The Fighter
The young guard quietly slipped past
his comrades out the back door of the
armory where the townsfolk were hiding.
The bandits had come upon their village
that morning, and their leader had issued
a challenge. If one warrior from the town
could best him in single combat, the gang
would leave peacefully. Though the young
man only joined the town guard one year
ago, he could already best every fellow
guard with the sword. To the surprise of
the town, the young guard stepped out,
sword drawn, ready to defend his home.
A graying dwarf made her way through the
enemy encampment as the sun set. Searching for
the enemy general's tent, she planned to end the battle
before it began. The dwarves under her command didn't stand a chance against this great host in open combat. For what could very well be her final mission, she gripped the haft of her axe and entered the enemy general's tent.
The elven gladiator paused for a breif moment, taking
in the cheering crowd. He remembered his first fight in
a dark underground arena, surrounded by pirates and slavers. Now he performed for the emperor amidst
the bustle of the largest metropolis in the kingdom.
After savoring the moment, he whirled about and
plunged his gilded spear into his foe's heart, ending his
last fight, the fight the would earn hi his freedom.
All three of the warriors described here are considered Fighters, true masters of the battlefield and exceptionally deadly masters with the weapons and armaments of war.
Masters of the Battlefield
Not every city guardsman, mercenary, or professional soldier is considered a true Fighter. Born with a keen battle instinct and a talent for the art of war, a true Fighter cannot resist the lure of battle. Hailing from the ranks of military officers, elite bodyguards, veteran mercenaries, and consecrated knights, Fighters are marked by their masterful skill in battle.
Delving into dungeons, slaying monsters, and other deadly work common amongst adventurers is second nature for the Fighter. Something deep within compels these warriors to seek conflict and throw themselves into it. Often champions of fair competition, Fighters make for lifelong loyal allies.
The Armaments of War
Every Fighter can swing an axe, fence with a rapier, cut down a foe with a longsword, and use a bow with a deadly degree of skill. Likewise, a Fighter is adept with shields and every form of armor. Fighters wield their weapons and armor of choice as an extension of their very self, transforming into beautiful yet deadly whirls of sharpened steel on the battlefield.
While they all have skill in combat, the nature of a Fighter's training can vary greatly. Some hone their immense physical might, crushing their foes with overwhelming blows. Others prefer to strike from afar, striking their foes down before they are aware of their presence. Still others use tactical insights to coordinate allies. And a rare few augment their techniques
with a limited, but potent, esoteric battle magic.
Creating
Your Fighter
When creating your Fighter, the most important thing for you to decide is how they gained their skills. Are you the scion of a noble house, trained by the best tutors that gold could buy? A gladiator who had to learn to kill or be killed? A self-made mercenary who earns food and shelter at the tip of a sword?
Also, consider how your Fighter's style of combat sets you apart from other warriors. Are you an artist with a blade who gracefully flows about the field of battle? A ruthless brigand who revels in the chaos and carnage of war? A traveling sage who only challenges those who are your equal with a sword?
Multiclassing and the Fighter
If your group uses the optional multiclassing rule, here's what you need to know when you choose to take your first level in the Fighter class.
Ability Score Minimum. As a multiclass character, you must have a minimum Strength (or Dexterity) score of 13 to take a level in this class, or to take a level in another class if you are already a Fighter.
Proficiencies. If Fighter isn't your initial class, here are the proficiencies you gain when you take your first Fighter level: light armor, medium armor, shields, simple weapons, and martial weapons.
Exploits. If you learn Exploits from more than one source, use the rules Linked Here to determine your total number of Exploit Dice and Exploits Known.
The Fighter
Level | PB | Features | Fighting Styles |
Exploits Known |
Exploit Die |
Exploit Dice |
---|---|---|---|---|---|---|
1st | +2 | Fighting Style, Second Wind | 1 | ─ | ─ | ─ |
2nd | +2 | Martial Exploits | 1 | 2 | d6 | 2 |
3rd | +2 | Eye for Talent, Warrior Archetype | 1 | 3 | d6 | 2 |
4th | +2 | Ability Score Improvement | 1 | 3 | d6 | 3 |
5th | +3 | Extra Attack (1) | 1 | 4 | d8 | 3 |
6th | +3 | Action Surge | 2 | 4 | d8 | 3 |
7th | +3 | Archetype Feature | 2 | 5 | d8 | 3 |
8th | +3 | Ability Score Improvement | 2 | 5 | d8 | 4 |
9th | +4 | Indomitable (1) | 2 | 6 | d8 | 4 |
10th | +4 | Archetype Feature | 2 | 6 | d8 | 4 |
11th | +4 | Extra Attack (2), Martial Superiority | 2 | 7 | d10 | 4 |
12th | +4 | Ability Score Improvement | 3 | 7 | d10 | 5 |
13th | +5 | Indomitable (2) | 3 | 8 | d10 | 5 |
14th | +5 | Ability Score Improvement | 3 | 8 | d10 | 5 |
15th | +5 | Archetype Feature | 3 | 9 | d10 | 5 |
16th | +5 | Ability Score Improvement | 3 | 9 | d10 | 6 |
17th | +6 | Extra Attack (3), Indomitable (3) | 3 | 10 | d12 | 6 |
18th | +6 | Archetype Feature | 4 | 10 | d12 | 6 |
19th | +6 | Ability Score Improvement | 4 | 10 | d12 | 6 |
20th | +6 | Relentless | 4 | 10 | d12 | 6 |
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: One set of artisan's tools of your choice
- Saving Throws: Strength, Constitution
- Skills: Choose two of the following: Acrobatics, Athletics, History, Intimidation, Perception, Stealth, and Survival
Equipment
As a Fighter, you start with the following equipment, along with the equipment granted to you by your Background:
- (a) chain mail or (b) leather armor, a longbow, 20 arrows
- (a) martial weapon and shield or (b) two martial weapons
- (a) light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Quick Build
You can make a Fighter quickly by using these suggestions. First, depending on the weapons you will use, make either Strength or Dexterity your highest ability score, followed by
your Constitution. Second, take the Soldier background.
Fighting Style
At 1st level, you learn one Fighting Style of your choice from the list at the end of this class description. You cannot learn a Fighting Style more than once, even if another feature allows you to learn an additional Fighting Style.
If a Fighting Style has prerequisites, like a skill proficiency or a minimum Ability Score or Fighter level, you can learn it at the same time that you meet all of its prerequisites. Each time you gain a Fighter level, you can replace a Fighting Style you know with another Fighting Style of your choice.
At certain levels, you learn more Fighting Styles, as shown in the Fighting Style column of the Fighter table above.
Second Wind
You can fight on where lesser warriors would fail. Also at 1st level, you can use your bonus action to regain hit points equal to 1d10 + your Constitution modifier (minimum of 0).
You can use this feature a number of times equal to your Constitution modifier (a minimum of once) per long rest, and you regain one expended use when you finish a short rest.
Why use the Alternate Fighter?
In 5e, many find the Player's Handbook Fighter to be overly simplistic. The Alternate Fighter gives the class more options to keep pace with other heroes.
Martial Exploits
At 2nd level, you begin to learn techniques that enhance your martial skill in and out of battle. You gain the features below:
Exploit Dice
The Fighter table shows the number of Exploit Dice you
have to perform any Exploits you know. Most Exploits
require you to expend Exploit Dice to use them. You
can only use one Exploit per weapon attack, ability
check, or saving throw, and you regain expended
Exploit Dice when you finish a short or long rest.
Your Exploit Dice begin as d6s and increase in
size as you gain levels in this class, as shown in
the Exploit Die column of the Fighter table.
When adding an Exploit Die to a roll, always
roll your Exploit Die and add it to the result.
Exploits Known
You know two Exploits of your choice from the
list at the end of this class. To learn an Exploit
you must meet any prerequisites it has.
You learn additional Martial Exploits of
your choice as you gain levels in this class,
as shown in the Exploits Known column.
Lastly, whenever you gain a Fighter level,
you can replace one of the Martial Exploits you
know with another Martial Exploit of your choice.
Saving Throws
If one of your Exploits requires a creature to make a
saving throw, the Exploit saving throw DC is calculated
based on your Strength or Dexterity. Once you choose
which ability score to use, it cannot be changed:
Exploit save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Eye for Talent
Starting at 3rd level, you can evaluate the combat potential of creatures. As a bonus action, you can take the Search action, targeting a creature you can see within 30 feet (DC = 8 + its Challenge Rating). If you have hit this creature with a weapon attack, you add your Fighter level to your ability check.
Each time you succeed on this ability check, you learn one of the following characteristics of your choice:
Armor Class | Highest Ability Score |
Condition Immunities | Lowest Ability Score |
Damage Resistances & Immunities |
One Special Feature (Spellcasting, Exploits, etc.) |
Warrior Archetype
Also at 3rd level, choose the Archetype from the options here which best represents your training: Arcane Knight, Captain, Champion, Knight Errant, Marksman, or Master at Arms.
Also included with this class are five Archetypes inspired by the official Archetypes for the Fighter class: Mystic, Ronin, Runecarver, Shadowdancer, and Sylvan Archer.
Your Archetype grants you features at 3rd level, and again when you reach 7th, 10th, 15th, and 18th level in this class.
Archetype Exploits
Some Archetypes have a list of Archetype Exploits that you learn at the Fighter levels noted in the Archetype description. These Exploits do not count against your number of Exploits Known and cannot be switched out for other Exploits. If you do not meet their prerequisites, you learn them regardless.
Ability Score Improvement
At 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two different ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to Dash, Disengage, or Dodge, you can make one weapon attack as a bonus action on that turn.
When you reach certain levels in this class, the number of attacks you can make as part of your Attack action increases; at 11th level (3 attacks) and at 17th level (4 attacks).
Action Surge
Starting at 6th level, you can push yourself past your limits, if only for a moment. Once during your turn, you can choose to take one additional action. After you do so, you must finish a short or long rest before you can use this feature again.
If you have no use of Action Surge left, you can use it again, but you suffer one level of Exhaustion after that action.
Indomitable
Your fighting spirit allows you to grasp success from the jaws of defeat. Beginning at 9th level, when you fail a saving throw, you can choose to succeed instead. Once you use this feature you must finish a long rest before you can use it again.
At 13th level, you can use this feature twice per long rest, and at 17th level you can use it three times per long rest.
Martial Superiority
The chaos and thrill of battle fuels you. Starting at 11th level, you regain one expended Exploit Die at the beginning of each of your turns in combat, so long as you are not Incapacitated.
Relentless
At 20th level, your combat skills are those of legend and myth. You regain all expended Exploit Dice when you roll initiative.
You are also no longer limited to using 3rd-degree Exploits once between each short or long rest. However, you can only use one 3rd-degree Exploit during each round of combat.
Fighting Styles
Below is the list of Fighting Styles available for Fighters to learn. You cannot learn the same Fighting Style more than once. You can learn a Fighting Style at the same time you meet all of its prerequisites.
Archery
Prerequisite: Dexterity of 13 or higher
You gain a +1 bonus to attack rolls with ranged weapons,
and your attacks with ranged weapons ignore half-cover
and treat three-quarter's cover as half cover.
Archery Expert
Prerequisite: 6th-level Fighter, Archery
You gain an additional +1 bonus to attack rolls
with ranged weapons. Attacking at a weapon's
long range no longer imposes disadvantage on
your ranged weapon attack rolls.
Brawling
Prerequisite: proficiency in Athletics
On hit, your unarmed strikes deal damage equal to
1d6 + your Strength modifier. When you have both of
your hands free, you can make a single unarmed strike, shove, or grapple as a bonus action on each of your turns.
Classical Swordplay
Prerequisite: Dexterity of 13 or higher
While wielding a finesse weapon and no other weapons, you gain a +2 bonus to your attack rolls and a +1 to your Armor Class so long as you are not using heavy armor or a shield.
Classical Swordplay Expert
Prerequisite: 6th-level Fighter, Classical Swordplay
When you are wielding only a finesse weapon, and you
are hit by an attack, you can use a reaction to add your Dexterity modifier to your AC against that attack.
Defensive Fighting
When you are wearing medium armor, heavy armor, or
a shield, you gain a +1 bonus to your Armor Class.
Defensive Expert
Prerequisite: 6th-level Fighter, Defensive Fighting
If you are wearing medium armor, heavy armor, or a shield, you reduce any bludgeoning, piercing, or slashing damage you take by your Constitution modifier (minimum of 1).
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to your damage rolls.
Dueling Expert
Prerequisite: 6th-level Fighter, Dueling
When you are wielding a versatile melee weapon in one hand and a shield in the other, you use the versatile weapon's larger damage die, and you can use your bonus action on each turn to make one Shove attack
with your shield.
Dual Wielding
Prerequisite: Dexterity of 13 or higher
While two-weapon fighting, you make your off-hand attack as part of your Attack action instead of your bonus action, and you add your ability modifier to the damage of this attack. You cannot also make an attack with your bonus action that turn.
Dual Wielding Expert
Prerequisite: 6th-level Fighter, Dual Wielding
One-handed melee weapons are considered to have the Light property for you, and when you are wielding a melee weapon in each hand, you gain a +1 bonus to your Armor Class.
Great Weapon Fighting
Prerequisite: Strength of 13 or higher
Whenever you hit a target with a heavy melee weapon attack, you can treat any of the weapon's damage dice as the average roll if you rolled lower: d4 (2), d6 (3), d8 (4), d10 (5), d12 (6).
Great Weapon Expert
Prerequisite: 6th-level Fighter, Great Weapon Fighting
Whenever you score a critical hit or reduce a target to 0 hit points with a heavy melee weapon, you can make one bonus attack as part of that same action, bonus action, or reaction.
Mounted Warrior
Prerequisite: proficiency in Animal Handling
While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block or another action.
Polearm Fighting
Prerequisite: Strength and Dexterity of 11 or higher
You gain a +1 bonus to damage rolls with glaives, halberds, pikes, quarterstaffs, and spears. When wielding one of these weapons, creatures provoke an opportunity attack from
you when they enter or move within your
reach with that weapon.
Polearm Expert
Prerequisite: 6th-level Fighter, Polearm Fighting
When wielding only a glaive, halberd, quarterstaff, or spear, you can use your bonus action to make one melee attack with the opposite end of the weapon. On hit, it deals bludgeoning damage equal to 1d4 + your Strength modifier.
Protection
When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your Proficiency Bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.
Protection Expert
Prerequisite: 6th-level Fighter, Protection
When a creature within 5 feet attacks a target other than you, you can make an opportunity attack against it. Whenever you hit a creature with an opportunity attack, its speed is reduced to 0 until the beginning of its next turn.
Strongbow
Prerequisite: Strength of 13 or higher
You can use your Strength modifier, in place of Dexterity, for attack and damage rolls with longbows and shortbows. When you do so, you gain a +1 to damage rolls with those weapons.
Versatile Fighting
Prerequisite: Strength or Dexterity of 11 or higher
While wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can use your bonus action to make a grapple
or shove attack, or to take the Use an Object action.
Warrior Archetypes
Choose a Warrior Archetype from the following options that best represents the tactics, skill, and training of your Fighter:
Arcane Knight | Knight Errant |
Captain | Marksman |
Champion | Master at Arms |
Arcane Knight
Arcane Knights supplement their skill with the armaments of war with arcane spells. Compared a mage who studies solely magic, the Arcane Knight can only produce minor spells, but, combined with their deadly skill with the weapons of warfare, these minor spells become potent enhancements.
Enchanted Armaments
3rd-level Arcane Knight Archetype feature
You magically bond yourself to your armaments of war. Over the course of 1-hour, which can be during a short or long rest, you can perform a ritual to bond with a weapon or shield that you are touching. You can have two such objects bound. If you perform this ritual again, you must release one object.
So long as they are on the same plane of existence as you, you can use your bonus action to conjure one or both objects, instantly donning them. You can use either of these objects as
a spellcasting focus, and you cannot be disarmed of them.
Spellcasting
3rd-level Arcane Knight Archetype feature
You have learned to cast arcane spells that augment your
abilities in combat. You gain the following features:
Cantrips. You learn two Cantrips of your choice from the Arcane Knight spell list at the end of this Archetype, and you learn an additional Arcane Knight Cantrip at 10th level.
Spells Known of 1st-Level and Higher. You know three 1st-level Arcane Knight spells from the list on the next page. The Spells Known column of the Arcane Knight Spellcasting table shows when you learn more spells, all of which must be a level for which you have spell slots.
When you gain a level, you can replace one of your Spells Known with another spell from the Arcane Knight spell list.
Spell Slots. The Arcane Knight Spellcasting table shows how many spell slots you have to cast the spells you know. To cast a spell, you must expend a spell slot of the spell's level or higher. You regain all spell slots when you finish a long rest.
For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.
Spellcasting Ability. Intelligence is your spellcasting ability for your Arcane Knight spells. So, you use Intelligence whenever a spell refers to your spellcasting ability. You also use your Intelligence modifier when setting the saving throw DC or making a spell attack roll for an Arcane Knight spell.
Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier
Spell attack modifier = your proficiency bonus
+ your Intelligence modifier
Arcane Knight Spellcasting
Fighter Level |
Spells Known |
1st Level |
2nd Level |
3rd Level |
4th Level |
---|---|---|---|---|---|
3rd | 3 | 2 | — | — | — |
4th | 4 | 3 | — | — | — |
5th | 5 | 3 | ─ | — | — |
6th | 5 | 3 | ─ | — | — |
7th | 6 | 4 | 2 | — | — |
8th | 6 | 4 | 2 | — | — |
9th | 7 | 4 | 2 | — | — |
10th | 7 | 4 | 3 | — | — |
11th | 8 | 4 | 3 | — | — |
12th | 8 | 4 | 3 | — | — |
13th | 9 | 4 | 3 | 2 | — |
14th | 9 | 4 | 3 | 2 | — |
15th | 10 | 4 | 3 | 2 | — |
16th | 10 | 4 | 3 | 3 | — |
17th | 11 | 4 | 3 | 3 | — |
18th | 11 | 4 | 3 | 3 | — |
19th | 12 | 4 | 3 | 3 | 1 |
20th | 12 | 4 | 3 | 3 | 1 |
War Magic
7th-level Arcane Knight Archetype feature
You can seamlessly weave minor spells with weapon attacks. When you use your action to cast an Arcane Knight spell you can make one weapon attack as a bonus action on that turn.
Enchanted Strikes
10th-level Arcane Knight Archetype feature
Your weapons are enchanted to undercut defenses against your spells. Whenever you hit a creature with an Enchanted Armament attack, the creature has disadvantage on the first saving throw you force it to make against one of your Arcane Knight spells before the end of your next turn.
Also, when you hit a target with an Enchanted Armament attack, you can change the damage type of your weapon to match the damage type of an Arcane Knight spell you know.
Arcane Surge
15th-level Arcane Knight Archetype feature
Drawing upon your stamina triggers a burst of magic. Each time you use Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can choose to teleport before or after the additional action from your Action Surge.
Legendary Arcane Knight
18th-level Arcane Knight Archetype feature
You expertly weave spell and sword together. When you take the Attack action on your turn, you can cast an Arcane Knight spell with a casting time of one action in place of one attack.
You can still use any Arcane Knight spells you know with a casting time of one attack (such as lightning lure) as normal.
Master Sword & Spell!
Interested in playing a true master of both sword and spell? Check out the Magus Class, an arcane, Intelligence-based half-caster companion class to divine holy Paladin and primal Ranger!
Arcane Knight Spell List
Here is the list of spells available to the Arcane Knight. Spells can be found in the Player's Handbook, Xanathar's Guide to Everything*, and in Tasha's Cauldron of Everything**.
Spells marked with LL are found in the laserllama Spell Compendium, which includes both new and alternate spells.
Cantrips (0-Level)
blade ward LL
booming blade LL
green-flame blade LL
light
lightning lure LL
mage hand
prestidigitation
resistance LL
shocking grasp
sword burst LL
tempestuous blade LL
true strike LL
1st-Level
absorb elements *
armor of agathys
chromatic orb *
compelled duel
faerie fire
feather fall
fog cloud
grease
hellish rebuke
jump LL
mage armor
magic missile
protection from good & evil
searing smite LL
shield LL
thunderous smite LL
zephyr strike *
2nd-Level
aura of frost LL
blur
branding smite LL
darkness
enlarge/reduce
invisibility
magic weapon LL
misty step
spider climb
warding wind *
3rd-Level
blinding smite LL
counterspell LL
dispel magic
fireball
flame arrows LL
fly
lighting arrow LL
minute meteors *
protection from energy
thunder step *
4th-Level
banishment
death ward
dimension door
fire shield
greater invisibility
resilient sphere
staggering smite LL
Captain
Not all Fighters rely solely on themselves in battle, some lead others with their knowledge of tactics. Captains lead from the front, issuing orders and inspiring greatness in their allies by their own brave deeds. By their presence, a true Captain can transform even an unorganized militia into a deadly force.
Captain Exploits
3rd-level Captain Archetype feature
You learn certain Tactical Exploits from the Warlord Class at the Fighter levels noted in the table below. These Exploits do not count against your total number of Exploits Known:
Fighter Level | Exploit |
---|---|
3rd | attack order, defensive order |
5th | enlivening order, surprise attack |
9th | tactical reposition |
Tactical Exploits from this feature use the following rules:
Replacing these Exploits. Each time you gain a level in this class, you can replace one Tactical Exploit you learned through this feature with another Tactical Exploit of the same degree. If a Tactical Exploit has a Warlord level prerequisite, you can learn it if your Fighter level meets that prerequisite.
Leadership Modifier. Some Tactical Exploits require a Leadership modifier. Choose your Intelligence, Wisdom, or Charisma as your Leadership modifier for these Exploits.
Leadership save DC. When you force a creature to make
a saving throw to resist one of your Tactical Exploits, you use your Leadership modifier to calculate the Save DC:
Leadership save DC = 8 + your proficiency bonus
+ your Leadership modifier
Student of War
3rd-level Captain Archetype feature
You have studied strategies of both politics and war.
You gain proficiency in one of the following skills:
Deception, History, Insight, or Persuasion.
Whenever you make an ability check with the
chosen skill you gain a bonus to your roll equal
to your Exploit Die.
Strategic Command
7th-level Captain Archetype feature
Your determination in the face of danger inspires your allies to fight on. Whenever you use Second Wind, you can choose up to three other creatures within 30 feet of you who can see or hear you to also regain hit points equal to your Leadership modifier (minimum of 1) + your Exploit Die.
Heroic Surge
10th-level Captain Archetype feature
When you use Action Surge, you can choose another creature within 30 feet that can see or hear you. It can use its reaction to move up to its speed without provoking opportunity attacks and then make a single weapon attack.
Inspiring Commands
15th-level Captain Archetype feature
Once per turn when you use a Tactical Exploit that targets at least one friendly creature, one target of that Exploit gains temporary hit points equal to your Leadership modifier.
Legendary Captain
18th-level Captain Archetype feature
Your bravery and tactical ability rank you amongst the most successful military leaders of the age. At the end of a long rest, you can replace any number of your Captain Exploits with Tactical Exploits of the same degree.
Finally, whenever you use Heroic Surge, you can target
up to two creatures within range.
Champion
Champions forgo all other forms of training to focus on
their raw physical might. These immense figures strive
to maintain peak physical condition through relentless
dedication. In battle, Champions perform supernatural
feats of athleticism and dominate foes with raw power.
Champion Exploits
3rd-level Champion Archetype feature
You learn certain Exploits at the Fighter levels noted
in the table below. They don't count against your total
number of Exploits Known, and cannot be switched
out for other Exploits when you gain a Fighter level:
Fighter Level | Exploit |
---|---|
3rd | feat of strength, heroic fortitude |
5th | concussive blow, martial focus |
9th | mythic athleticism |
Mighty Warrior
3rd-level Champion Archetype feature
The raw physical might you have cultivated enhances
your attacks. Your weapon attacks score a critical hit
on a roll of 19 or 20 on the d20.
At 15th level, this critical hit range increases again
and your weapon attacks score a critical hit on a d20
roll of 18 through 20 on the d20.
Peak Athlete
3rd-level Champion Archetype feature
You are a paragon of athleticism. You gain
proficiency in Athletics, and you gain a
climbing speed and swimming speed
equal to your walking speed.
If you were already proficient in
Athletics, you gain proficiency in
another Fighter class skill.
Remarkable Strength
7th-level Champion Archetype feature
Your physical abilities are unrivaled by normal mortals.
When you make a Strength or Constitution ability check
or saving throw, you can use feat of strength or heroic
fortitude without expending an Exploit Die.
Used this way, feat of strength counts as if you spent
one Exploit Die, though you can add Exploit Dice to it.
Devastating Critical
10th-level Champion Archetype feature
Whenever you score a critical hit with a weapon attack
you deal bonus damage equal to your Fighter level.
At 15th level, when you score a critical hit with a weapon attack, you can maximize the damage instead of rolling. Once you do you must finish a long rest before you can do so again.
Legendary Champion
18th-level Champion Archetype feature
You are a nearly perfect physical specimen and have become exceedingly hard to kill. If you begin your turn with less than half of your hit points remaining, but at least 1 hit point, you
regain hit points equal to 5 + your Constitution modifier.
The Straightforward Champion
As printed in the Player's Handbook, the Champion is the easiest subclass to understand in the game.
The Champion as included here is also the most straightforward option for the Alternate Fighter. If a player wants to play a simple character, Champion is still the best option. Make sure they also choose Exploits like hurl, mighty leap, and ruthless strike.
Knight Errant
Often raised at court or in the upper circles of the nobility, the archetypal Knight Errant is a chivalric warrior of the highest order. They excel at mounted combat and wander the world in search of adventure and opportunities for heroism. These paragons of virtue are bound to defend the weak and weary.
Knight Errant Exploits
3rd-level Knight Errant Archetype feature
You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Fighter Level | Exploit |
---|---|
3rd | shield impact, skilled rider |
5th | defensive stance, honor duel |
9th | mythic resilience |
Courtly Pedigree
3rd-level Knight Errant Archetype feature
You have been tutored in the traditional skills of nobility and the chivalric virtues. You learn to speak, read, and write one additional language, and you gain proficiency in one of the following: Animal Handling, History, Insight, or Persuasion.
Chivalric Mark
3rd-level Knight Errant Archetype feature
You punish any foe who would dare to attack those under your protection. Once per turn when you hit a creature with
a melee weapon attack, you can Mark it until the end of your next turn. While Marked, it has disadvantage on attack rolls against targets other than you, so long as you remain within 10 feet of the Marked creature.
If a Marked cretaure deals damage to a target other than you, you can use your reaction to make one melee weapon
attack against your Mark.
Trained Knight
3rd-level Knight Errant Archetype feature
You been trained to ride a saddle from birth. You cannot be knocked from a mount against your will, and you can mount or dismount a trained mount with 5 feet of movement.
You also gain the Mounted Warrior Fighting Style, but it doesn't count against your total number of Fighting Styles.
Noble Guardian
7th-level Knight Errant Archetype feature
You are a shield for the meek. When a creature you can see attacks you, or a creature within 5 feet of you, you can use a reaction to add your Exploit Die to the target's Armor Class against that attack. If the attack still hits, you can expend an Exploit Die to grant it resistance to that attack's damage.
Unyielding Knight
10th-level Knight Errant Archetype feature
No one can threaten your allies while you stand. You apply a Chivalric Mark to any creature you hit with a melee weapon, and Marked creatures have disadvantage on attacks against creatures other than you while you are within 30 feet.
Perilous Charge
15th-level Knight Errant Archetype feature
You run down your foes, mounted or on foot. Once per turn, when you move 10 feet in a straight line then hit a creature with a melee weapon attack, it must succeed on a Strength saving throw against your Exploit save DC or it takes bonus damage equal to your Exploit Die and is knocked prone. If you are mounted, it has disadvantage on its save.
Legendary Knight Errant
18th-level Knight Errant Archetype feature
You will defend your allies against any foe. You gain a special reaction that you can take once during every turn, but you can only use this special reaction to make an opportunity attack, to attack a creature under Chivalric Mark, or to use Noble Guardian to shield yourself
or another creature.
Marksman
While all Fighters learn to draw a bow or hurl a javelin, those known Marksmen are masters of ranged combat. The deadly skills of a Marksman are often backed up by their signature swagger and unshakable confidence. When combined, there are few challenges that a true Marksman cannot overcome.
Marksman Exploits
3rd-level Marksman Archetype feature
You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Fighter Level | Exploit |
---|---|
3rd | inquisitive eye, precision strike |
5th | martial focus, volley |
9th | thunderous shot |
Deadly Focus
3rd-level Marksman Archetype feature
You can quiet your body to fire with deadly accuracy. When you begin your turn and are not surprised or incapacitated, you can choose to enter a state of Focus, which imposes the following benefits and effects until the end of your turn:
- Your speed is reduced to 0 feet.
- Until you hit a creature with a ranged weapon attack, you have advantage on all ranged weapon attack rolls.
- When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon, you can re-roll the die. You must use this new roll, even if the new roll is a 1 or a 2.
Elite Reflexes
3rd-level Marksman Archetype feature
Your reaction times are enhanced by your talent and training. Whenever you are forced to make a Dexterity check or saving throw, you gain a bonus to your roll equal to your Exploit Die.
Quick Shot
7th-level Marksman Archetype feature
You react to danger without delay. You add your Proficiency Bonus to initiative rolls so long as you are not incapacitated.
Moreover, when you roll initiative and are not surprised, you can use your reaction to make one ranged weapon attack before any other creatures have a chance to act in combat.
Tactical Reposition
10th-level Marksman Archetype feature
Your talents and training allow you to move about in battle to setup the perfect shot. Whenever you use your Second Wind, you gain the benefits of the Disengage action and your speed increases by 10 feet until the end of your current turn.
Reliable Shot
15th-level Marksman Archetype feature
You make even impossible shots with ease. Your normal and long range for ranged weapon attacks increases by a number of feet equal to 10 times your Fighter level.
Also, once per turn when you have advantage on a ranged weapon attack, you can forgo your advantage to instead make one additional ranged weapon attack as part of that action.
Legendary Marksman
18th-level Marksman Archetype feature
Your marksmanship rivals the great deities and demigods of the hunt. When you use Deadly Focus, your speed is reduced to 10 feet instead of 0, and you have advantage on all ranged weapon attack rolls while your Focus lasts.
Gunpowder & Firearms
If your game includes firearms and gunpowder, and your Marksman has been exposed to the operation of such weapons, they are proficient with them.
Master at Arms
While most Fighters master one specific martial discipline, a Master at Arms is the rare warrior who is able to truly master multiple styles of combat. Whether by their talent, dedication, or extraordinary skills, these elite Fighters learn all they can about the theories of combat. A Master at Arms is always on the lookout for a new weapon or style of fighting to perfect.
Advanced Technique
3rd-level Master at Arms Archetype feature
Your ability to learn and execute combat styles exceeds that of most other warriors and even other trained Fighters. You learn an additional Fighting Style of your choice, but it does not count against your number of Fighting Styles Known.
Combat Theorist
3rd-level Master at Arms Archetype feature
You study the theory of combat as a sage studies their tomes. You gain proficiency in History, and whenever you make an Intelligence (History) check related to the history of combat, warfare, or the armaments of war, you can add your Fighter level to the result of your roll.
Student of Battle
3rd-level Master at Arms Archetype feature
Your ability to learn and execute martial techniques exceeds that of most other warriors, and even other trained Fighters. You gain the following benefits to your Fighter features:
Exploits. You learn two 1st-degree Martial Exploits of your choice from the list at the end of this class. These Exploits do not count against your total number of Exploits Known.
You learn additional Martial Exploits following the same rules at certain levels: at 5th level you learn two 2nd-degree Exploits, and at 9th level you learn one 3rd-degree Exploit.
Exploit Dice. Your total number of Exploit Dice increases by 1, and all of your Exploit Dice increase to become d8s.
At certain Fighter levels your Exploit Dice increase again; at 5th level they are d10s, and at 11th level they are d12s.
Master of Forms
7th-level Master at Arms Archetype feature
Your skill allows you to learn exotic techniques from a variety of disciplines. You learn two Exploits of your choice from any class's Exploit list (see Advanced Martial Classes below).
If these Exploits have a level prerequisite, you can learn it so long as your Fighter level meets its level prerequisite. You must still meet all other prerequisites it might have. Exploits
you learn with this feature
don't count against your total
number of Exploits Known.
You learn another Exploit of
your choice following these same
rules at 15th level and 18th level.
Masterful Focus
10th-level Master at Arms Archetype feature
You channel the rush of battle to rejuvenate your technical skills. Whenever you use your Second Wind or Action Surge, you also regain one of your expended Exploit Dice.
Warrior Savant
15th-level Master at Arms Archetype feature
Your knowledge of combat techniques allows you to modify your skill set. During each short or long rest, you can practice combat drills and replace one Exploit you know with another Martial Exploit you meet the prerequisites for. This cannot be used to replace or learn Exploits that add to an ability check.
Legendary Superiority
18th-level Master at Arms Archetype feature
Your technical mastery of combat is near-supernatural. Your Martial Superiority feature improves, you regain two of your expended Exploit Dice at the start of each turn in combat.
Advanced Martial Classes
Including the Alternate Fighter class here, there are currently six classes that make use of Exploits:
- Alternate Fighter & Fighter: Expanded
- Alternate Barbarian & Barbarian: Expanded
- Alternate Rogue & Rogue: Expanded
- Warlord Class
- Brawler Class - Patreon Exclusive
- Wanderer Class - Patreon Exclusive
Martial Exploits
Below are the Exploits available to Fighters. If an Exploit has a prerequisite, like a minimum Ability Score or Fighter level, you can learn it at the same time you meet its prerequisites.
1st-Degree Exploits
Exploits of the 1st-degree are minor techniques slightly more complicated than swinging a weapon. They can be learned by Fighters with modest training and have no level prerequisite.
Arresting Strike
When you hit a target with a weapon attack, you can expend one Exploit Die and force it to make a Dexterity saving throw. On a failure, add your Exploit Die to the damage roll, and the target's speed is halved until the start of your next turn.
Brace Up
Prerequisites: Constitution of 11
You prepare yourself to take a hit. As a bonus action, you can expend one Exploit Die to gain temporary hit points equal to your Exploit Die + your Constitution modifier. Temporary hit points from this Exploit only last for 1 minute.
Commanding Presence
Prerequisites: Charisma or Strength of 11
Whenever you make a Intimidation or Persuasion check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
You can also make Strength (Intimidation) checks in place of the normal Charisma (Intimidation) checks.
Cunning Instinct
Prerequisites: Wisdom of 11
Whenever you make a Perception or Survival check, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
Disarm
When you hit a target with a weapon attack, you can expend an Exploit Die and force it to make a Strength saving throw. On a failure, add your Exploit Die to the damage roll and it drops one item of your choice to the ground in its space.
Feat of Strength
Prerequisites: Strength or Constitution of 11
When you make a Strength or Constitution ability check you can expend Exploit Dice (up to your Proficiency Bonus) and add them to your roll. You can do so after you roll, but before you know if you succeed or fail.
Feint
As a bonus action, you expend an Exploit Die to feint, forcing a creature that can see you within 15 feet to make a Wisdom saving throw. On a failure, you have advantage on all attacks against that creature until the end of your current turn.
First Aid
Prerequisites: Medicine proficiency
As an action, you touch a willing, living creature and expend Exploit Dice (up to your Proficiency Bonus). For every Exploit Die you spent, that creature regains hit points equal to one roll of its Hit Die + its Constitution modifier (minimum of 0).
Heroic Fortitude
When you make a Strength, Dexterity, or Constitution saving throw, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.
Hurl
Prerequisites: Strength of 11, Athletics proficiency
In place of an attack, you expend an Exploit Die to throw one object you are holding at a target you can see within 60 feet. The target must succeed on a Dexterity saving throw or both the thrown object and target take bludgeoning damage equal to your Exploit Die + your Strength modifier.
At 11th level, the range of this Exploit becomes 120 feet.
Inquisitive Eye
Prerequisites: Intelligence or Wisdom of 11
Whenever you make an Investigation or Insight check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
Lightstep
Prerequisites: Dexterity of 11
Whenever you make an Acrobatics or Stealth check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
Mighty Leap
Prerequisites: Strength of 11, Athletics proficiency
After you run 10 feet in a straight line, you use a bonus action to expend an Exploit Die to long jump up to 30 feet in a line, even if this distance would exceed your remaining speed.
Mighty Thrust
Prerequisites: Strength of 11, Athletics proficiency
In place of an attack, you expend an Exploit Die to force one target that you touch to make a Strength saving throw. On a failure, it is knocked back in a line number of feet equal to 5 times your Strength modifier (minimum 5 feet). This distance
is halved for every size category the target is larger than you.
Parry
Prerequisites: Dexterity of 11
While you are wielding a finesse or versatile weapon, and a creature you can see hits you with a melee attack, you use a reaction to expend one Exploit Die and add that Exploit Die to your Armor Class against the triggering attack.
Precision Strike
Prerequisites: Dexterity of 11
As part of a weapon attack you can expend one Exploit Die and add it to your attack roll. You can use this Exploit after you roll, but before you know if your attack is a hit or miss.
Riposte
Prerequisites: Dexterity of 11
When a creature misses you with a melee attack, you use a reaction to expend an Exploit Die to make a melee weapon attack against it. On hit, add your Exploit Die to the damage.
Rustic Intuition
Prerequisites: Wisdom of 11
When you make an Animal Handling, Medicine, or Nature check, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.
Ruthless Strike
Prerequisites: Strength of 11
Whenever you hit a target with a melee weapon attack, you can expend Exploit Dice (up to your Proficiency Bonus) and add them to the damage roll of your attack.
Scholarly Recall
Prerequisites: Intelligence of 11
When you make an Arcana, History, or Religion check, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
Shield Impact
Prerequisites: Strength of 11
When you are wearing a shield and a creature that you can see hits you with an attack, you use your reaction to expend an Exploit Die and reduce the damage of the attack by your Exploit Die + your Strength modifier (minimum of 1).
Skilled Rider
Prerequisites: Animal Handling proficiency
When a trained mount you are riding makes an attack roll, damage roll, ability check, or saving throw, you expend an Exploit Die and add it to your mount's roll. You can do so after it rolls, but before you know if it succeeds or fails.
Subtle Con
Prerequisites: Dexterity or Charisma of 11
If you make a Deception, Performance, or Sleight of Hand check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.
Sweeping Strike
If you hit a creature with a melee weapon attack, you expend an Exploit Die and force it to make its choice of a Strength or
Dexterity saving throw. On a failure, add your Exploit Die to
the damage roll and the creature is knocked prone.
2nd-Degree Exploits
Exploits of 2nd-degree represent peak martial skills
achievable without dedicated training. These can
be learned by any Fighter of 5th-level and up.
Blinding Debris
Prerequisites: 5th-level, Dexterity of 13
As a bonus action, you expend one Exploit Die to
force one creature within 10 feet to make a Constitution
saving throw. On a failed save, the creature is Blinded until
it uses its action to clear the debris from its eyes.
Concussive Blow
Prerequisites: 5th-level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with force. It must succeed on a Constitution saving throw or until the start of your next turn its speed is 0, it can't speak, it has disadvantage on Dexterity saving throws, and attack rolls against it have advantage.
Crippling Strike
Prerequisites: 5th-level
When you hit a target with a weapon attack, you can expend an Exploit Die to attack one of its senses, forcing it to make a Constitution saving throw. On a failure, add your Exploit Die to the damage roll, and it is Blinded, Deafened, or can't speak (your choice) until the beginning of your next turn.
Defensive Stance
Prerequisites: 5th-level, Constitution of 13
As a bonus action, you can expend one Exploit Die to enter a defensive stance and add an Exploit Die to your Armor Class.
This stance, and the bonus to your Armor Class, lasts until you move from your space or you are incapacitated.
Heroic Will
Prerequisites: 5th-level
When you make an Intelligence, Wisdom, or Charisma saving throw, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.
Honor Duel
Prerequisites: 5th-level, Charisma of 13
As a bonus action, you expend one Exploit Die and shout a challenge at a creature within 15 feet that can both hear and understand you. It must succeed on a Wisdom saving throw, or it has disadvantage on attacks against targets other than you for 1 minute. This effect ends early if you attack or force another creature to make an ability check or saving throw.
The creature can repeat this Wisdom saving throw at the end of each of its turns, ending this effect on a success.
Martial Focus
Prerequisites: 5th-level
As part of a weapon attack you can expend an Exploit Die to gain advantage on your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.
Menacing Shout
Prerequisites: 5th level, Constitution or Charisma of 13
As a bonus action, you can expend an Exploit Die to force a creature within 30 feet that can hear you to make a Wisdom saving throw. On a failure, it is Frightened of you until the end of your next turn, or until you are incapacitated.
Redirect
Prerequisites: 5th-level
When a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and force it to attack another creature of your choice within range of its attack, adding your Exploit Die to its attack roll.
Rending Strike
Prerequisites: 5th-level, Strength of 13
When you hit a target with a melee weapon attack, you can expend one Exploit Die to target its defenses and force it to make a Dexterity saving throw. On a failure, add your Exploit Die to your damage roll, and its Armor Class is reduced by 1 until the damage is repaired. This effect is cumulative.
Volley
Prerequisites: 5th-level, Dexterity of 13
As an action, you can expend one Exploit Die to fire a volley
of ammunition at a point you can see within normal range of your weapon, forcing creatures of your choice within 5 feet of that point to make a Dexterity saving throw. Creatures take damage as if they were hit by your weapon on a failure, and half as much damage on a success.
Whirlwind Strike
Prerequisites: 5th-level, Strength or Dexterity of 13
In place of an attack, you expend one Exploit Die to force targets of your choice within reach of your melee weapon to make a Dexterity saving throw. They take the damage of your weapon attack on a failure, and half damage on a success.
3rd-Degree Exploits
Exploits of the 3rd-degree are only mastered by elite warriors who dedicate their lives to honing their skill, and can only be learned by those of 9th-level and up. Each 3rd-degree Exploit you know can only be used once per short or long rest.
Disorienting Blow
Prerequisites: 9th-level, Strength of 15
When you hit with a creature with a melee weapon attack, you expend an Exploit Die to strike with great force, dealing bonus damage equal to twice your Exploit Die, and forcing it to make a Wisdom saving throw.
On a failure, it suffers the following effects for 1 minute:
- Its speed is halved and it cannot take reactions.
- Its Armor Class is reduced by 2, to a minimum of 10.
- It has disadvantage on all Dexterity saving throws.
- On its turn it can only take an action or a bonus action.
- It cannot make more than one attack during its turn,
even if a feature would allow it to make multiple.
The creature can make a Wisdom saving throw at the end of each of its turns, ending this Exploit's effects on a success.
This Exploit's effects do not stack with the slow spell.
Heroic Focus
Prerequisites: 9th-level, Constitution of 15
As a bonus action, you can expend one Exploit Die to enter a heightened state of focus, which requires your concentration. While concentrating on this Exploit, you gain these benefits:
- Your walking, climbing, and swimming speed is doubled.
- You gain a +2 bonus to your Armor Class.
- You have advantage on all Dexterity saving throws.
- You gain an additional action on each of your turns. It can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Search, or Use an Object action.
The effects of this Exploit lasts for up to1 minute, but they end early if you are incapacitated or you choose to end them.
This Exploit's effects do not stack with the haste spell.
Mythic Athleticism
Prerequisites: 9th-level, Constitution or Strength of 15
As a bonus action, you can expend Exploit Dice (up to your Proficiency Bonus) to enter a state of heightened physical performance, granting you the benefits listed below:
- Whenever you make a Strength or Constitution check,
you can treat a roll of 9 or lower on the d20 as a 10. - Your walking, climbing, and swimming speed is doubled.
- You count as one size larger for the purposes of carrying capacity and the size of creatures that you can grapple.
- Both your long and high jump distances double, even if that distance would exceed your remaining movement.
The effects of this Exploit last for 10 minutes per Exploit Die spent, and they end early if you are incapacitated.
Mythic Resilience
Prerequisites: 9th-level, Constitution of 15
When you take damage from a source you can see, you can expend Exploit Dice (up to your Proficiency Bonus) to reduce the damage by three times the Exploit Dice spent.
If the total rolled exceeds the amount of damage, you gain temporary hit points equal to the remaining amount.
Thunderous Shot
Prerequisites: 9th-level, Strength or Dexterity of 15
In place of an attack, you can expend Exploit Dice (up to your Proficiency Bonus) to fire one piece of ammunition in a line, out to the weapon's normal range, forcing creatures to make a Dexterity saving throw. On a failure, creatures take damage equal to one hit with the weapon + two Exploit Dice per Die spent, and if they are Large or smaller, they fall prone. On a success, they take half as much damage and don't fall prone.
War Cry
Prerequisites: 9th-level, Constitution or Charisma of 15
As an action, you can expend an Exploit Die to issue forth a mighty cry, forcing creatures of your choice that can hear you in an adjacent 30-foot cone to make a Wisdom saving throw. On a failed save, creatures drop whatever they are holding and are Frightened of you for 1 minute.
If a Frightened creature can't see or hear you, it can use its action repeat the saving throw, ending the effect on a success.
4th-Degree Exploits
Exploits of the 4th-degree are only able to be mastered by the most elite warriors in a kingdom. These can only be learned by Fighters of 13th level and higher. Each 4th-degree Exploit you know can only be used once per short or long rest.
Expert Focus
Prerequisites: 13th-level
As an action, you expend one Exploit Die to temporarily focus on one of your skills. Choose a skill or tool you are proficient in. For 1 hour, when you make an ability check with that skill you gain a bonus to your roll equal to your Exploit Die.
Fluid Movements
Prerequisites: 13th-level, Dexterity of 17
As a bonus action, you can expend one Exploit Die to enter a heightened state of focus, which requires your concentration. For the next minute, your speed can't be reduced, opportunity attacks against you have disadvantage, and you are immune to the Grappled, Paralyzed, and Restrained conditions.
Quick Draw
Prerequisites: 13th-level, Dexterity of 17
As a bonus action, you can expend an Exploit Die to enter a heightened state of focus which requires concentration. For the next minute, you can use your bonus action, including the bonus action used to activate this Exploit to make two ranged weapon attacks so long as you have ammunition.
This Exploit's effects don't stack with the swift quiver spell.
Staggering Blow
Prerequisites: 13th-level, Strength of 17
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with near-supernatural power, dealing bonus damage equal to three times your Exploit Die. The target must succeed on a Wisdom saving throw, or for 1 minute it has disadvantage on attack rolls and ability checks and it cannot take reactions.
It can make a Wisdom saving throw at the start of each of its turns, ending this effect
on a success.
Unbreakable
Prerequisites: 13th-level, Constitution of 17
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can expend Exploit Dice (up to your Proficiency Bonus) and fall to 1 hit point. Then, for each Exploit Die spent, you gain temporary hit points equal to twice your Exploit Die.
5th-Degree Exploits
Exploits of the 5th-degree are techniques and skills that rival demigods and heroes of legend. These can only be learned by Fighters of 17th level and higher, and each 5th-degree Exploit you know can only be used once per short or long rest.
Storm of Arrows
Prerequisites: 17th-level, Dexterity of 19
As an action on your turn, you can expend Exploit Dice (up
to your Proficiency Bonus) to fire a volley of ammunition at a point you can see within the normal range of your weapon.
Creatures of your choice within 30 feet of that point must make a Dexterity saving throw or take piercing damage equal to twice your Exploit Die for each Die spent + your Dexterity modifier. On a success, they take half as much damage.
You must have enough ammunition to hit each target.
Steel Wind Slash
Prerequisites: 17th-level, Strength or Dexterity of 19
As an action on your turn, you can expend Exploit Dice (up
to your Proficiency Bonus) and flourish a melee weapon then vanish. Choose up to five different targets you can see within 30 feet and make a melee weapon attack against each one.
On a hit, each target takes damage equal to one hit by that weapon + twice your Exploit Die for each Exploit Die spent.
You then appear in an unoccupied space
of your choice within 5 feet of one of
the targets that you hit.
Additional Archetypes
Also included here are Archetypes based on official options for Fighters in Xanathar's Guide to Everything, Explorer's Guide to Wildemount, and Tasha's Cauldron of Everything:
Official Archetype | Alternate Archetype |
---|---|
Psi Warrior | Mystic |
Samurai | Ronin |
Rune Knight | Runecarver |
Echo Knight | Shadowdancer |
Arcane Archer | Sylvan Archer |
Mystic
Where most Fighters look to increase their physical abilities, those known as Mystics work to unlock the psionic potential of their mind. Drawing upon a wondrous inner power, these ascetic warriors can perform feats that would be impossible through strength alone. Where others strive toward physical perfection, Mystics strive for spiritual enlightenment.
Psionics
3rd-level Mystic Archetype feature
You have unlocked the true potential of your mind, and have learned to manifest psionic spells, much like a Psion does:
Psi Points. The potential of your mind is represented by
a pool of Psi Points. The Mystic Psionics table shows how many Psi Points you have to manifest your spells of 1st-level and higher. To manifest a spell, you expend Psi Points equal to the spell's level (0 for Cantrips). You regain all expended Psi Points when you finish a short or long rest.
Mental Limit. Your Fighter level limits the potency of spells you can manifest with your psionics. This is shown
in the Mental Limit column of the Mystic Psionics Table.
Spells Known of 1st-Level and Higher.
You learn two
1st-level spells of your choice from the Mystic spell list
on the following page. The Spells Known column of
the Mystic Psionics table shows when you learn
more Mystic spells of 1st-level and up, but they
cannot exceed your Mental Limit level.
Whenever you gain a Fighter level, you can pick
one of the Psion spells that you know and replace it
with another Psion spell of your choice, of a level
equal to your Mental Limit or lower.
Spellcasting Focus. Your mind is your spellcasting
focus for your Psion spells. You must have a free hand
to cast spells with somatic or material components, and
you must provide material components consumed by the
spell or with a required gold cost. When you manifest a
spell with Psionics, you exhibit noticeable changes.
Spellcasting Ability. Intelligence is your spellcasting ability for your Psion spells. You use Intelligence when a
spell refers to your spellcasting ability. You also use your Intelligence modifier when setting the saving throw DC
or making a spell attack roll for a Psion spell you know.
Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier
Spell attack modifier = your proficiency
bonus + your Intelligence modifier
Mystic Psionics
Fighter Level |
Spells Known |
Psi Points |
Mental Limit |
---|---|---|---|
3rd | 2 | 2 | 1st |
4th | 2 | 3 | 1st |
5th | 3 | 3 | 1st |
6th | 3 | 3 | 1st |
7th | 4 | 4 | 2nd |
8th | 4 | 4 | 2nd |
9th | 5 | 4 | 2nd |
10th | 5 | 5 | 2nd |
11th | 6 | 5 | 2nd |
12th | 6 | 5 | 2nd |
13th | 7 | 6 | 3rd |
14th | 7 | 6 | 3rd |
15th | 8 | 6 | 3rd |
16th | 8 | 7 | 3rd |
17th | 9 | 7 | 3rd |
18th | 9 | 7 | 3rd |
19th | 10 | 8 | 4th |
20th | 10 | 8 | 4th |
Psionic Talents
3rd-level Mystic Archetype feature
Your training has begun to unlock minor psionic abilities. You unlock two Mystic Talents of your choice from those available to the Psion Class. If a Talent has a prerequisite Psion level, you can learn it if your Fighter level meets that prerequisite.
You unlock an additional Mystic Talent of your choice when you reach 7th, 15th, and 18th level in this class.
If you learn a spell through a Mystic Talent, it is as a Mystic spell for you, using Intelligence as
Phase Step
7th-level Mystic Archetype feature
When you use Second Wind, you also gain the benefits of the Dash action and partially discorporate. Until the end of your current turn, you can move through solid nonmagical objects and creatures as if they were difficult terrain.
If you end your movement inside an object or creature, you are instantly shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you are forced to move.
Inscrutable Mind
10th-level Mystic Archetype feature
Your psionic abilities make you difficult for others to control. You gain resistance to psychic damage, and whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw you gain a bonus to the roll equal to your Exploit Die.
Mental Ward
15th-level Mystic Archetype feature
You can project psionic power to shield others. As a bonus action, you can spend 5 Psi Points to project a psionic ward out to a 30-foot radius. For 1 minute, creatures of your choice in this area gain the benefits of Inscrutable Mind.
Legendary Mystic
18th-level Mystic Archetype feature
You have unlocked the full potential of your
mind. You learn the telekinesis spell, but it
does not count against your number of
Mystic Spells Known.
You can manifest the telekinesis spell
once between each long rest, without
expending any Psi Points. After that,
you can epend 5 Psi Points to
manifest it again.
Finally, whenever
you use Phase Step,
you also gain a flying
speed equal to your
walking speed until
the end of your
current turn. If,
you end your
turn flying
you fall.
Mystic Spell List
Here is the list of spells available to a Mystic Fighter. Spells can be found in the Player's Handbook, Xanathar's Guide to Everything*, and in Tasha's Cauldron of Everything**.
Spells marked with LL are found in the laserllama Spell Compendium, which includes both new and alternate spells.
1st Level
catapult *
cause fear *
charm person
command
dissonant whispers
ethereal anchor LL
hideous laughter
id insinuation LL
jump LL
magic missile
shield LL
sleep
2nd Level
blindness/deafness
blur
calm emotions
crown of madness
detect thoughts
levitate
mind spike *
mind whip **
mirror image
mystic spear LL
phantasmal force
suggestion
3rd Level
blink
cerebral blast LL
clairvoyance
enemies abound *
fear
feign death
hypnotic pattern LL
intellect fortress **
major image
nondetection
sending
slow
spectral passage LL
tongues
water walk
4th Level
arcane eye
charm monster *
compulsion
confusion
dimension door
ego scourge LL
freedom of movement
phantasmal killer
resilient sphere
Ronin
Though they have been known by many names over the ages, Ronin are Fighters who have been expelled from the service of their lord or land. Regardless of the reason, these highly skilled warriors now roam the world seeking absolution through battle. With nothing to lose, these warriors fight
with a deadly ferocity and ruthless focus unlike any other.
Exiled Courtier
3rd-level Ronin Archetype feature
You were once an influential member of a noble court or
an important advisor. You learn to speak, read, and write
one additional language of your choice, and you gain proficiency in one of the following skills: History,
Insight, Performance, or Persuasion.
Ronin Exploits
3rd-level Ronin Archetype feature
You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Fighter Level | Exploit |
---|---|
3rd | commanding presence, ruthless strike |
5th | heroic will, honor duel |
9th | heroic focus |
Unyielding Spirit
3rd-level Ronin Archetype feature
You fight with the unrivaled focus and ruthless ferocity of a warrior with nothing left to lose. As a bonus action, you can focus yourself to gain advantage on all weapon attack rolls and ignore any levels of Exhaustion you have until the end of your current turn. When you use this bonus action you also gain temporary hit points equal to your Fighter level.
You can use this feature once between each short or long rest with no adverse effects. However, each additional time you use it, you suffer 1 level of Exhaustion at the of the turn.
Lordly Bearing
7th-level Ronin Archetype feature
Your experience and former station shine through no matter how downtrodden you may become. Whenever you make an ability check with your Exiled Courtier skill, you gain a bonus to your roll equal to your Exploit Die.
You also gain proficiency in Wisdom saving throws. If you are already proficient in Wisdom saving throws, you instead gain proficiency in Charisma or Intelligence saving throws.
Ronin Throughout the World
Though the name Ronin is specific to the Samurai of Japanese culture in our world, here it is used to represent any exiled warrior or noble. The title may differ, but these exiles share many traits.
When playing a Ronin, talk with your DM about how you fit into their world. What position did you hold before your exile? Do you hail from a foreign land, or do you dwell close to your former home?
Unrelenting
10th-level Ronin Archetype feature
You can push through adversity that would defeat a lesser warrior. When you roll initiative with no uses of Unyielding Spirit remaining, you regain one expended use.
Moreover, whenever you finish a short rest, you current level of Exhaustion, if any, is reduced by 1.
Swift Strikes
15th-level Ronin Archetype feature
You rain blows down upon foes like the raindrops of a storm. Once per turn when you have advantage on a weapon attack roll against a creature, you can forgo your advantage to make one additional weapon attack against that creature.
Legendary Ronin
18th-level Ronin Archetype feature
Your battle focus is so absolute that you can avoid the grasp of death itself, if only for a short time. When you are reduced to 0 hit points, you can immediately take an extra turn.
During this extra turn, you remain at 0 hit points, and any damage you take causes you death saving throw failures as normal. At the end of this extra turn, you immediately fall to the ground unconscious with 0 hit points, and if you gained three death saving throw failures during that turn, you die.
Once you use this feature you must complete a long rest before you can use it again. If you have no uses left, you can
expend a use of Action Surge to use this feature again.
Runecarver
Before the mortal races rose to power, the world was ruled by giants and their powerful Rune magic. Traces of this ancient magic can still be found in the wild and remote places of the world, and Fighters who learn to use the power of Runes to augment combat ability become known as Runecarvers.
Rune Carving
3rd-level Runecarver Archetype feature
You have learned the ancient art of carving Runes. You learn to speak, read, and write Giant, the language of your Runes, and you gain proficiency with calligrapher's supplies. Your knowledge of Runes also grants you the benefits below:
Runes Known. You learn two Runes of your choice from the list at the end of this Archetype description. Some Runes have a Fighter level prerequisite. You can learn these Runes at the same time that you meet all of their prerequisites.
You learn one additional Rune of your choice when you reach 7th, 10th, 15th, and 18th level in this class.
When you gain a level in this class you can replace one
of the Runes you know with another Rune of your choice.
Inscribing a Rune. Over the course of 1 hour, which
can be during a short or long rest, you can use a set of calligrapher's supplies to inscribe one Rune you know
into a weapon, suit of armor, shield, or another object
you can wear or hold. A creature wearing or wielding
that object gains the benefits of that Rune.
Each Rune you know can only be inscribed in one
object. Inscribing that Rune into another object dispels
any of your previous inscriptions of that Rune.
Invoking a Rune. While you are wearing or wielding an object inscribed with a Rune you can Invoke its effect. Once invoked, a Rune cannot be Invoked again until you complete
a short or long rest. Only you can Invoke your Runes.
Runic Exploits. Exploits learned from Runes don't count against the wielder's Exploits Known, use your Exploit Die, and can be used at will without expending an Exploit Die.
Saving Throws. If a Rune requires a creature to make
a saving throw, it does so against your Exploit save DC.
Runic Might
3rd-level Runecarver Archetype feature
As a bonus action, you can fill yourself with Runic
magic, gaining the benefits here for 1 minute:
- You and anything you are wearing
grows to become Large in size,
so long as there is room. - You have advantage on all
Strength ability checks and
saving throws. - Once per turn when you
hit a target with a melee
weapon attack you gain a
bonus to your damage roll
equal to your Exploit Die.
This feature ends early if you use a bonus action to
revert to your normal size, or if you are incapacitated.
You can use this feature once per long rest. When you
have no uses of this feature left, you can expend one use
of your Second Wind to use Runic Might again.
Runic Ward
7th-level Runecarver Archetype feature
You can shield your allies with the stalwart magic of Runes. When a target you can see within 30 feet is hit by an attack, you can use your reaction to add your Constitution modifier (minimum of +1) to its Armor Class against that attack.
You can use this reaction a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
If you have no uses left, you can Invoke one of your Runes to use this feature again in place of the Rune's normal effect.
Unyielding Fortitude
10th-level Runecarver Archetype feature
Your body has been fortified by the elder magic you wield. You have advantage on saving throw to resist being moved against your will, Poisoned, Stunned, or knocked prone.
Elder Insight
15th-level Runecarver Archetype feature
Your understanding of the ancient magic of Runes has grown deeper. When you have no uses of a Rune remaining you can expend one Exploit Die to Invoke that Rune again.
You can only Invoke each Rune you know one additional
time in between each short or long rest in this way.
Legendary Rune Lord
18th-level Runecarver Archetype feature
You can draw upon the elder power of your Runes to
match the stature of the ancient giants. When you
use Runic Might, you can grow to become Huge in
size, so long is there is room. While you are Huge,
your reach increases by 5 feet.
Runes
Below is the list of giant Runes available for a
Fighter to learn. If a Rune has a prerequisite
level, you can learn it at the same time that
you meet the Rune's level prerequisites:
Cloud Rune
This Rune imbues the cunning magic
of Cloud Giants. This Rune's wielder
knows the subtle con Exploit.
Invoke. When you or a creature you
can see within 30 feet is targeted by an
attack, you can use your reaction to Invoke
this Rune to redirect the triggering attack at
another target within its reach, other then itself.
Fire Rune
This Rune imbues the fury of Fire Giants. This Rune's
wielder knows the commanding presence Exploit.
Invoke. When you hit a creature with a melee weapon
attack, you can Invoke this Rune to conjure restraints of
molten metal around it. It takes bonus fire damage equal
to twice your Exploit Die and must succeed on a Strength
saving throw. On a failure, it is Restrained for 1 minute.
While Restrained it takes fire damage equal to twice your Exploit Die at the start of each of its turns. As an action, it can repeat the saving throw, ending this effect on a success.
Frost Rune
This Rune imbues the primeval instincts of the Frost Giants.
This Rune's wielder knows the cunning instinct Exploit.
Inovke. As a bonus action, you can Invoke this Rune to empower your body. For 10 minutes, your speed increases by 10 feet, and you gain a bonus to all Strength and Constitution ability checks and saving throws equal to your Exploit Die.
You can Invoke this Rune as part of using Runic Might.
Stone Rune
This Rune imbues the dreamlike magic of the Stone Giants. This Rune's wielder knows the inquisitive eye Exploit.
Invoke. When a creature you can see ends its turn within 30 feet of you, can use your reaction to Invoke this Rune and force it to make a Wisdom saving throw. On a failure, for the next minute, it is in a waking dream, has a speed of 0, and is Incapacitated. It repeats this saving throw at the end of each
of its turns, ending these effects on a successful save.
Hill Rune
Prerequisite: 7th-level Fighter
This Rune imbues the stalwart power of the Hill Giants. The Rune's wielder knows the hurl and mighty thrust Exploits.
Invoke. As a bonus action, you Invoke this Rune and gain resistance to all bludgeoning, piercing, and slashing damage for 1 minute. This effect ends early if you are Incapacitated.
You can Invoke this Rune as part of using Runic Might.
Storm Rune
Prerequisite: 7th-level Fighter
This Rune imbues the prophetic magic of Storm Giants. The wielder knows the mighty leap and scholarly recall Exploits.
Invoke. As a bonus action, you Invoke this Rune to enter a prophetic state that lasts for 1 minute. For its duration, when a creature you can see within 60 feet makes an ability check, attack roll, or saving throw, you can use your reaction to add or subtract your Exploit Die from the creature's roll.
Maintaining the prophetic state of this Rune requires your concentration as if you were concentrating on a spell.
Shadowdancer
The energies of the Shadowfell grant many strange and dark abilities to those who can wield them. The Fighters known as Shadowdancers learn to draw these sinister powers through themselves to create an exact copy of their bodies in combat.
Shadowdancer Exploits
3rd-level Shadowdancer Archetype feature
You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Fighter Level | Exploit |
---|---|
3rd | feint, lightstep |
5th | crippling strike, whirlwind strike |
9th | disorienting blow |
Conjure Shade
3rd-level Shadowdancer Archetype feature
As a bonus action, you can draw on the umbral magic of the Shadowfell to conjure a Shade in an unoccupied space you can see within 15 feet. This Shade is a magical copy of you created from Shadows. It uses the Shade stat block below. Though it resembles you, it has no personality of its own.
In combat, your Shade uses the following rules:
Combat. The Shade shares your turn in combat, but it cannot act on its own. You can telepathically command it to move up to its speed on your turn, but it is destroyed if it is
more then 30 feet away from you at the end of your turn.
Attacking. Whenever you take the Attack action, you can choose for each individual attack to originate from you, or a Shade. If it originates from your Shade, you make the attack as if you were in its space, with all of your normal benefits.
Duration. Your Shade lasts until it is destroyed, you use a bonus action to dismiss it, or you conjure another Shade.
Dance of Shadows
3rd-level Shadowdancer Archetype feature
You and your Shade dance about in a blur of shadows. While your Shade is within 30 feet, you can use an action to switch places with it without provoking opportunity attacks.
At 7th level, you can make a single attack from either you or the Shade after you use this feature. At 15th level, you can use this feature with either your action or your bonus action.
Transfer Consciousness
7th-level Shadowdancer Archetype feature
As an action, you can expend one use of your Second Wind to transfer your consciousness into your Shade. For 10 minutes, your body is Unconscious as you sense and interact with the world through this Shade. For this duration, this Shade can move up to 1 mile from your body without being destroyed.
This effect ends if the Shade is destroyed or you use your action to end it. You then return to your body as normal.
Dark Sacrifice
10th-level Shadowdancer Archetype feature
When a creature within 10 feet of a Shade is hit by an attack, you can use a reaction to cause your Shade to intercept that attack, reducing the damage the creature would take by your
Fighter level, but destroying your Shade in the process.
Restorative Shadows
15th-level Shadowdancer Archetype feature
You draw the power of your destroyed Shades back into you. When one of your Shades is destroyed by taking damage, you can gain temporary hit points equal to twice your Exploit Die.
Legendary Shadowdancer
18th-level Shadowdancer Archetype feature
Your command over the Shadow Magic you use is unrivaled. Whenever you conjure a Shade, you can choose to conjure two Shades, without expending any additional resources.
Shade
Undead (your size), Unaligned
- Armor Class 14 + your Charisma modifier
- Hit Points 1 Speed 30 ft.
- Condition Immunities All Conditions
Dark Bond. If your Shade is forced to make a saving throw it uses your saving throw bonus for the roll.
Incorporeal Echo. The Shade has no physical presence, but its space counts as difficult terrain. It cannot use or interact with objects or magic items.
Umbral Sentinel. If a creature provokes an opportunity attack from the Shade, you can use your reaction to make an opportunity attack from the Shade's space.
Sylvan Archer
Originally hailing from the elder forests of the world, Fighters who train to become Sylvan Archers learn to enchant arrows with elder elvish magic. Traditionally, these warriors served as guardians for places of great primal power, but they have been known to train worthy outsiders in this ancient magic.
Enchanted Shots
3rd-level Sylvan Archer Archetype feature
You have learned to enchant arrows and other ammunition with elder Sylvan magic. You gain the benefits listed below:
Shots Known. You learn two Enchanted Shots of your choice from the list at the end of this Archetype description.
You learn one additional Enchanted Shot of your choice when you reach 7th, 10th, 15th, and 18th level in this class.
When you gain a level in this class you can replace one
of the Shots you know with another Shot of your choice.
Enchanting a Shot. Whenever you hit a creature with a ranged weapon attack, you can magically apply the effects
of one Enchanted Shot you know as part of that attack.
You can use a number of Enchanted Shots equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. If you have no uses left, you can expend an Exploit Die to use one of your Shots again.
Saving Throws. If one of your Enchanted Shots forces a saving throw or ability check, it uses your Exploit save DC.
Sylvan Archer Exploits
3rd-level Sylvan Archer Archetype feature
You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Fighter Level | Exploit |
---|---|
3rd | precision strike, rustic intuition |
5th | martial focus, volley |
9th | thunderous shot |
Sylvan Lore
3rd-level Sylvan Archer Archetype feature
You are learned in the Sylvan arts. You learn to speak, read, and write Sylvan, the ancient language of forests. You also gain proficiency in Nature. You can make Wisdom (Nature) checks in place of the normal Intelligence (Nature) checks.
Finally, you learn the druidcraft cantrip, and Wisdom is your spellcasting modifier for it. When you cast druidcraft you can use a piece of ammunition as a spellcasting focus.
Sylvan Shot
7th-level Sylvan Archer Archetype feature
You weave minor amounts of magic into every shot you take. Your attacks with ranged weapons gain the benefits below:
- They are magic for overcoming resistance and immunity.
- If you miss, you can use a bonus action to curve the shot and repeat your attack against another target in range.
- When a creature succeeds on a saving throw against an Enchanted Shot, it still takes half as much damage.
Enchanted Quiver
15th-level Sylvan Archer Archetype feature
Whenever you make a ranged weapon attack you can conjure a piece of magical ammunition as part of the attack. After the attack, hit or miss, this ammunition vanishes.
Also, when you roll initiative, you regain one expended use of your Enchanted Shot feature.
Legendary Sylvan Archer
18th-level Sylvan Archer Archetype feature
The power of your enchantments rivals that of the ancient elvish guardians. Whenever you use an Enchanted Shot it deals additional damage equal to your Exploit Die
Also, you can overload one of your Enchanted Shots with overwhelming magic. When you use an Enchanted Shot you can empower it, causing creatures of your choice within 20 feet of the target to also suffer the effects of the Shot.
Once you empower an Enchanted Shot this way you
must finish a long rest before you can do so again.
Enchanted Shots
Listed here are the Enchanted Shots available for the Sylvan Archer to choose from when they learn an Enchanted Shot. If one of your Enchanted Shots has a prerequisite Fighter level, you can learn it at the same time you meet its prerequisites.
Beguiling Shot
The target must make a Wisdom saving throw. On a failure,
it takes psychic damage equal to twice your Exploit Die and until the start of your next turn, it is Charmed by a creature of your choice that it can see. This effect instantly ends if you or your allies do anything harmful or hostile toward it.
Bursting Shot
The target and all creatures within 10 feet of it must make a Dexterity saving throw. On a failure, they take your choice of cold, fire, or lighting damage equal to twice your Exploit Die.
Enfeebling Shot
The target must make a Constitution saving throw. On a failure, it takes necrotic damage equal to twice your Exploit Die and for 1 minute its weapon attacks deal half damage.
The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Grasping Shot
The target must make a Dexterity saving throw. On a failure, it takes piercing damage equal to twice your Exploit Die and for 1 minute it is bound by thorns. For the duration, its speed is halved, and the first time it uses its speed to move on each turn it takes piercing damage equal to twice your Exploit Die.
A creature can end this effect by using its action to make a successful Strength check against your Exploit save DC.
Piercing Shot
The target, and creatures directly behind it in a straight line out to 30 feet must make a Dexterity saving throw. On a failed save, they take force damage equal to twice your Exploit Die.
Seeking Shot
In place of an attack, you use this Enchanted Shot to cause a piece of ammunition you are holding to magically seek out a creature that you have seen within the last minute.
If that creature is within 120 feet and there is a clear path to it (it need not be straight), it must make a Dexterity saving throw. On a failure, it takes force damage equal to twice your Exploit Die and you instantly learn its location.
Umbral Shot
The target must make an Intelligence saving throw. On a failure, it takes psychic damage equal to twice your Exploit Die and for 1 minute it is Blinded by visual hallucinations.
The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Banishing Shot
Prerequisite: 10th-level Fighter
The target must make a Charisma saving throw. On a failed save, it is banished to a harmless demiplane for 1 minute.
The creature can use its action to repeat the saving throw, ending the effect on a success. When it ends, it reappears in
the unoccupied space closest to the space that it left.
Severing Shot
Prerequisite: 10th-level Fighter
The target must make a Constitution saving throw. On a failure, it takes force damage equal to twice your Exploit Die and it cannot cast spells for 1 minute.
The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Technical Shot
Prerequisite: 10th-level Fighter
The target must make a Dexterity saving throw. On a failure, it suffers the effects of one Martial Exploit you know, even if the Exploit could normally only be used with a melee attack.
Transposing Shot
Prerequisite: 10th-level Fighter
The target must make a Charisma saving throw. On a failure, it takes force damage equal to twice your Exploit Die and you switch places with it without provoking opportunity attacks.
Need More Alternate Fighter?
Check out the Alternate Fighter: Expanded for more Fighting Styles, Martial Exploits, Feats, and Warrior Archetypes, all compatible with the base class here.
Alternate Fighter
Become the Master of Battle you were meant
to be! Includes Fifty Martial Exploits, Twenty Fighting Styles, and Eleven Warrior Archetypes
Version 3.3.0 - Created by /u/laserllama
Last Updated: January 21st, 2025
Artist Credits:
Covers - Manuel Castañón - Beskir Shieldmate
Page 1 - Campbell White - Gondor's Hope
Page 3 - Billy Christian - The Gnoll Camp
Page 4 - Lie Setiawan - Fynn, the Fangbearer
Page 5 - Wei Guan - Captain of Umbar
Page 6 - Randy Vargas - Embereth Paladin
Page 7 - Wes Burt - Fiendslayer Paladin
Page 8 - Greg Opalinski - Saskia the Unyielding
Page 9 - Lake Hurwitz - Hammer Dropper
Page 10 - Billy Christian - Knight of Dawn Light
Page 11 - Campbell White - Legolas Greenleaf
Page 12 - J. Schirmer - Mentor of the Meek
Page 14 - M. Mercado - Dwarfhold Champion
Page 16 - C. White - Beregond of the Guard
Page 17 - Dave Greco - Blur
Page 18 - Manuel Castañón - Moons Infantry
Page 19 - Victor Titov - Unyielding Krumar
Page 20 - Tyler Jacobson - God of Fury
Page 21 - Johann Bodin - Run Amok
Page 22 - Goran Josic - Splinter Twin
Page 23 - Chris Rahn - Tajuru Archer
Page 24 - Dallas Williams - Elven Bow
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