The Fighter, Remastered

by absenthearte

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The Fighter, Remastered
The Fighter, Remastered
The Fighter, Remastered
The Fighter, Remastered
The Fighter, Remastered
The Fighter, Remastered
The Fighter, Remastered
The Fighter, Remastered

The Fighter

A young human guard quietly slipped past his comrades out the back door of the armory where the townsfolk were hiding. A gang of bandits had come upon the village suddenly that morning, and their captain had issued a challenge. If a warrior from the town could best him in single combat, his gang of bandits would leave peacefully. Though the young man had only joined the town guard one season ago, he could already best every other guardsman with the sword. Much to the surprise of the townsfolk, he drew his sword, muttered a prayer, and stepped forward to defend his home.

A graying female dwarf surveyed the enemy camp as the sun began to set. Along with three of her most loyal soldiers, she had come to the edge of the enemy encampment with the intent to rout the army or die in the process. In a fully pitched battle, the small band of dwarves she commanded would stand no chance against this great host. However, if her small group of elite soldiers followed her orders to the letter, they had a chance to cut the head off the army before it came to all out battle. For what could be her final mission, she gripped the haft of her battleaxe and gave the order to move out.

The flamboyant half-elven gladiator paused for a moment, basking in the roar of the crowd. He remembered his first gladiatorial match in a dirty and cramped arena, surrounded by drunken pirates and slavers. Now he performed for the king and queen amidst the bustle of the largest city in the kingdom. The time to savor this moment was over, and in a flash, he wheeled around and plunged his gilded spear into the heart of his opponent, ending what would be the final fight of his gladiatorial career and earning his freedom.

Masters of the Battlefield

Not every member of the city watch, the village militia, or the queen's army is a fighter. Even veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are not considered true fighters. Born with an innate talent with weaponry, and a keen battle instinct, true fighters cannot resist the call of battle and adventure.

Dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter. Something deep within them compels them to seek out conflict and throw themselves into the midst of it. Often champions of fair play, competition, and feats of physical might, fighters make for loyal friends and deadly foes.

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 some 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, becoming beautiful yet deadly whirls of sharpened steel on the battlefield.

Though every fighter can wield all types of weapons with ease, their similarities end there. Some choose to pursue immense physical might, crushing those that stand against them with heavy blows. Some prefer to strike from afar, slaying foe with deadly bow and arrow. Others use their knowledge of battle to coordinate their allies. Others still choose to augment their marital abilities with arcane spells. No matter their style, every fighter is deadly in their own way.

Creating Your Fighter

As you build your fighter, think about two related elements of your character's background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.

Quick Build

You can make a fighter by following these suggestions. First, make your Strength or Dexterity your highest ability score, depending on the weapons you wish to use, followed by Constitution. Second, choose the soldier background.

Optional Rule: Multiclassing

If you use the multiclassing rule from the Player's Handbook, here's what you need to know if you take a level in fighter.

Ability Score Minimum. You must have at least a 13 in either Strength or Dexterity 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, you gain proficiency with Light armor, medium armor, shields, simple weapons, and martial weapons when you take your first level in the fighter class.

Class Features

As a fighter, you gain the following class features.

Hit Points

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st.

Proficiencies

Armor: All armor
Weapons: Simple weapons, martial weapons
Tools: One set of artisan's tools of your choice
Saving Throws: Strength, Constitution
Skills: Choose two skills from the following list: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Stealth and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather armor, 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

Combat Stances

Starting at 1st level, you adopt a particular style of fighting with the flexibility to shift your stance, flowing seamlessly between offense and defense. Each time you gain this feature, you learn two stances of your choice from the below list. After this, each time you gain Extra Attack or an improvement to Extra Attack, you learn one additional stance of your choice.

When you gain a level, you can replace one stance you know with another one, if you meet its requirements.

You can enter or change stance when you roll initiative, or as a bonus action on your turn, choosing from your stances known. You can maintain only one stance at a time, and you lose any stance bonus while incapacitated.

At 6th level, you can enter and maintain two stances at the same time. In addition, you learn two stances of your choice.


Archery (Soaring Raptor)

You are a master marksman, striking from afar. You gain a +2 bonus to attack rolls you make with ranged weapons.


Blind-Fighting (Setting Sun)

You have trained to fight even when you cannot see. You have blindsight with a range of 10 feet. Within that range, you can see anything that isn't behind total cover, even if you're blinded or in darkness. You can see an invisible creature within that range, unless it successfully hides from you.


Classical Swordplay (Quick Wit)

When not wearing heavy armor, and you are wielding a finesse weapon and nothing in your other hand, you gain a +1 bonus to attack rolls and to your Armor Class.

The Fighter
Level Proficiency Bonus Features Maneuvers Known
1st +2 Fighting Style, Second Wind
2nd +2 Combat Superiority 3
3rd +2 Know your Enemy, Martial Archetype 3
4th +2 Ability Score Improvement 3
5th +3 Action Surge, Extra Attack (x1) 4
6th +3 Ability Score Improvement 4
7th +3 Martial Archetype Feature, Superiority Die (d8) 5
8th +3 Ability Score Improvement 5
9th +4 Indomitable (x1) 6
10th +4 Martial Archetype Feature 6
11th +4 Extra Attack (x2) 7
12th +4 Ability Score Improvement 7
13th +5 Indomitable (x2), Superiority Die (d10) 8
14th +5 Relentless 8
15th +5 Martial Archetype Feature 9
16th +5 Ability Score Improvement 9
17th +6 Action Surge (x2), Indomitable (x3) 10
18th +6 Martial Archetype Feature 10
19th +6 Ability Score Improvement, Superiority Die (d12) 10
20th +6 Extra Attack (x3) 10

Defense (Iron Heart)

You have honed your defensive abilities. You gain a +1 bonus to your Armor Class.


Double Striking
(Thicket of Blades)

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the additional attack.


Dueling (Desert Wind)

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to weapon damage rolls.


Great Weapon Fighting
(Stone Dragon)

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.


Interception (Phalanx of Steel)

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield to use this reaction.


Mariner (Thalassic Shark)

You have trained to fight on, around, and in the water. As long as you are not wearing medium or heavy armor or using a shield, you have a swimming speed equal to your movement speed, and you gain a +1 bonus to your Armor Class.


Savagery (Raging Demon)

Once per turn when you deal damage with a melee weapon attack, you can reroll the weapon's damage dice and use either total.


Skirmishing (Zephyr Dance)

Your movement increases by 5 feet. The first 5 feet you move each turn does not provoke opportunity attacks.


Thrown Weapon Fighting
(Rabid Wolf)

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. When you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.


Unarmed Fighting (Tiger Claw)

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you aren't wielding a weapon or shield when you make the attack, the d6 becomes a d8.

In addition, at the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Vanguard (White Raven)

When you hit a creature with a melee attack, the next attack roll against that creature made by someone other than you has advantage. You must remain within 5 feet of the creature to grant this benefit.

Versatile Fighting (Swift Serpent)

When wielding a versatile weapon, you gain a +1 bonus to attack rolls when wielding it one-handed, and a +1 bonus to damage rolls when wielding it two-handed.

In addition, as a bonus action you can use your free hand to make an unarmed strike, shove attack, or don or doff a shield.

Second Wind

You can draw upon your impressive well of stamina to fight through pain that would cause lesser warriors to waiver. Starting at 1st level, you can use a bonus action on your turn to regain hit points equal to 1d10 + your fighter level.

At higher levels, your well of stamina increases, granting you greater strength to push through. It increases to 2d10 + your fighter level at 5th level, and 3d10 + your fighter level at 10th level.

Staring at 14th level, you can use this feature twice before you must finish a short or long rest.

Combat Superiority

Beginning at 2nd level, your skill with the armaments of war sets you apart from other warriors, even other adventurers. This skill with arms is represented with special maneuvers that you can use in combination with your attacks, and are fueled with a pool of special superiority dice. See the end of this class description for a list of maneuvers.

Superiority Dice

As a fighter, you have a number of superiority dice equal to half your Fighter level plus 1 (rounded up), which are d6s. To use one of your maneuvers you must expend one of these dice. You regain all expended superiority dice when you finish a short or long rest.

Your superiority die changes when you reach certain levels in this class. You die becomes a d8 at 7th level, a d10 at 13th level, and finally a d12 when you reach 19th level.

Maneuvers Known

At 2nd level, you learn three maneuvers of your choice from the list of maneuvers at the end of this class description. The Maneuvers Known column of the Fighter table shows when you learn more maneuvers of your choice.

Whenever you finish a long rest, you can swap one maneuver for another.

Additionally, when you gain a level in this class, you can replace any and all maneuvers you know with others.

Saving Throws

If a maneuver requires a creature to make a saving throw, your maneuver saving throw DC is calculated as follows:

Maneuver Save DC = 8 + your proficiency bonus +

your Strength or Dexterity modifier (your choice)

Know Your Enemy

Beginning at 3rd level, you can observe or interact with friend an foe alike, learning their strengths and weaknesses in comparison to your own. As an action, choose a creature that you can see within 60 feet, and one of its attributes from the following list: Strength score, Dexterity score, Constitution score, Armor Class, current hit points, or proficiency bonus. You immediately learn if the creature is your equal, superior, or inferior in that regards to the attribute you chose.

Once you learn something about a creature, you cannot use this feature on that creature again until you finish a long rest.

When you reach 14th level in this class, you can use this feature as either an action or bonus action on your turn.

Martial Archetype

At 3rd level, you choose your martial archetype. Choose an archetype that best represents your training as a fighter.

The martial archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Archetype Maneuvers

Your archetype grants you access to signature maneuvers. When you learn a maneuver, you can choose from your archetype maneuvers or the normal maneuvers.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Action Surge

Starting at 5th level, you can push yourself beyond the limits of most mortals. On your turn, you can use choose to take one additional action as part of your current turn.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use this feature twice per rest, but only once per turn.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

When you reach 11th level, you can attack three times each time you take the Attack action, and at 20th level, you can attack four times each time you take the Attack action.

Each time you gain this feature, you learn one stance, or you learn an advanced stance (shown below), as long as you meet the prerequisites. An advanced stance improves a basic stance, granting both its benefits and that of the basic stance that it references.

Bastion

Prerequisite: Extra Attack 2, Bulwark

When you gain temporary hit points from the Bulwark stance, you also gain a damage threshold of 10 against nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn (damage you take that is equal or less than your damage threshold is reduced to 0).

Diamond Mind

Prerequisite: Extra Attack, Blind-Fighting

While you are Blind-Fighting, you can use your reaction to add your proficiency bonus to any Wisdom saving throw you make that does not already use your proficiency bonus.

Elder Mountain

Prerequisite: Extra Attack 2, Defense

While in the Defense stance, you gain an additional +1 bonus to your AC.

Enfilade

Prerequisite: Extra Attack 2, Vanguard

While in the Vanguard stance, if you attack a creature that has not made an attack roll since the beginning of its last turn, you make your attack roll with advantage.

Fencing

Prerequisite: Extra Attack 2, Dueling

While Dueling, if you make a weapon attack with advantage and both rolls would hit the target, roll your weapon damage die twice and take the better result.

Protection

Prerequisite: Extra Attack, Interception

While in the Interception stance and wielding a shield, you can use your reaction to grant yourself, or a creature within 5 feet of you, resistance to the damage of an effect that forces the target to make a Dexterity saving throw.

If you have the Shield Master feat, you add your shield's bonus to AC to all Dexterity saving throws, whether the effect targets only you or includes other creatures.

Pugilism

Prerequisite: Extra Attack 2, Unarmed Fighting

When you are Unarmed Fighting and make an unarmed strike with one hand, you can make an unarmed strike or grapple check as a bonus action.

Reprisal

Prerequisite: Extra Attack, Skirmishing

If a creature hits you with a melee weapon while you are in Skirmishing stance, you can use your reaction to make a melee attack against it with a weapon that doesn't have the heavy property.

Swarming

Prerequisite: Extra Attack, Double Striking

While in the Double Striking stance, you can make the additional attack of two-weapon fighting as part of your Attack action instead of as a bonus action. If you do so, you can't use your bonus action to make any attack on this turn.

When you hit with an opportunity attack while wielding two weapons, you can add your other weapon's damage die to the damage roll.

Indomitable

Your body itself has become as resilient as the steel you wield on the battle field. Beginning at 9th level, when you fail a saving throw, you can choose to succeed instead. If you do so, you can't use this feature again until you finish a long rest.

Starting at 13th level, you can use your Indomitable feature twice before you finish a long rest, and upon reaching 17th level you can use it three times between each long rest.

Relentless

Starting at 14th level, when you roll initiative and have a number of superiority dice equal to less than your proficiency bonus, you regain 1 superiority die.

Martial Archetypes

At 3rd level, a fighter gains the martial archetype feature.

Arcane Knight

Arcane Knights are fighters who supplement their skill with the armaments of war with arcane knowledge. Compared to other mages who study only magic, Arcane Knights can only produce minor spells. However, when combined with their skill in the weapons of warfare, these minor magical spells become deadly enhancements. Proficient in both the arcane arts and the art of war, these spellswords are a deadly force.

Spellcasting

When you adopt this archetype at 3rd level, you augment your martial prowess with the ability to cast arcane spells.

Cantrips. You learn two cantrips of your choice from the arcane knight spell list. You learn an additional cantrip of your choice from the arcane knight spell list at 10th level.

Spell Slots. The Arcane Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know two 1st-level spells from the arcane knight spell list. The Spells Known column of the Arcane Knight Spellcasting table shows when you learn more spells of 1st-level or higher. Your spells must be of a level for which you have spell slots.

When you gain a level, you can replace one of your Spells Known another spell from the arcane knight spell list. The spell must be of a level for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your arcane knight spells, since you commit the few potent spells you know to memory. You use your Intelligence whenever a spell refers to your spellcasting ability. You also use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast or make an attack roll with.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier


Arcane Knight Spellcasting

Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

—Spell Slots by Spell Level—

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and a weapon. You perform the ritual over 1 hour. You must be touching the weapon throughout the ritual, and at the conclusion you forge the bond.

You cannot be disarmed of your bonded weapon unless you are incapacitated. If it is on the same plane of existence, you can use a bonus action to summon it, instantly teleporting it to your hand. In addition, your bonded weapon can be used as a spellcasting focus for your arcane knight spells.

You can have up to two weapons bonded at one time, they must be summoned one at a time. If you bond a third weapon, you must break the bond with one of the other two.

Additionally, your bonded weapon does not count as magical for the purposes of spells such as magic weapon and elemental weapon, but does count as magical for the purposes of overcoming resistance and immunity to magical damage.

Spell Imbuement

At 3rd level, whenever you cast an arcane knight spell that requires a spell attack, you can choose to imbue the spell within yourself, replacing each spell attack with one weapon attack. If the spell requires multiple spell attacks, you make each attack. Ranged spell attacks made through your weapon do not have disadvantage due to enemies being within 5 feet. You do not deal the weapon's damage on a hit, but you do add your ability modifier to damage.

War Magic

You can weave minor spells with weapon attacks. Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action on that turn.

Arcane Strike

Your weapon attacks undercut a creature's resistance to your spells. Beginning at 10th level, when you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell cast by you, before the end of your next turn.

Arcane Charge

Starting at 15th level, when you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.

Improved War Magic

You are a master of both spell and sword. Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action on that turn.

Arcane Knight Maneuvers

The following maneuvers are available only to an Arcane Knight. Arcane Knights focus on enhancing their weapon attacks with arcane energy, and empowering their limited number of spells with raw arcane power.

Arcanist's Eye

When you make a Intelligence (Religion) or Intelligence (Arcana) check, you can expend a superiority die and add the die roll to the result.

Arcane Smite

When you hit a creature with a melee weapon attack, you can expend superiority dice to deal additional force damage to the target. Roll your superiority die twice, and add the results to the damage roll of the attack.

Airborne Spellstrike

Prerequisite: Combat Superiority, 7th level
As a bonus action, you can expend a superiority die and lift yourself off the ground briefly. You gain a flying speed equal to your walking speed until the end of your turn. If you hit with the next weapon attack you make this turn, add your superiority die to the damage roll. If you end your turn in the air, you float safely downward a distance up to your speed, then fall any remaining distance to the ground.

Branding Spellstrike

When you hit a creature with a weapon attack, you can expend a superiority die and release divine energy. Your attack deals your superiority die in extra radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius until the end of your next turn.

Chilling Spellstrike

When you hit a creature with a melee weapon attack, you can use a bonus action to expend a superiority die and release painful frost in a 15 foot cone that emanates from you and includes the target. Any creature in the area must make a Dexterity saving throw or take cold damage equal to your superiority die.

At 10th level, a creature that fails the saving throw loses ten feet of speed (minimum zero) until the end of its next turn. At 15th level, this ability releases a 30 foot cone.

Enfeebling Spellstrike

Prerequisite: 7th level
When you hit a creature with a melee weapon attack, you can use a bonus action to expend a superiority die and release negative energy. The attack deals extra necrotic damage equal to your superiority die to the target, and the target must succeed on a Constitution saving throw or it deals only half damage with weapon attacks that use Strength until the end of its next turn.

Flickering Defense

You can use a bonus action to partially blink through the ethereal plane, expending a superiority die. Until the start of your next turn, when you are hit by an attack, roll your superiority die. On a 1 or 2, you take damage as usual. On any other result, you gain resistance to the triggering damage.

Ground Eruption

As an action, you can expend a superiority die and cause an earth shockwave in a straight line 30 feet long and 5 feet wide. The area affected becomes difficult terrain, and any creature in the area must succeed on a Strength saving throw or take your superiority die in bludgeoning damage.

At 10th level, you affect a 30 foot line that is 10 feet wide. At 15th level, the line becomes 15 feet wide.

Ignited Spellstrike

Prerequisite: Combat Superiority, 10th level
When you hit a creature with a weapon attack, you can use a bonus action and expend a superiority die to set it aflame. The target takes fire damage equal to your superiority die and must make a Dexterity saving throw or be set aflame for one minute. At the start of each of its turns, the creature takes fire damage equal to your your superiority die, ending when it uses an action to put out the flame or is otherwise doused.

Lesser Regeneration

When you expend a hit die to recover hit points, you can expend a superiority die to add it to the number of hit points you recover. If you do so during a short rest, you do not recover this superiority die at the end of that short rest.

Salamander Charge

Prerequisite: 10th level
When you take the Dash action, you can expend a superiority die to ignite the ground beneath you. You gain the benefit of a Disengage action, and a wall of shimmering, spectral fire appears behind you, along the path you take. Any other creature within 5 feet of the wall at the start of its turn must make a Dexterity saving throw or take your superiority die in fire damage. If a creature enters the wall for the first time on a turn, it takes your superiority die in fire damage. The flames are extinguished at the start of your next turn.

Shocking Spellstrike

When you hit a creature with a weapon attack, you can expend a superiority die and release a burst of static. You deal extra lightning damage equal to your superiority die and the target cannot take reactions until the start of your next turn.

Spell Guard

As a reaction, when a creature targets you with a spell attack, you can expend one superiority die, adding the result of the superiority die roll to your Armor Class against the attack.

Spell Strike

When imbuing a spell into your bonded weapon with your Spell Imbuement feature, you can expend a superiority die, allowing you to deal your weapon's damage on a hit. You gain a bonus to the attack roll equal to your superiority die.

Strengthened Spell

When you cast a spell, you can expend a superiority die to increase the damage of that spell. You gain a bonus to one of the spell's damage rolls equal to your superiority die.

Thunderclap Rush

Prerequisites: Combat Superiority, 15th level
When you take the Attack action, you can use a bonus action to charge a melee weapon with sonic energy and expend a superiority die. Each time you hit with the weapon during this action, all creatures in a 10 foot cube originating from you and including the creature must make a Constitution saving throw. On a failure, a creature takes thunder damage equal to your superiority die and is pushed 5 feet away from you. On a success, a creature takes no damage and is not pushed. Each thundering burst makes a loud noise audible up to 100 feet away.

Arcane Knight Spell List

Here's the list of spells you consult when you learn an Arcane Knight spell. It is organized by spell level, not character level. The spells below are from the Player's Handbook, Xanathar's Guide to Everything, Tasha's Cauldron of Everything, as well as some curated Unearthed Arcana and select Homebrew. The Homebrew spells are listed here

Cantrips (0 Level)
  • blade ward
  • bloodlettingDAPC
  • booming blade
  • chill touch
  • control flames
  • firebolt
  • force boltKGS
  • frigid graspESB
  • green-flame blade
  • gust
  • light
  • lightning lure
  • mold earth
  • quinton's runic blastYAG
  • shape water
  • shocking grasp
  • sword burst
  • thunderclap
  • thunderpunchYAG
  • water boltYAG
1st Level
  • absorb elements

  • armor of agathys

  • burning hands

  • chromatic orb

  • earth tremor

  • find familiar

  • frost fingers

  • gale bolt KGS

  • grimlore's shadowblightGG

  • hellish rebuke

  • inflict wounds

  • ice knife

  • larloch's minor drainGG

  • magic missile

  • protection from good and evil

  • searing smite

  • shield

  • thunderous smite

  • thunderwave

  • touch of dawnBDPC

  • withering necrosisATVT

2nd Level
  • blinding spitEPB
  • branding smite
  • crackleKGS
  • darkbolt
  • darkness
  • flame blade
  • freezeABYSS
  • gust of wind
  • magic weapon
  • melf's acid arrow
  • protection from poison
  • scorching ray
  • shatter
  • shadow blade
  • warding wind
3rd Level
  • blinding smite
  • counterspell
  • dispel magic
  • elemental weapon
  • fireball
  • flame strideUA
  • ice spearEPB
  • lightning bolt
  • magic circle
  • melf's minute meteors
  • ooze boltBoLS
  • protection from energy
  • leomund's tiny hut
  • vampiric touch
4th Level
  • aero barrageKGS
  • banishment
  • death ward
  • fire shield
  • freedom of movement
  • ice storm
  • resilient sphere
  • staggering smite
  • storm sphere

Master at Arms

Most fighters hone their skills in a specific subset of martial techniques, like tactics and strategy, aggressive and powerful blows, or elite marksmanship. Those who adopt the Master at Arms Archetype don't limit themselves to a single subset of martial skill, but rather look to learn all they can about the armaments of war. They often study multiple schools of war and combat, and master weapons both mundane and exotic.

Bonus Proficiency

You have trained not only to wield your weapons in battle, but also to maintain them after the fighting is done. At 3rd level, you gain proficiency with smith's tools.

Combat Mastery

You have grown your repertoire of martial techniques in your pursuit of perfection. At 3rd level, any time you learn a new Maneuver, you can choose from any list, including those from Archetype exclusive Maneuvers.

You also learn one additional Maneuver of your choice at 3rd level, and again when you reach 7th and 15th level in this class. These additional Maneuvers don't count against your number of Maneuvers Known.

In addition, when you spend a superiority die as part of a maneuver, and you roll a 1 or 2, you can re-roll the superiority die and must use the new roll, even if the new roll is a 1 or 2.

Consistent Technique

You are able to fight at your peak ability for longer than most warriors. Beginning at 7th level, when you use your Second Wind, you regain one of your expended Superiority Dice.

Adaptable Superiority

Your knowledge of combat techniques allows you to adjust your skill set to face challenges on the fly. Beginning at 7th level, you can replace one Maneuver you know with another Maneuver of your choice at the end of each short rest.

In addition, when you use Action Surge, you can use one of your Maneuvers as part of the extra Action you gain, without expending one of your Superiority Dice.

Additional Fighting Style

Your technical skill in battle even surpasses that of most other fighters. At 10th level, you learn an additional Fighting Style from the list in the fighter class description.

Consistent Technique

Starting at 15th level, your skill with the armaments of war is nearly supernatural, and far exceeds that of normal warriors. Once per turn, when you use one of your Maneuvers, you can roll a d6 and use it instead of expending a Superiority Die.

When you reach 18th level in this class, the d6 from this feature becomes a d8.

Champion

While most fighters seek to improve their martial prowess by mastering advanced combat techniques, or augment their fighting styles with arcane magic, Champion fighters focus on improving their raw physical might. These imposing figures strive to maintain peak physical condition through constant training. Drawing upon their inherent might Champions rain devastating strikes down upon those who would dare raise arms against them or their cause.

Champions often find themselves as the elite warriors of monarchs, deities, and other institutions. These impressive warriors strive to embody the virtues of the cause or ideal they fight for. The most dedicated Champions are even willing to lay down their lives in the service of something greater than themselves.

Crushing Blow

When you adopt the Champion archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

In addition, you learn the Brutal Strike maneuver, but it doesn't count against your total number of Maneuvers Known. If you already know this maneuver you learn another Champion Maneuver of your choice.

Remarkable Athlete

Starting at 3rd level, you have mastered the limitations of your body. Whenever you make an Athletics or Acrobatics check, you can treat a roll of 6 or lower on the d20 as an 8.

In addition, when you make a running long jump or high jump, the distance you can cover increases by a number of feet equal double your proficiency bonus plus your strength or dexterity modifier.

Improved Second Wind

At 7th level, whenever you use your Second Wind feature, you roll d12s instead of d10s, add your fighter level an additional time to the number of hit points regained, and you ignore the effects of exhaustion for 1 minute.

Weapon Expertise

At 7th level, your ability and prowess with weaponry has paid off. You add half your proficiency bonus to all attack and damage rolls that you make with weapon attacks that you are proficient with.

Improved Crushing Blow

Your brutal strikes decimate your foes. Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Also, whenever you make a Strength check or Strength saving throw, you roll a d6 and add the result to your roll, in addition to any other bonuses to that check or saving throw.

Unyielding Champion

Your dedication to maintaining peak physical condition makes you hard to kill. Beginning at 18th level, at the start of each of your turns, if you have no more than half of your hit points remaining, you regain hit points equal to 5 + your Constitution modifier (minimum of 5 hit points).

You do not regain any hit points from this feature if you begin your turn with 0 hit points.

Champion Maneuvers

The following maneuvers are available only to fighters of the Champion archetype. Champions focus on overwhelming their foes with powerful blows and raw physical strength.

Brutal Strike

When you hit a creature with a melee weapon attack, you can expend one Superiority Die to deal additional damage of the weapon's type to the target. Roll your Superiority Die twice, and add the results to the damage roll of the attack.

Concussive Blow

When you hit with a creature with an unarmed strike you can expend a Superiority Die, and force the creature to make a Constitution saving throw. On a failed save, the creature is stunned until the beginning of your next turn.

Crippling Strike

When you hit a creature with a weapon attack or unarmed strike, you can expend a Superiority Die to temporarily hamper its movement. You add the Superiority Die to the damage roll of your attack, and the target must make a Constitution saving throw. On a failed save, it's movement speed is reduced to 0 until the start of your next turn.

Commander

Not all fighters rely solely on themselves in battle, some use their knowledge of battlefield tactics to coordinate their allies. Commanders are those who lead the men from the front, issuing orders and inspiring greatness in others by their own brave deeds. While skilled in their own right, a true Commander leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.

Art of War

Your status as a Commander comes with the skills to navigate high society. At 3rd level, you gain proficiency in either History, Insight, Investigation, or Persuasion.

In addition, you learn the Commander's Strike maneuver, but it doesn't count against your total number of Maneuvers Known. If you already know Commanding Strike, you learn another Commander Maneuver of your choice.

Rallying Cry

Beginning at 3rd level, when you expend a Superiority Die to use the Commander's Strike Maneuver, the target creature gains temporary hit points equal to your fighter level.

In addition, when you use Second Wind, you can choose three creatures within 60 feet that can see or hear you. The target creatures regain hit points equal to a Superiority Die roll + your fighter level. Any hit points a creature would gain over their hit point maximum become temporary hit points.

Strategic Command

Also at 7th level, your skill as a Commander increases. Once per turn, you can use the Commander's Strike maneuver without expending a Superiority Die.

When used in this way, the target of Commander's Strike does not gain any bonus to their attack's damage roll.

Heroic Surge

Your heroic action inspires your allies in combat. Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 30 feet that can see or hear you. That creature can use their reaction to immediately move up to their speed without provoking opportunity attacks. At the end of their movement, as part of this same reaction, they can make one weapon attack, or take the dodge action.

Starting at 18th level, this feature can affect two creatures within 30 feet each time you use your Action Surge feature.

Inspiring Commands

Starting at 15th level, your words lift the spirits of those you command. When you expend one of your superiority dice to issue a maneuver that targets a friendly creature, that creature gains temporary hit points equal to your fighter level, in addition to the normal effects of the maneuver.

Temporary hit points from this ability last for 1 minute.

Commander Maneuvers

The following maneuvers are available only to fighters of the Commander archetype. Commanders focus on defeating their foes through teamwork and carefully planned strategies.

Commander's Strike

When you take the Attack action on your turn, you can forgo one of your attacks and direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Tactical Assessment

When you make an Intelligence (Investigation or History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Guardian

Guardians are elite fighters whose true strength shows when defending or fighting side by side with an ally. Skilled with weapons of all types, they are especially deadly with a protective style of fighting that utilizes a weapon and shield. They coordinate their tactics with their allies, becoming a deadly unit on the battlefield. When alone, Guardians are a minor threat, but when standing beside powerful allies they become impenetrable walls of flesh and steel. If a Guardian blocks your path, it is best to find another way around.

Defensive Stance

Beginning at 3rd level, your Guardian training allows you to defend nearby allies. While wielding a shield, you can enter a defensive stance as a bonus action by expending a superiority die. While in this stance, your movement speed is reduced by 10 feet, and you, and creatures of your choice within 5 feet, gain a +1 bonus to their Armor Class. Your stance ends early if you fall unconscious, or you end it as a bonus action.

While you in your defensive stance, you gain access to the following defensive actions detailed below:

Brace. As a reaction, when you, or a creature within your defensive stance, is forced to make a saving throw to resist being grappled, moved against their will, or knocked prone, you can grant that creature advantage on their roll.

Intercept. As a reaction, when a creature within the range of your defensive stance is hit by an attack, you can interpose yourself between them and the attack. If the triggering attack would meet or exceed your Armor Class, you take damage as if you had been the original target.

Shield Bash. When you take the attack action, you can use a bonus action on that same turn to attack a creature within 5 feet with your shield. On hit, your shield attack deals bludgeoning damage equal to 1d4 + your Strength modifier.

Tactical Signals

Starting at 3rd level, you learn a form of communication unique to Guardians. You can communicate simple ideas to other creatures that can see you as long as you have a free hand and they understand your symbols.

You can teach one creature of your choice your tactical hand signals over the course of each short or long rest.

Rallying Wind

You can rally your allies to hold in formation. Starting at 7th level, when you use your Second Wind feature, creatures of your choice within your defensive stance gain temporary hit points equal to your fighter level.

Stalwart Defender

Your defensive tactics stand out among elite warriors. At 10th level, you gain an additional Fighting Style, chosen from styles often employed by Guardians. You gain either the Defense, Interception, or Protection Fighting Style. You can't select a Fighting Style that you have already learned.

Improved Defensive Stance

You have improved your defensive technique so that you may better defend nearby allies. Starting at 15th level, creatures within the area of your defensive stance gain the benefits of half cover in place of the bonus to their Armor Class.

Unshakable Bastion

You have mastered the fighting techniques of the Guardian warrior. Upon reaching 18th level, your defensive stance affects creatures of your choice within 10 feet of you.

Guardian Maneuvers

The following maneuvers are available only to fighters of the Guardian archetype. Guardians focus on defending their allies and holding their position against overwhelming odds.

Heart of Steel

As a bonus action on your turn, you can expend one superiority die, immediately granting yourself temporary hit points equal to two rolls of your superiority die.

Immovable

When you are forced to make a Strength or Constitution saving throw, or a saving throw to resist being moved against your will, grappled, or knocked prone, you can expend a superiority die and add it to the result of your saving throw.

Iron Skin

When you are hit with a weapon attack, you can expend a superiority die to reduce the damage you take by an amount equal to two rolls of your superiority die.

Gunslinger

Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.

However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.

This archetype focuses on the ability to utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.

Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.

Firearm Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with them.

Gunsmith

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You can use them to craft ammunition at half the cost, or repair damaged firearms. If materials are gathered, you can even craft firearms from the Firearms table using your Tinker’s Tools at half the cost. The materials needed are up to your DM's discretion.

Adept Marksman

At 3rd level, your training as a gunslinger has pushed you towards certain traits. Choose one of the following features to gain below:

  • Score to Settle. You can focus your malice towards one foe that has wronged you. When you are hit by an attack you can designate that creature as the target of this feature. The first time each turn that you hit that creature with a weapon attack, it takes an extra 1d8 damage from the weapon.

  • Draw Their Fire. The first creature you hit with a firearm on your turn that is within 30 feet of you becomes distracted by the explosive sound, hindering its attacks against others. Until the start of your next turn that target has disadvantage on any attack roll that isn't against you.

  • Explosive Ambush. You inspire others around you when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, if you hit a creature that is surprised, one ally within 30 feet of you uses the highest number possible for each damage die on its next attack roll against that creature until the end of its next turn. For example, instead of dealing 2d6 damage to a creature, it deals 12.

Quickdraw

When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Hair Trigger

Upon reaching 10th level, when you roll initiative, you can use your reaction to expend one superiority die and make a firearm attack against a creature within the normal range of your weapon. Add the superiority die to the weapon's damage roll.

Lightning Reload

Starting at 15th level, you can reload any firearm as a bonus action.

Hemorrhaging Critical

Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

Gunslinger Maneuvers

The following maneuvers are available only to fighters of the Gunslinger archetype.

Bullying Shot

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. When you make a Charisma (Intimidation) check, you can expend one superiority die and add the die to the roll.

Crushing Shot

When you hit a creature with a firearm attack, you can expend one superiority die to attempt to harm their conviction. The target must make a Constitution saving throw. On a failed save, it suffers disadvantage on the next saving throw it makes before the end of your next turn.

Dazing Shot

When you make a firearm attack against a creature, you can expend one superiority die to attempt to dizzy them. The target must make a Constitution saving throw. On a failed save, it suffers disadvantage on its attacks until the end of your next turn.

Focused Shot

When you make a firearm attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this trick shot before or after making the attack roll, but before any effects of the attack are applied.

Disarming Shot

When you hit a creature with a firearm attack, you can expend one superiority die to attempt to shoot an object from their hands. 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 an object its holding of your choice and that object is pushed 10 feet away from you.

Distracting Shot

When you hit a creature with a firearm attack, you can expend one superiority die to distract the creature. 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.

Forceful Shot

When you hit a creature with a firearm attack, you can expend one superiority die to attempt to trip them up and force them back. You add the superiority die to the attack's damage roll, and the target must succeed on a Strength saving throw or be pushed 15 feet away from you.

Piercing Shot

When you make a firearm attack against a creature, you can expend one superiority die to attempt to fire through multiple opponents. On a hit, you add the superiority die to the attack's damage roll, and you must then make an attack roll with disadvantage against every creature in a line directly behind the target within the normal range of your firearm. Only the initial attack can misfire.

Reactionary Shot

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a firearm attack with advantage against the creature. If you hit, you add the superiority die to the attack's damage roll.

Winging Shot

When you hit a creature with a firearm attack, you can expend one superiority die to attempt to topple them. You add the superiority die to the attack's damage roll, and the target must succeed on a Strength saving throw or be knocked prone.

Violent Shot

When you make a firearm attack against a creature, you can expend one or more superiority dice (up to a maximum equal to your proficiency bonus - 1, minimum of one), to enhance the volatility of the attack. For each superiority die expended, the attack gains a +2 to the firearm's misfire score. If the attack hits, you can roll one additional weapon damage die per superiority die spent when determining the damage.

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged martial weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must use an action to reload it. If you can make more than one attack as part of the Attack action (such as from the Extra Attack feature), you can instead choose to reload the weapon in place of making an attack. You must have one free hand to reload a firearm.

Misfire. If make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the attack automatically misses as though you had rolled a 1 on the d20. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Blunderbuss. As an action, you may make a ranged weapon attack with this weapon at each creature within a 15 foot cone. Only the initial attack can misfire. You cannot make attacks with this weapon except by using this action.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed next to the price.


Firearms
Names Value Damage Weight Range Properties Ammunition
Palm Pistol 50 gp 1d8 piercing 1 lbs (40/160) Reload 1; Misfire 3, light, covert, loading Musketball
Pistol 150 gp 1d10 piercing 3 lbs (30/90) Reload 2; Misfire 1, light, loading Musketball
Musket 300 gp 1d12 piercing 10 lbs (40/120) Reload 1, Misfire 2, two-handed, loading Musketball
Pepperbox 250 gp 1d10 piercing 5 lbs (40/120) Reload 4; Misfire 2, light Cartridge
Blunderbuss 300 gp 2d8 piercing 10 lbs (15/60) Reload 1, misfire 2 Musketball
Revolver 600 gp 2d6 piercing 5 lbs (80/320) Reload 6, Misfire 1, light Cartridge
Scattergun 250 gp 1d8 piercing 10 lbs (15/30) Reload 1, Misfire 2, spread (12), two-handed
Shotgun 240 gp 2d8 piercing 7 lbs (15/30) Reload 2, Misfire 2, burst (12), two-handed
Sniper Rifle 5,000 gp 2d12 piercing 15 lbs (150/600) Reload 1; Misfire 2, two-handed Cartridge

Marksman

Marksmen dedicate themselves to improving their accuracy and precision with ranged weapons of all kinds. They back up their deadly skill with unshakable confidence and an unmistakable swagger. Relying on speed and precision, there are few challenges a Marksman cannot overcome.

Bonus Proficiencies

When you adopt the Marksman archetype at 3rd level, you gain the confidence that comes with the your skill set. You gain proficiency in two of the following skills of your choice: Deception, Perception, Persuasion, or Sleight of Hand.

Focused Aim

You can quiet your body so as to fire with deadly accuracy. Starting at 3rd level, if you haven't moved during your turn, you can us a bonus action to take aim, granting you the following benefits until the end of your current turn:

  • Your movement speed is reduced to 0 feet.

  • Until you hit a creature with a ranged weapon attack, you have advantage on all ranged weapon attack rolls.

  • When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Cunning Shot

Your experience as a marksman allows you to identify and exploit the weak points of your enemies. Beginning at 7th level, any attack that you make with a ranged weapon ignores any resistances or reductions to damage.

Quickdraw

You react to danger at a moment's notice. Starting at 7th level, you add your proficiency bonus to initiative rolls.

Grin and Bear It

Beginning at 10th level, when you use Second Wind, your speed increases by 10 feet and opportunity attacks against you are made at disadvantage until the end of your turn.

Reliable Shot

No matter how impossible the shot may seem, you are always ready to fire with precision. Starting at 15th level, you ignore the disadvantage imposed at your weapon's long range.

In addition, once per turn, when you have advantage on a ranged weapon attack, you can forgo advantage and make one additional ranged weapon attack against the same target.

Deadeye

Your marksmanship is supernatural in its precision. Starting at 18th level, your Steady Aim lasts for 1 minute, and you have advantage on all ranged weapon attacks while it is active. Your Steady Aim only ends early if you move.

Marksman Maneuvers

The following maneuvers are available only to fighters of the Marksman archetype. Marksmen focus on defeating their foes form afar with deadly accuracy and barrages of attacks.

Penetrating Shot

When you hit a creature with a ranged weapon attack, you can expend one superiority die to deal additional damage of the weapon's type to the target. Roll your superiority die twice, and add the results to the damage roll of the attack.

Precision Shot

When you make a ranged weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this maneuver before or after making the attack roll, but before you know if your attack hits the target.

When you use this maneuver, you ignore the disadvantage imposed at your weapon's long range.

Volley

As an action, you can expend one superiority die to fire a volley of arrows at a point you can see within your weapon's range. Creatures within 5 feet of that point must make a Dexterity Saving throw. They take piercing damage equal to two rolls of your superiority die on a failure, and half damage on a success. You must have enough ammunition to hit each target within the area in order to use this maneuver.

Spellshot

Not unlike the Arcane Knight, fighters who follow the path of the Spellshot infuse their archery with arcane magic. Stories tell that this technique was first developed by the Elves, but has since spread to practitioners of all races and cultures. These elite arcane sharpshooters are often trained to serve as guardians of ancient groves and places of great power.

Arcane Shot

When you adopt this archetype, you learn the secret magic of the ancient Elven Spellshots. For you, these special shots take the form of exclusive maneuvers, your Spellshot Maneuvers, found at the end of this archetype decription. At 3rd level, you learn two maneuvers of your choice from the list of Spellshot Maneuvers. These additional maneuvers don't count against your total number of Maneuvers Known.

You learn an additional Spellshot Maneuver of your choice when you reach 7th, 10th, and 18th level in this class, none of which count against your total number of Maneuvers Known.

Saving Throws. Some of your Spellshot Maneuvers may require the target to make a saving throw. The instead of using your normal Maneuver Save DC, the saving throw DC for your Spellshot Maneuvers is calculated as follows:

Spellshot DC = 8 + your proficiency bonus +

your Intelligence modifier

Spellshot Lore

You have picked up some minor magical skills depending on the school your techniques come from. At 3rd level, you choose the source of your training from the options below:

School of the Arcane. You gain proficiency in the Arcana skill, and you learn the prestidigitation cantrip.

School of Nature. You gain proficiency in the Nature skill, and you learn the druidcraft cantrip.

Enchanted Amunition

You weave your ancient magic into each shot that you fire. Starting at 7th level, any ammunition you fire from a ranged weapon counts as magical for the purposes of overcoming resistances and immunities to nonmagical attacks.

This magic you imbue in each shot also allows you to redirect shots that miss their mark. When you make a ranged weapon attack and miss, you can use your bonus action on that turn to re-roll the attack against a different target within 60 feet of your original target. Your magic shot mystically changes directions and seeks out its new mark.

Innate Arcana

Your familiarity and constant use of the secretive magic of Spellshots has imbued your body with a small amount of innate magic. Beginning at 15th level, each time you roll initiative, you can use a Spellshot Maneuver you know as part of the first ranged weapon attack you make, without having to expend one of your superiority dice.

Master Spellshot

Your mastery of arcane archery rivals that of the ancient Elvish masters. Upon reaching 18th level, you gain mastery over your Spellshot magic. At the end of each short or long rest, you can replace one Spellshot Maneuver you know with another Spellshot Maneuver of your choice.

Spellshot Maneuvers

The following maneuvers are available only to fighters of the Spellshot archetype. Spellshots focus on defeating their foes form afar with strange and wonderful enchanted attacks.

Banishing Shot

When you hit a creature with a ranged weapon attack, you can expend a superiority die to force the target to make a Charisma saving throw. On a failed save, the creature is banished to a harmless demiplane. While banished, it is incapacitated and its speed is 0. At the end of its next turn, the target reappears in the space it was vanished from, or the nearest unoccupied space if that space is occupied.

Bursting Shot

When you hit a creature with a ranged weapon attack, you can expend a superiority die and cause the arrow to explode with arcane force, forcing the target, and any creature within 10 feet, to make a Dexterity saving throw. Creatures take force damage equal to two rolls of your superiority die on a failed save, and half as much on a successful save.

Divining Shot

When make an attack with a ranged weapon, you can expend one superiority die to enchant the shot with divination magic. Instead of making an attack roll, choose a creature that you have seen within the last minute. As long as it is within your weapon's range, your shot seeks the creature out, ignoring up to three-quarters cover and traveling around corners.

If the arrow can find its way to the target, it must make a Dexterity saving throw. On a failure, you learn the creature's exact location, it takes the normal damage for your ranged weapon attack, plus additional force damage equal to your superiority die roll. On a successful save, the creature takes half damage and you do not learn its location.

Enchanting Shot

When you hit a creature with a ranged weapon attack, you can expend a superiority die to deal additional psychic damage to the creature equal to two rolls of your superiority die, and force the target to make a Wisdom saving throw. On a failed save, the creature is charmed by you, or a friendly creature of your choice that is within 30 feet of the target, that the target can see, until the start of your next turn.

The charm ends early if you attack the creature, deal damage to it in any way, or force it to make a saving throw.

Grasping Shot

When you hit a creature with a ranged weapon attack, you can expend a superiority die to deal additional poison damage to the creature equal to two rolls of your superiority die, and force the target to make a Strength saving throw. On a failed save, the creature has its movement speed reduced to 0 by tangled thorns and vines for the next minute.

The target, or any creature that can reach it, can use an action to remove the brambles with a successful Strength (Athletics) check against your Spellshot save DC.

Necrotic Shot

When you hit a creature with a ranged weapon attack, you can expend a superiority die to deal additional necrotic damage to the creature equal to two rolls of your superiority die, and force the target to make a Constitution saving throw. On a failed save, the strength of the creature is sapped by dark necrotic magic, and the damage dealt by its weapon attacks is halved until the start of your next turn.

Blinding Shot

When you hit a creature with a ranged weapon attack, you can expend a superiority die to deal additional radiant damage to the creature equal to two rolls of your superiority die, and must force the target to make a Wisdom saving throw. On a failed save, the creature is blinded as light explodes from the point of impact, taxing their sight until the start of your next turn.

Piercing Shot

When make an attack with a ranged weapon, you can expend one superiority die to enchant the shot with transmutation magic, allowing it to pass through creatures and objects. Instead of making an attack roll, the shot flies forward in a 1 foot wide, 30 foot long line. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus additional piercing damage equal to your superiority die roll. On a successful save, a target takes half as much damage.

Weapon Forger

Weaponforgers are specially trained in modifying weapons and using those weapons to their full potential. Often soldiers on the front line, these versatile warriors keep an arsenal of weapons, ready for anything they might face.

Hot Swap

At 3rd level, you are adept at quickly switching between weapons. You can draw and stow any amount of weapons on your turn, even when you would normally be able to draw and stow one. Additionally, you gain proficiency in tinker's tools, or, if you are already proficient, one other type of artisan's tools of your choice.

Martial Modification

When you choose this archetype at 3rd level, you learn to infuse your weapons with arcane modifications that make them more powerful and alter how they function.

Weapon Mods. At 3rd level, you learn two weapon mods of your choice from the list of Weapon Mods. These additional maneuvers don't count against your total number of Maneuvers Known.

You learn an additional Weapon Mods of your choice when you reach 7th, 10th, and 18th level in this class, none of which count against your total number of Maneuvers Known.


Applying Weapon Mods. When you finish a long rest, you can choose up to three weapons and apply one of your known weapon mods to each. You must apply a different modification to each weapon, and each of the weapons must be of a different type. For example, you could apply one of your modifications to a warhammer and another to a longsword, but not to two longswords. Once a weapon is modded this way, only you are considered proficient in it.

You can choose one additional weapon when applying weapon mods when you reach 7th level, and one more at 15th level. These must abide by the above prerequisites.

Forged Superiority. When you make a weapon attack with one of your modified weapons, you can choose to expend one of your superiority dice to apply the following effects for that attack only. You must choose to do so before you make the attack roll.

  • The damage type of the weapon changes to the damage type indicated in the weapon mod's description.

  • The weapon attack deals extra damage equal to two rolls of your superiority die on a hit.

  • An additional effect specified in the weapon mod's description.

Saving Throws. Some of your Weapon Mods may require the target to make a saving throw. The instead of using your normal Maneuver Save DC, the saving throw DC for your Weapon Mods is calculated as follows:

Weaponforger DC = 8 + your proficiency bonus +

your Intelligence modifier

Arcane Soldier

At 7th level, you gain proficiency in the Arcana skill, or, if you are already proficient, one other skill of your choice. Additionally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and while attacking with modded weapons, you deal double damage to objects and structures.

Lingering Magic

At 10th level, when you make an attack and expend a superiority die to use a Weapon mod on one of your modded weapons, some of its energy lingers. The next time you make an attack with a different modded weapon on the same turn and expend a superiority die to use a Weapon mod, you have advantage on the attack roll.

Backup Ammo

At 18th level, while holding one of your modded weapons, you can use your bonus action to reload it. It regains one superiority die. You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Weapon Mods

Boost

Your weapon projects an echoing burst, dealing thunder damage. Immediately before or after making the attack, your weapon emits a jet that propels you up to 15 feet in a direction of your choosing. This movement does not provoke opportunity attacks.

Bounce

Your weapon unleashes a propelling blast, dealing force damage. On a hit, a target must make a Strength saving throw or be pushed up to 15 feet in a direction of your choosing. It automatically succeeds on the save if the target is more than one size larger than you.

Burn

Your weapon ignites, dealing fire damage. On a hit, choose a different creature within 5 feet of the original target. It takes fire damage equal to one roll of your superiority die + your Intelligence modifier.

Chill

Your weapon chills your target, dealing cold damage. On a hit, a target must make a Constitution saving throw or have their speed reduced to 0 until the end of their next turn.

Cloak

Your weapon is coated in darkness, dealing necrotic damage. Immediately after making the attack, you become invisible until the end of your next turn. The invisibility ends early if you make an attack or cast a spell.

Confuse

Your weapon is imbued with a bizarre energy, dealing psychic damage. On a hit, a target must make a Wisdom saving throw or use all of their movement to move in a random direction at the start of their next turn. Roll a d8 and assign a direction to each dice face.

Heal

Your weapon is infused with holy energy, dealing radiant damage. Hit or miss, one creature of your choice, other than you, regains a number of hit points equal to one roll of your superiority die + your Intelligence modifier. The creature must be within 5 feet of you or within 5 feet of the target of the attack.

Infect

Your weapon infects the target with venom, dealing poison damage. On a hit, a target must make a Constitution saving throw or be poisoned until the end of their next turn.

Melt

Your weapon melts the target's armor, dealing acid damage. On a hit, the target's AC is reduced by an amount equal to one roll of your superiority die + your Intelligence modifier until the start of your next turn.

Pull (Melee Only).

Your weapon is coated with magnetic energy, dealing lightning damage. Immediately before making the attack, you can choose one target within 30 feet of you that is no more than one size larger than you. It must make a Strength saving throw or be pulled towards you until it is within 5 feet of you.

Safeguard

Your weapon pulses with protective energy, dealing radiant damage. Hit or miss, you gain temporary hit points equal to one roll of your superiority die + your Intelligence modifier.

Scope (Ranged Only)

Your weapon morphs and sparks, dealing lightning damage. Your range for the attack is doubled, and you don't suffer disadvantage on the attack roll for being prone.

Maneuvers

Listed here are the maneuvers available to fighters of any martial archetype.

Ambush

When you make a Dexterity (Stealth) check or roll for initiative, you can expend one superiority die and add the result to the roll, provided you aren't incapacitated.

Bait and Switch

When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to their Armor Class equal to the number rolled on the die.

Brace

When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

Commanding Presence

When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one superiority die and add the result of the roll to the ability check.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move on your turn, you can expend one superiority die, rolling the die and adding the number rolled to your Armor Class until you stop moving.

Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If the attack hits, add the superiority die to the attack's damage roll.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. 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.

Lunging Attack

When you make a melee weapon attack, you can expend one superiority die to increase the attack's reach by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Quick Toss

As a bonus action, you can expend one superiority die and make a ranged attack with a thrown weapon. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.

Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Shake Off

When you make a an ability check to defend against a grapple, or a saving throw against an effect that subjects you to the grappled, prone, restrained, or stunned condition, you can expend one superiority die and add the die roll to your check or saving throw.

Enraged Strike

As a bonus action, you can expend a superiority die and harness pain to fuel your next attack. If you hit with an attack before the end of your next turn, you deal additional damage equal to half the total damage you've taken since initiating this maneuver, plus your superiority die, and the effect ends.

Feral Sense

When you make a Wisdom (Survival) check, or a Wisdom (Perception) check that relies on hearing or smell, you can expend a superiority die and add the die roll to the result.

Hemorrhagic Strike

When you hit a creature with a melee weapon attack, you can expend one superiority die and cause it to start bleeding for one minute. At the start of each of its turns, the creature takes your superiority die in slashing damage. At the end of each of its turns, the creature can make a Constitution saving throw, ending this condition on a success. The target or another creature can also stop the bleeding with an action, either by making a DC 10 Wisdom (Medicine) check or expending a use of a Healer's Kit.

Heroic Might

You can expend a superiority die to perform a momentary feat of strength beyond that of ordinary men. Add your superiority die to your Strength for the purposes of determining how far or high you can jump, or how much weight you can lift, carry, push, or throw.

This temporary Strength lasts until you finish the feat (such as leaping a crevasse), or one minute, whichever is shorter.

Juggernaut Charge

When you take the Dash action, you can expend a superiority die and charge in a straight line through any number of creatures your size or smaller, as long as you have movement to do so. Each time you do so, the creature can choose to move 5 feet into an empty space as a reaction, if it can, or else it takes your superiority die plus your Strength modifier in bludgeoning damage. If you would end your turn in another creature's space, you are instead shunted to the nearest empty space, provoking opportunity attacks from any hostile creature that can reach you.

Savage Constitution

If you are under the effects of the charmed, frightened, or poisoned condition on your turn, or an effect that allows you to make a saving throw at the end of each of your turns, you can use your bonus action to expend a superiority die and immediately make a saving throw against the original saving throw DC, ending the condition on a success.

Parry

When targeted by a melee attack, you can use your reaction to expend a Superiority Die and add it to your Armor Class against the triggering attack.

Precision Attack

When you make a melee weapon attack against a creature, you can expend a Superiority Die and add it to the attack roll. You can use this Maneuver before or after making the attack roll, but before you know if your attack hits the target.

Pushing Attack

When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to the damage roll of the attack and attempting to drive the target back. A Large or smaller target must succeed on a Strength saving throw or be pushed back up to 15 feet away from you.

Restraining Strike

When you hit a creature with a weapon attack, so long as you have a free hand, you can expend a Superiority Die and attempt to grapple the target. You add the Superiority Die to your Strength (Athletics) check to grapple the creature.

Riposte

As a reaction, when a creature misses you with a melee attack, you can expend a Superiority Die to make a melee weapon attack against the creature. On hit, you add the Superiority Die to the damage roll of the attack.

Taunting Strike

When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to your damage roll and forcing the target to make a Wisdom saving throw. On a failed save, it has disadvantage on any attack roll against targets other than you until the end of your next turn.

Threatening Attack

When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to the damage roll of the attack and attempting to frighten the target. The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.

Alternate Archetypes

Detailed below are modifications to the published Martial Archetypes, and additional archetype exclusive maneuvers.

Cavalier

The Cavalier is found in Xanathar's Guide to Everything. They excel at mounted combat and defending their allies.

Unwavering Mark

Addition to the 3rd-level Cavalier feature

...In addition, if a marked creature deals damage to a creature other than you, you can use your bonus action on your following turn to expend a superiority die and make a special weapon attack against the marked creature. You have advantage on your attack roll, and on hit, you deal additional damage equal to your superiority die roll.

Warding Maneuver

Updated 7th-level Cavalier feature

If you, or a creature you can see within 5 feet of you is hit by an attack, you can use your reaction to expend a superiority die. The creature gains a bonus to their Armor Class equal to your superiority die roll against the attack. If the attack hits, the creature has resistance to the damage. You must be wielding a melee weapon or a shield to use this reaction.

Samurai

The Samurai is found in Xanathar's Guide to Everything. They are known for their regal bearing and determination.

Fighting Spirit

Addition to 3rd-level Samurai feature

...When you do so, you also gain temporary hit points equal to two rolls of your superiority die.

Psi Warrior

The Psi Warrior is found in Tasha's Cauldron of Everything. They combine their innate psionic power with martial skill.

Psionic Dice

Addition to all Psi Knight features

Starting at 3rd level, replace all mentions of Psi Dice with superiority dice, which fuel all of your psionic powers.

Rune Knight

The Rune Knight is found in Tasha's Cauldron of Everything. They channel the awesome power of giant runes in combat.

Giant Might

Addition to 3rd-level Rune Knight feature

...expend a superiority die to use this feature.

Runic Shield

Addition to 7th-level Rune Knight feature

...expend a superiority die to use this feature.

Expanded Maneuvers

The following additional maneuvers are available to the listed archetypes.

Mounted Strike

Cavalier Archetype Maneuver

When you hit a creature with an attack from atop a mount, you can expend a superiority die to knock them prone. The creature must make a Strength saving throw. On a failed save, it takes additional damage equal to a roll of your superiority die and is knocked prone.

Skilled Rider

Cavalier Archetype Maneuver

When you make a Wisdom (Animal Handling) check, or your mount is forced to make a saving throw, you can expend one of your superiority dice and add the superiority die to the result of the ability check or saving throw.

Crippling Strike

Samurai Archetype Maneuver

When you hit a creature with a melee weapon attack, you can expend a superiority die to reduce their speed by an amount of feet equal to 5 times your proficiency bonus. This speed reduction lasts until the start of your next turn.

Noble Spirit

Samurai Archetype Maneuver

When you make a saving throw to resist being charmed, frightened, or stunned, you can expend one superiority die and add the superiority die to the result of the saving throw.

Overcome

Samurai Archetype Maneuver

When you are reduced to 0 hit points but not killed outright, you can use your reaction to expend 1 superiority die and make a Constitution saving throw. The save DC equals 10 or half the damage you take, whichever number is higher. On a successful save, you drop to 1 hit point instead.

Iron Will

Psi Warrior Archetype Maneuver

When you are forced to make an Intelligence or Wisdom saving throw, you can expend a superiority die, and add the superiority die to the result of your saving throw.

Psionic Strength

Psi Warrior Archetype Maneuver

When you make a Strength (Athletics) check, you can expend a superiority die, and add the superiority die, plus your Intelligence modifier, to the result of your ability check.

Adapt

Psi Warrior Archetype Maneuver

When you make a Strength (Athletics) or Dexterity (Acrobatics) check, or a Constitution saving throw to resist the negative effects of a hostile environment, you can expend one superiority die and add the superiority die to the result of the ability check or saving throw.

Runic Guard

Rune Knight Archetype Maneuver

When you take bludgeoning, piercing, or slashing damage, you can expend a superiority die, and reduce the damage by an amount equal to two rolls of your superiority die.

Runic Strike

Rune Knight Archetype Maneuver

When you hit a creature with a melee weapon attack, and the weapon is inscribed with a rune, you can expend a superiority die to deal additional damage. Roll your superiority die twice, and add the results to the damage roll of the attack.

The additional damage changes depending on the rune inscribed on the weapon: Cloud (thunder), Fire (fire), Frost (cold), Stone and Hill (bludgeoning), Storm (lightning).

ECHO KNIGHT

MANIFEST ECHO (REVISED)

You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. Whilst your echo is manifested, your weapon attacks count as magical, and can deal force damage instead of their regular damage type. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

You can use the echo in the following ways:

  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.

  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.

  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.

UNLEASH INCARNATION (REVISED)

You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Alternatively, you can expend a superiority die to use this feature.