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. \pagebreak ### 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. \pagebreak ### 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. \columnbreak #### 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. \pagebreak ### 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. \columnbreak #### 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. \pagebreak ## 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. \columnbreak ### 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. \pagebreak ## 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. \columnbreak #### 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. \pagebreak #### 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. \columnbreak #### 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. \pagebreak #### 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). \columnbreak #### 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. \pagebreak #### 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. \pagebreak #### 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). \columnbreak #### 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. \pagebreak ### 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. \columnbreak #### 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. \pagebreak #### 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. \columnbreak #### 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. \pagebreak #### 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. \columnbreak ### 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. \pagebreak #### 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. \columnbreak #### 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. \pagebreak ## 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*. \columnbreak ### 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. \pagebreak ## 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
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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## 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](https://www.gmbinder.com/share/-LNKsc1ZWIwwDRvfScQu) document and to whoever made the [D&D Watercolor Stains Gallery](https://watercolors.giantsoup.com/index.html), 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 Paquette > > Page 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
Otazu > > Page 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