The Fighter Nobody Asked For
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 learns their own specialized style of combat. This specialization grants the fighter alone a combat superiority compared to other wayfarers.
Furthermore, fighters take on a combat archetype. Here, fighters study and train in a specific form of warfare. Some concentrate on honor before death, or strengthening their already diverse skill set, yet others rely on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization make 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. Fighters are born in danger, and have earned their keep through battle and dedication.
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.
The Fighter
Level | Prof. Bonus | Features | Second Winds | Maneuvers Known | Superiority Dice |
---|---|---|---|---|---|
1st | +2 | Combat Superiority, Fighter's Code | - | 2 | 2 |
2nd | +2 | Fighting Style, Second Wind, Know your Enemy | 2 | 2 | 2 |
3rd | +2 | Martial Archetype | 2 | 3 | 2 |
4th | +2 | Ability Score Improvement | 2 | 3 | 2 |
5th | +3 | Extra Attack | 2 | 3 | 2 |
6th | +3 | Press the Attack, Bravado | 2 | 4 | 3 |
7th | +3 | Martial Archetype Feature | 2 | 4 | 3 |
8th | +3 | Ability Score Improvement | 2 | 4 | 3 |
9th | +4 | Martial Conquest, Press the Attack (2) | 2 | 4 | 3 |
10th | +4 | Martial Archetype Feature | 2 | 5 | 3 |
11th | +4 | Extra Attack (2) | 2 | 5 | 4 |
12th | +4 | Ability Score Improvement | 2 | 5 | 4 |
13th | +5 | Indomitable | 3 | 5 | 4 |
14th | +5 | Assault and Battery | 3 | 6 | 4 |
15th | +5 | Martial Conquest (2), Martial Archetype Feature | 3 | 6 | 4 |
16th | +5 | Ability Score Improvement | 3 | 6 | 5 |
17th | +6 | Extra Attack (3) | 3 | 6 | 5 |
18th | +6 | Martial Archetype Feature | 3 | 7 | 5 |
19th | +6 | Ability Score Improvement | 3 | 7 | 5 |
20th | +6 | Martial Conquest (3), Mythic Warrior | 4 | 8 | 5 |
Creating a Fighter
To create a Fighter, consult the following lists, which provide Hit Points, proficiencies, and the class' core features. If you’re making a 1st-level character, also consult the “Step-by-Step Characters” section of the Player's Handbook. Should you require starting equipment, work with your DM to have equipment that is appropriate. Refer to the Fighter Class listed in the 2014 PHB publication for general idea of starting equipment.
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 2): Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
Fighter's Code
1st-level Fighter feature
All fighters are trained warriors. They get their training from any number of sources. This could be from their tribe, war band, city guard, as an enlisted soldier, or a mentee under a grand master. In all cases they are taught more than just the blade. They are taught a code to live by, to work by, to serve by. You will go on to be a knight, a champion, a samurai, or any other brave warrior who holds true to his word and follows the code.
By interacting peacefully with another creature for 1 minute or more, you can learn where they fall in their hierarchical structure, if any. At your DM's discretion you also learn their CR or level, or approximate, and any notable combat features, such as the Multiattack action, Parry reaction, or level of spellcasting as examples.
Working and living with your crew has granted you additional proficiency depending on how you have served. You gain proficiency with a vehicle type of your choice or one type of artisan’s tools of your choice.
Combat Superiority
1st-level Fighter feature
At the onset of your career, you learn maneuvers that are fueled by special dice called superiority dice. These maneuvers reflect your training and skill as a fighter. They are enhancements to your martial combat.
Maneuvers. You learn two maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuvers of your choice at later levels, as shown in the Maneuvers Known column of the Fighter Table.
When you gain a level in this class you can change one maneuver you know with another maneuver available to you.
Superiority Dice. You have superiority dice, which are d6s. You have a number of superiority dice equal to what is listed under the Superiority Dice column of the Fighter table. A die is expended when you use it, and you regain all of your expended superiority dice when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice).
Second Wind
2nd-level Fighter feature
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 a number of times listed in the Second Winds column of the Fighter class table you must finish long rest before you can use it again.
Know your Enemy
2nd-level Fighter feature
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
Fighting Style
2nd-level Fighter feature
You adopt a particular style of fighting as your specialty.
You gain one of the following Fighting Style feats of your choice: Archery, Defense, Dueling, Great Weapon Fighting, Protection, Two-Weapon Fighting, Blind Fighting, Interception, or Superior Technique.
Superior Technique. You learn one additional maneuver of your choice from those available to you, and you gain one additional superiority die.
Martial Archetype
3rd-level Fighter feature
You choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Arcane Knight, or any other Martail Archetype available to you. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
4th-level Fighter feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Extra Attack
5th-level Fighter feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
At later levels. Beginning at 11th level, you can attack three times, instead of twice, and at 17th level, you can attack four times, instead of three whenever you take the Attack action on your turn.
Bravado
6th-level Fighter feature
As a fighter, you're able to express your experience through a clout that others recognize.
You gain one of the following features; they are additional ways to use your superiority dice.
- Commanding Presence When you make a Charisma (Intimidation) or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
- Tactical Assessment When you make an Intelligence (Investigation), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
- Ambush When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.
Press the Attack
6th-level Fighter feature
You can push yourself beyond your normal limits for a moment.
On your turn, when you take the Attack action, you can make one additional attack. If you engage in two-weapon fighting, this extra attack can be made with either weapon.
Once you use this feature, you must finish a short or long rest before you can use it again.
At later levels. You can use this feature twice between rests starting at 9th level, but only once per turn.
Martial Conquest
9th-level Fighter feature
Mastering your form of steel, you can perform an ultimate showcase of your martial talents.
You learn one of following Martial Conquests and can use your known Conquest once between long rests.
At later levels. You learn one additional Conquest and gain one additional use of this feature between long rests at 15th level, and again at 20th level.
Martial Conquests
- Concussion Wave. When you take the Attack action, you can replace one attack with a 30 foot cone of force originating from you. Each creature must succeed on a Dexterity saving throw against your Maneuver save DC or suffer the damage from one attack of your main hand weapon plus 3d10 force damage. On a success, they take 1/2 damage.
- Flash of Steel. As an Action, select up to 5 targets within 30 feet of you. Make a weapon attack against each target. On a hit, they take the weapon damage plus 2d12 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
- Grizzly Veteran. As a Reaction to taking damage, you take 1/2 damage from the source of damage and until the end of the current turn. Once within the next minute when you drop to 0 hit points, you can use your Reaction to drop to 1 hit point instead.
- Conquistador's Rush. You gain this at the start of your turn (no action required).
This turn: your speed increases by 20 feet, attacks gain advantage, and score a critical hit on a roll of 19-20. You gain temporary hit points equal to one roll of your Maneuver die plus your Fighter level. Until the start of your next turn: you gain +2 AC. - Stand of Defiance. As a Bonus Action you enter a defensive stance and emanate an aura of cover. For the next minute, until you are knocked unconscious, or lose concentration(as if you were concentrating on a spell), creatures of your choice within 10 feet of you gain half cover. Additionally, you instinctively lash out at creatures that attack you. When you are hit by an attack from within 5 feet of you, the attacker takes force damage equal to one roll of your Maneuver die plus your Strength or Dexterity modifier (your choice).
- Shield Wall. As an Action, you emit a 1/4 inch thick, 10 foot tall, 20 foot long wall of force adjacent to you. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall, except light and sound. The wall has 10 times your Fighter level hit points. The wall lasts for up to 1 minute or until it has 0 hit points or dispelled.
- Warrior's Sight. As a Bonus Action you gain True Sight out to a range of 60 feet for the next 10 minutes.
- Zephyr's Stride. As a Bonus Action you teleport up to 60 feet to an unoccupied space you can see, and gain advantage on your turn attack roll made on the same turn. Once, within the next minute, you can repeat this Bonus Action.
Indomitable
13th-level Fighter feature
Through force of will and sacrificing stamina, you can overcome the impact of threats you face.
When you fail a saving throw, you can choose to succeed instead by expending a number of hit points equal to twice the delta between your roll and the Saving Throw DC.
Assault and Battery
14th-level Fighter feature
You can push yourself beyond your normal limits for a moment.
When you use your Press the Attack feature, you make two additional attacks instead of one.
Moreover, whenever you use your action to Dash, Disengage, Dodge, Help, or Use and Item you can make one attack in addition to that action.
Mythic Warrior
20th-level Fighter feature
You become the grand master of all fighters. Such legendary status grants:
- You regain one spent Superiority die at the start of each of your turns.
- Your Assault and Battery feature now grants two attacks instead of one when you take one of the listed actions.
Maneuvers
The following list of maneuvers are available to you as a fighter. Each fighter subclass has unique subset of additional maneuvers available to you, as a member of that archetype. This idea was inspired from reddit user u/laserllama.
- Bait and Switch When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
- Carving Slash When you take the Attack action using a melee weapon, you can expend one superiority die to replace one of the attacks with a special attack. The target of the attack must make a Dexterity saving throw. On a failure they take damage equal to one hit from your main hand weapon plus the superiority die.
- Commander’s Strike When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its Reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
- Disarming Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
- Distracting Strike When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
- Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
- Frontline When an enemy you can see moves within 5 feet of you, you can use your Reaction, expending one superiority die to make an attack of opportunity against that creature. If the 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.
- 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.
- Pummel When you take the Attack action using a melee weapon, you can expend one superiority die to replace one of the attacks with a special attack. The target of the attack must make a Strength saving throw. On a failure they take damage equal to one hit from your main hand weapon plus the superiority die.
- 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.
- Rally On your turn, you can use a Bonus Action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature 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 expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
- Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend a superiority die to attempt to damage another creature within reach. If the original attack can hit the second creature, it takes damage equal to your superiority die.
- Swift Tackle. As a Bonus Action, you can expend one superiority die to attempt to either grapple or shove a creature within 5 feet of you. Add the superiority die to your Strength (Athletics) check.
Archetype
Choose one of the following archetypes that represents the training and skill of your fighter. Fighters are a highly diverse bunch and come from a diverse set of backgrounds. Choose one of the following archetypes that suits your fighter.
Arcane Knight
The archetypal Arcane Knight combines the martial mastery common to all fighters with a careful study of magic. Arcane Knights use magical techniques similar to those practiced by wizards. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
Spellcasting
3rd-level Arcane Knight feature
You learn to augment your martial abilities with arcane spells.
See the Player’s Handbook for the rules on spellcasting and the Spells Listing for the wizard spell list. The information below details how you use those rules as an Arcane Knight.
Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Known Spells. You know a number of spells equal to the number listed in the Arcane Knight spell table. When you gain a level in this class, you can replace one spell you know with a different spell from the wizard spell list.
Spellcasting Ability. Intelligence is your Spellcasting Ability for your Arcane Knight spells.
Arcane Knight Spellcasting
Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | ─ | — | — |
4th | 2 | 4 | 3 | ─ | — | — |
5th | 2 | 4 | 3 | — | — | — |
6th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
9th | 2 | 6 | 4 | 2 | — | — |
10th | 3 | 7 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 3 | — | — |
12th | 3 | 8 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
15th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Weapon Bond
3rd-level Arcane Knight feature
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. In addition, your bonded weapon can be used as a spellcasting focus for your arcane knight spells.
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.
Battle Focus
3rd-level Arcane Knight feature
Sword and sorcery requires extensive focus and readying yourself against physical assault is the cornerstone of an Arcane Knight.
When you make a Constitution saving throw to maintain concentration on a spell and fail, you can expend 1 superiority die to add the roll of the die to the save, potentially changing the failure into a success.
War Magic
7th-level Arcane Knight feature
Arcane Knights seamlessly weave spells with weapon attacks.
Whenever you take a Magic Action to cast a spell, you can make one attack as a Bonus Action.
Additionally, when take the Attack action on your turn, you can cast one of your Arcane Knight cantrips as a Bonus Action. You can use this Bonus Action a number of time equal to your Intelligence modifier (minimum of once), and regain all expended uses after finishing a long rest.
Arcanine Strike
10th-level Arcane Knight feature
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
15th-level Arcane Knight feature
You gain the power of minor transposition.
You can teleport up to 30 feet to an unoccupied space you can see when you take the Attack action. You can teleport this way before, during, or after the action. Once you use this feature, you cannot do again until you finish a short or long rest.
Improved War Magic
18th-level Arcane Knight feature
When cast a spell that uses a spell slot of 1st level or higher that requires 1 action to cast, you can cast the spell as a Bonus Action instead.
Once you cast a spell in this way, you cannot do so again until you finish a short or long rest.
Arcane Knight Maneuvers
The following maneuvers are available only to an Arcane Knight. Arcane Knights focus on enhancing their weapon attacks with arcane energy and empowering their spells.
Empowered Spell When you cast a spell that has an attack roll, you can expend a superiority die to bolster the effect of the spell. You can choose to either gain a bonus to one of the spell's damage rolls equal to your superiority die, or add your superiority die to the result of the attack roll. You can make this choice after rolling, but before determining the result of the attack.
Spell Guard As a Reaction, which you take when you take damage from a spell, you can expend one superiority die to reduce the damage taken by the spell equal to the roll + 1/2 your fighter level + your Intelligence modifier.
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 Shot
3rd-level Arcane Archer feature
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.
In addition, when you gain this feature, you learn two Arcane Shot options of your choice. Your Arcane Shots are maneuvers just like those learned from your Combat Superiority feature. These two shots do not count against your number of maneuvers known. As you advance in this class and learn additional maneuvers, you can choose to learn additional arcane shots in place of your other maneuvers.
Once per turn, when you fire an arrow from a shortbow or longbow as part of the Attack action, you can expend one superiority dice and 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.
If an Arcane Shot requires the target to make a saving throw, use the following saving throw calculation, in place of your normal Maneuver Save DC:
Arcane Shot Save DC = 8 + your proficiency bonus + your Intelligence modifier
Innate Arcana
3th-level Arcane Archer feature
You gain additional Superiority dice equal to your Intelligence modifier (minimum of 0), but these dice can only be used to fuel your Arcane Shots.
Arcane Archer Lore
3rd-level Arcane Archer feature
You learn magical theory, some of the secrets of nature, or the inner machinations of the power within worship - typical for practioners of this elven martial tradition.
You choose to gain proficieny in the Arcana, Nature, or Religion skill, and you choose to learn the prestidigitation, druidcraft, or thaumaturgy cantrip.
Magic Arrow
7th-level Arcane Archer feature
You learn how to conjure arrows out of the ether to strike your foes.
When you fire an arrow from a shortbow or longbow as part of the Attack action, you can use a Bonus Action to make an additional attack with it by creating and firing a magic arrow. This arrow deals force damage instead of piercing, and uses your Intelligence modifier for the attack and damage rolls instead of your Dexterity modifier. You may use your acane shot feature on this attack.
Readied Magic
10th-level Arcane Archer feature
At the end of each short or long rest, you can replace one Arcane Shot maneuver you know with another Arcane Shot of your choice.
Enchanted Arrows
15th-level Arcane Archer feature
No matter how impossible the shot may seem, magic guides your arrows.
You ignore disadvantage when making attack rolls using a shortbow or longbow against targets more than 5 feet away from you. However, if you were to have disadvantage on an attack, you cannot gain advantage on that same attack.
Arcane Shot Options
The options are presented here in alphabetical order. They all produce a magical effect using your superiority dice in combat.
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, and takes 1d6 force damage.
At 18th level, the target takes 4d6 force damage when it reappears instead.
Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 1d6 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.
At 18th level, the psychic damage is increased to 3d8 psychic damage.
Bursting Arrow. You imbue your arrow with elemental 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 must make a Dexterity saving throw or take 2d4 fire or cold damage each. On a success, the creature takes 1/2 as much damage.
At 18th level, the damage is increased to 3d8 damage.
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 1d6 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.
At 18th level, the poison damage is increased to 3d8 poison damage and the slashing damage is increased to 3d6 slashing damage.
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.
At 18th level, the piercing damage is increased to 3d8 piercing damage.
Sapping Arrow. When this arrow strikes its target, necromantic magic saps the target of its vitality and transfers it to another. The creature hit by the arrow takes an extra 1d6 necrotic damage, and a creature of your choice within 30 feet of the target gains temporary hp equal to the necrotic damage dealt plus your Intelligence modifier.
At 18th level, the necrotic damage is increased to 3d8 necrotic damage.
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 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 no damage, and you don’t learn its location.
At 18th level, the force damage is increased to 3d8 force damage.
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 1d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 10 feet away until the start of your next turn.
At 18th level, the psychic damage is increased to 3d8 psychic damage.
Cavalier
-- Sublcass inspiration credit to KibblesTasty
A warrior with an air of nobility and grace, they are the refined and honorable aspect of Fighters. They fight with poise and dignity, and are most at home astride a fine steed at head of a band of heroes charging into combat. Cavaliers are not always good, but are frequently lawful champions of order.
Expert Rider
3rd-level Cavalier feature
You've mastered using your mount in combat.
You gain proficiency with Animal Handling, and can add twice your proficiency bonus when making Wisdom (Animal Handling) checks that relate to mounts. 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.
Additionally, while you are mounted, you can force an attack targeted at your mount to target you instead.
Unwavering Mark
3rd-level Cavalier feature
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. Upon marking, the creature is compelled to you for up to 1 minute. This effect ends early if you are incapacitated or you die, or if someone else marks the creature using this same feature, or you attack a creature that is not marked. You may only have 1 creature marked at a time.
While a marked creature is within 5 feet of you, it has disadvantage on any attack roll that doesn’t target you. And it must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this effect doesn’t restrict the target’s movement for that turn.
Demarcating Strike
3rd-level Cavalier feature
When an ally within 10 feet of you is hit by an attack from a creature also within 10 feet of you, you can make a special melee weapon attack against the initiating creature as a Bonus Action on your next turn. You have advantage on the attack roll. Should the attack hit, you can choose to mark the struck creature using your Unwavering Mark feature, even if you already have a creature marked. In this way, you may temporarily exceed the 1 target limit, allowing you to have two targets marked. In such a case, both marks expire should you attack any creature not marked. If you use this feature again while already having 2 creatures marked, you must first end the mark on one creature of your choice.
You can make this special attack 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.
Combat Steeds
7th-level Cavalier feature
Whenever you roll initiative while mounted, your mount gains temporary hit points equal to your Fighter level. These hit points are lost if you dismount the mount.
Hold the Line
10th-level Cavalier feature
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.
Unbreakable
15th-level Cavalier feature
Whenever you roll a superiority die, you gain temporary hit points equal to the number rolled plus your Constitution modifier (minimum of one).
Vigilant Defender
18th-level Cavalier feature
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.
Cavalier Maneuvers
The following maneuvers are available only to the Cavalier archetype. Cavaliers focus on being the forefront of battle, taking charge, and heroically defending their friends and allies.
Cavalier's Control When you take the Attack action while mount, you can expend a superiority die and direct your mount to attack (if it has any attacks) as a Bonus Action. You can add your Proficiency modifier to the attack roll, and if it hits you add your Supriority die to the damage roll.
Charging Attack. When you move 20 ft or more toward a target and make a melee weapon attack against it, 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. You or your mount gain 10 feet of movement during your turn when you use this maneuver.
Inspiring Charge. When you move 20 ft. or more toward a target, you can expend superiority die. Up to five allied creatures that can see or hear you can use their Reaction to move 10 feet towards you or the target you moved towards.
Warding Maneuver. If you or a creature within 5 feet of you is hit by an attack, you can expend one superiority die as a Reaction. Roll the die and add the number rolled to the target's AC against the that attack. If the attack still hits, the target has resistance against the attack's damage.
Champion
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. A Champion's combat employ martial techniques passed down through generations, perfected through skill, training, and endless practice. Champions are born to be gladiators or pit fighters. They possess the skill and the brawn to take up arms, being the David that takes down the Goliath.
Elite Vanguard Training
3rd-level Champion feature
Your training, both physical and martial, has surpassed all others at your station.
- Your superiority dice turn into d8s.
- You gain 3 additional superiority dice beyond what is listed in the Fighter class table.
- You gain 3 additional maneuvers of your choice beyond what is listed in the Fighter class table.
- You can take the Dash action as Bonus Action on each of your turns.
Student of War
3rd-level Champion feature
You gain one additional skill proficiency from the fighter class skill list and one artisan’s tools of your choice.
Remarkable Athlete
7th-level Champion feature
You can add half your proficiency bonus (round down) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
When you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Additionally, when you use your Second Wind ability, you recover 1 spent superiority die.
Relentless
10th-level Champion feature
Your superiority dice turn into d10s, and when you roll initiative and have no superiority dice remaining, you regain one superiority die.
Survivor
15th-level Champion feature
Attaining the pinnacle of resilience, you recover swiftly.
You can use your Second Wind an additional time between rests. If you are below 1/2 your max hit points when you use your Second Wind, you regain an additional 1d10 hit points.
Master at Arms
18th-level Champion feature
Your superiority dice turn into d12s, and when use a maneuver, roll an additional d6. You may replace your superiority die result with the d6 die result.
Champion Maneuvers
The following maneuvers are available only to fighters of the Champion archetype. Champions focus on overwhelming their foes with dynamic attacks and perfect form through strength of arms.
Concussing Blow. When you hit a creature with a melee attack, you can expend one superiority die to attempt to rend the target. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, their speed is reduced by 10 feet and they cannot take Reactions until the end of their next turn.
Sundering Strike. When you hit a creature with a melee attack, you can expend one superiority die to attempt to weaken the target. You add the superiority die to the attack's damage roll, and the target loses the AC benefit of an equipped shield until the end of your next turn.
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.
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.
Deep Reserve. When you make a Strength or Constitution based skill check, you can expend one superiority die and add the die to the result of the check. You can use this maneuver after rolling, but before determining the outcome of the check.
Crusader
Crusaders stand tall, unbreakable and unyielding in the face of mortal danger. They serve as the front line bastion, staying interposed between their cohorts and the dangerous foes in front of them. Crusaders 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, Crusaders leave their lives of comfort to embark on glorious adventure.
Rallying Cry
3rd-level Crusader feature
Your endless resolve bolsters your allies.
When you use your Second Wind ability, a number of allies equal to your Constitution modifier (minimum of 1) within 60 feet who can hear you gain temporary hit points equal to 1/2 the amount of hit points you regained.
Crusader's Ward
3rd-level Crusader feature
A Crusader's phalanx act as wardens for their allies, no matter the state of affairs.
On your turn while wielding a melee weapon or shield, you can use a Bonus Action to ward an ally within 5 feet of you. The ally may immediately use their Reaction to make one attack against a creature within 5 feet of you, and while they stay within 5 feet of you, they gain half cover until the start of your next turn.
You can use this Bonus Action a number of times equal to your Constitution modifier (minimum of once), and regain all expended uses when you finish a short or long rest.
Steely Mien
3rd-level Crusader feature
Others look to you for protection and its through trial you have gained a knack for imposing your countenance onto others.
Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. Whenever you make a skill check using the chosen skill, you can add your Constitution modifier to the check.
Heart of Gold
7th-level Crusader feature
You gain proficiency in Charisma saving throws, and gain immunity to frightened. If you are already proficient, you gain proficiency with Strength or Constitution saving throws instead.
Additionally, so long as you don't have the incapacitated condition, allies within 10 feet of you gain advantage on saving throws against being frightened.
Intervene
10th-level Crusader feature
When a creature within 15 feet of you is hit by an attack, you can use your Reaction to move to their space, pushing that creature 5 feet and becoming the target of the attack. This movement does not provoke attacks of opportunity. If you know the Redoubt maneuver, you can use it without using your Reaction.
You can perform this Reaction a number of times equal to your Constitution modifier (minimum of once), and regain all uses after finishing a long rest.
Mantle of the Crusader
15th-level Crusader feature
Your words and actions bring out the best in your allies.
Allies targeted by your maneuvers, and other Crusader features gain advantage on their next attack roll they make within the next minute.
Bastion on the Battlefield
18th-level Crusader feature
You can extend your Indomitable benefits to your allies.
When you decide to use Indomitable to modify a saving throw and aren't incapacitated, you can choose a number of allies equal to your Constitution modifier(minimum of 1) within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
Crusader Maneuvers
The following maneuvers are available only to a Crusader. Crusader focus on defending their allies and holding their own.
Redoubt. When another creature damages you with a weapon attack, you can use your Reaction and expend one superiority die to reduce the damage taken by one roll of the superiority die + your proficiency bonus + your Constitution modifier.
Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to allow one of your allies to move into a more advantageous position. You add the die to the damage of the attack, and choose one ally within 30 feet who can see or hear you. That ally can use its Reaction to move up to 1/2 its speed without provoking attacks of opportunity from the target of your attack.
Crippling Strike. When you hit a creature with a weapon attack, you can expend a superiority die to hamper its movement. You add the superiority die to the attack's damage roll, and the it must make a Constitution saving throw. On a failure, it's movement speed is reduced to 0 until the start of your next turn.
Duelist
The archetypal Duelist is a paragon of weapons play. They are students of their weapon, its forms, its styles, and its hidden potential. Those who emulate this archetype use their momentum and practiced movements to fight with flourish and panache.
Florentine
3rd-level Duelist feature
You flow with the tides of battle until you finish with a flair.
After you hit a target with a melee attack or succeed on a shove, you gain 1 Flourish Point, which lasts a maximum of 1 minute. However, when you take damage from a melee attack, you lose 1 Flourish Point.
Whenever you use a superiority die, you can expend all current Flourish Points to modify the result the die. This increases the rolled die value, up to its maximum value.
Additionally, when you expend a superiority die and roll its maximum value or via a modified die roll using Flourish Points, you may choose to regain the spent superiority die. You can regain the superiority die this way a number of times equal to your Proficiency bonus, and regain all expended uses after finishing a long rest.
Run the Gambit
3rd-level Duelist feature
You've trained with speed, precision, and most of all, fluidity in motion giving you superior battle maneuvers.
Your superiority die size increases to d8 from d6, and you gain one additional maneuver of your choice beyond what is listed in the Fighter class table.
Bonus Proficiency
3rd-level Duelist feature
A duelist's life has given you an impetuous attitude.
You gain proficiency with Deception, Intimidation, Performance, or Persuasion.
Duelist's Grace
7th-level Duelist feature
You can take advantage of the momentum of battle.
You can move through the space of other creatures, and doing so doesn't count as difficult terrain.
Additionally, the first time on a turn that you move through a hostile creature's space, you can force it's choice of Dexterity (Acrobatics) or Strength (Athletics) check contested by your Dexterity (Acrobatics) check. If you succeed, you can immediately move 10 feet without provoking attacks of opportunity.
Perfect Timing
10th-level Duelist feature
When you roll initiative, roll initiative twice. Each round, you can take your turn on either initiative rolled.
Moreover, on your first turn in combat, you gain advantage on your first attack roll.
Blade Waltz
15th-level Duelist feature
Whenever you expend a superiority die and roll a 1 or 2, you may reroll the die, but must use the new roll, even if it is another 1 or 2.
Flash of Steel
18th-level Duelist feature
You move through the battlefield with unmatched speed.
On the first round of combat, you have two turns, one on each initiative rolled.
Duelist Maneuvers
The following maneuvers are available only to a Duelist. Duelists focus on deft movements to out pace their foes.
Parry. When another creature hits you with a melee attack, you can use your Reaction and expend one superiority die to increase your AC by your superiority die roll, potentially changing a hit into a miss. If you successfully change a hit into a miss, you regain the use of your Reaction.
Trip Attack. When you hit a creature with a melee 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.
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 this turn. If that attack hits, add the superiority die to the attack’s damage roll.
Swift Stride. When you move, you can expend one superiority die to hasten your movement. Your speed increases by 5 feet times the die roll for the rest of your turn.
Dirty Trick. When you take the Attack action, you can expend a superiority die to replace one of your attacks to throw sand, dirt, or grit at a creature within 10 feet, forcing them to make a Dexterity saving throw. On a failed save, it takes piercing damage equal to the die roll and is blinded until the end of it's next turn.
Marksman
While every fighter can draw a bow or hurl a javelin, those who train to become Marksmen dedicate themselves to perpetually improving their accuracy and precision with ranged weapons of all types. Most often, this deadly skill is backed up by an unmistakable confidence. Relying on their innate talents and signature grit, there are few challenges a true Marksman cannot overcome.
Elite Training
3rd-level Marksman feature
Choose one Dexterity based skill. You gain a Mastery die with the chosen skill. When you make an ability check in which you have an Mastery die, roll 1d4 and add the number rolled to the result of your check. You can never have more that one Mastery die with a single skill.
Steady Aim
3rd-level Marksman feature
You can quiet your body so as to fire with deadly accuracy.
If you haven't moved during your turn, you can use your Bonus Action to gain Steady Aim, granting you the following until the end of your current turn:
- Your movement speed is reduced to 0 feet.
- Until you hit a creature with a ranged weapon attack, you have advantage on all ranged weapon attack rolls.
- When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon, you can re-roll the die. You must use this new roll, even if the new roll is a 1 or a 2.
Cunning Shot
7th-level Marksman feature
Your experience as a Marksman has trained you to react to danger at a moment's notice and exploit even the smallest weak points in your enemy's defenses.
You can add your proficiency bonus to your Initiative rolls. Your attacks with ranged weapons ignore resistance to piercing damage.
Reposition
10th-level Marksman feature
When you use Second Wind, your speed increases by 10 feet and opportunity attacks against you are made at disadvantage until the end of your current turn.
Suppressing Fire
15th-level Marksman feature
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Whether you hit or not, each creature attacked by this feature must make a Wisdom saving throw against your Maneuver save DC. On a failed save, it takes a −2 penalty to AC and Dexterity saving throws, it can't use Reactions, and if they make an attack against another creature on its turn, the target gains half cover against the attack. This lasts until the start of your next turn.
You can do this a number of times equal to your Dexterity modifier (minimunm of once), and regain all expended uses after finishing a long rest.
Legendary Marksman
18th-level Marksman feature
Your marksmanship is supernatural in its precision.
When you use Steady Aim the benefits last for 1 minute, and you have advantage on all ranged weapon attacks for the duration and your movement is not reduced to 0. This effect only ends early if you move more then 15 feet in one turn, or you are incapacitated.
Marksman Maneuvers
The Maneuvers listed below are exclusive to fighters who adopt the Marksman Archetype. Marksman Maneuvers enhance their ranged weapon attacks; striking at their enemies with deadly accuracy or barraging them with ranged attacks.
Marksman's Gaze. When you make a Wisdom (Insight), Wisdom (Perception), or Intelligence (Investigation) check, you can expend one superiority die and add it to your roll. You can use this Maneuvers after you roll, but before you know if you succeed or fail.
Swift Shot. As a Bonus Action, you can expend one superiority die and make a ranged weapon attack. If you hit, add the superiority die to the weapon’s damage roll.
Dead Eye. When you make a ranged weapon attack with disadvantage, you can expend one superiority die to cancel that disadvantage. You then add the superiority die to the attack's damage roll on hit.
Rune Warrior
Rune Warrior enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.
Giant's Knowledge
3rd-level Rune Warrior feature
You gain proficiency with smith's tools, and you learn to speak, read, and write Giant. When you make an Intelligence (Arcana or History), or a Charisma (Persuasion) check related to Giants, you can expend a superiority die and add it to the result of your roll.
Rune Carver
3rd-level Rune Warrior feature
You can use magic runes to enhance your gear.
You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach 7th, and 10th level this class, you learn an additional rune.
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. You gain proficiency with any tool inscribed with this rune. If you were already proficient with the tool, double your proficiency bonus with it.
Frost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
Hill Rune. This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
Storm Rune. Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
Giant's Might
3rd-level Rune Warrior feature
You have learned how to imbue yourself with the might of giants.
As a Bonus Action, you magically gain the following benefits, which last for 1 minute:
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
- You have advantage on Strength checks and Strength saving throws.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
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.
Runic Shield
7th-level Rune Warrior feature
When you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your Reaction to invoke a runic shield; choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same attack roll. This magic can transfer the attack's effects regardless of the attack's range.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Great Stature
10th-level Rune Warrior feature
The extra damage you deal with your Giant's Might feature increases to 1d8.
Prophecy
10th-level Rune Warrior feature
When you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your Reaction to cause the roll to have advantage or disadvantage.
You can use this special Reaction a number of times equal to your Constitution modifier (minimum of once), and regain all expended uses after finishing a long rest.
Master of Runes
15th-level Rune Warrior feature
When you use a Rune Maneuver you can empower the maneuver gaining the listed benefit. You can empower a maneuver a number of times equal to your Proficiency bonus, regaining all expended uses after finishing a long rest.
Juggernaut
18th-level Rune Warrior feature
The extra damage you deal with the Giant's Might feature increases to 1d10, and when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
Moreover, you gain resistance to bludgeoning, piercing, and slashing damage for the duration of your Giant's Might.
Rune Warrior Runes
A Rune Warrior empowers themselves through the use of runic magic. By invoking the power of the runes, they command powerful battlefield maneuvers. The following Rune Maneuvers are available only to a Rune Warrior. Rune Maneuvers are maneuvers just like those learned from your Combat Superiority feature, except the maneuver save DC for your runes is your Rune save DC.
Rune save DC = 8 + Proficiency bonus + your Constitution modifier.
Rune Shackles. When you hit a creature with an attack using a weapon, you can expend 1 superiority die to invoke your runes to summon fiery shackles. You add the superiority die to the attacks damage as fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success.
Empowered: A restrained creature takes 2d6 fire damage at the start of each of its turns.
Rune of Stupor. When a creature you can see ends its turn within 30 feet of you, you can use your Reaction and expend 1 superiority die to invoke your runes and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for up to 1 minute. While charmed in this way, the creature has a speed of 0, descending into a dreamy stupor. This condition ends early if the target takes damage from any source, or if another creature uses its action to wake the creature. A creature succeeds on their save or is woken from their stupor is immune to this effect for 24 hours.
Empowered: The creature is incapacitated for the duration of its stupor.
Rune Wave. When you take the Attack action, you can spend one superiority die and replace one of your attacks with a spectral wave of force. You alight a rune of force, and each creature in a 10 foot cube originating from you must make a Constitution saving throw or take force damage equal to one roll of your superiority die and suffer a -2 to AC until the end of your next turn.
Empowered: The cube increases in size to a 20 foot cube.
Rune of Lightning. As an Action, you invoke this rune to launch your weapon at a creature you can see within 30 feet of you. It must succeed on a Constitution saving throw or take lightning damage equal to one hit from your main hand weapon plus one roll of your superiority die. If you have the Extra Attack trait, the creature takes 1d10 additional damage for each extra attack beyond the first on a failed save. After taking this action, your weapon magically reforms in your hand.
Empowered: You can choose to teleport to an unoccupied space within 5 feet of the creature.
Rune Barrier. As a Reaction to taking damage, flash a rune of strength and protection. You gain temporary hit points equal to the roll of your superiority die + your Proficiency bonus + your Constitution modifier(minimum of one hit point). These temporary hit points last a maximum of 10 minutes. If you used your Reaction to use Runic Shield this turn and became the target of the attack, you can use this maneuver concurrently with that Reaction.
Empowered: The number of temporary hit points you gain is tripled.
Samurai
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.
Bonus Proficiency
3rd-level Samurai feature
You gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion.
Additionally, as an artisan, you learn one language of your choice and you gain proficiency with your choice of calligrapher’s supplies or painter’s supplies.
Fighting Spirit
3rd-level Samurai feature
Your intensity in battle can shield you and help you strike true.
On your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain a number of temporary hit points equal to your Fighter level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Deft Strokes
3rd-level Samurai feature
From duality in choice, yield or die, you find a balance in battle.
Deflect. So long as the melee weapon you are wielding does not have the heavy property and you are not wielding a shield, you can use the weapon to better defend yourself. You can use a Bonus Action to gain +2 AC until the start of your next turn while the weapon is in your hand and you aren’t incapacitated.
Inundate. When you use a superiority die and it deals bonus damage, you deal 1d4 additional damage.
Elegant Courtier
7th-level Samurai feature
Your discipline and attention to detail allow 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.
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).
Tireless Spirit
10th-level Samurai feature
When you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
Rapid Strike
15th-level Samurai feature
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 cannot do so more than once per turn.
Strength before Death
18th-level Samurai feature
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. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can't use it again until you finish a long rest.
Samurai Maneuvers
The following maneuvers are available only to a Samurai. A Samurai focuses bolstering their own resolve, striking swiftly, and acting with purpose.
Thrusting Strike. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Heighten Step. As a Bonus Action, you can expend one superiority die to increase your initiative count and AC by the amount rolled until the end of your next turn.
Disabling Strike. When you hit a creature with a weapon attack, you can expend one superiority die to temporarily impair their ability to fight. You add the superiority die to the attack's damage roll, and on the creature must succeed on a Constitution saving throw or on its next turn, it can take an Action or a Bonus Action, but not both, and if they have Multiattack, their Multiattack action makes one fewer attack than normal.
The Fighter
The Fighter is a staple of DnD. However, it's also basic. It can't do much more than a Wizard could using a stick... So, to give the Fighter his 'shtick' so to speak, battle maneuvers are now part of the core class! This does require reconfiguring some of the original features to not go overboard.
Credit to u/laserllama where the idea of the subclass specific maneuvers.
Artistic Credits:
Cover Art: Manuel Castañón
Page 2: WotC: PHB
Page 5: FAVPNG ELF
Page 9: Clint Cearley
Page 11: windmaker
Page 12: Rio Sabda
Page 13: Anna Podedworna
Page 15: Boyu Yang
Page 17: CaraidArt
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