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Alternate Fighter
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Alternate
Fighter Expanded
In 5e, the Fighter, while mechanically balanced, falls short of the fantasy it tries to capture. The Alternate Fighter strives to recapture the fantasy of playing a master of battle. Included her are additional options for the Alternate Fighter:
Additional Fighting Styles. The Fighting Styles included in this document may be more exotic, specific, or dangerous than those included with the base Alternate Fighter class.
Advanced Martial Exploits. The Exploits included here may be harder to learn, or require a specific master to teach. Advanced Exploits are often more fantastical in nature, and are balanced based on spells that currently exist in 5e.
Martial Feats. The seven Feats included here allow all characters to share in the abilities of the Alternate Fighter.
Additional Archetypes. Included below are nine bonus Warrior Archetypes for Fighters to choose from at 3rd level.
Fighter Builds. Finally, included at the conclusion of this document are example builds for the Alternate Fighter.
Fighting Styles
The additional Fighting Styles listed here are available to the Alternate Fighter, along with those included in the base class.
If a Fighting Style has a prerequisite, you can learn it at the same time that you meet all of its prerequisites.
Blind Warrior
Prerequisite: proficiency in Perception
You have Blindsight with a range in feet equal to 5 times your Proficiency Bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Brawling Expert
Prerequisite: 6th-level Fighter, Brawling
You gain a +1 bonus to the damage rolls of unarmed strikes. You also gain the benefits below while grappling creatures:
- You can drag grappled creatures up to your full speed.
- In place of an attack, you can make another grapple check against a target you are grappling. On a success, the target is Restrained for the duration of that grapple.
Exotic Warrior
You are trained in exotic weapons typically associated with performative warriors, granting you the following benefits:
- You gain proficiency with two exotic weapons.
- For you, tridents deal 1d8 (1d10) piercing damage on hit.
- When making an attack roll with a net against a creature within 5 feet, you do not have disadvantage on the roll.
- When you take the Attack action on your turn, making an attack with a net only takes the place of one attack.
Featherweight Fighting
Prerequisite: Dexterity of 13, proficiency in Acrobatics
While you are unarmed or wielding only light weapons, and are not wearing medium or heavy armor, your walking speed increases by 10 feet, and you gain a +1 bonus to your damage rolls with light melee weapons and unarmed strikes.
Featherweight Expert
Prerequisite: 6th-level Fighter, Featherweight Fighting
When Featherweight Fighting, creatures have disadvantage on opportunity attacks against you, and you can take the Disengage action as a bonus action on each of your turns.
Heavyweight Fighting
Prerequisite: Strength of 13 or higher
You gain a +1 bonus to your damage rolls with heavy melee weapons. When you hit a target with a heavy melee weapon attack, you can use your bonus action on that turn to make a Shove attack against the same target with advantage.
Master Required
The Fighting Styles included here are uncommon, even amongst elite Fighters. To learn one of these Fighting Styles, you must be trained by a dedicated master of the Fighting Style and have DM approval.
Heavyweight Expert
Prerequisite: 6th-level Fighter, Heavyweight Fighting
When you hit a creature equal to your size or smaller
with a heavy melee weapon attack you can knock it
5 feet away from you in a straight line so long as
the space behind the creature is unoccupied.
Hurler
Prerequisite: Strength or Dexterity of 11
You can draw one thrown weapon as part of a
ranged attack you make with it, and the range
of your thrown weapon attacks is doubled.
If you are wielding only thrown weapons,
you can make a single ranged attack with
a thrown weapon as a bonus action.
Improvised Fighting
Prerequisite: Strength of 11 or higher
You gain proficiency with improvised weapons. Once
per turn, when you hit with an improvised attack that
uses a non-magical object, you can choose to destroy
the object, rendering is useless for attacks, but deal
the maximum possible damage, in place of rolling.
Mariner
Prerequisite: proficiency in Athletics
When you are not wearing heavy armor or a shield,
you have a swimming speed equal to your walking
speed, and you gain a +1 bonus to your Armor Class.
You also suffer none of the normal drawbacks of
underwater combat.
Melee Marksman
Prerequisite: Dexterity of 13 or higher
Having a hostile creature within 5 feet of you does not
impose disadvantage on your ranged weapon attacks,
so long as you are attacking a target within 5 feet.
When you make a ranged weapon attack against a
creature within 5 feet of you, it cannot target you with
opportunity attacks for the rest of that turn regardless
if you hit or missed it with your ranged attack.
Mountaineer
Prerequisite: proficiency in Athletics
So long as you are not wearing heavy armor or a shield, you have a climbing speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.
Also, whenever you take falling damage, you can use your reaction to reduce the damage by twice your level.
Mounted Expert
Prerequisite: 6th-level Fighter, Mounted Warrior
While you are riding a trained mount, you have advantage on melee attack rolls against unmounted creatures smaller than your mount, and whenever your mount takes damage you can use your reaction to take that damage in its stead.
Shield Warrior
Prerequisite: Strength of 13 or higher
You gain proficiency with shields as martial melee weapons. For you, shields deal 2d4 bludgeoning damage on hit. While you are wielding a shield and no other weapons, you gain a
+1 bonus to your Armor Class and to shield attack rolls.
Shield Expert
Prerequisite: 6th-level Fighter, Shield Warrior
While wielding a shield, you can use a bonus action on each of your turns to make a Shove attack, even if you do not take the Attack action. You also add the Armor Class bonus from your shield to any Dexterity saving throws you make.
Superior Technique
Prerequisite: 6th-level Fighter
You learn one 1st-degree Martial Exploit from those available to the Alternate Fighter, but it doesn't count against your total Exploits Known. You also gain one additional Exploit Die.
Standard Bearer
Prerequisite: Charisma of 13 or higher
When a friendly creature within 5 feet of you attacks another target that you can see, you can use your reaction to grant it advantage on its attack roll.
You must be holding a standard or banner in one of your hands (and nothing else in that hand) to use this reaction.
Advanced Martial Exploits
Listed below are additional Martial Exploits available to the Alternate Fighter. Each time you gain a level, you can replace one Exploit you know with another Exploit of your choice.
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.
Destructive Strike
Prerequisites: Strength of 11
When you hit a non-magical object with a melee weapon attack, you can expend an Exploit Die, add it to the damage, and that attack deals maximum damage in place of rolling.
Eloquent Speech
Prerequisites: Intelligence of 11
You can use Intelligence, in place of Charisma whenever you make a Deception or Persuasion check. When you do so, 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.
Lunge
When you make an attack on your turn, you can expend an Exploit Die to move up to 10 feet immediately before making that attack, even if this would exceed your remaining speed. On hit, add your Exploit Die to the damage roll.
Mechanical Insight
Prerequisites: Intelligence of 11
Whenever you make an ability check with thieves' or tinker's tools, 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.
Reposition
As a bonus action, you can expend one Exploit Die to switch places with a conscious and willing creature within 5 feet of you. This movement does not provoke opportunity attacks.
After switching, you or the creature you switched places with gains temporary hit points equal to your Exploit Die.
Streetwise
Prerequisite: Charisma of 11
So long as you are in a settlement, you can use Charisma, in place of Intelligence whenever you make an Investigation or History check. When you do so, 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.
Taunting Strike
Prerequisites: Charisma of 11 or higher
When you hit a creature within 15 feet that can see or hear you with a weapon attack, you can expend one Exploit Die to taunt it. Until the start of your next turn, it has disadvantage on all attacks against targets other than you.
Warding Strike
If a creature you can see moves within the reach of a melee weapon you are wielding, you use your reaction to expend an Exploit Die to make a single melee weapon attack against it.
On hit, you add your Exploit Die to the damage roll.
2nd-Degree Exploits
Exploits of the 2nd-degree represent the peak of martial skill achievable by warriors without dedicated training. These can be learned by any Fighter of 5th level or higher.
Dirty Hit
Prerequisites: 5th-level, Dexterity of 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike at a vulnerable point to force it to make a Constitution saving throw. On a failure, add your Exploit Die to the damage roll, the creature falls prone, and it cannot take reactions until the start of your next turn.
Exposing Strike
Prerequisites: 5th-level
When you hit a target with a weapon attack, you can expend an Exploit Die to weaken it. The first attack made against it before the start of your next turn has advantage, and on hit, that attack deals bonus damage equal to your Exploit Die.
Glancing Blow
Prerequisites: 5th-level
When you make a melee weapon attack and miss, you can expend an Exploit Die to immediately repeat your attack against another target within the reach of your weapon.
Hold the Line
Prerequisite: 5th-level, Strength or Constitution of 13
As a bonus action, you can expend an Exploit Die to form your allies into a defensive position. You and allied creatures within 10 feet that are wielding a weapon or shield gain the benefits of half cover, which also applies to ability checks and saving throws to avoid being moved against your will.
The benefits of this Exploit instantly end if you leave your space, and they have no effect on incapacitated creatures.
Immovable Stance
Prerequisites: 5th-level, Strength or Constitution of 13
As a bonus action, you can expend an Exploit Die to enter an immovable stance that lasts until you move from your space.
For the duration, when a creature attempts to grapple you, move you, or move through you, it first must make a Strength saving throw. On a failure, you grapple it or knock it prone.
Intimidating Command
Prerequisite: 5th-level, Charisma of 13
As a bonus action, you can expend an Exploit Die to shout a one-word command at a creature that can hear you within 30 feet, forcing it to make a Wisdom saving throw. On a failure, it is compelled to obey your command to the best of its ability on its next turn unless its actions are directly harmful to it.
Pinning Shot
Prerequisite: 5th-level, Strength or Dexterity of 13
When you hit a creature with a ranged or thrown weapon attack, you can expend an Exploit Die and force it to make a Strength or Dexterity saving throw (its choice). On a failure, add the Exploit Die to the damage and its speed becomes 0.
As an action, the creature can make a Strength check, and on a success the effects of this Exploit end.
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Ringing Strike
Prerequisites: 5th-level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Wisdom saving throw. On a failure, it must subtract 1d4 from all attack rolls, ability checks, and saving throws the next minute.
The creature can repeat this Wisdom saving throw at the end of each of its turns, ending this effect on a success.
Shattering Slam
Prerequisites: 5th-level, Strength of 13
In place of an attack, you can spend Exploit Dice (up to your Proficiency Bonus) and strike the ground, forcing all targets within 5 feet to make a Strength saving throw. On a failure, targets take bludgeoning damage equal to the Exploit Dice spent + your Strength modifier and fall prone. On a success, they take half as much damage and do not fall prone.
Terrain in this area that is loose earth or stone becomes difficult terrain until a creature uses its action to clear it.
Thunderous Blow
Prerequisites: 5th-level, Strength of 13
When you hit with a melee weapon attack, you can expend an Exploit Die to empower your attack with great force, forcing your target to make a Strength saving throw. On a failure, it takes bonus damage equal to that Exploit Die and is knocked back in a straight line a number of feet equal to 5 times your Strength modifier. Creatures more than one size larger than you have advantage on their saving throw.
Trick Shot
Prerequisites: 5th-level, Dexterity or Intelligence of 13
As a bonus action, you can expend an Exploit Die to make
a special ranged weapon attack or thrown weapon attack with a weapon that has the finesse property.
This attack ignores the benefits of cover, so long as it can ricochet off one surface and hit a target in range. If this attack would normally have disadvantage, it does not. On hit, add
your Exploit Die to the damage roll.
Zephyr Slash
Prerequisites: 5th-level, Strength or Dexterity of 13
As an action, you can expend an Exploit Die and flourish your melee weapon then instantly move up to 30 feet in a straight line. Creatures that you pass through must make a Dexterity saving throw. Creatures take damage as if they were hit by your weapon on a failure, and half damage a success.
This movement does not provoke opportunity attacks.
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.
Adrenaline Rush
Prerequisites: 9th-level, Constitution of 15
As a bonus action, you can expend an Exploit Die to increase your speed, if only temporarily. For the next minute, you can take the Dash action as a bonus action on each of your turns, including the bonus action you used to use this Exploit.
Daring Rescue
Prerequisite: 9th-level
When a friendly creature that you can see within 30 feet is reduced to 0 hit points, you can use your reaction to expend an Exploit Die, gaining temporary hit points equal to twice your Exploit Die, then move up to twice your speed.
If you move within 5 feet of the downed creature, you can pick them up so long as you have a free hand, carrying them up to the remaining distance. If this movement provokes any opportunity attacks, these attacks must target you, not the
creature that you are carrying.
At the end of this special movement,
your remaining temporary hit points are
transferred to the creature you carried,
it regains 1 hit point, and can stand up.
Destructive Slam
Prerequisites: 9th-level, Strength of 15
In place of an attack, you can expend Exploit Dice (up to your Proficiency Bonus) and strike the ground, forcing all targets in an adjacent 20-foot cube to make a Strength saving throw. On a failure, targets take bludgeoning damage equal to twice your Exploit Die for each Exploit Die spent + your Strength modifier and fall prone. On a success, they take half as much damage and do not fall prone. Objects within this area take the maximum amount of damage.
The area becomes difficult terrain. A creature can spend
1 minute to clear one 5-foot square of this difficult terrain.
Gale Slash
Prerequisites: 9th-level, Strength or Dexterity of 15
In place of an attack, you can expend Exploit Dice (up to your Proficiency Bonus) to rend the air in front of you with a melee weapon, forcing targets in an adjacent 20-foot cone to make a Constitution saving throw. On a failure, targets take slashing damage equal to twice your Exploit Die for each Exploit Die spent + either your Strength or Dexterity modifier. On a success, targets take half as much damage.
Inspirational Speech
Prerequisites: 9th-level, Charisma of 15
You can expend an Exploit Die to spend 1 minute giving an inspirational speech to a number of creatures that can hear you equal to 1 + your Charisma modifier. At the end of this speech, targets gain temporary hit points equal to your level.
While the temporary hit points from this Exploit last, the creatures have advantage on Wisdom saving throws.
Recruit Mercenary
Prerequisites: 9th-level, Intelligence or Charisma of 15
You can expend an Exploit Die and spend 1 hour to recruit a humanoid Mercenary from a settlement you currently occupy. For this Exploit to work, there must be a willing humanoid, such as a bounty hunter, adventurer, or other sellsword in a settlement of significant size, as determined by the DM.
You choose to recruit a Brute or Scout, which determines certain traits in their stat block. They use the Mercenary stat block below and roll their own initiative in combat. On their turn, they do their best to follow any orders you have given. If not, they will defend themselves to the best of their ability.
The Mercenary remains in your service until you dismiss them, they abandon you, or they die. You cannot regain this Exploit Die until the Mercenary leaves your service.
You can only have one Mercenary in your service at a time. Recruiting another causes others to abandon you.
Survey Settlement
Prerequisite: 9th-level, Dexterity or Charisma of 15
You can expend an Exploit Die and spend 1 hour gathering information on up to 1 square mile of a settlement that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
- Any active factions and faction outposts within the area.
- Prominent buildings, gathering places, and cultural sites.
- Powerful (CR 1 or higher) politicians or military leaders.
- Loyalties, beliefs, rumors, and fears of the local populace.
- Secret alleyways, doors, hideouts, or storefronts.
Mercenary
Medium Humanoid, any Non-Lawful Alignment
- Armor Class 18 (Brute), 15 (Scout)
PB +3- Hit Points 6 + five times your level
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 13 (+1) 10 (+0) 12 (+1) 8 (-1)
- Saving Throws Str +6, Dex +6
- Skills Athletics +6 (Brute), Stealth +6 (Scout)
- Senses passive Perception 12
- Languages Common and one other language
Hit Dice. The Mercenary has a number of d10 Hit Dice equal to your level. It also gains all the normal benefits of both short and long rests.
Morale. If you fall to 0 hit points the Mercenary does everything in its power to flee and return home.
Rough & Tumble (Brute). The Mercenary can use a bonus action to attempt a Shove or Grapple.
Slippery (Scout). The Mercenary can use a bonus action to take the Disengage or Hide action.
Actions
Battleaxe (Brute). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 +3 slashing damage.
Shortsword (Scout). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 +3 slashing damage.
Shortbow (Scout). Ranged Attack: +6 to hit, range 80/320, one target. Hit: 1d6 +3 piercing damage.
Survey Wilderness
Prerequisite: 9th-level, Strength or Wisdom of 15
You can expend an Exploit Die and spend 1 hour gathering information on up to 1 square mile of a wilderness that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
- Any settlements or camps with five or more occupants.
- Prominent natural formations, bodies of water, and ruins.
- Local plants, animals, weather, and ecosystems.
- Powerful (CR 1 or higher) creatures that reside within, or have passed through the area within the last 24 hours.
- Secret trails, entrances, groves, or monster lairs.
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.
Dance of Death
Prerequisites: 13th-level, Dexterity of 17
As an action on your turn, you can expend Exploit Dice (up
to your Proficiency Bonus) and choose a number of targets you can see within 30 feet equal to 1 + the number of Dice expended, forcing them to make a Dexterity saving throw. Creatures take damage of one hit with your weapon + your Exploit Die on a failure, and half as much on a success.
For each creature you reduce to 0 hit points, you can force another creature in range to make the Dexterity saving throw.
Once the Exploit ends, you appear in an unoccupied space of your choice next to the last target of this Exploit.
Equip Militia
Prerequisite: 13th-level
You can expend an Exploit Die and spend 1 hour training a number of humanoids equal to your level to fight. Creatures that spend the full hour listening and training with you gain two of the following benefits of your choice:
- They gain proficiency with one martial weapon.
- They gain proficiency with light armor and shields.
- They gain temporary hit points equal to your level.
- They gain proficiency in one of the following skills: Animal Handling, Athletics, Medicine, Survival, or Stealth.
- They gain proficiency in Wisdom saving throws.
These benefits last for each creature until it finishes a long rest. You can't regain this Exploit Die while the benefits last.
Sundering Strike
Prerequisite: 13th-level, Strength of 17
In place of an attack, you can expend an Exploit Die to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage with a melee weapon. Magical creations from a spell slot of 3rd-level or lower are instantly destroyed.
If it was created by a spell slot of 4th-level or higher, make a Strength check. DC equals 10 + the level of the spell slot. On a success, the magical creation is instantly destroyed.
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.
Banishing Strike
Prerequisites: 17th-level, Strength of 19
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with legendary power, dealing bonus force damage equal to four times your Exploit Die and forcing it to make a Charisma saving throw.
On a failure, it shunted to a harmless demiplane where it is incapacitated. At the beginning of your next turn, the creature reappears in the unoccupied space closest to the space it left.
Cataclysmic Slam
Prerequisites: 17th-level, Strength of 19
As an action on your turn, you can expend Exploit Dice (up
to your Proficiency Bonus) to strike the ground with mythic force. A shockwave ripples out from you, forcing all targets within 30 feet to make a Strength saving throw. On a failure, targets take bludgeoning damage equal to twice your Exploit Die for each Exploit Die spent + your Strength modifier and fall prone. On a success, they take half damage and don't fall prone. Objects in this area take maximum damage.
The area becomes difficult terrain. A creature can spend
1 minute to clear one 5-foot square of this difficult terrain.
Mythic Focus
Prerequisites: 17th-level, Constitution of 19
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:
- You gain 50 temporary hit points. If any of these remain when the effects of this Exploit end, they are lost.
- You have advantage on any weapon attacks you make.
- Once per turn when you hit with a weapon attack, you deal bonus damage equal to your Exploit Die.
- You gain a bonus to Strength, Dexterity, and Constitution saving throws equal to your Exploit Die.
- When you take the Attack action on your turn, you can make one additional weapon attack as part of that action.
The effects of this Exploit lasts for up to 1 minute, but they end early if you are incapacitated or you choose to end them.
This Exploit doesn't stack with tenser's transformation.
Vorpal Strike
Prerequisites: 17th-level, Strength or Dexterity of 19
When you hit a creature with a melee weapon attack, you can expend one Exploit Die to strike with legendary force, dealing bonus damage equal to four times your Exploit Die.
If the damage of this Exploit reduces the target's remaining hit points to 50 or fewer, you cut off one of the its heads. If the creature cannot survive without the lost head, it is killed.
Creatures can use a Legendary Resistance to avoid being beheaded. Creatures that don't have or don't need a head are immune to this Exploit's effects, but still take the damage.
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Martial Feats
The feats here allow characters to share in the abilities of the Alternate Fighter. If you use the optional rule for Feats, these can be selected instead of an Ability Score Improvement:
Alternate Defensive Duelist
Updated Defensive Duelist Feat
Prerequisite: Dexterity of 13 or higher
When a creature you can see hits you with a melee attack while you are wielding a finesse or light melee weapon you are proficient with, you can use your reaction to add your Dexterity modifier to your Armor Class against that attack.
When you use this reaction and the attack misses, you can make a single melee weapon attack against your attacker as part of the same reaction.
Alternate Fighting Initiate
Updated Fighting Initiate Feat
Prerequisite: Proficiency with a martial weapon
You have dedicated time to master a specific style of fighting. When you select this Feat you gain the following benefits:
- Increase either your Strength, Dexterity, or Constitution score by 1, up to a maximum of 20.
- You learn one Fighting Style of your choice choosing from those available to the Alternate Fighter. You cannot learn the same Fighting Style more then once. In order to learn a Fighting Style you must meet any prerequisites it has.
Alternate Great Weapon Master
Updated Great Weapon Master Feat
Prerequisite: Strength of 13 or higher
You have honed your skills with massive weapons to
overwhelm your foes. You gain the following benefits:
- If you reduce a creature to 0 hit points or score a
critical hit with a heavy melee weapon you can
use a bonus action on that turn to make one
attack with that same weapon. - Whenever you hit a creature that
is equal to your size or smaller
with a heavy melee weapon
attack you can knock
it back 5 feet away
from you in a line, so
long as the space that
is behind it is unoccupied.
Martial Training
You have studied the combat techniques of elite
warriors. You gain the following benefits:
- You learn two 1st-degree Martial Exploits from
those available to the Alternate Fighter. If an
Exploit you use requires the target to make a
saving throw, the DC equals 8 + your Proficiency
Bonus + your Strength or Dexterity modifier . - You gain two d4 Exploit Dice to fuel your Exploits.
They are expended when you use them, and you
regain them when you finish a short or long rest. - If you already have Exploit Dice from another class
or subclass feature or Feat, you instead gain one
Exploit Die equal in size to your other Exploit Dice.
Signature Technique
Prerequisites: At least one Martial Exploit Known
You have practiced a single technique to the point of mastery. Choose a 1st-degree Exploit you know from those available to the Alternate Fighter that does not restore hit points.
In combat, you can use this Exploit once per round without expending an Exploit Die, rolling a d4 for the Exploit Die. You regain this feature at the start of each of your turns.
Weapon Adept
Updated Weapon Master Feat
You have spent many hours honing your skills with the deadly armaments of war. You gain the benefits listed below:
- Increase either your Strength, Dexterity, or Constitution score by 1, up to a maximum of 20.
- You gain proficiency with all simple and martial weapons.
Weapon Master
Proficiency with all simple and martial weapons
You wield weapons with a deadly efficiency that is impressive even to most trained warriors. Choose a number of simple or martial weapons equal to your Proficiency Bonus. Whenever you make an attack with those weapons you gain a +1 bonus
to both the attack and damage roll.
As your Proficiency Bonus increases, you choose
additional weapons to gain this benefit.
Additional Archetypes
At 3rd level, Fighters gain the Warrior Archetype feature.
The following Archetypes are available to Fighters, along with those presented in the base Alternate Fighter class:
Crusader | Hound Master | Swordsage |
Guardian | Pugilist | Tinker |
Guerrilla | Quartermaster | Witchblade |
Crusader
Many warriors swear Oaths to gods of battle and war, but
not all are blessed with the divine power of Paladins or
Clerics. Those who fight for the gods without their explicit blessing are called Crusaders. These zealots are champions of divine causes, their fervent belief fueling their battle fury.
Crusader Exploits
3rd-level Crusader 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 | honor duel, intimidating command |
9th | inspirational speech |
Crusader's Ire
3rd-level Crusader Archetype feature
You mark your foes for judgment. As a bonus action, you can Mark a creature you can see within 60 feet as the target of your Crusader's Ire, granting you the following benefits:
- Once per turn when you miss the creature with a weapon attack, you can immediately make another weapon attack against that creature using the same weapon.
- When the creature is within your reach and casts a spell or makes an attack against a creature other than you, you can make an opportunity attack against it as a reaction.
- Whenever it forces you to make a saving throw, you gain
a bonus to your roll equal to your Exploit Die.
Your Mark lasts for 1 minute, until the creature is slain, or until you use this feature to Mark another creature. You can use this feature once per short or long rest as no cost, after which, you must expend one Exploit Die to use it again.
Fanatical Disciple
3rd-level Crusader Archetype feature
You are an obsessive follower of your faith, learning all you can. You gain proficiency in Religion, and whenever you make an Intelligence (Religion) check related to your god or cause, you gain a bonus to your roll equal to your Exploit Die.
Renewed Fervor
7th-level Crusader Archetype feature
Your fanaticism grants you bursts of fervor in battle. When you use Second Wind you regain the use of Crusader's Ire.
Also, when you Mark a creature with Crusader's Ire, you can move up to 30 feet toward it as part of the same bonus
action without expending your movement.
Zealous Fury
10th-level Crusader Archetype feature
Your conviction allows you to survive blows that would slay those of lesser faith. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead and immediately make one weapon attack against your attacker.
You can use this feature once per short or long rest with no negative effects. When you have no uses left you can use this feature again, but you instantly gain one level of Exhaustion.
Righteous Judgment
15th-level Crusader Archetype feature
You are the arbiter of divine wrath. When you hit the target of Crusader's Ire with a weapon attack, you can end the Mark to have your attack to deal maximum damage instead of rolling.
If the attack reduces the creature to 0 hit points you regain the use of Crusader's Ire. Once you use this feature you must finish a short or long rest before you can use it again.
Legendary Crusader
18th-level Crusader Archetype feature
When the target of Crusader's Ire targets you with an attack, you can use your reaction to make a single weapon attack against that creature. If you use this reaction after the attack hits you, your weapon attack is made with advantage.
Guardian
Guardians are elite defensive warriors whose strengths shine while fighting side by side with their allies. Though trained to use weapons of all types, Guardians are especially effective when using a protective style of fighting with a weapon and shield. Alone, a Guardian is a small threat, but when fighting alongside their allies they are impenetrable walls of steel.
Guardian Exploits
3rd-level Guardian 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 | reposition, shield impact |
5th | defensive stance, hold the line |
9th | daring rescue |
Iron Guardian
3rd-level Guardian Archetype feature
You have trained to defend others, no matter the personal cost. You gain one of the following Fighting Styles of your choice: Defensive Fighting, Protector, or Shield Warrior.
It doesn't count against your number of Fighting Styles,
and can only be replaced by a Style from the list above.
Also, if you are wielding a shield and a creature within
5 feet of you it hit by an attack, you can use reposition as
a reaction. You can choose to do so without expending an
Exploit Die, but no temporary hit points are gained.
When you use this reaction, you only take the damage
of the triggering attack if it would have also hit you.
Warrior Smith
3rd-level Guardian Archetype feature
You have learned to keep your armor in peak condition.
You gain proficiency in smith's tools. Whenever you make
an ability check that uses smith's tools you gain a bonus
to your roll equal to your Exploit Die.
Also, during the course of a long rest, you can spend 1
hour using your smith's tools to improve one set of armor
or a shield you touch. It grants its user +1 bonus to Armor Class until the beginning of your next long rest.
Inspiring Sentinel
7th-level Guardian Archetype feature
You presence inspires others to stand their ground. When
you use Second Wind, creatures of your choice within 5
feet of you gain temporary hit points equal to 1d6 + your Constitution modifier (minimum of 1).
Moreover, when you use your Iron Guardian reaction,
reposition grants temporary hit points even if you do not
expend an Exploit Die as part of the reaction.
Stalwart Defender
10th-level Guardian Archetype feature
You are strongest when standing alongside your allies.
The range of your Iron Guardian reaction now includes
creatures within 10 feet, so long as there is a clear path
for you to move to that creature. This reaction also does
not end defensive stance or hold the line for you.
Adamant Guardian
15th-level Guardian Archetype feature
You improve your defensive technique to better defend your allies. The range of your Iron Guardian reaction increases to include creatures you can see within 15 feet, so long as there is a clear path for you to move to the creature.
You are also no longer limited to using daring rescue once between each short or long rest.
Legendary Guardian
18th-level Guardian Archetype feature
You are a legendary shield for those who fight beside you. You gain a special reaction that you can take once per turn, but it can only be used for Iron Guardian, your Guardian Exploits, or opportunity attacks.
Guerrilla
No matter the mission, a Guerrilla will execute it with utmost perfection. Sometimes known as commandos, these warriors are marked by their determination and adaptability. Whether harsh terrain, vicious monsters, enemy soldiers, or powerful spellcasters, nothing short of death will cause the willpower of a Guerrilla warrior to waver in the pursuit of their goals.
Adaptable Combatant
3rd-level Guerrilla Archetype feature
You have honed your skills to meet any challenge. You gain proficiency in Athletics, Perception, Stealth, or Survival. If you choose a skill you are proficient in, you instead gain a bonus to checks with that skill equal to your Exploit Die.
Moreover, during the course of a long rest, you can spend
1 hour performing combat drills and practicing techniques. At the end of this hour, you can replace any number of your current Exploits Known with other Martial Exploits of your choice, so long as you meet the new Exploit prerequisites.
Guerrilla Exploits
3rd-level Guerrilla 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 for other Exploits:
Fighter Level | Exploit |
---|---|
3rd | lightstep, mighty leap |
5th | crippling strike, pinning shot |
9th | survey wilderness |
Survivalist
3rd-level Guerrilla Archetype feature
You are an expert at overcoming natural obstacles. You learn either the Mariner or Mountaineer Fighting Style, but it does
not count against your total number of Fighting Styles.
By Land or Sea
7th-level Guerrilla Archetype feature
You have trained to find success in any environment, either
it be land, sea, or sky. You gain the benefits listed below:
- At the end of each long rest you can change switch your Fighting Style from Survivalist for the other option.
- You can hold your breath for up to 1 hour.
- You ignore the effects of nonmagical difficult terrain.
- Whenever you use your Second Wind you also gain the benefits of the Dash action or the mighty leap Exploit.
Identify Weakness
10th-level Guerrilla Archetype feature
You pinpoint your enemy's weaknesses and ruthlessly punish them. When you succeed on an Eye for Talent check against a creature you can forgo the normal knowledge you would gain, and instead, the next time you force it to make a saving throw against one of your Exploits it does so with disadvantage.
Unwavering
15th-level Guerrilla Archetype feature
You are remarkably hardy, even amongst elite warriors. Each time you use Second Wind you regain the maximum amount of hit points and you regain one expended Exploit Die.
You can also expend your Action Surge to instantly replace one of your Exploits with another Exploit you could learn.
Legendary Guerrilla
18th-level Guerrilla Archetype feature
There is nothing that will stand between you and your goals when they are within your reach. When you roll initiative and are not surprised, you gain one of the following benefits:
- You gain temporary hit points equal to your Fighter level.
- You can take the Search action to use Eye for Talent.
- You can immediately move up to your full speed without provoking opportunity attacks.
Hound Master
Since the dawn of civilization, animals have worked
alongside mortals. Most notable of the domesticated
animals is the dog. The earliest hunters worked in
tandem with these loyal beasts, sharing both food
and fire. Some Fighters still take up this mantle,
training Loyal Hounds to adventure by their side.
Loyal Hound
3rd-level Hound Master Archetype feature
When you adopt this Archetype, you complete the
training of a Loyal Hound. Your Hound is friendly
to you and your allies and obeys your commands.
It uses the Loyal Hound stat block, which uses your Proficiency Bonus (PB) and Exploit save DC. Your
Loyal Hound uses the following rules:
Combat. In combat, your Hound acts during your
turn. It can move and use its reaction on its own, but
it only takes the Dodge action unless you use a bonus
action to order it to take an action from its stat block,
or to take another action. Also, whenever you take the
Attack action on your turn, you can forgo one attack to
order your Hound to make a single Bite attack.
If you are Incapacitated, your Hound can act on its own
and will defend you and itself to the best of its abilities.
Dying. If your Hound is reduced to 0 hit points, it makes death saving throws like a player character would. When the Hound is at 0 hit points, you can use an action to touch it and expend one Exploit Die to automatically stabilize it.
Training a New Hound. If your Hound dies, you can spend 8 hours training a replacement for your Loyal Hound, so long as a suitably canine-type creature can be found. Once trained, the creature uses the Loyal Hound stat block.
Hound Master Exploits
3rd-level Hound Master 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 | cunning instinct, reposition |
5th | exposing strike, intimidating command |
9th | survey wilderness |
Iron Jaws
7th-level Hound Master Archetype feature
Your Loyal Hound is infused with a portion of your fighting spirit. The damgae of your Hound's Bite attack is considered to be magical for overcoming resistances and immunities.
Loyal Hounds & other Canines
Depending on your table and game setting, there are many creatures that could be a Loyal Hound.
In a more mundane or low-magic setting, your Hound is likely going to be a dog or wolf. In other more fantastical worlds, any four-legged beast or monstrosity could serve you as a Loyal Hound.
Loyal Hound
Medium Beast, Lawful Neutral
- Armor Class 13 + PB (Natural Armor)
- Hit Points 5 + five times your Fighter level
- Speed 40 ft., swim 20 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
- Skills Perception +2
- Senses passive Perception 12
Hit Dice. Your Hound has a total number of d8 Hit Dice equal to your Fighter level. It also gains all the normal benefits of both short and long rests.
Keen Hearing & Smell. The Hound has advantage on ability checks that incorporate its hearing or smell.
Loyal. While you are within 30 feet of it, the Hound adds your PB to any ability check or saving throw it
is forced to make and it cannot be Frightened.Strong Jaws. If the Hound hits a creature equal to its size or smaller with its Bite, it can grapple the target in its jaws. While grappling it can't Bite other targets.
Actions
Bite. Melee Weapon Attack: +2 +PB to hit, reach 5 ft., one target. Hit: 1d6 +2 +PB piercing damage.
War Hound
7th-level Hound Master Archetype feature
You train your Hound to use basic combat maneuvers. Over the course of 1 hour, which can be during a short or long rest, you teach your Loyal Hound one 1st-degree Exploit you know that it could reasonably use. It gains one Exploit Die equal to yours which it can expend to use its Exploits, and it regains all Exploit Dice after a short or long rest.
Your Loyal Hound can be trained to use two Exploits, but you can use this feature to replace one of its current Martial Exploits with another Exploit following the same guidelines.
Steadfast Companions
10th-level Hound Master Archetype feature
You can face any foe so long as your Hound is by your side. While you and your Loyal Hound are within 30 feet of each other you both gain a special reaction which you can use to grant the other advantage on a saving throw.
Canine Fury
15th-level Hound Master Archetype feature
Once per turn when you order your Loyal Hound to make a Bite attack, it can make two Bite attacks instead of one.
In addition, you can use War Hound to teach your Loyal Hound 2nd-degree Exploits, it can be trained to use up to three Exploits, and it gains a second Exploit Die.
Hound of Legend
18th-level Hound Master Archetype feature
Infused by mythic power of your bond, your Hound rivals the great beasts of legend and myth. Your Loyal Hound uses the Hound of Legend stat block in place of its previous stats.
Finally, when your Loyal Hound is slain, it reforms after 1 hour, appearing in an unoccupied space within 15 feet.
Hound of Legend
Large Beast, Lawful Neutral
- Armor Class 19 (Natural Armor)
- Hit Points 5 + five times your Fighter level
- Speed 60 ft., swim 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 18 (+4) 10 (+0) 18 (+4) 14 (+2)
- Skills Intimidation +8, Perception +10, Survival +10
- Condition Immunities Frightened
- Senses passive Perception 18
Hit Dice. Your Hound has a total number of d8 Hit Dice equal to your Fighter level. It also gains all the normal benefits of both short and long rests.
Keen Hearing & Smell. The Hound has advantage on ability checks that incorporate its hearing or smell.
Loyal. While you are within 30 feet of it, the Hound adds your PB to any ability check or saving throw it
is forced to make and it cannot be Charmed.Strong Jaws. If the Hound hits a creature equal to its size or smaller with its Bite, it can grapple the target in its jaws. While grappling it can't Bite other targets.
Actions
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d6 +11 piercing damage.
Pugilist
Most often coming from the school of hard knocks, Fighters known as Pugilists learned to fight in the dark underbelly of society. Where others use tactics and practiced techniques, Pugilists rely on brute force and dirty tricks. To them, every fight is a fight for their life and they find victory at any cost.
Pugilist Exploits
3rd-level Pugilist 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 | brace up, streetwise |
5th | concussive blow, dirty hit |
9th | disorienting blow |
Contender
3rd-level Pugilist Archetype feature
Your body itself is a deadly weapon. You learn the Brawling Fighting Style, and the damage die of your unarmed strikes increases to match the size of your Exploit Die.
If you already know this Fighting Style, you instead learn Improvised Fighting. Regardless, the Fighting Style you gain here does not count against your number of Fighting Styles.
Iron Physique
3rd-level Pugilist Archetype feature
Your battle-hardened physique allows you to shrug off blows that would send a normal person reeling. You can use your Constitution, in place of Dexterity, when calculating your Armor Class in light and medium armor. Moreover, when
you are not wearing armor, your Armor Class equals 10
+ your Dexterity modifier + your Constitution modifier.
Lastly, whenever you take damage from a source you
can see, you can use brace up as a reaction, gaining the
temporary hit points before you take any damage.
Counter Punch
7th-level Pugilist Archetype feature
You have learned to exploit every opening your foes give you. When a creature you can see misses you with a melee attack, you can use your reaction to make an unarmed strike, shove, grapple, or improvised weapon attack against it.
If you use force a creature to make a saving throw as part of this reaction attack, it has disadvantage on its roll.
Resolute Strikes
7th-level Pugilist Archetype feature
The grit that only comes from a life on the streets fuels your fists. Your unarmed strikes and improvised weapon attacks count as magical for overcoming resistance and immunity.
Evasive Footwork
10th-level Pugilist Archetype feature
You have trained to evade your foes' strikes in combat. When you take the Attack action on your turn and make at least one unarmed strike, grapple, or shove, you also gain the benefits of the Disengage action until the end of that turn.
Diamond Physique
15th-level Pugilist Archetype feature
You have learned to take hits that would be deadly to weaker warriors. When you use brace up with your reaction, you also gain resistance to that instance of damage.
You also learn the unbreakable Exploit, but it doesn't count against your total number of Exploits Known, and you cannot replace it with another Exploit when you gain a level.
Legendary Pugilist
18th-level Pugilist Archetype feature
Your name is known in the underbelly of every city.
You have advantage on saving throws to resist and
end being Incapacitated, Paralyzed, or Stunned.
Finally, whenever you score a critical hit with
an unarmed strike or improvised weapon, the
target falls prone and is Stunned until
the start of your next turn.
Quartermaster
All successful adventurers know the value of teamwork, but none value it more than the Quartermaster. These supportive Fighters strive to help their allies reach their full potential in combat. Putting the needs of their companions before their own, Quartermasters keep their comrades in top condition.
Down to Earth
3rd-level Quartermaster Archetype feature
You gain proficiency in cook's utensils, land vehicles, and Animal Handling. Whenever you make an ability check
that uses any of these proficiencies, you a bonus to
your roll equal to your Exploit Die.
Rations
3rd-level Quartermaster Archetype feature
You have learned to prepare potent the foodstuffs
known as Rations which keep your allies in peak
condition. Rations use the rules below:
Preparing Rations. During the course of
each long rest, you can spend 1 hour with
cook's utensils and prepare a number of
Rations up to your Constitution modifier
choosing from the list of Rations on the
following page. If a Ration has a Fighter
level prerequisite, you can prepare that
Ration as soon as you meet its prerequisite.
The Rations you prepare lose all beneficial
properties at the end of your next long rest.
Consuming Rations. While holding a Ration, a creature can use a bonus action to eat it or feed it to a creature within 5 feet. Consuming a Ration instantly grants you its benefits, and immediately ends any other Ration benefits.
On the Fly. As an action, you can expend one Exploit Die and use a set of cook's utensils to prepare one Ration of your choice. However, you cannot regain the Exploit Die you spent to prepare this Ration until that Ration is consumed.
Quartermaster Exploits
3rd-level Quartermaster 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 | first aid, rustic intuition |
5th | exposing strike, immovable stance |
9th | daring rescue |
Dependable Ally
7th-level Quartermaster Archetype feature
You are always prepared to lend a helping hand to a comrade. When you take the Attack action, you can forgo any number of attacks to use one of the following in place of an attack:
- Take the Help action targeting a creature within 10 feet.
- Take the Use an Object action to feed a Ration, potion, or another consumable item to a creature you can touch.
- Make an ability check using a Down to Earth proficiency.
- Give one weapon, item, or shield to a creature you can touch. It instantly equips that item and stows one item.
Quick Ration
10th-level Quartermaster Archetype feature
You have greatly improved the speed at which you prepare Rations. You can use a bonus action on your turn to create a Ration On the Fly, eating it or feeding it to a creature within
5 feet as part of the same bonus action. Rations you prepare in this way lose all beneficial properties after 1 minute.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Ever Ready
15th-level Quartermaster Archetype feature
You always have something ready to serve. When you roll initiative and are not surprised, you prepare one Ration of your choice without expending an Exploit Die.
Legendary Quartermaster
18th-level Quartermaster Archetype feature
Constant culinary experiments with your Rations have made your body supernaturally hardy. Your Constitution score, and maximum Constitution score, both increase by 2, and you are immune to the Poisoned condition.
You can also be under the effects of two Rations at once. If you eat a third Ration, you chose which Ration effect ends.
Rations
Below are the Rations available to Quartermaster Fighters. If
a Ration has a Fighter level prerequisite, you can prepare the Ration at the same time you meet the prerequisite level.
Fortifying Ration
Prerequisite: 3rd-level Fighter (duration, 1 minute)
Upon consumption, the creature chooses either its Strength, Dexterity, or Constitution. For the duration, the creature can add your Constitution modifier (minimum of +1) to any ability check or saving throw with the chosen ability score.
Invigorating Ration
Prerequisite: 3rd-level Fighter (duration, instantaneous)
Upon consumption, the creature regains hit points equal to twice your Exploit Die + your Constitution modifier.
At 10th level, hit points restored that exceed the target's hit point maximum become temporary hit points.
Limbering Ration
Prerequisite: 3rd-level Fighter (duration, 1 minute)
Upon consumption, the creature's speed increases by 10 feet.
At 10th level, the creature's speed increases by 20 feet.
Revitalizing Ration
Prerequisite: 3rd-level Fighter (duration, instantaneous)
Upon consumption, the creature ends one of the following conditions afflicting it: Blinded, Deafened, or Poisoned, or it can reduce its current level of Exhaustion by 1.
At 10th level, this Ration can also remove the Charmed, Frightened, Paralyzed, and Stunned conditions.
Stimulating Ration
Prerequisite: 3rd-level Fighter (duration, instantaneous)
This Ration must be consumed as part of a short rest. Upon consumption, the creature gains advantage on its rolls for all Hit Dice it chooses to expend during that short rest.
At 10th level, consuming this Ration allows the
creature to treat any Hit Dice it expends during
that short rest as the maximum possible roll..
Engorging Ration
Prerequisite: 7th-level Fighter (duration, 1 minute)
Upon consumption, the creature becomes Large if it was not already. For the duration, its reach increases by 5 feet, it has advantage on Strength checks and saving throws, and its melee weapon attacks it makes deal a bonus 1d4 damage.
Heightening Ration
Prerequisite: 7th-level Fighter (duration, 1 minute)
Upon consumption, the creature chooses either Intelligence, Wisdom, or Charisma. For the duration, the creature can add your Constitution modifier (minimum of +1) to ability checks and saving throws with the chosen ability score.
Thickening Ration
Prerequisite: 7th-level Fighter (duration, 1 minute)
Upon consumption, the creature gains resistance to either bludgeoning, piercing, or slashing damage (its choice).
At 10th level, consuming this Ration grants it resistance
to all bludgeoning, piercing, and slashing damage.
Warding Ration
Prerequisite: 7th-level Fighter (duration, 1 minute)
Upon consumption, the creature gains resistance to one of the following: acid, cold, fire, poison, or lighting damage.
At 10th level, the creature can also choose force, necrotic, psychic, radiant, or thunder damage resistance.
Berserker Ration
Prerequisite: 15th level (duration, 1 minute)
Upon consumption, the creature does not fall unconscious when reduced to 0 hit points. However, it still makes death saving throws as normal, and dies instantly if it fails three.
Rejuvenating Ration
Prerequisite: 15th level (duration, instant)
Upon consumption, the creature instantly gains the benefits of a short rest, including the ability to expend Hit Dice. At the end of its current turn, it gains 1 level of Exhaustion that can only be reduced by magic or completing a long rest.
Swordsage
Known by many names through the ages: blademaster, sword saint, Swordsage, these mythic warriors dedicate their life to the art of the sword. Legends say each master Swordsage will take one apprentice in their lifetime, teaching them the secret blade arts and entrusting them with their mystical legacy.
Swordsage Exploits
3rd-level Swordsage 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 | mighty leap, parry |
5th | glancing blow, zephyr slash |
9th | gale slash |
Student of the Blade
3rd-level Swordsage Archetype feature
Your training has granted you skills to compliment swordplay. You gain proficiency in either Acrobatics or Performance, and you can use your Dexterity, in place of Charisma, for Performance checks that incorporate a sword.
Also, when you make a Dexterity (Acrobatics)
or a Dexterity (Performance) check you gain a
bonus to your roll equal to your Exploit Die.
Battle Trance
3rd-level Swordsage Archetype feature
You can clear your mind to enter the mystical trance that
gives Swordsages their reputation. So long as you are not
wearing heavy armor or a shield, you can use your bonus action to enter a Battle Trance. This Trance lasts for up
to 1 minute and grants you the following benefits:
- You have advantage on Dexterity (Acrobatics) checks.
- You can take the Dash action as a bonus action.
- You gain a +1 bonus to your Armor Class.
- Once per turn, you can use a Swordsage Exploit
without expending an Exploit Die. If it requires an
Exploit Die roll, you use a d4 in place of your Die.
Your Battle Trance ends early if you are Incapacitated,
if you don a shield or heavy armor, or if you end it with a
bonus action. You can enter a Battle Trance once per
short or long rest at no cost, after which you must
expend an Exploit Die to use this feature again.
Mythic Reflexes
7th-level Swordsage Archetype feature
Your reflexes have been honed mythic levels
in pursuit of perfection. You gain Proficiency
in Dexterity saving throws, and you add your
Proficiency Bonus to initiative rolls.
Also, your Battle Trance AC bonus becomes +2.
Reactive Trance
10th-level Swordsage Archetype feature
You slip into the Trance at a moments notice. When you
roll initiative and are not surprised or Incapacitated, you
can enter your Battle Trance without expending a use.
Storm of Steel
15th-level Swordsage Archetype feature
You are a blur of flashing steel when you enter your Trance. Whenever you take the Dash action in the Battle Trance you also gain the benefits of the Disengage action for that turn.
In addition, whenever you roll Exploit Dice for an Exploit or another ability while you are in your Battle Trance, you can roll those Dice twice and choose which total to use.
Legendary Swordsage
18th-level Swordsage Archetype feature
You have become a Swordsage worthy of your own legends. You can enter and dismiss your Battle Trance at will, without expending a use of the feature or an Exploit Die.
Finally, whenever you take damage while you are in your Battle Trance, you can expend an Exploit Die to reduce any damage you would take by twice your Exploit Die.
Tinker
Those who become Tinkers work for an unorthodox form of martial skill. Rather than practice combat techniques, they augment their abilities with mechanical weaponry. Always designing and testing new Schematics, Tinkers and their inventive arsenal are a deadly force on the battlefield.
Analytical Mind
3rd-level Tinker Archetype feature
You have spent as much time in workshops as you have at
the training ground. You gain proficiency with tinker's and smith's tools. If you are already proficient with these tools, you gain proficiency with a set of tools of your choice.
Whenever you make an ability check that uses these tools, you gain a bonus to your roll equal to your Exploit die.
Inventive Arsenal
3rd-level Tinker Archetype feature
You have developed a cacophony of wondrous modifications for your weapons, shields, and armor, known as Schematics. All Schematics you know use the following rules:
Schematics Known. You know two
Schematics from the list on the next
page. You must meet the Schematic's
prerequisites in order to learn it.
You learn one additional Schematic of
your choice when you reach 7th, 10th, 15th,
and 18th level in this class.
When you gain a level, you can replace a Schematic
you know with another Schematic of your choice.
Modifying Objects. During each long rest, you can
spend 1 hour using tinker's or smith's tools to touch a number of objects equal to the number of Schematics
you know, modifying each object with the effects of one Schematic. An object can only bear one modification.
In order to modify an object it must meet the requirements in that Schematic's description. Schematic modifications last until the end of your next long rest, at which point the objects return to normal unless you modify them again.
Only you gain the benefits from these modifications, to any other creature, the objects function as normal objects.
Saving Throws. If a Schematic requires a saving throw, your Schematic save DC is calculated as follows:
Schematic save DC = 8 + your proficiency bonus
+ your Intelligence modifier
Increased Function
7th-level Tinker Archetype feature
The workings of your inventions are more intuitive to others. If you spent 10 minutes teaching a creature, it can wield the special benefits of any item modified by your Schematics.
Moreover, objects modified by your Schematics count as magic for overcoming resistances and immunities, and you can modify magic weapons and armor with Schematics.
Inventive Synergy
10th-level Tinker Archetype feature
The intricacies of your inventions work together and improve upon one another. You can modify an object with two of your Schematics so long as the object being modified meets the
prerequisites of both Schematics in question.
Flexible Innovation
15th-level Tinker Archetype feature
Your inventive arsenal can be adjusted on the fly to meet the challenges at hand. During the course of a short rest, you can use tinker's or smith's tools to transfer one of your Schematic modifications from one object to another that also meets the prerequisites of that Schematic.
If the Schematic modifies an object so that it has Charges, the number of remaining Charges is transferred to the object.
In addition, you can modify an object three Schematics, so long as it meets the prerequisites for all three Schematics.
Legendary Tinker
18th-level Tinker Archetype feature
A weapon modified by your Schematics gain a +1 bonus to its attack and damage rolls for each Schematic applied to it, and any set of armor modified by a Schematic gains a +1 bonus to its Armor Class for each of your Schematics applied to it.
Weapons and armor modified by your Schematics cannot gain a bonus greater than +3, regardless of any bonuses the item may have had before applying your Schematics.
Schematics
Below are the Schematics available for Tinkers to learn. If a Schematic has a Fighter level prerequisite, you can learn it at the same time that you meet all of its prerequisites.
Featherweight Schematic
You modify the metallurgic makeup of the object, making it significantly lighter and grating it the following benefits:
Boots. The wearer ignores the effects of mundane difficult terrain and its walking speed increases by 10 feet.
Heavy Armor. The wearer ignores penalties to Dexterity (Stealth) checks or Strength requirements of this armor.
Light Armor. The wearer does not take falling damage if they fall less than 100 feet, and when falling at least 10 feet, they can move horizontally 2 feet for every 1 foot they fall.
Weapon. It loses the heavy and two-handed traits if it had them, and if it did not, it gains the light and finesse traits.
Intuitive Schematic
You modify an object so that it enhances the bearers tactical instincts in combat, granting the following benefits:
Helm. The wearer gains a bonus to any Investigation or Perception checks it makes equal to your Exploit Die.
Light or Medium Armor. The wearer uses its Intelligence, in place of its Dexterity for initiative rolls, and for calculating its Armor Class while wearing this armor.
Melee Weapon. The wielder uses its Intelligence, in place of its Strength or Dexterity, for both attack and damage rolls
with this modified weapon.
Radiant Schematic
You modify an object to absorbs ambient light. The bearer of an object modified by this Schematic can use a bonus action
to cause the object to emit (or extinguish) bright light out to a 15-foot radius, and dim light 15 feet beyond that. If the object was exposed to sunlight in the past day, this light is sunlight.
The object also gains three Charges, which it regains at the end of each long rest, which fuel the following abilities:
Armor or Shield. When the bearer of this object is hit by an attack, it can expend one Charge to force the attacker to make a Constitution saving throw if it is within 15 feet. On a failure, it is Blinded for 1 minute. It repeats this saving throw at the end of each of its turns, ending the effect on a success.
Melee Weapon. When the wielder hits a creature with this weapon, it can expend one Charge to force the target to make a Constitution saving throw. On a failed save, it is Blinded for 1 minute. It repeats this saving throw at the end of each of its turns, ending the effect on a success.
Rebounding Schematic
You modify an object's makeup with pulleys, cords, or elastic properties which grant it the following benefits:
Boots. If the wearer runs 10 feet in a straight line, it can use its bonus action to expend to long jump up to 30 feet in a line, even if this distance would exceed its remaining speed. It also adds your Intelligence modifier to its high jump distance.
Heavy Armor. When the wearer is hit by a melee attack, it can use its reaction to reduce the damage by your Exploit Die + your Intelligence modifier. If it reduces the damage to 0, the attack is reflected and deals full damage to the attacker.
Non-Heavy Weapon. It gains the Thrown (20/40) property, and after making a thrown attack with this weapon, it returns to its wielders hand instantly.
Empowered Schematic
Prerequisite: 7th-level Fighter
You modify an object with clockwork mechanics that improve both power and reflexes, granting the following benefits:
Heavy Armor. The wearer can use your Intelligence score, in place of its Strength, for any Strength-based ability checks or Strength saving throws that it makes.
Light Armor. The wearer can use your Intelligence score, in place of its Dexterity, for any Dexterity-based ability checks or Dexterity saving throws that it makes, including initative.
Weapon. When the wielder hits a target with this weapon, it can treat any of the weapon's damage dice as their average roll if they rolled lower: d4 (2), d6 (3), d8 (4), d10 (5), d12 (6).
Resilient Schematic
Prerequisite: 7th-level Fighter
You modify the metallurgical makeup of this item to make it more resilient, granting the following benefits:
Armor. The wearer is resistant to nonmagical bludgeoning, piercing, and slashing damage. If this modifies a magic set of armor, it grants resistance to magical damage of those types.
Helm. The wearer has advantage on any saving throws it makes to resist the Stunned or Incapacitated conditions or to maintain its concentration on a spell or similar effect.
Weapon. When the wielder hits a Large or smaller target with this weapon, the target is knocked backward 5 feet in a straight line, so long as the space behind it is unoccupied.
Witchblade
Driven by an overwhelming desire to vanquish the great evils of the world, Witchblades are willing to give up anything. This path leads them to enter into bargains with Eldritch Powers, beings of otherworldly might. Witchblades offer a fraction of their soul and unending fealty in return for eldrtich abilities.
Pact Magic
3rd-level Witchblade Archetype feature
The bargain you have struck with your Patron has granted you the ability to cast spells, much like a Warlock does:
Cantrips. You learn one Cantrip of your choice from the Witchblade spell list. Upon reaching 10th level in this class you learn one additional Witchblade Cantrip of your choice.
Spell Slots. The Witchblade Spellcasting table shows how many spell slots you have, and the level of those spell slots. All of your spell slots from this feature are the same level. To cast one of your Witchblade spells of 1st-level or higher, you must expend a spell slot. You regain all of your expended Pact Magic spell slots when you finish a short or long rest.
Spells Known of 1st-Level and Higher. You learn two
1st-level spells of your choice from the Witchblade spell list. The Spells Known column of the Witchblade Spellcasting table shows when you learn more spells of 1st-level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.
Whenever you gain a level, you can choose one Witchblade spell you know and replace it with another Witchblade spell, which must be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Witchblade spells. You use your Charisma whenever a spell refers to your spellcasting ability, when setting a spell saving throw DC, and when making a spell attack roll.
Spell save DC = 8 + your proficiency bonus
+ your Charisma modifier
Spell attack modifier = your proficiency bonus
+ your Charisma modifier
Sanguine Offering
3rd-level Witchblade Archetype feature
Once per turn, when you hit a creature with a melee weapon attack, you can offer your own vitality to increase the damage. You take necrotic damage equal to your Exploit Die and deal bonus necrotic damage equal to twice your Exploit Die.
The necrotic damage you take can't be reduced in any way.
War Magic
7th-level Witchblade Archetype feature
You can seamlessly weave minor spells with weapon attacks. When you use your action to cast a Witchblade spell you can make one weapon attack as a bonus action on that turn.
Otherworldly Step
10th-level Witchblade Archetype feature
Drawing on your eldritch power allows you to slip through cracks in reality. Whenever you cast a Witchblade spell with a casting time of one action or use your Second Wind, you can teleport to an unoccupied space you can see within 60 feet.
Greater Offering
15th-level Witchblade Archetype feature
You restore your vitality by inflicting pain on your foes. When you use Sanguine Offering, you can gain temporary hit points equal to the necrotic damage dealt to the creature. However, temporary hit points from this feature only last for 1 minute.
Legendary Witchblade
18th-level Witchblade Archetype feature
You can offer the souls of your foes to your Eldritch Power in
return for increased vitality. When a creature you
can see within 30 feet is slain, you can use your
reaction to teleport to an unoccupied space
of within 5 feet of the slain creature, plunge
your weapon into it, and gain temporary
hit points equal to twice the slain
creature's Challenge Rating.
Witchblade Spell List
Here is the list of spells available to the Witchblade. 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
infestation *
lighting lure LL
mind sliver **
minor illusion
poison spray LL
prestidigitation
sword burst **
tempestuous blade LL
toll the dead *
true strike LL
1st-Level
absorb elements *
armor of agathys
arms of hadar
bane
cause fear *
detect evil & good
expeditious retreat
false life
hellish rebuke
hex
inflict wounds
protection from good & evil
searing smite LL
shield LL
thunderous smite LL
unseen servant
witch bolt LL
2nd-Level
cloud of daggers
crown of madness
darkness
hold person
invisibility
mind spike *
mirror image
misty step
ray of enfeeblement
shadow blade *
shatter
spider climb
3rd-Level
blinding smite LL
counterspell LL
dispel magic
enemies abound *
fear
hunger of hadar
major image
vampiric touch
4th-Level
banishment
blight
dimension door
hallucinatory terrain
phantasmal killer
staggering smite LL
shadow of moil *
sickening radiance *
Witchblade
Spellcasting Table
Fighter Level | Spells Known | Spell Slots | Slot Level |
---|---|---|---|
3rd | 2 | 1 | 1st |
4th | 2 | 2 | 1st |
5th | 3 | 2 | 1st |
6th | 3 | 2 | 1st |
7th | 4 | 2 | 2nd |
8th | 4 | 2 | 2nd |
9th | 5 | 2 | 2nd |
10th | 5 | 2 | 2nd |
11th | 5 | 2 | 2nd |
12th | 5 | 2 | 2nd |
13th | 6 | 2 | 3rd |
14th | 6 | 2 | 3rd |
15th | 6 | 2 | 3rd |
16th | 6 | 2 | 3rd |
17th | 7 | 2 | 3rd |
18th | 7 | 2 | 3rd |
19th | 7 | 2 | 4th |
20th | 7 | 2 | 4th |
Witchblades & Warlocks
If you have levels in both Warlock and Witchblade Fighter, you determine your available Pact Magic spell slots by adding together your Warlock class levels and one-third of your Fighter levels (rounded down). Then, use this total to determine your spell slots by consulting the Warlock class table.
Fighter Builds
One of the goals of the Alternate Fighter class was to bring the versatility of the Battle Master Archetype found in the Player's Handbook to every Fighter. Depending on their Archetype, Fighting Style, and Martial Exploit choices, they can reflect any warrior from popular fiction and fantasy.
The Alternate Fighter builds below suggest particular groupings of Archetypes, Fighting Styles, Martial Exploits, and Feats, all of which are from the Alternate Fighter, the Player's Handbook, or Tasha's Cauldron of Everything*.
Blade Master
You are a true student of the blade and have specialized your skills for single combat. You often seek out the most powerful foes you can find in order to test your skills against them.
Archetype: | Swordsage |
Fighting Style: | Balanced Fighting, Classical Swordplay |
Exploits: | disarm, feint, parry, riposte, honor duel |
Feats: | Alt Defensive Duelist, Mobile |
Bodyguard
You have trained to defend important figures and to escort precious cargo. When you are near, no foe, no matter their strength or abilities, can threaten that which you protect.
Archetype: | Guardian |
Fighting Style: | Protection, Shield Warrior |
Exploits: | disarm, first aid, reposition, immovable stance |
Feats: | Alert, Sentinel, Shield Master |
Combat Medic
Combat Medics are masters at keeping their comrades in top condition, assuaging their hurts, and keeping spirits high in battle. They always put the needs of others before their own.
Archetype: | Quartermaster |
Fighting Style: | Protector, Improvised Fighting |
Exploits: | brace up, first aid, exposing strike, redirect |
Feats: | Chef *, Healer, Inspiring Leader |
Gambler
Gamblers are wandering warriors with a knack for finding trouble and escaping by a thread. They enjoy pushing their luck and tend to specialize in thrown weapons and knives.
Archetype: | Marksman |
Fighting Style: | Featherweight Fighting, Hurler, Improvised Fighting |
Exploits: | feint, parry, streetwise, subtle con, dirty hit, pinning shot trick shot |
Feats: | Mobile, Sharpshooter, Slasher * |
Gladiator
You are as much of an entertainer as you are a Fighter. Often masters of exotic weapons and fighting styles, gladiators seek to build their reputation as wondrously extravagant warriors.
Archetype: | Master at Arms |
Fighting Style: | Dual Wielding, Exotic Warrior |
Exploits: | lunge, parry, taunting strike blinding debris, dirty hit |
Feats: | Alt Weapon Master, Dual Wielder |
Marine
Marines are warriors who are trained to fight at sea or on the decks of ships. They can be elite sailors who defend precious cargo, or ruthless pirates who pillage all they come across.
Archetype: | Guerrilla |
Fighting Style: | Featherweight Fighting, Mariner |
Exploits: | lightstep, lunge, sweeping strike, honor duel, menacing shout |
Feats: | Keen Mind, Linguist, Resilient (Dexterity) |
Peacekeeper
Often found patrolling remote territories and other lawless lands, peacekeepers use their finely honed skills and deadly accuracy with firearms to enforce the law wherever they go.
Archetype: | Marksman |
Fighting Style: | Archery, Melee Marksman |
Exploits: | inquisitive eye, precision strike, pinning shot, trick shot |
Feats: | Alert, Gunner *, Alt Sharpshooter |
Sage
Sages are wandering guardians of peace and prosperity who are raised from birth to wield their psionic potential in battle. Sages are pacifists who only use violence as a last resort.
Archetype: | Mystic |
Fighting Style: | Blind Warrior, Versatile Fighting |
Exploits: | mighty leap, scholarly recall, warding strike, defensive stance, heroic will |
Feats: | Alert, Resilient (Wisdom), Sentinel |
Vanguard
You will lead a charge into fortified enemy lines or stand strong against terrifying monsters. You attack with abandon looking to slay your foes with deadly speed and power.
Archetype: | Champion |
Fighting Style: | Brawling, Great Weapon Fighting |
Exploits: | brace up, hurl, lunge, mighty thrust, thunderous blow |
Feats: | Crusher *, Durable, Tough |
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Alternate
Fighter Expanded
A multitude of additional options for the Alternate Fighter! Seventeen Fighting Styles, Thirty Exploits, Seven Feats, & Nine Archetypes!
Version 3.4.1 - Created by /u/laserllama
Last Updated: February 4th, 2025
Artist Credits:
Covers - Kimonas Theodossiou - Theros Hoplite
Page 1 - Lei Setiawan - Whirlwind Denial
Page 2 - M. Castañón - Barrowin of Clan Undurr
Page 4 - Joshua Raphael - Warlord's Elite
Page 5 - Brad Rigney - Skyship Raider
Page 7 - KILART - Hero of Bretagard
Page 8 - Denman Rooke - Keeper of the Accord
Page 9 - Chris Rallis - Dennick, Pious Apprentice
Page 10 - Wesley Burt - Tajuru Stalwart
Page 11 - Randy Vargras - Hound Tamer
Page 12 - Samuel Perin - Faithful Watchdog
Page 13 - Zara Alfonso - Tenacious Underdog
Page 14 - Daniel Correia - Bag End Porter
Page 15 - Steve Prescott - Gyome, Master Chef
Page 16 - Caroline Gabriba - Blade of the Elves
Page 17 - J. Meehan - Resolute Blademaster
Page 18 - Daniel Correia - Settlement Blacksmith
Page 19 - Clint Cearley - Stolen Identity
Page 20 - Anna Podedworna - Phantom Warrior