wind Max. HD
1st +2 Battle Instinct, Fighting Styles 1
2nd +2 Combat Maneuvers, Second Wind 1 2d4 1
3rd +2 Fast Switch, Martial Archetype 1 2d4 1
4th +2 Ability Score Improvement 2 2d4 1
5th +3 Action Surge (1/round), Extra Attack 2 3d6 1
6th +3 Indomitable (one use) 2 3d6 2
7th +3 Martial Archetype Feature 2 3d6 2
8th +3 Ability Score Improvement 3 3d6 2
9th +4 Battle Instinct Improvement 3 4d8 2
10th +4 Ability Score Improvement 3 4d8 3
11th +4 Action Surge (2/round), Martial Archetype Feature 3 4d8 3
12th +4 Indomitable (two uses) 4 4d8 3
13th +5 Field Commander 4 5d10 3
14th +5 Ability Score Improvement 4 5d10 4
15th +5 Martial Archetype Feature 4 5d10 4
16th +5 Ability Score Improvement 5 5d10 4
17th +6 Action Surge (3/round) 5 6d12 4
18th +6 Indomitable (three uses) 5 6d12 5
19th +6 Ability Score Improvement 5 6d12 5
20th +6 Martial Archetype Mastery 5 6d12 5

The Legendary Fighter v5.2 | by DracoDruid (@GMBinder | @Reddit)

Blind (new)

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defensive (revised)

While you aren't incapacitated, you gain a +1 bonus to AC.

Dual-Wielding (revised)

former Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack and you can draw or stow an additional weapon on your turn.

In addition, when wielding only light weapons, you do not expend your bonus action to make the second attack. You can still gain the benefits of two-weapon fighting only once during your turn.

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 Weapons (revised)

former Great Weapon Fighting
Whenever you roll damage for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the weapon's damage dice, but you must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Light Weapons (new)

You can draw light weapons for free on your turn (no action required). In addition, when you hit with an attack using a light weapon, you gain a +1 bonus to the damage roll.

Protection (revised)

On your turn, you can mark one creature you can see as your ward. As long as you are wielding a shield and your ward is within 5 feet of you, it can add your shield's AC bonus to its armor class.

Combat Maneuvers

Beginning at 2nd level, you can deploy special maneuvers, demonstrating your skill in combat.

Superiority Dice. At 2nd level, you posses two superiority dice, which are d4s. When you reach certain levels in this class, you gain one additional superiority die and all your superiority dice increase in size, as shown in the Superiority Dice column of the Fighter table.

A superiority die is expended when you use it, and you can't spend superiority dice if you are incapacitated.

You regain all of your expended superiority dice when you finish a short or long rest.

You also regain one superiority die, when you hit a hostile creature with a weapon attack and score a critical hit or reduce that creature to 0 hit points.

Maneuvers. You learn three maneuvers of your choice, which are detailed under "Maneuvers" at the end of the class description. Most maneuvers enhance an attack in some way, and you can use only one maneuver per attack.

Each time you finish a long rest, you can replace one maneuver you know with a different one.

Saving Throws. Many 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)

Second Wind

Starting at 2nd level, while concentrating on your defense, you can draw on your stamina reserves during the heat of battle.

When you take the Dodge action on your turn, you can use your bonus action to expend one of your fighter hit dice and regain hit points as if healing during a short rest.

The maximum number of fighter hit dice you can expend when using this feature increases as you gain levels in this class, as shown in the Second Wind column of the Fighter table.

Once you have used this feature, you can't do so again until you finish a short or long rest.

Fast Switch

Starting at 3rd level, you can easily switch weapons during combat — even in between attacks.

You can don or doff a shield as a bonus action on your turn, and once per attack, you can draw or stow one weapon.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, all detailed at the end of the class description. The school you choose grants you features at 3rd level and again at 7th, 11th, 15th, and 20th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

Action Surge

Starting at 5th level, you can push yourself beyond your normal limits for a moment.

After another creature has taken its turn in combat, you can take a single Surge Action (see below).

You can't use this feature again until the end of your next turn. You can use this feature twice per round starting at 11th level and three times per round when you reach 17th level. You can only take one Surge Action per turn, and you can't use this feature if you are incapacitated.

Battle-Assist

You can take the Help action to aid an ally in attacking a creature.

Quick Recovery

You can expend one of your hit dice and regain hit points as if healing during a short rest.

The Legendary Fighter v5.2 | by DracoDruid (@GMBinder | @Reddit)

Quick-Strike

Requires 11th-level
You can make a single weapon attack against a target in range.

Reposition

You can move up to half your movement speed without provoking opportunity attacks. If you move into an ally's square, you can move that ally to an adjacent free square you previously moved to during this turn, if that ally is willing and hasn't their speed reduced to 0.

Shake Off

You can repeat a saving throw against a spell or effect affecting you, if you would normally be allowed to repeat the same saving throw at the beginning or end of your turn.

Sprint

You can move up to your movement speed, provoking opportunity attacks as usual.

Extra Attack

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

Indomitable

Beginning at 6th level, your will to fight lets you resist even the most terrible danger.

When you are forced to make a saving throw against a spell or effect you were aware of, you can choose to automatically succeed.

You can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 12th level and three times between long rests starting at 18th level.

Field Commander

Starting at 13th level, you can efficiently guide your allies during battle.

When you take a Surge Action, you can choose an allied creature within 30 feet that can hear you to take the action instead of you. If you do, that creature can immediately use its reaction to take the chosen Surge Action.

The Legendary Fighter v5.2 | by DracoDruid (@GMBinder | @Reddit)

Combat Maneuvers

The maneuvers are presented in alphabetical order.

Bait & Switch. When you are within 5 feet of a willing creature, that isn't prone, and either one of you is the target of an attack, you can use your reaction to expend one superiority die and switch places with that creature, including who of you becomes the target of the attack. The new target can roll the die and add the number rolled to its AC against that attack.

Brace. When a creature you can see moves into your reach, you can use your reaction to expend one superiority die and make one melee weapon attack against the creature. If the attack hits, add the superiority die to the weapon’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 the end of your turn.

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 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grappling Strike. Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action, if you have at least one free hand. Add the superiority die to your Strength (Athletics) check.

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

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

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

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

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

Quick Toss. As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.

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.

Staggering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to stagger the target's movement. You add the superiority die to the attack's damage roll, and the target must make a Dexterity saving throw. On a failed save, the target's speed is halved until the beginning of your next turn.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another target with the same attack. You add the superiority die to the attack's damage roll, and if the attack reduces the original target to 0 hit points, you can assign any excess damage to another target within 5 feet of your original target and within your weapon's reach, provided that the original attack roll would hit the second target.

Tactical Assessment. When you make an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.

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.

The Legendary Fighter v5.2 | by DracoDruid (@GMBinder | @Reddit)

Martial Archetypes

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

Battle Master

Those who emulate the archetypal Battle Master see combat and war as a form of art they seek to master. The battlefield is their canvas, and when they swing their weapon, they do so like a calligraph swings their brush.

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.

Student of War

When you choose this archetype at 3rd level, you gain two proficiencies of your choice from among any artisan's tools, kits, gaming sets, musical instruments, or languages.

In addition, you can add double your proficiency bonus on any Intelligence check you make to recall famous wars and battles, as well as to create battle tactics or war strategies, or to recognize one that is used against you.

Maneuver Expert

At 3rd level, you learn three additional combat maneuvers of your choice, and you learn two additional maneuvers of your choice at 7th, 11th, 15th, and 20th level.

In addition, your proficiency bonus is doubled when calculating your maneuver save DC.

Disciplined Mind

Starting at 7th level, your discipline and self-control allow you to withstand assault on your mind.

You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

In addition, whenever you make an Intelligence, Wisdom, or Charisma saving throw, you can expend one superiority die to add it to the saving throw total.

Know Your Enemy

Also starting at 7th level, you can analyze an opponent's fighting style to learn detailed information about their combat capabilities.

You can use an action on your turn to learn three of the following characteristics about one creature that you can see within 60 feet: Creature Type, Armor Class, Senses, one Ability Score and corresponding Saving Throw Modifier, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.

Martial Superiority

At 11th level, you regain one superiority die at the start of each of your turns.

Maneuver Master

Starting at 15th level, applying combat maneuvers has become second nature to you.

Whenever you use a combat maneuver, you can reroll the superiority die, but you must keep the second result.

Battle Superiority

Starting at 20th level, you regain all your superiority dice at the start of each of your turns.

In addition, when you expend a superiority die, you can choose to use the maximum result instead of rolling the die. If you do, you can't do so again until the beginning of your next turn.

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, Intimidation, Performance, or Persuasion.

Alternatively, you gain proficiency with one language, game set, or artisan's tools of your choice.

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent.

You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

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

Unwavering Mark

Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others.

When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

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

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

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

The Legendary Fighter v5.2 | by DracoDruid (@GMBinder | @Reddit)

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 expend one superiority die 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.

Hold the Line

At 11th 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 against your maneuver save DC or be knocked prone. You can use this feature only once on each of your turns.

Vigilant Defender

At 20th 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 or to use your Warding Maneuver, and you can’t use it on the same turn that you take your normal reaction.

Champion

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

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Remarkable Athlete

Also starting at 3rd level, your extensive physical training grants you the following benefits:

  • You gain proficiency with Athletics and Acrobatics. If you are already proficient with either skill, you gain expertise with that skill instead, doubling your proficiency bonus for any ability check you make that uses that skill.
  • Climbing and swimming doesn't cost you extra movement.
  • You can double the time you can hold your breath or survive without air.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. When you do, the distance you can cover increases by a number of feet equal to your Strength modifier.
  • Your carrying capacity and the weight you can push, drag, or lift is doubled.

Superior Resilience

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

Whenever you make a saving throw, you can expend one superiority die to add it to the 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.

Living Legend

At 11th level, people can recognize the countless dangers and horrors you have faced by just a look in your eyes — leaving them with awe and respect.

Whenever you make a Charisma (Intimidation) or Charisma (Persuasion) check, you can expend one superiority die to add it to the check's total.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20 on the d20.

Invincible

At 20th 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.

Eldritch Knight

The 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 spells that help them in battle. Abjuration spells for additional protection, evocation spells to deal damage to many foes at once, or transmutation spells to bolster their own capabilities. 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, and one additional wizard cantrip of your choice at 10th level, as shown in the Cantrips Known column of the Eldritch Knight Spellcasting table.

Spell Slots

The Eldritch Knight Spellcasting table shows 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.

The Legendary Fighter v5.2 | by DracoDruid (@GMBinder | @Reddit)

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

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice from 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 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.

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

Spellcasting Ability

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

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


Spell attack modifier = your proficiency bonus +
your Intelligence modifier

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, and you must hold the weapon during the entire time.

You can have up to two bonded weapons. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Once you have bonded with a weapon, you gain the following benefits:

  • 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 into your hand when you would normally be able to draw the weapon.
  • You can use your bonded weapons as a spellcasting focus for your wizard spells, and you can perform the somatic components of your wizard spells while holding your bonded weapons.

War Magic

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

In addition, you can apply Combat Maneuvers to spells you cast and that require you to make a spell attack roll. If the spell affects multiple targets, you choose one of those to apply the maneuver effect to.

Eldritch Strike

At 11th level, you learn how to empower your weapon strikes with arcane might in order to undercut a creature's resistance to your spells.

When you hit a creature with your bonded weapon, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Surge

At 15th level, you have learned how to interweave your spells with your martial prowess, gaining the following additional Surge Action:

Arcane Surge

You can cast a spell if it has a casting time of 1 action or 1 bonus action. You can't do so again until the end of your next turn.

Improved War Magic

At 20th level, when you use your action to cast a spell, you can make two weapon attacks as a bonus action.

The Legendary Fighter v5.2 | by DracoDruid (@GMBinder | @Reddit)

Knight Banneret

A Knight Banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs 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.


Banner Size

As a knight banneret, you possess several features that can affect a number of allies of your choice. The maximum number of allies you can affect is called your Banner Size and is determined by your fighter level:

Fighter Level Banner Size
3rd 1
11th 2
17th 3
20th 6

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, Intimidation, Performance, or Persuasion.

Alternatively, you gain proficiency with one language, game set, or artisan's tools of your choice.

Battle Captain

Also at 3rd level, you have learned how to inspire greatness in your allies.

Whenever you expend one of your superiority dice, you can choose a number of allied creatures up to your Banner Size that can hear you within 30 feet. Each one gains one Battle Inspiration die that is equal to your superiority die.

An ally can roll and add their Battle Inspiration die to any one attack roll, damage roll, ability check, or saving throw they make within the next minute, or roll the die at the beginning of their next turn and gain an equal amount of temporary hit points.

An ally can have only one Battle Inspiration die at a time.

Rallying Cry

At 7th level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose a number of allied creatures up to your Banner Size that can hear you within 30 feet. Each one can spend their own hit dice to regain hit points as described by your Second Wind feature.

Bulwark

Beginning at 11th level, you your indomitable will extends to your allies.

When you use your Indomitable feature, you can choose a number of allied creatures up to your Banner Size that can hear you within 30 feet and that must make the same saving throw. Each one can reroll their saving throw and use the better result.

Inspiring Commander

At 15th level, your ability to command your troops becomes second to none.

When you use your Field Commander feature, instead of choosing only one, you can choose a number of allied creatures up to your Banner Size that can hear you within 30 feet. Each one can immediately use their reaction to take the chosen Surge Action.

Exalted Leader

At 20th level, your inspiring presence pushes your troops beyond their mortal limit:

  • Your Banner Size increases to 6.
  • The range of your knight banneret features increases to 60 feet.
  • When using your Battle Captain feature, an ally that uses their Battle Inspiration die can reroll the die but must use the second result.
  • When using your Rallying Cry feature, you can choose and affect unconscious allies within range. Your rallying cry jolts them back into the battle.

The Legendary Fighter v5.2 | by DracoDruid (@GMBinder | @Reddit)

Sword Disciple

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

Bonus Proficiency

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

Alternatively, you gain proficiency with one language, game set, or artisan's tools of your choice.

Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true.

As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the beginning of your next turn. When you do so, you also gain a number of temporary hit points equal to your fighter level.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Disciplined Mind

Starting at 7th level, your discipline and self-control allow you to withstand assault on your mind.

You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

In addition, whenever you make an Intelligence, Wisdom, or Charisma saving throw, you can expend one superiority die to add it to the saving throw total.

Strength before Death

Starting at 11th 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, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. You fall unconscious if you still have 0 hit points at the beginning of your next turn.

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

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.

Tireless Spirit

At 20th level, your will to fight can't be bend nor broken.

As a bonus action on your turn, you can regain one use of your Fighting Spirit.

The Legendary Fighter v5.2 | by DracoDruid (@GMBinder | @Reddit)

New and Revised Feats


Revised Feats are optional but recommended.

Combat Training

former Lightly Armored and Weapon Master
Prerequisite: Strength or Dexterity 13 or higher
You can select this feat multiple times.

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • You gain proficiency with light armor and all simple weapons.
  • You gain proficiency with all martial weapons. If you already are proficient with one or more martial weapons, you can instead choose to increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

Great Weapon Master (revised)

Prerequisite: Strength 13 or higher

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes.

  • You learn the Great Weapons Fighting Style or you can increase your Strength score by 1, to a maximum of 20.

Whenever you make an attack with a melee weapon that you are proficient with, wielding with two hands, and that has the two-handed or versatile property, you gain the following benefits:

  • On your turn, when you reduce a creature to 0 hit points, you can assign any excess damage to another creature adjacent to you, provided that your initial attack roll is equal to or greater than the other creature's AC.
  • Before you make a melee attack, you can choose to take a penalty equal to your proficiency bonus to the attack roll. If the attack hits, your weapon deals additional damage equal to twice your proficiency bonus.

Martial Adept

Prerequisite: Strength or Dexterity 13 or higher

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn three maneuvers of your choice from among those available to the fighter class.
  • If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you already have superiority dice, you gain two more; otherwise, you have two superiority dice. All your superiority dice are d6s (unless they are better). These dice are used to fuel your maneuvers. You regain your expended superiority dice when you finish a short or long rest.

Sharpshooter (revised)

Prerequisite: Dexterity 13 or higher

You have mastered ranged weapons and can make shots that others find impossible.

  • You learn the Archery Fighting Style or you can increase your Dexterity score by 1, to a maximum of 20.

Whenever you make an attack with a ranged weapon that you are proficient with, you gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Before you make a ranged attack, you can choose to take a penalty equal to your proficiency bonus to the attack roll. If the attack hits, your weapon deals additional damage equal to twice your proficiency bonus.

The Legendary Fighter v5.2 | by DracoDruid (@GMBinder | @Reddit)

From a Fan

For Fans

I always thought that D&D treated the Fighter as the unwanted stepchild that lives in the cupboard under the staircase — its features mostly bland and boring.

I always loved the idea of the Fighter being the class that represents the archetypical folk hero. The one hero that every normal person could relate and look up to, as they don't rely on supernatural powers.

Likewise, I always loved the idea of the Fighter eventually becoming to a legendary creature, by including features similar to legendary actions and resistances.

I hope you will feel legendary when playing
The Legendary Fighter.

Created by DracoDruid
[@GMBinder | @Reddit]

Cover Art: 'Soldier Token' by Magali Villeneuve
created for Magic the Gathering TCG

Format: DIN A4

Additional Brews

The Focused Ranger

Always loved to play Rangers but were utterly disappointed by the way 5e treated them?

The Promised Warlock

Always thought the pact choice should have a bigger impact on your warlock and that the pact blade should work without the Hexblade Patron?

The Sorcerer Revisited

Always thought that the pact magic and invocation mechanics would work perfectly for a sorcerer?

The Zealous Paladin

Always thought that Smite shouldn't use spell slots, but rather have you choose between healing the brave or smiting the wicked?

The Soulmonger

Always thought the Hexblade was just an obvious patch for the pact blade and rather wished for less on-the-nose Patron from the Shadowfell?

Circle of Primal Might

Always dreamed of turning into giant dinosaur and devour your enemies?

Path of the Stormbringer

Always wished you could become Thor - God of Thunder and Lightning?

Way of the Radiant Soul

Always wanted to live out your Super Saiyan fantasy?

Untamed Orcs

Always loved Orcs and wished they were portrayed as a more complex race?

Dragonborn Reborn

Always loved the Dragonborn but felt a little disappointed?

Humans

Always felt that Humans got the short end of the creative stick in 5e?

Warforged Reforged

Always loved the Warforged but felt a little disappointed?

Greater Goliaths

Always loved the Goliaths but felt they needed just a little bit more?

 

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