Revised Fighter

by Daniel

Search GM Binder Visit User Profile
The Tactical Fighter

Fighter


Fighter
Level Proficiency Bonus Superiority Dice Maneuvers Known Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 3 (d8) 4 Martial Archetype, Maneuvers
4th +2 3 (d8) 4 Ability Score Improvement
5th +3 3 (d8) 4 Lightning Strike
6th +3 3 (d8) 4 Ability Score Improvement
7th +3 4 (d8) 5 Martial Archetype Feature
8th +3 4 (d8) 5 Ability Score Improvement
9th +4 4 (d8) 5 Indomitable (one use)
10th +4 4 (d10) 6 Martial Archetype Feature
11th +4 4 (d10) 6 Extra Attack
12th +4 4 (d10) 6 Ability Score Improvement
13th +5 5 (d10) 6 Indomitable (two uses)
14th +5 5 (d10) 6 Ability Score Improvement
15th +5 5 (d10) 7 Martial Archetype Feature
16th +5 5 (d10) 7 Ability Score Improvement
17th +6 5 (d10) 7 Action Surge (two uses), Indomitable (three uses)
18th +6 5 (d12) 7 Martial Archetype Feature
19th +6 5 (d12) 7 Ability Score Improvement
20th +6 5 (d12) 7 Deadly Finisher

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, Constitution
  • Skills: Choose two skills 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 armor, 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

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 scores should be Constitution. Second, choose the soldier background.

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.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • 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.

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.

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 one of the archetypes detailed at the end of the class description. The archetype you choose grants you an expanded pool of combat maneuvers, as well as special features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Maneuvers

At 3rd level, you learn four maneuvers of your choice from the list of Basic Maneuvers below and your martial archetype's maneuver list. Maneuvers are fueled by Superiority Dice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn an additional maneuver of your choice at 7th, 10th, and 15th level. Each time you gain a level in this class, you can replace one maneuver you know with a different one.

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

You gain another superiority die at 7th level and one more at 15th level. At 10th level your superiority dice become d10s, and at 18th level they become d12s.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is 8 + your Dexterity or Strength modifier (your choice) + your proficiency bonus.

Basic Maneuvers

Crushing Blow: When you hit with a weapon attack, you can expend a superiority die to attempt to knock the creature off balance. You add your superiority die to the attack's damage, and you may make a free shove attempt against the creature.

Intimidating Defense: When a creature hits you with a weapon attack, you may use your reaction and spend a superiority die to reduce the damage taken by your superiority die plus your proficiency modifier. If this reduces the damage to 0 then your attacker is frightened of you until the end of your next turn.

Precision Attack: When you make a weapon attack against a creature, you can expend a superiority die to add it to the attack roll. You can use this maneuver before or after making the attack roll.

Quick Step: Before you would be affected by a harmful area of effect, you may use your reaction and spend a superiority die to immediately move 10 feet, if you can move and your speed is at least 10 feet. This movement does not provoke attacks of opportunity.

Scatter the Weak: After you reduce a creature to 0 hp, you may spend a superiority die to make an intimidating display, affecting all enemies within 20 feet of your victim. Each enemy whose CR is no greater than half your level must make a Wisdom saving throw or become terrified of you for one minute or until it takes damage. A creature who passes their saving throw is immune to this effect for 24 hours.

A terrified creature loses its reaction and must spend its turns trying to move as far away from you as it can. If there's nowhere to move, the creature can use the Dodge action.

Size Up: When you take the Search action you may spend a superiority die to assess a creature you can see. Roll a DC 15 Intelligence (Investigation) check. On a success the GM will tell you the creature's CR, number of hit dice, AC, and saving throw modifiers. On a failure, the GM will only tell you their CR and number of hit dice.

Wrist-breaker: When you hit with a weapon attack, you can expend a superiority die to attempt to disarm. Add the superiority die to the attack’s damage roll, and the creature must make a Strength saving throw or drop their held items.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Lightning Strike

Beginning at 5th level, you can make one weapon attack for free at any point during your turn. You cannot perform this free attack if you use your action to cast a spell. Using your action surge allows you to make a second free attack. Instead of making a free weapon attack you may attempt to shove or grapple.

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.

Extra Attack

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Deadly Finisher

Beginning at 20th level you can deliver especially powerful blows. Once on each of your turns, when you damage a creature or object with a weapon attack, you may double the damage they take.

Art by Taras Susak at https://www.artstation.com/artwork/RYqdZX

Arcane Archer


An arcane archer combines mastery of the bow with offensive magic, allowing them to control enemies from afar.

Archetype Features

When you choose this martial archetype you gain access to the arcane archer maneuvers, all of which can only be used with a bow or crossbow.

Magical Training

Starting at 3rd level, you gain proficiency in Arcana or Nature and you gain the Prestidigitation or Druidcraft cantrip.

You also learn one of the following spells, choosing from the options available at 3rd level. You may cast this spell once per long rest without a spell slot, using a bow or crossbow as a spell focus.

Level Spells
3 Guiding Bolt, Hellish Rebuke, Zephyr Strike
7 Acid Arrow, Cordon of Arrows, Spike Growth
10 Conjure Barrage, Flame Arrows, Lightning Arrow
15 Dimension Door, Elemental Bane, Shadow of Moil

If the spell requires an attack or saving throw, you use your weapon attack bonus and your maneuver DC.

At 7th, 10th, and 15th levels you learn another spell of the appropriate level. You may cast each of these spells once per long rest. When you complete a long rest, you may swap one Arcane Archer spell you know for another spell of the same level.

Disabling Arrow

Starting at 7th level, you learn to effortlessly enchant your ranged weapons. As a bonus action on your turn you may enchant your bow or crossbow. Your next non-maneuver weapon attack with it, if successful, deals force damage equal to your superiority die instead of your weapon's normal damage. In addition, magical tendrils wrap around your target, causing them to be Grappled or Poisoned (your choice).

At the start of each of the creature's turns they may make a Constitution or Wisdom saving throw (their choice) against your maneuver DC to end the condition. A creature who succeeds on their saving throw is immune to that condition for 24 hours, when it would be caused by your arrows.

Debilitating Arrow

Starting from 10th level, when you use Disabling Arrow you may spend a superiority die to enhance your enchantment. Instead of being Grappled or Poisoned, your target is Restrained, Blinded, or Frightened (your choice).

Baneful Arrowheads

Starting at 15th level, when you roll your superiority die as part of a damage roll, double its value.

In addition, Starting at 15th level, you regain one superiority die when you use your Action Surge.

Incapacitating Arrow

Beginning at 18th level, when you use Disabling Arrow, you may spend two superiority dice to create a deadly enchantment. Instead of being Grappled or Poisoned, your target is Petrified or Incapacitated (your choice).

Arcane Archer Maneuvers


  • Elemental Arrow: When you hit with a weapon attack, you may spend a superiority die to cause your arrow to burst into elemental magic. You add the superiority die to the attack's damage, and all of the damage is Cold, Fire, or Lightning (your choice).
  • Burst Arrow: Before making a ranged weapon attack, you may spend a superiority die to energize the arrow. On a hit all other creatures within 20 feet of the target must make a constitution saving throw or take thunder damage equal to your superiority die and be deafened for 1 minute.
  • Arrow Transposition: Once per turn, before making a ranged weapon attack against a creature within 30 feet, you may spend a superiority die to twist the fabric of space around one of your arrows. If your attack hits, you teleport into a free space within 10 feet of your target.
  • Cupid Shot: As an action on your turn, you may spend a superiority die to shoot a bewitching arrow at a creature you can see. This arrow is invisible, strikes unerringly, and deals no damage, but the creature must pass a Wisdom saving throw or be Charmed by an ally of your choice for 10 minutes. If the creature was aware of your presence, this arrow has no effect. Shooting this arrow does not give away your position.

Art by Billy Christian at https://www.artstation.com/artwork/0X6Y35

Blademaster

The blademaster devotes their life to studying the philosophy of combat, tempering their body, mind, and spirit into a perfect instrument of death.

Archetype Features

When you choose this martial archetype you gain access to the blademaster maneuvers.

Code of Honor

At 3rd level you gain proficiency in History, Insight, Performance, or Persuasion.

Fluid Defense

Starting from 3rd level, when you are not wearing a shield you gain a +1 bonus to AC.

Perfect Focus

Starting at 7th level, when you use your Action Surge you gain advantage on all weapon attacks until the end of your turn.

Lightning Reflexes

At 10th level you gain proficiency in Wisdom or Dexterity saving throws (your choice).

Starting at 10th level, you are never considered to be surprised. Drawing and sheathing a weapon is a free action for you.

Final Strike

Starting at 15th level, you gain the ability to strike with deadly accuracy. If you have advantage on an attack, you may give up advantage to cause your attack to critically hit, if it hits at all. You cannot use this feature more than once per turn.

Unwavering Spirit

Starting at 18th level, while you are holding a melee weapon, reduce all damage taken from enemy weapon attacks by 2.

Starting at 18th level, you may delay death to achieve victory. When you would be reduced to 0 hp, you may instead be reduced to 1hp and instantly take an extra turn, outside of normal turn order. At the end of your extra turn, you drop to 0 hp and normal turn order resumes. Once you use this feature, you may not do so again until you finish a long rest.

Blademaster Maneuvers


  • Hurricane Stance: At the start of your turn, you may spend a superiority die to enter a hurricane stance. While in hurricane stance your speed is halved but you do not provoke attacks of opportunity and you mark an enemy when you hit them with a weapon attack. At the end of your turns, each marked enemy takes force damage equal to your superiority die, and their mark is removed. You can maintain the stance for one minute. The stance ends early, removing all marks, if you attack the same enemy more than once in a round or if you spend superiority dice on any other maneuver.
  • Flash of Lightning: Before you roll for initiative, you may spend a superiority die to draw your weapon and strike with blinding speed. You immediately gain 15 feet of movement and may make a single melee weapon attack, adding your superiority die to both the attack and damage rolls. Afterwards, roll for your initiative as normal.
  • False Opening: As a bonus action on your turn, you may spend a superiority die to appear to drop your guard, provoking an enemy within 5 feet of you. They must use their reaction to make a single weapon attack against you, with disadvantage. If they miss then you may make a single weapon attack against them, adding your superiority die to the attack and damage rolls.
  • Inner Flame: When you take damage that reduces you below half health, you may spend a superiority die to gain temporary hitpoints equal to your superiority die plus your level. They last for one minute.
*Art by Russell Dongjun Lu at https://www.artstation.com/artwork/GqNl4*

Champion

A champion is the deadliest of combatants, totally unmatched in their martial prowess.

Archetype Features

When you choose this martial archetype you gain access to the champion maneuvers.

Physical Genius

At 3rd level, you gain one Strength or Dexterity based skill proficiency.

Choose one of your Strength or Dexterity based skill proficiencies. Your proficiency bonus is doubled for any ability check you make using that skill.

Master of Arms

At 7th level, you gain an additional fighting style.

Champion's Blow

Starting at 7th level, when you use your Action Surge feature your next attack will deal additional damage equal to your fighter level, if it hits.

Eye for Weakness

Starting at 10th level, your attacks critically hit on a roll of 19 or 20.

Starting at 10th level, when you take the Search action on your turn you may ask the DM what immunities, resistances, and vulnerabilities a creature you can see has. If they are not concealing their nature with magic, the DM will answer you honestly.

Olympian Physique

At 15th level, choose two from your Strength, Dexterity, or Constitution. Those ability scores increase by 2, as do their maximum values.

Indomitable Spirit

Starting at 18th level, you regain 5 + your Constituion modifier health at the start of each turn while you have more than 0 hp. This can’t restore you to more than ½ health.

Art by Goran Bukvic at https://www.artstation.com/artwork/b0wn

Champion Maneuvers


  • Critical Blow: When you hit a creature with a weapon attack, you may spend a superiority die to drive your weapon through the enemy. Add the superiority die to your damage roll, and if you roll a 6 or higher on your superiority die then your attack counts as a critical hit.
  • Olympian: When you make a Strength, Dexterity, or Constitution based ability check, you may spend a superiority die to act with godlike prowess, adding your superiority die to the check. You may choose to do this after rolling, but before knowing the outcome.
  • Resilience: When you are forced to make a saving throw, you may spend a superiority die to bolster your defenses. You add your superiority die to your saving throw. You may choose to do this after rolling, but before knowing the outcome.
  • Sweeping Attack: When you take the Attack action on your turn, you may spend a superiority die to sweep your weapon in a wide arc. Your next attack can strike multiple enemies within your reach, up to a number equal to your proficiency modifier. Compare your attack roll to the AC of each enemy and deal your damage to any who were hit.

Knight

A knight is sworn to protect the defenseless, fearlessly charging into battle to shield their allies from harm.

Archetype Features

When you choose this martial archetype you gain access to the knight maneuvers.

Chivalry

At 3rd level you gain proficiency in Animal Handling, and may double your proficiency bonus for any ability checks you make with Animal Handling. When you mount a willing creature, they gain temporary hitpoints equal to your level.

Bulwark

Starting at 7th level, as a reaction, you may redirect an attack towards yourself if you are within 5 feet of the target. If you are riding the target then this does not cost your reaction.

Bladewall

Starting at 10th level, you may use your reaction to make an attack of opportunity if an enemy moves more than 5 feet within your reach.

Additionally, your successful attacks of opportunity knock the target prone if they are no more than one size category larger than you.

Overrun

Starting at 15th level, you (and any creature you are riding) may move through enemy creatures, as if through difficult terrain. When you enter an enemy creature's space, they are knocked prone unless they pass a Strength or Dexterity saving throw (their choice) against your maneuver DC.

Peerless Sentinel

Starting at 18th level, you may make one attack of opportunity per turn without using your reaction.

Knight Maneuvers


  • Charge: Once per turn, you may spend a superiority die to move 15 feet in a straight line. After doing so, add your superiority die to the attack and damage rolls of the first melee weapon attack you make until the end of your turn.
  • Challenge: As a bonus action on your turn, you may spend a superiority die to challenge a number of creatures up to your proficiency bonus within 30 feet. Each must pass a Wisdom saving throw or forced to immediately move towards you, up to their speed. They are not forced to move into obviously dangerous hazards, and their movement does not provoke attacks of opportunity.
  • Inspiring Presence: As a bonus action on your turn, you may spend a superiority die to touch an ally within 5 feet and fill them with courage. They gain immunity to fear and temporary hitpoints equal to your superiority die plus your level. Both effects last up to one minute.
  • Iron Wall: When an ally within 5 feet of you takes damage, you may use your reaction and spend a superiority die to grant them resistance to the damage. Afterwards, they gain temporary hit points equal to your superiority die.

Art by Piotr Arendzikowski, sourced from https://www.artstation.com/artwork/8e8qQ

Monster Hunter

A monster hunter is society's best defense against the things that haunt the dark corners of the world - hunting and slaying with deadly determination.

Archetype Features

When you choose this martial archetype you gain access to the monster hunter maneuvers.

Know Thy Enemy

At 3rd level, you gain proficiency in one skill of your choice from the following list: Arcana, History, Insight, Investigation, or Nature. Additionally, you gain Sylvan, Celestial, Infernal, or Abyssal as a known language.

Starting at 3rd level, you can cast Detect Magic as a ritual. Your casting attribute for Monster Hunter spells is Wisdom or Intelligence (your choice).

Steel Your Heart

Starting at 7th level, you have advantage on any saving throws against being frightened or charmed.

Additionally, when you use a maneuver that adds your superiority die to your weapon damage, you may spend one more superiority die to add it to the weapon's damage as well.

Become The Predator

Starting at 10th level, you can cast Detect Evil and Good at will. Once per long rest you may cast Locate Creature.

Additionally, when you roll a superiority die against an aberration, fey, fiend, or undead, ignore the die result and use the maximum value.

Pursue Tirelessly

Starting at level 15 you may cast Hunter’s Mark as a 5th level spell. Once you use this feature, you cannot do so again until you finish a long rest.

Additionally, you double your proficiency bonus when making ability checks with the skill you gained from Know Thy Enemy.

Show No Mercy

Starting at 18th level, you regain a superiority die when you critically hit an enemy. If you critically hit an aberration, fey, fiend, or undead then you regain two superiority dice.

Additionally, you gain immunity to the frightened and charmed conditions.

Monster Hunter Maneuvers


  • Disrupting Blow: When you hit a creature with a weapon attack, you may spend a superiority die to attempt to counter their magic. If the creature is concentrating on a spell, add your superiority die to the damage dealt by your attack. For the next minute, each time they cast a spell they take psychic damage equal to your superiority die. This effect ends if they fail a Concentration saving throw.
  • Hunter's Eye: When you make an Insight, Investigation, Perception, or Survival ability check, you may spend a superiority die and add it to your ability check. You may do this after rolling, but before knowing the results.
  • Perseverance: When you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you may spend a superiority die and add it to your saving throw. You may do this after rolling, but before knowing the results.
  • Ward: You may spend 2 superiority dice on your turn to cast Protection from Evil and Good or Sanctuary.

Art ny Kacper Gaweł at https://www.artstation.com/artwork/gb0bm

Scout

Scouts are natural skirmishers and forerunners, providing support to their allies when needed and hounding enemies who try to escape.

Archetype Features

When you choose this martial archetype you gain access to the scout maneuvers.

Survivalist

At 3rd level you gain proficiency in two of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves' tools in place of one skill choice.

When you reach 10th level, you double your proficiency bonus for any ability checks you make with those two skills.

Blitz

Starting at 7th level you have advantage on initiative rolls, and you may Dash or Search as a bonus action on your turn.

Blinding Strikes

Starting at 10th level, your weapon attacks deal +2 damage to all enemies who have lower initiative than yourself.

When you reach 18th level in this class, the bonus damage increases to +4.

Set Up Strike

Starting at 15th level, you mark enemies when you successfully attack them. When an ally attacks a marked enemy, they consume the mark and gain advantage on their attack roll. Marks last until the start of your next turn, or until consumed.

Acceleration

Starting at 18th level, when you use your Action Surge, you may reroll your initiative. If it is higher then it becomes your new initiative starting on the next round.

Scout Maneuvers


  • Evasive Footwork: On your turn you may spend a superiority die to move with dizzying fluidity. You roll your superiority die and add it to your AC. This lasts until the end of your turn.
  • Lookout: When you make an Athletics, Nature, Perception, Stealth, or Survival ability check, you may spend a superiority die and add it to your ability check. You may do this after rolling, but before knowing the results.
  • Pin Down: When you make a weapon attack with a weapon that deals piercing damage, you may spend a superiority die to attempt to pin your target in place. On a hit, your target must pass a Strength or Dexterity saving throw (their choice) or have their speed reduced to 0. They may use their action to repeat this saving throw, ending the effect on a success.
  • Skrimish: When you make an Attack of Opportunity, you may spend a superiority die to deftly reposition. You add your superiority die to the attack's damage roll, and you gain 15 feet of movement to instantly spend. This movement does not provoke attacks of opportunity.

Art by Linda Lithén at https://www.artstation.com/artwork/94yEa

Spellblade

A spellblade combines arcane training with martial ferocity, becoming a deadly and versatile melee combatant.

Archetype Features

When you choose this martial archetype you gain access to the spellblade maneuvers.

Spellcasting

At 3rd level, you gain the ability to cast spells. You learn two cantrips and two first level spells from the wizard spell list. Your casting attribute is Intelligence. You may use any martial weapon as an arcane focus.

You may cast your known 1st level wizard spells by spending two superiority dice. Your cantrips may be cast for free.

When you complete a long rest you may forget a known wizard spell to learn a different wizard spell of the same level.

Battle Magic

Starting at 7th level, you may use Lightning Strike on the same turn that you cast a cantrip.

At 7th level, you learn two 2nd level wizard spells. You may spend three superiority dice to cast a known 2nd level spell, or a 1st level spell as if from a 2nd level spell slot.

Efficient Arcana

Starting at 10th level, it costs you 1 fewer superiority dice to cast 1st and 2nd level spells.

Additionally, when you succeed on a saving throw against a spell, you regain one superiority die.

War Magic

At 10th level, you learn one cantrip and two 3rd level spells from the wizard spell list. You may spend three superiority dice to cast a known 3rd level spell, or a lower level spell as if from a 3rd level spell slot.

Arcane Destruction

At 15th level, you learn two 4th level spellblade spells. You may spend four superiority dice to cast a known 4th level spell, or a lower level spell as if from a 4th level spell slot.

Starting at 15th level, when you roll damage for a spell you may spend a superiority die to add it to the spell's damage.

Magical Onslaught

Starting at 18th level, you may use Lightning Strike even if you cast a spell in the same turn.

At 18th level, you learn four spellblade spells of any level up to 4th.

Spellblade Maneuvers


  • Arcane Charge: When you take the Attack or Cast a Spell Action, you may spend a superiority die to first teleport up to 10 feet to a space you can see. You add your superiority die to the damage roll of the first attack you make on the same turn. Starting at level 10 you teleport up to 20 feet. Starting at level 18 you teleport up to 30 feet.
  • Eldritch Focus: When you are forced to make a concentration check, or a saving throw against a spell, you may spend a superiority die and add it to your concentration check or saving throw. You may do so after rolling, but before knowing the results.
  • Sorcerous Strike: When you hit a creature with a weapon attack, you may spend a superiority die to place an arcane mark on the creature, which lasts until the start of your next turn. If that creature is forced to make a saving throw against a spell, the mark is consumed to reduce their saving throw by your superiority die.
  • Summon Weapon: As a bonus action on your turn you may spend a superiority die to summon a weapon you’ve touched in the past day to your hand. It instantly teleports to your hand across any distance, even across planes. You add your superiority die to the damage roll for the first attack you make with that weapon on the same turn.

Art by Artem Kurenkov at https://www.artstation.com/artwork/w8K4OL

Tactician

A tactician is a peerless battlefield commander, directing their allies while striking down foes.

Archetype Features

When you choose this martial archetype you gain access to the tactician maneuvers.

Officer Training

Starting at 3rd level, you gain proficiency in History and learn a Language of your choice.

At 3rd level you learn an additional maneuver from the list available to you. When you complete a long rest you may swap this additional maneuver for another of your choice.

Command

Starting at 7th level, when you use Action Surge, you may allow an ally to immediately gain its effect instead of yourself. Your turn resumes after they take their action.

Rallying Call

Starting at 10th level, when you use your Second Wind ability, all allies within 30 feet receive half the healing you do.

Unshakable Morale

Starting at 15th level, when you use Indomitable, you may allow an ally to reroll as well.

Tandem Command

Starting at 18th level, you can use Command while still gaining the benefits of your action surge. You may allow your ally to take their action before or after your own.

Tactician Maneuvers


  • Coordinated Strike: When you would make a weapon attack, you may spend a superiority die to instead direct an ally to attack. You lose your attack, but an ally of your choice within 30 feet may use their reaction to immediately make a weapon attack.
  • Distracting Strike: When you take the Attack action, you may spend a superiority die to attempt to distract an enemy. If your next attack hits it deals no damage, but you mark that enemy. Until the start of your next turn, all allies add your superiority die to their attack rolls against that enemy.
  • Maneuvering Call: As a bonus action on your turn, you may spend a superiority die to give tactical advice to your allies, allowing them to reposition. Each ally of your choice within 30 feet gains 5 feet of movement to instantly spend if they desire. This movement does not provoke attacks of opportunity. Starting at 10th level this increases to 10 feet of movement. Starting at 18th level this increases to 15 feet of movement.
  • Victorious Bellow: As a bonus action on your turn, you may spend a superiority die to fill your allies with courage. Choose up to 3 allies within 30 feet who can hear or see you. They gain temporary hp equal to your superiority die + your proficiency bonus.

Art by Joseph Meehen at https://www.artstation.com/artwork/0dk1G

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.