Fighter
A dragonborn clad in gleaming plate armor laughs gaily as she charges into battle. To her enemies, she is an unassailable stronghold. To her allies, she is a beacon of hope.
A solemn warrior stands still, sizing up her foe. She bows, and then springs into action, parrying attacks with ease. Never tiring or slowing, she soon outpaces her opponent—and with a swift strike, she defeats him forever.
A bespectacled young human, wise beyond his years, spends the night before battle planning a clever gambit. The next day, he and his companions win the battle before it even begins.
Fighters are unparalleled warriors. A fighter might not be as resourceful as a rogue or as beefy as a barbarian, but their flexibility out of combat and tremendous versatility within it make them an invaluable addition to any adventuring party.
Live by the Sword
Anyone can pick up an axe and swing haphazardly at an enemy. What sets a true fighter apart from an ordinary warrior is their natural talent, their aptitude with every type of weapon imaginable, their dedication to their craft, and their endless pursuits of greater challenges and greater rewards. Other warriors might hone their skills with a longsword, or become deadly archers, but few are capable of excellence across a wide variety of martial disciplines. Fighters are those few.
In addition to accomplished use of every type of armor and armament imaginable, fighters specialize their talents in a particular field. Some fighters focus on ranged weapons, using ancient elven magic to augment their already extraordinary skills. Others pore over tomes of both tactics and strategy, using their sagacity and wit to plan intricate battle plans. And still others prefer to keep an open mind and an arsenal of weapons at the ready, maintaining unmatched adaptability and resourcefulness in combat.
Guts and Glory
A fighter is not content to sit idly by when there is adventure to be had, treasure to be found, and glory to be won. Each fighter has their own unique motivation for becoming an adventurer, but they all have something. This adventuring spirit is another aspect in which fighters are set apart from ordinary soldiers, mercenaries, and cutthroats. True, life as a town guard carries with it less risk—but it also carries with it less glory, fewer rewards, and fewer opportunities for self-improvement.
The Fighter
Level | Proficiency Bonus |
Features | Superiority Dice |
Die Size |
Maneuvers Known |
---|---|---|---|---|---|
1st | +2 | Fighting Style, Combat Superiority | 1 | d6 | 2 |
2nd | +2 | Action Surge (one use) | 2 | d6 | 3 |
3rd | +2 | Martial Archetype | 3 | d8 | 3 |
4th | +2 | Ability Score Improvement | 3 | d8 | 4 |
5th | +3 | Extra Attack | 4 | d8 | 4 |
6th | +3 | Ability Score Improvement | 4 | d8 | 5 |
7th | +3 | Outmaneuver, Martial Archetype Feature | 4 | d8 | 5 |
8th | +3 | Ability Score Improvement | 4 | d8 | 6 |
9th | +4 | Indomitable (one use) | 5 | d8 | 6 |
10th | +4 | Martial Archetype Feature | 5 | d10 | 7 |
11th | +4 | Extra Attack (2) | 5 | d10 | 7 |
12th | +4 | Ability Score Improvement | 5 | d10 | 8 |
13th | +5 | Indomitable (two uses) | 6 | d10 | 8 |
14th | +5 | Ability Score Improvement | 6 | d10 | 9 |
15th | +5 | Relentless, Martial Archetype Feature | 6 | d10 | 9 |
16th | +5 | Ability Score Improvement | 6 | d10 | 10 |
17th | +6 | Action Surge (two uses), Indomitable (three uses) | 7 | d10 | 10 |
18th | +6 | Martial Archetype Feature | 7 | d12 | 11 |
19th | +6 | Ability Score Improvement | 7 | d12 | 11 |
20th | +6 | Extra Attack (3) | 7 | d12 | 12 |
Creating a Fighter
As you build a fighter, consider the following:
- Where did you get your training? Did you have a retired knight as a mentor, perhaps? Are you self-taught?
- Why did you become an adventurer? Is it glory? Treasure? Adventure? Revenge? Self-improvement?
- What sets you apart from other warriors, and indeed, from other fighters? Are you especially brutal? Merciful? Graceful? Charismatic? Noble? Cold-blooded?
These are only a few things to think about when building your character, but they should provide a good starting point.
Quick Build
You can make a fighter quickly by following these suggestions. First, make Strength your highest ability score. Your next-highest score should be Constitution. Second, choose the soldier background. Finally, choose the Riposte and Second Wind maneuvers. When you adopt a martial archetype at third level, choose the Champion.
Variant: Additional Proficiencies
At the DM's discretion, you may also have proficiency with siege weapons and/or with firearms (both described in the Dungeon Master's Guide).
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
Fighting Style
1st-level fighter feature
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. You can replace this fighting style with another one from this list whenever you gain a level in this class.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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.
Thrown Weapon Fighting
When you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
On Thrown Weapons
This version of the fighter assumes that player cha-racters needn't use their free object interaction to draw a weapon that has the thrown property as part of making an attack with that weapon.
If your group doesn't allow this, the fighting style Thrown Weapon Fighting gains "In addition, you can draw a weapon that has the thrown property as part of the attack you make with the weapon." Likewise, any maneuver that allows you to make one or more additional attacks implicitly allows you to draw a weapon that has the thrown property as part of making each of those attacks with those weapons.
Combat Superiority
1st-level fighter feature
You can perform feats of martial prowess called maneuvers, which are fueled by special dice called superiority dice.
Maneuvers
You start out knowing two basic maneuvers of your choice, which are detailed at the end of the class description. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
When you gain certain fighter levels, you learn additional maneuvers of your choice, as shown in the Maneuvers Known column of the Fighter table. If a maneuver has prerequisites, you must meet them to learn it.
Additionally, whenever finish a long rest, you can choose one of the maneuvers you know and replace it with another maneuver, provided you meet its prerequisites (if it has any). Whenever you gain a level in this class, you can do this for any number of maneuvers you know.
Archetypal Maneuvers
Most martial archetypes have several maneuvers unique to them. If a maneuver is exclusive to a certain martial archetype (as stated under the maneuver's name), you can only learn that maneuver if you belong to that archetype.
Superiority Dice
You have two superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your exp-ended superiority dice when you finish a short or long rest.
You gain additional superiority dice when you reach certain levels in this class, as shown in the Superiority Dice column of the Fighter Table.
The size of your superiority dice also increases as you reach certain levels in this class, as shown in the Die Size column of the Fighter table.
Superiority Ability
Choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. The chosen ability is your superiority ability. If a maneuver or other feature refers to your superiority ability modifier, it is referring to the modifier of the chosen ability. When you gain a level in this class, you can replace your superiority ability with one from the list.
In addition, 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
Action Surge
2nd-level fighter feature
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
3rd-level fighter feature
You choose an archetype that you strive to emulate in your combat styles and techniques. The archetypes are detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
4th-level fighter feature
When you reach 4th level and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
5th-level fighter feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Outmaneuver
7th-level fighter feature
You've learned how to combine your maneuvers in devastat-ing ways. You can now use more than one maneuver per attack.
Indomitable
9th-level fighter feature
You can reroll a failed saving throw. 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.
Relentless
15th-level fighter feature
When you roll initiative and have fewer than half your maximum number of superiority dice remaining, you regain one superiority die.
Martial Archetypes
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. Choose Champion, Arcane Marksman, Eldritch Knight, Knight-Errant, Samurai, or Warleader.
Champion
The archetypal Champion focuses on perfecting the basics of combat down to a deadly science. What Champions lack in specialization, they make up for in their versatility. More than any other fighter, a Champion can handle any weapon with aplomb.
Weapons Expert
3rd-level Champion feature
When you attack with a weapon with which you are proficient, you can treat it as though it has the finesse property for the purpose of determining which ability modifier to use for the attack and damage rolls. (For example, you could use your Strength modifier for the attack and damage rolls of an attack you make with a longbow.)
Superior Critical
3rd- and 15th-level Champion feature
You are able to brush past your foes' defenses more easily. Your weapon attacks score a critical hit on a roll of 19 or 20.
By 15th level, you are even more proficient in your weapon use. Your weapon attacks score a critical hit on a roll of 18, 19, or 20.
Superior Maneuvers
3rd-level Champion feature
Once per turn, when you roll one or more superiority dice, you can reroll one of the dice and use the second result.
Remarkable Athlete
7th-level Champion feature
You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Additional Fighting Style
10th-level Champion feature
You can choose a second option from the Fighting Style class feature.
Unparalleled Mastery
15th- and 18-level Champion feature
You've achieved mastery of a wide variety of combat techniques, allowing you to employ them with almost no effort. Once per turn when you use a basic maneuver, rather than expending a superiority die, you can roll a d10 and use it instead.
At 18th level, the size of this die increases to a d12.
Polymath of Pain
18th-level Champion feature
When you make a damage roll with a weapon with which you are proficient, you add half your proficiency bonus (round up) to the damage roll.
Arcane Marksman
An Arcane Marksman studies a method of magical marksmanship that weaves magic into attacks to produce supernatural effects. Originally hailing from elvish traditions of archery, the methods of the Arcane Marksman were adopted and expanded upon over time by other races with deep connections to magical craft, like dwarves and gnomes.
Now, these supernatural sharpshooters can be found in various cultures, and they are held in high regard in all of them—whether they use bows, crossbows, darts, javelins, or any other projectile weapon.
Arcane Marksman Lore
3rd-level Arcane Marksman feature
You learn magical theory or some of the secrets of nature—typical for practitioners of this magical and martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigita-tion, druidcraft, or minor illusion cantrip. Your superiority ability is your spellcasting ability for the chosen spell.
Magic Shot
3rd-level Arcane Marksman feature
You gain the ability to infuse your attacks with magic. Whenever you make a ranged weapon attack with a weapon with which you are proficient, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the weapon immediately after the attack hits or misses its target.
Deep Sight
7th-level Arcane Marksman feature
Your frequent use of magic has sharpened your senses. You gain the following benefits:
- You gain proficiency in the Perception skill. If you already have this proficiency, you instead double your proficiency bonus for any (Perception) checks that rely on sight.
- You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Curving Shot
10th-level Arcane Marksman feature
You learn how to direct an errant projectile toward a new target. When you make a ranged weapon attack roll and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Ever-Ready Shot
15th-level Arcane Marksman feature
Your magical marksmanship is ready when it's most needed. When you use your Action Surge feature, you gain one superiority die. This die doesn't count toward the maximum number of superiority dice you can have at a time, and it can only be used on Arcane Marksman maneuvers. If the die isn't used by the end of your turn, it is lost.
Arcane Destruction
18th-level Arcane Marksman feature
You've learned to infuse your shots with raw magical power. Whenever you hit a creature with a ranged weapon attack, or whenever one of your Arcane Marksman maneuvers deals damage to one or more creatures, you can cause one of those creatures to take an extra 1d12 damage. The damage type is force damage or a type dealt by the attack (your choice).
The Power of Maneuvers
While some of the martial archetypes might not seem particularly impressive at first glance, each one (save the Champion) gains access to unique maneuvers. The Arcane Marksman in particular has a suite of powerful magical maneuvers it uses to enhance its attacks. Remember to check these unique maneuvers—detailed at the end of the class description—to better understand the full extent of each archetype's capabilities.
Eldritch Knight
The Eldritch Knight combines the martial mastery common to all fighters with the magical techniques of wizards, focusing their study of the arcane on the magical schools most suited for battle: abjuration and evocation. Eldritch Knights go one step beyond wizards, however, folding magic into the very steel of their weapons. With these bonded weapons at hand, and a mastery of both mundane and arcane combat, an Eldritch Knight is a force to be reckoned with.
Spellcasting
3rd-level Eldritch Knight feature
You augment your martial prowess with the ability to cast spells.
Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher.
To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Eldritch Knight Spellcasting
Fighter Level |
Cantrips Known |
Spells Known |
1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | — | — | — |
4th–6th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
9th | 2 | 6 | 4 | 2 | — | — |
10th | 2 | 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–18th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Weapon Bond
3rd-level Eldritch Knight feature
You learn a ritual that creates a bond between yourself and a weapon. By spending 1 hour holding the weapon and incan-ting words of power over it (which can be done during a short rest), you forge a magical bond with it. While bonded, you and the weapon gain the following benefits:
- If it was nonmagical, it becomes a magic weapon.
- You can’t be disarmed of the weapon unless you are incapacitated.
- If it is on the same plane of existence as you, you can summon the weapon as a bonus action, causing it to teleport instantly to your hand.
- You can use the weapon as a spellcasting focus for your wizard spells.
You can have up to two bonded weapons. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
War Magic
7th- and 18th-level Eldritch Knight feature
When you use your action to cast a cantrip, you can make one weapon attack with your bonded wweapon as a bonus action.
At 18th level, you can use this feature when you use your action to cast any spell, not just a cantrip.
Eldritch Strike
10th-level Eldritch Knight feature
When you hit a creature with a weapon attack using your bonded weapon, it has disadvantage on the next saving throw it makes against one of your spells.
Arcane Charge
15th-level Eldritch Knight feature
You gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge feature. You can teleport before or after the additional action.
Samurai
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai masters defensive abilities, and has a resolve that is nearly unbreakable. 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: Animal Handling, History, Insight, or Persuasion. Alternatively, you can learn one language of your choice.
Deadly Grace
3rd-level Samurai feature
You've learned to avoid relying on a shield, instead using your weapons to deflect otherwise deadly blows. When you use a maneuver that gives you temporary hit points, reduces the damage you take, or increases your AC, you gain a bonus to the superiority die roll equal to your superiority ability modifier. You can use this feature only if you're wielding a melee weapon and aren't wielding a shield.
Strength of Spirit
3rd-level Samurai feature
You learn the Fighting Spirit maneuver, which doesn't count against your number of maneuvers known. In addition, once per short or long rest, you can use this maneuver without expending a superiority die, instead rolling a die of the same size as your superiority dice.
Elegant Courtier
7th-level Samurai feature
You are as graceful at court as you are on the battlefield. Whenever you make Persuasion check, you gain a bon-
us to the roll equal to your superiority ability modifier.
Your self-control also causes you to gain proficiency
in Wisdom saving throws. If you already have this pro-
ficiency, you instead gain proficiency in Intelligence
or Charisma saving throws (your choice).
Fight with Honor
10th-level Samurai feature
You fight with honor, and you can compel an enemy
to do the same. As a bonus action, you can challenge
a hostile creature to a duel by making a Persuasion
check (using your superiority ability rather than
Charisma), contested by the creature's Wisdom
(Insight) check. If you win the contest, the target
can't attack creatures other than you or cast spells on
creatures other than you, and you can't attack or cast
spells on creatures other than the target. The duel
lasts for 1 minute, until one of your companions
attacks the target or affects it with a spell, or until
you and the target are more than 60 feet apart.
The duel also ends if you take this action again,
if you die, or if the target dies.
Unbreakable Resolve
15th-level Samurai feature
Even the mightiest obstacles can't lay you low. When you use your Indomitable feature, you can choose to pass the failed saving throw instead of rerolling it.
Strength Before Death
18th-level Samurai feature
Your fighting spirit drives you ever onward, allowing you to shrug off your injuries and keep fighting. At the start of each of your turns, you regain hit points equal to 10 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Warleader
The archetypal Warleader uses strategy and wit, not strength of arms, to win the day. Many fighters who adopt this archetype are generals and tacticians, leading groups of soldiers to victory against men and monsters alike.
Bonus Proficiency
3rd-level Warleader feature
You gain proficiency in one of the following skills of your choice: History, Insight, or Persuasion. Alternatively, you can learn one language of your choice.
Cunning Combatant
3rd-level Warleader feature
When you attack with a weapon with which you are proficient, you can use your superiority ability modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls.
Natural Leader
3rd- and 15th-level Warleader feature
You can execute brilliant strategies with ease. You gain an additional, special superiority die known as a leadership die. A leadership die functions like a regular superiority die, except that you can only expend a leadership die on a maneuver that effects one or more of your allies.
When you reach 15th level, you gain another leadership die.
Tactical Acumen
7th-level Warleader feature
You have a mind for gambits and schemes, and you are difficult to take by surprise. Whenever you make an Intelligence check or an initiative roll, you can gain a bonus to the roll equal to your superiority ability modifier.
Military Secrets
10th-level Warleader feature
Your studies of battle tactics have exposed you to maneuvers from a wide range of martial disciplines. You learn two additional maneuver of your choice, which don't count against your number of maneuvers known. You can ignore archetype prerequisites when you learn these maneuvers, but you must abide by any other prerequisites they have. If you later choose to replace one or both of these maneuvers, you can replace them with maneuvers that meet the above criteria.
Warleader's Stratagem
18th-level Warleader feature
You've become especially adept at executing complex strategies. Whenever you use a maneuver that affects one or more nonhostile creatures, each creature that rolls one or more superiority dice as a result of the maneuver rolls an additional d12 and adds it to their roll.
Knight-Errant
The archetypal Knight-Errant is a unique breed of warrior. Both chivalrous and courageous, a Knight-Errant travels the land astride a noble steed, searching for people to save and monsters to slay. Knights-Errant combine superior horsemanship, unflinching bravery, and unwavering honor to protect the innocent—and to slay the foul beasts who would bring them harm.
High Esteem
3rd- and 7th-level Knight-Errant feature
You are loved and respected by all. You gain proficiency in the Persuasion skill. If you already have this proficiency, you instead gain proficiency in another skill of your choice.
Starting at 7th level, your proficiency bonus is doubled for any ability check you make that uses Persuasion.
Noble Steed
3rd-level Knight-Errant feature
When you adopt this archetype, you gain a noble steed. Far more than mere mount, a noble steed is a valuable ally, a trusted companion, and perhaps even a friend. Your steed is a Large or smaller beast with a challenge rating of 1/2 or lower. A steed is usually a camel, draft horse, mastiff, mule, pony, riding horse, or warhorse. At your DM's discretion, you might be allowed to choose another creature as your steed. You gain the following benefits:
- You have advantage on saving throws made to avoid falling off your steed.
- If you fall off your steed and descend no more than 10 feet, you can land on your feet if you're not incapacitated.
- Mounting or dismounting your steed costs you only 5 feet of movement, rather than half your speed.
- Falling unconscious while mounted on your steed doesn't cause you to be knocked prone.
- When you use a maneuver while mounted on your steed, if that maneuver affects only you and doesn't increase the damage an attack deals, you may extend the maneuver's benefits to your steed as well.
In addition, your steed's hit point maximum increases by an amount equal to your proficiency bonus + twice your fighter level.
If you become incapacitated while mounted on your steed, it will attempt to take you to safety.
Finally, if your steed dies, you can obtain a new one by spending 8 hours training and bonding with a beast that isn't hostile to you and that meets the requirements.
Sworn Shield
3rd- and 10-level Knight-Errant feature
You gain the Protection fighting style. If you already have this fighting style, you gain another fighting style of your choice instead.
In addition, you needn't wield a shield in order to take the reaction provided by the Protection fighting style, and you can use that reaction when a creature you can see attacks a creature that is within 10 feet of you, rather than only 5 feet.
Finally, when you take that reaction, you impose disadvantage on all subsequent attack rolls made by the attacking creature against the chosen target until the beginning of your next turn, not just on the first one.
Starting at 10th level, you gain an additional reaction each round. You may use this reaction only to use the Protection fighting style.
Valorous Stance
7th-level Knight-Errant feature
Your bravery holds true even in the face of overwhelming odds. You can't be frightened.
Hold the Line
10th-level Knight-Errant feature
You've 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.
Protector of the Small
15th-level Knight-Errant feature
You can fill your allies with the same courage and determination that fuel you. When you use your Indomitable feature to reroll a failed saving throw and you aren't incapacitated, you can choose a number of creatures equal to or less than your superiority ability modifier within 60 feet of you who also failed their saving throws against the same effect. Any of those creatures who can see or hear you can reroll their saving throws. A creature who does must keep the new roll.
A Glorious Death
18th-level Knight-Errant feature
No one lives forever, but you can at least ensure that your death will not be in vain. 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.
Maneuvers
If a maneuver has prerequisites, you must meet them to learn it. You can learn the maneuver at the same time that you meet its prerequisites.
Maneuver Tiers
Maneuvers are divided into four tiers, based on their relative power and the minimum level you must be to learn them. At first, you will only be able to learn basic maneuvers, but as you gain levels in this class, more powerful maneuvers will become available to you.
Basic Maneuvers. Basic maneuvers represent the simplest combat tricks a fighter learns.
Basic maneuvers have no level prerequisite.
Advanced Maneuvers. Advanced maneuvers are usually powerful, situational tools.
You must have 5 levels in the fighter class to learn advanced maneuvers.
Master Maneuvers. Master maneuvers represent the apex of what most fighters can ever hope to accomplish.
You must have 11 levels in the fighter class to learn master maneuvers.
Epic Maneuvers. Epic maneuvers are the greatest martial feats a mortal warrior can perform. Even a single epic man-euver can turn the tide of battle in your favor.
You must have 17 levels in the fighter class to learn epic maneuvers.
Archetypal Maneuvers
Most martial archetypes have several maneuvers unique to them. If a maneuver is exclusive to a certain martial archetype (as stated under the maneuver's name), you can only learn that maneuver if you belong to that archetype.
Maneuvers at Higher Levels
Some maneuvers have a greater effect once you reach a certain level. When a maneuver refers to your level, it is referring to your level in this class.
Maneuver Descriptions
The maneuvers are organized into tiers. Within each tier, the maneuvers are presented in alphabetical order.
Basic Maneuvers
Basic maneuvers have no level prerequisite. They may still have other prerequisites.
Ambush
Basic maneuver
Prerequisite: Proficiency in Stealth
When you make a Stealth check or an initiative roll, you can expend one superiority die and add the die to the roll. If it was an initiative roll, you gain advantage on it.
Battlefield Healing
Basic maneuver
Prerequisite: Proficiency in Medicine
When you take the Attack action on your turn, you can expend one superiority die and forgo one of your attacks to patch up a nonhostile creature you can touch. The creature regains a number of hit points equal to half the result of the superiority die roll, rounded up.
At Higher Levels. Starting at 5th level, the creature regains an additional number of hit points equal to half your superiority ability modifier. Starting at 11th level, you can expend and roll any number of superiority dice, rather than just one.
Beguiling Shot
Basic Arcane Marksman maneuver
When you hit a creature with a ranged weapon attack, you can expend one superiority die and use enchantment magic to attempt to beguile that creature. You add the superiority die to the attack's damage roll, 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.
Brace
Basic maneuver
You've learned how to soften the impact of others' blows. When you take damage from an attack, you can use your reaction and expend one superiority die to reduce the damage by an amount equal to your superiority die roll + your superiority ability modifier.
At Higher Levels. Starting at 5th level, you can use this maneuver when you take damage of any kind, not just from an attack. Starting at 11th level, you reduce the damage by an amount equal to your superiority die roll + your superiority ability modifier + half your fighter level.
Create Opportunity
Basic Warleader maneuver
When you hit a creature with a weapon attack, you can expend one superiority die to distract it, 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.
At Higher Levels. Starting at 5th level, the next two attack rolls against the target by an attacker other than you have advantage. Starting at 11th level, each of those attacks that hits deals bonus damage equal to the result of your superiority die roll.
Disarm
Basic maneuver
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 chose. The object lands at its feet.
At Higher Levels. Starting at 5th level, the object is flung 10 feet away from the target in any direction of your choice, rather than dropping at the target's feet.
Divining Shot
Basic Arcane Marksman maneuver
When you hit a creature with a ranged weapon attack, you can expend one superiority die to magically divine a glimpse of that creature's intentions. You add the superiority die to the attack's damage roll, and you gain advantage on the next weapon attack roll you make against the target.
Eldritch Blade
Basic Eldritch Knight maneuver
When you hit a creature with an attack using your bonded weapon, you can expend one superiority die to temporarily imbue your weapon with raw magic. You add the superiority die to the attack's damage roll, and the weapon's damage type becomes the type of your choice, rather than its regular damage type, until the end of your turn.
Elemental Shot
Basic Arcane Marksman maneuver
When you hit a creature with a ranged weapon attack, you can expend one superiority die to magically evoke elemental energy. You add the superiority die to the attack's damage roll, and the attack deals your choice of acid, cold, fire, lightning, or thunder damage instead of its regular damage type. In addition, a bolt of elemental energy shoots toward a different creature within range of your weapon. That creature takes an amount of damage of the same damage type equal to your superiority ability modifier.
Evasive Footwork
Basic maneuver
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until the end of the turn. In addition, for the duration, you ignore the move-ment speed penalty of difficult terrain, and you can move through a hostile creature's space redgardless of its size.
At Higher Levels. Starting at 5th level, your movement speed also increases by 10 feet until end of turn. This bonus increases to 20 feet at 11th level and 30 feet at 17th level.
Feint
Basic maneuver
You can expend one superiority die and use a bonus action 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.
Fighting Spirit
Basic Samurai maneuver
Your resolve in battle can shield you and help you strike true. As a bonus action, you can expend one superiority die to give yourself advantage on the next weapon attack roll you make this turn. In addition, you gain a number of temporary hit points equal to the roll.
At Higher Levels. Starting at 11th level, you give yourself advantage on the two next weapon attack rolls you make this turn, rather than only one.
Glorious Charge
Basic Knight-Errant maneuver
You can expend one superiority die to charge headlong into battle. Until the end of your turn, your movement speed increases by 30 feet, and your AC increases by an amount equal to the superiority die roll. You may spend this additional movement only to move toward an enemy.
Goad
Basic maneuver
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.
At Higher Levels. Starting at 11th level, on a successful save, the target has disadvantage on all attack rolls against targets other than you for the duration. On a failed save, the goaded target can't attack creatures other than you for the duration.
Grasping Shot
Basic Arcane Marksman maneuver
When you hit a creature with a ranged weapon attack, you can expend one superiority die and use conjuration magic to create grasping, poisonous brambles, which wrap around the target. The creature takes poison damage equal to your superiority die roll, its speed is reduced by 10 feet, and it takes slashing damage equal to your superiority ability modifier 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 maneuver save DC. Otherwise, the brambles last for 1 minute or until you use this maneuver again.
Harrowing Shot
Basic Arcane Marksman maneuver
When you hit a creature with a ranged weapon attack, you can expend one superiority die and use necromancy magic to remind the creature of its own mortality. You add the superiority die to the attack's damage roll, and the creature must make a Wisdom saving throw. On a failed save, the creature is frightened of you until the start of your next turn. This effect doesn't impose disadvantage on attack rolls against creatures other than you.
Lunge
Basic maneuver
When you take the Attack action on your turn, you can expend one superiority die to lunge. Your reach with your melee weapons and unarmed strikes increases by 5 feet until the end of your turn, and the first time you hit a creature with a melee weapon attack this turn, you add the superiority die to the attack's damage roll.
One-Two Punch
Basic maneuver
The first time you hit a creature with an unarmed strike as part of the Attack action on your turn, you can expend one superiority die to give 'em the ol' one-two. You add the superiority die to the attack's damage roll, and you can make another unarmed strike as part of the same action.
Piercing Shot
Basic Arcane Marksman maneuver
When you make a ranged weapon attack, you can expend one superiority die and use transmutation magic to give the projectile used in the attack an ethereal property. The projectile shoots out in a line, which is 1 foot wide and 30 feet long, before disappearing. Instead of you making an attack roll, each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes piercing damage equal to your superiority die roll + your superiority ability modifier. On a successful save, a creature takes half as much damage.
Precise Strike
Basic maneuver
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.
Push and Shove
Basic maneuver
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back or knock it prone. You add the superiority die to the attack’s damage roll, and if the target is no more than one size larger than you, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you or knock it prone (your choice).
At Higher Levels. Starting at 11th level, the target must still make a Strength saving throw even if it is more than one size larger than you, but it has advantage on the save. Starting at 17th level, the target's size no longer confers advantage (although it may still gain advantage in other ways).
Quick Toss
Basic maneuver
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. If you hit, add the superiority die to the weapon's damage roll.
At Higher Levels. Starting at 11th level, you can make two ranged attacks in this way, adding the superiority die to the damage roll of the first attack that hits. Starting at 17th level, you can use this maneuver as part of the Attack action, rather than as a bonus action. You can't use it more than once per Attack action.
Rally
Basic Warleader maneuver
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 superiority ability modifier + your level.
At Higher Levels. Starting at 11th level, you can choose a number of creatures equal to or less than your superiority ability modifier, rather than one creature.
Riposte
Basic maneuver
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.
At Higher Levels. Starting at 11th level, you can make two melee weapon attacks, rather than one, adding the superiority die to the damage roll of the first attack that hits.
Second Wind
Basic maneuver
You can fight on where others would falter. As a bonus action, you can expend one superiority die to regain a number of hit points equal to the superiority die roll + your superiority ability modifier + half your fighter level. If you would regain hit points above your hit point maximum, those hit points are gained as temporary hit points instead.
At Higher Levels. Starting at 5th level, you add your fighter level, rather than half your fighter level, to determine the hit points gained.
Shadow Shot
Basic Arcane Marksman maneuver
When you hit a creature with a ranged weapon attack, you can expend one superiority die and use illusion magic to attempt to occlude the creature's vision with shadows. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. A creature that can't be blinded automatically passes the save. On a failed save, the creature can't see anything farther than 10 feet away until the start of your next turn.
Stand Unmoving
Basic Knight-Errant maneuver
When you make an ability check or saving throw to avoid being dismounted, moved against your will, or knocked prone, you can expend one superiority die to stand your ground. You add the superiority die roll to the result of the check or save. If you are still forced to move, the distance you are moved is reduced by a number of feet equal to the superiority die roll.
Track Down
Basic maneuver
Prerequisite: Proficiency in Survival
When you make an ability check to perceive, track, or deduce the location of a creature, you can expend one superiority die and add the superiority die to the check.
At Higher Levels. Starting at 5th level, you also gain advantage on the check.
Warding Shot
Basic Arcane Marksman maneuver
When you hit a creature with a ranged weapon attack, you can expend one superiority die and use abjuration magic to shield an ally from that creature. You add the superiority die to the attack's damage roll, and choose one of your allies you can see. Until the start of your next turn, when the creature hits your ally with an attack, your ally has resistance to the attack's damage.
Warleader's Command
Basic Warleader maneuver
When you take the Attack action on your turn, you can use a bonus action and expend one superiority die to direct one of your companions to strike or to flee. Choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll on a hit. Alternatively, it can use its reaction to move up to half its speed, adding the superiority die roll to its AC until the start of its next turn.
Advanced Maneuvers
You must have 5 levels in the fighter class to learn advanced maneuvers. They may also have other prerequisites.
Beckon the Blade
Advanced Eldritch Knight maneuver
When you use a bonus action to summon your bonded weapon to you, if the weapon is within 30 feet of you, you can expend one superiority die to briefly awaken your weapon's latent magic. Rather than teleporting to your hand, the weapon instantly flies toward you by the shortest route possible, avoiding obstacles if necessary. Each opponent in the weapon's path—which is a 1-foot-wide line—must make a Dexterity saving throw or take an amount of damage equal to the result of the superiority die roll. The damage type is force damage or a type dealt by the weapon (your choice).
At Higher Levels. Starting at 11th level, you can use this maneuver if the weapon is within 120 feet of you. Startng at 17th level, you can use this maneuver if the weapon is within a mile of you, your opponents can no longer make a saving throw to resist the effect, and the damage increases by an amount equal to your superiority ability modifier.
Discern Weakness
Advanced Warleader maneuver
When you roll initiative or as a bonus action, you can expend one superiority die and choose an enemy you can see. Make an Insight check using your superiority ability (rather than Wisdom), adding the superiority die to the roll, contested by the creature's Charisma (Deception) check. If you win the contest, you discern some weakness about the creature—if it has any damage vulnerabilities, you learn one of them. You may also learn of one other flaw or weakness the creature has, at the DM's discretion (such as its AC, its current hit points, its speeds, and so on). If you learn of no vulnerabili-ties, the next attack that hits it deals extra damage equal to your fighter level.
Immobilize
Advanced maneuver
When you hit a creature with a weapon attack, you can expend one superiority die to root that creature in place. You add the superiority die to the attack's damage roll, and the target's speed is reduced to 0 until the start of your next turn.
At Higher Levels. Starting at 11th level, the target's speed is reduce to 0 for 1 minute. On any of its turns after the first turn it's affected, it can take an action to end the effect on itself.
Inspiring Call
Advanced Knight-Errant maneuver
In the darkest hour, you are the dawn. As a bonus action, you can expend two superiority dice and choose a number of nonhostile creatures equal to or less than your superiority ability modifier within 60 feet of you who can see or hear you. Any of those creatures that are dying immediately regain 1 hit point. Then roll the superiority dice, add them together, and add your superiority ability modifier. You and each of the chosen creatures gain that many temporary hit points.
Intercept
Advanced maneuver
You can shield your allies from harm, even at your own expense. When an ally within 15 feet of you is subjected to an effect that allows it to make a Dexterity saving throw to avoid or reduce damage, you can use a reaction and expend one superiority die to move between your ally and the source of the damage (provided you're able to move there). The ally gains advantage on their saving throw. In addition, they add your superiority die to the result of their roll.
One Thousand Cuts
Advanced Samurai maneuver
You are a whirlwind of death. When you take the Attack action on your turn, you can expend one superiority die to forgo one or more of your attacks. For each attack you forgo in this way, you can make two weapon attacks with disadvantage. You add the superiority die to the damage roll of the first attack that hits.
Parry
Advanced maneuver
When you are hit by a melee attack, you can use your reaction and expend one superiority die to use your enemy's strength against them. Until the start of your next turn, you have a bonus to your AC equal to half the result of the superiority die roll, including against the triggering attack (minimum bonus of +1). If this AC bonus causes the triggering attack to miss, you can make a melee weapon attack against the attacker as part of the same reaction.
Restrain
Advanced maneuver
Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (following the grappling rules in chapter 9 of the Player's Handbook). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way.
At Higher Levels. Starting at 11th level, you can grapple a creature in this way even if it is more than one size larger than you, but it has advantage on the ability check it makes to avoid being grappled. Starting at 17th level, the target's size no longer confers advantage (although it may still gain advantage in other ways).
Steel Resolve
Advanced maneuver
When you make an Intelligence, Wisdom, or Charisma saving throw, you can use a reaction and expend two superiority dice to fortify your body and mind. You gain temporary hit points equal to the result of the dice roll. As long as you have these hit points, you have advantage on Intelligence, Wisdom, and Charisma saving throws (including against the triggering save).
Sunder
Advanced maneuver
When you take the Attack action on your turn, you can expend one superiority die and forgo one of your attacks to attempt to break a creature's shield or rend its armor asunder. Make a melee weapon attack against a creature. On a hit, you add the superiority die to the attack's damage roll, and you break the target's armor or sunder its shield, provided the shield or armor is nonmagical. A broken shield provides no benefit, and sundered armor's AC value is reduced by 2. Once a shield is broken or armor sundered, it can't be broken or sundered again until it is repaired.
At Higher Levels. Starting at 11th level, you can use it to sunder a creature's natural armor, provided it has any. Sundered natural armor is healed at the end of a long rest.
Withstand Death
Advanced maneuver
Prerequisite: Constitution of 16 or higher
When you make a death saving throw, you can expend any number of superiority dice and add them to the save. If you pass the save, you become stable. If the result of the save is 20 or higher, you instead regain 1 hit point.
Master Maneuvers
You must have 11 levels in the fighter class to learn master maneuvers. They may also have other prerequisites.
Banishing Shot
Master Arcane Marksman maneuver
When you hit a creature with a ranged weapon attack, you can expend one superiority die and use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. You add the superiority die to the attack's damage roll, and the target must make a Charisma saving throw. On a failed save, the target is banished. While banished in this way, the target is incapacitated and its speed is 0. 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.
Bar the Way
Master maneuver
Your enemies break upon you as waves upon a bulwark. When you take the Attack action on your turn, you can expend three superiority dice and forgo two of your attacks and all of your movement. If you do, until your next turn, you don't need to use your reaction to make opportunity attacks, and you make opportunity attacks with advantage. In addition, make a Strength (Athletics) check, adding the superiority dice to the roll. An enemy who tries to move through the space within a 10-foot radius of you for the first time in a turn must make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the result of your check. If it loses the contest, it can't move past you until the end of the turn.
Blood and Broken Bones
Master maneuver
Your vengeance is swift and terrible. When a creature deals damage to you that reduces you to half your hit points or fewer, or that reduces an ally you can see or hear to 0 hit points, you can expend two superiority dice and use a reaction to make a weapon attack with advantage against the creature that dealt the damage. On a hit, the creature takes bonus damage equal to your fighter level + twice the result of the superiority dice.
Bursting Shot
Master Arcane Marksman maneuver
When you hit a creature with a ranged weapon attack, you can expend one superiority die to imbue your attack with force energy drawn from the school of evocation. The target of your attack, and each creature within 10 feet of it, take force damage equal to the superiority die roll + your superiority ability modifier.
Chain of Woe
Master maneuver
Your attacks shred through your enemies, felling one after another. When you reduce a creature to 0 hit points with a weapon attack on your turn, you can expend one superiority die to make a weapon attack against a creature within reach of your weapon as part of the same action. On a hit, add the superiority die to your damage roll. If this attack also reduces a creature to 0 hit points, you may repeat this process.
Concuss
Master maneuver
Your blows rain down like hammer strikes, leaving your enemies dazed. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to stun 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, the target is stunned until the start of your next turn.
Draining Shot
Master Arcane Marksman maneuver
When you hit a creature with a ranged weapon attack, you can expend one superiority die and use necromancy magic to sap the creature's vitality and empower yourself with it. You add the superiority die to the attack's damage roll, and the attack deals necrotic damage instead of its regular damage type. You gain a number of temporary hit points equal to the damage dealt in this way.
Illusory Shot
Master Arcane Marksman maneuver
When you hit a creature with a ranged weapon attack, you can expend one superiority die to magically create an illusory projectile that appears identical to the projectile used by the attack. You add the superiority die to the attack's damage roll and choose one creature you can see (other than the target of your attack) within range of your weapon.
The illusory projectile travels toward the chosen creature just as the real projectile would. The creature must make an Intelligence saving throw or become utterly convinced the illusory projectile is real. On a failed save, the creature takes psychic damage equal to the attack's damage roll.
Lead the Assault
Master Knight-Errant maneuver
On your first turn in combat, you can use a bonus action and expend two superiority dice to lead your allies into glorious battle. Choose a number of nonhostile creatures equal to or less than your superiority ability modifier within 60 feet of you who can see or hear you. Roll the superiority dice, add them together, and halve the result. Until the start of your next turn, you and each of those creatures gain a bonus to your AC equal to the total, and your movement speeds increase by 15 feet.
Maddening Shot
Master Arcane Marksman maneuver
When you hit a creature with a ranged weapon attack, you can expend one superiority die to magically enchant the target, forcing it to make an Intelligence saving throw or temporarily go mad. If the target is immune to being frightened, it automatically passes the saving throw. The target receives a penalty to its saving throw equal to your superiority die roll. On a failed save, the target is maddened until the start of your next turn.
While maddened, the affected creature can't distinguish friend from foe, regarding all creatures it can see as enemies until the madness ends. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Ring of Chaos
Master maneuver
Your prowess as a warrior is so staggering that you can easily overwhelm your enemies, forcing them back. As a bonus action, you can expend one superiority die to cause each hostile creature within 5 feet of you to be pushed back 10 feet and take damage equal to your superiority die roll. The damage type is force damage or a type dealt by a weapon you're wielding or your unarmed strikes (your choice). A creature that is one or more sizes larger than you can make a Strength saving throw to resist the effect. On a success, it takes half damage and isn't pushed back.
At Higher Levels. Starting at 17th level, the radius of this maneuver increases to 10 feet, enemies are pushed 20 feet away, the damage is increased by an amount equal to your superiority ability modifier, and a creature's size doesn't confer upon it the ability to make a save to resist the effect.
Seeking Shot
Master Arcane Marksman maneuver
When you make a ranged weapon attack, you can expend one superiority die and use divination magic to cause the projectile used in the attack to seek out a target. Instead of making an attack roll, choose a creature you have seen in the past minute. The projectile flies toward that creature, moving around corners if necessary and ignoring half cover and three-quarters cover.
If the target is within the weapon's range and there is a path large enough for the projectile to travel to the target, the target must make a Dexterity saving throw. Otherwise, the projectile disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the projectile + an amount of force damage equal to your superiority die roll, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.
Spell Strike
Master Eldritch Knight maneuver
When you take the Attack action on your turn, you can expend one superiority die and forgo one of your attacks to cast a cantrip. The cantrip must have a casting time of one action, and it must be capable of affecting no more than one creature. If the cantrip deals damage, you add the superiority die to the cantrip's damage roll.
Strategic Planning
Master Warleader maneuver
You can spend 10 minutes strategizing for upcoming battles (which you can do as part of a short or long rest). At the end of the 10 minutes, you expend two superiority dice and choose a number of nonhostile creatures equal to or less than your superiority ability modifier within 60 feet of you who can see or hear you. Then choose either AC, attack rolls, or saving throws and ability checks.
Roll the superiority dice and halve the result. If you chose AC, for 1 hour, each of the chosen creatures gains an AC bonus equal to the result. Otherwise, for 1 hour, whenever one of the chosen creatures makes a roll of the appropriate type, it gains a bonus to the roll equal to the result.
At Higher Levels. Starting at 17th level, you can choose any number of nonhostile creatures within 1000 feet of you who can see or hear you.
Teleporting Shot
Master Arcane Marksman maneuver
When you hit a creature with a ranged weapon attack, you can expend one superiority die and use conjuration magic to attempt to teleport the target. You add the superiority die to the attack's damage roll, and the target must make a Charisma saving throw. On a failed save, you force the target to teleport to an unoccupied space of your choice within 30 feet of its original position.
Transmogrifying Shot
Master Arcane Marksman maneuver
When you hit a creature with a ranged weapon attack, you can expend one superiority die and use transmutation magic to attempt to temporarily transmogrify the target, turning it into a harmless creature, such as a frog, sheep, or chicken. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw or be transmogrified. The transmogrification occurs as if by the polymorph spell, except that you can only transmogrify the target into a Medium or smaller beast whose challenge rating is 1/4 or lower, and the transmogrification lasts until the start of your next turn instead of its usual duration.
Epic Maneuvers
You must have 17 levels in the fighter class to learn epic maneuvers. They may also have other prerequisites.
You Are Already Dead
Epic maneuver
No foe can withstand you. The first time you hit a creature with a weapon attack as part of the Attack action on your turn, you can expend five superiority dice and forgo the remainder of your attacks to attempt to destroy the enemy utterly. Roll the dice, double the result, and add your superiority ability modifier and your fighter level. Add that number to the attack's damage roll. In addition, the attack's damage bypasses resistance and immunity.
Blot Out the Sun
Epic maneuver
You can rain down a deadly hail of projectiles upon a wide area. When you take the Attack action on your turn, you can expend three superiority dice and forgo two of your attacks to loose a volley of projectiles upon your foes. Choose a point within range of a weapon you're wielding that is ranged or has the thrown property. Then choose a number of creatures up to the result of the roll + your superiority ability modifier within 20 feet of that point. You can make a ranged weapon attack against each of those creatures. You must have ammunition or a thrown weapon for each target, as normal.
Bring the Fury
Epic Warleader maneuver
You can direct your companions to all strike at once. As a bonus action, choose a number of friendly creatures within 60 feet of you who can see or hear you equal to or less than your superiority ability modifier, and expend three superiority dice. Roll the superiority dice and add them together. Each of the chosen creatures can immediately use a reaction to make one weapon attack or to cast a cantrip with a casting time of one action that affects no more than one creature. On a hit, a creature gains a bonus to the damage roll equal to half the total of your superiority dice roll.
Might and Magic
Epic Eldritch Knight maneuver
You can use your martial prowess to empower your skills with the arcane. Whenever you cast a wizard spell of 1st level or higher, you can expend two or more superiority dice. For each two dice expended, the spell's level increases by one (potentially exceeding your highest spell slot).
Paralyze
Epic maneuver
You can strike an enemy in just the right spot, leaving them temporarily vulnerable. When you hit a creature with a weapon attack, you can expend one superiority die to forgo dealing the attack's damage and attempt to paralyze the creature. The target must make a Constitution saving throw. It gets a penalty to its save equal to your superiority die roll. On a failed save, the target is paralyzed until the start of your next turn.
Scale the Behemoth
Epic maneuver
Even a titan is of no concern to you. On your turn, you can expend two superiority dice to attempt to climb a creature that is at least two sizes larger than you. Make your choice of a Strength (Athletics) or Dexterity (Acrobatics) check contested by the creature's Dexterity (Acrobatics) check, adding the superiority dice to the result of your roll. On a success, you can climb upon the monster. While climbing, it has disadvantage on attack rolls it makes against you, you have advantage on attack rolls you make against it, and any attack you make that hits it is a critical hit. At the beginning of each of its turn, the creature can attempt to shake you off by repeating the check. On a success, you remain on it. On a failure, you fall. You can use a reaction to attempt to grab onto the creature by repeating the check, breaking your fall without taking any damage on a success.
Thresh
Epic maneuver
You cut down your foes as easily as harvesting grain. When you take the Attack action on your turn, you can expend three superiority dice and forgo two of your attacks to make a wide sweep with your weapon. Choose any number of creatures within reach of your unarmed strikes or of a melee weapon you're wielding. Each of the chosen creatures must make a Dexterity saving throw or take damage equal to your superiority ability modifier + twice the result of the superiority dice roll, or half as much on a success. The damage type is a type dealt by the weapon or unarmed strike used.
Notes
Useful information regarding the variant fighter's interactions with certain fifth edition content.
Feats and Multiclassing
If you use this version of the fighter, the Martial Adept feat is replaced with the following feat:
Martial Training
Prerequisite: Strength or Dexterity 13 or higher
You have martial training that allows you to emulate some of the techniques used by fighters.
You learn two basic maneuvers of your choice from among those available to the fighter class. In addition, you gain one superiority die. The maneuvers and the die work as described in the fighter's Combat Superiority feature.
Multiclassing into or out of the variant fighter follows the regular rules for multiclassing described in the Player's Handbook.
Using Content from Other Sources
The variant fighter is a self-contained supplement, designed to work with itself but not built with outside content in mind. Here are some guidelines for handling their interactions.
Fighting Styles
Most of the fighting styles designed by Wizards of the Coast are relatively well balanced against one another. Some fighting styles from Tasha's Cauldron of Everything and various Unearthed Arcana were omitted from this supplement, but they would likely work with few alterations.
Maneuvers
Maneuvers are a core part of the class, and as such, you should be careful when choosing to allow maneuvers from other sources. A maneuver that works with the base game's Battle Master might become too powerful in this new context. When in doubt, err on the side of caution: consider increa-sing a maneuver's tier, imposing a flavorful prerequisite, decreasing its potency, or in extreme cases, requiring the expenditure of additional superiority dice.
Martial Archetypes
The variant fighter isn't designed to work with subclasses not presented here. However, most subclasses could probably be converted to work with it. Subclass features that deal damage should probably be turned into archetypal maneuvers. The conversion process takes careful consideration, and is more art than science; maintaining the feel of a subclass is more important than perfectly preserving every one of its features. Consider the power fantasy the subclass aims to fulfill, then imagine what that would look like within the context of this class and the maneuver system.
Changelog
A list of the changes made since this document's release.
Version 1.08
- Wording and formatting updated throughout
- Combat Superiority: Number of maneuvers known slightly increased
- Arcane Marksman: Deep Sight now expertise (was advantage)
- Eldritch Knight: Weapon Bond buffed; other features now care about bonded weapon
- Samurai: Strength of Spirit added
- Basic maneuvers: Track Down added; Quick Toss now a basic maneuver (was advanced); Ambush and Battlefield Healing now have prerequisites; Disarm, Eldritch Blade, and Evasive Footwork buffed; Ambush and Second Wind reworked
- Advanced maneuvers: Discern Weakness, Parry, Steel Resolve, and Withstand Death added; Sunder buffed; Rapid Fire replaced with One Thousand Cuts
- Master maneuvers: Blood and Broken Bones and Strategic Planning added; Spell strike now EK specific
Credits
This document was lovingly made by yours truly! I'm most easily found on Discord, where I'm DudeTheGray#5453. You can also find me at u/DudeTheGray on Reddit, though I'm not very active there. Feel free to shoot me a message if you have any feedback, questions, suggestions, or (constructive) criticism, or just to say hi!
Special thanks to Michel, Orr, and everyone else who helped me brainstorm, gave me feedback, and listened to me think out loud. I also want to thank whoever made the Image Filters document and to whoever made the D&D Watercolor Stains Gallery, without which I would've had a much harder time adding art to this project. It goes without saying that none of this would've been possible without GM Binder. And finally, my sincerest thanks to the artists whose beautiful illustrations help bring life to this homebrew. I've credited them all below. Hopefully that, along with the fact that this isn't a commercial endeavor, makes my usage of their artwork acceptable.
Art Credits
Most of these pieces have been altered or edited by me to make them better suit this document.
Page 1: Female Human Fighter, Vesko81;
Akros (THEROS), Adam PaquettePage 2: Traitorous Greed, Svetlin Velinov
Page 3: Irencrag Feat, Yongjae Choi
Page 5: Meve, Anna Podedworna
Page 6: Twinshot Sniper, Brent Hollowell
Page 8: Heiko Yamazaki, Magali Villeneuve
Page 9: Saladin's Fury, Jaime Jones
Page 11: Dueling Rapier, Anna Podedworna
Page 12: Rohirrim Charge at Pelennor, Cristian
OtazuPage 14: Dakkon, Shadow Slayer, Jake Murray
Page 17: Radha, Heart of Keld, Chris Rahn
Page 18: Apocalypse Hydra, Jason Chan
Page 19: Sisay's Ring, Donato Giancola