Unchained Fighter

by Aussifer

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Unchained Fighter

The Fighter, Unchained

A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.

A dwarf in chain mail interposes his shield between the ogre's club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.

A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd's delight—and his own tactical advantage. His opponent's sword flares with blue light an instant before she sends lightning flashing forth to smite him.

All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.

 

The Unchained Fighter is an unofficial homebrew publication created by /u/Ozzifer.


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Well-Rounded Specialists

Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.

Trained for Danger

Not every member of the city watch, the village militia, or the queen's army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.

Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.

Creating a 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.

You might have enjoyed formal training in a noble's army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death's embrace.

Style and Flair

Many fighters distinguish themselves from their peers by adopting and perfecting a particular style or method of waging combat. Although this style might be a natural outgrowth of a fighter's personality, that's not always the case — someone's approach to the world in general does not necessarily dictate how that person operates when lives are on the line.

Do you have a combat style that mirrors your outlook on life, or is something else inside you unleashed when weapons are drawn?

The Fighter
Level Proficiency
Bonus
Features Superiority
Dice
Maneuvers
Known
1st +2 Fighting Style, Second Wind
2nd +2 Combat Superiority, Action Surge 2d6 2
3rd +2 Martial Archetype, Relentless 2d6 2
4th +2 Ability Score Improvement 2d6 2
5th +3 Extra Attack, Indomitable 2d6 3
6th +3 Ability Score Improvement 3d6 3
7th +3 Martial Archetype feature 3d6 4
8th +3 Ability Score Improvement 3d6 4
9th +4 Combat Expertise 3d6 5
10th +4 Martial Archetype feature 4d8 5
11th +4 Extra Attack (2), Indomitable (2 uses) 4d8 5
12th +4 Ability Score Improvement 4d8 6
13th +5 Combat Versatility 4d8 6
14th +5 Ability Score Improvement 5d8 6
15th +5 Martial Archetype feature 5d8 7
16th +5 Ability Score Improvement 5d8 7
17th +6 Extra Attack (3), Indomitable (3 uses) 5d8 7
18th +6 Martial Archetype feature 6d8 8
19th +6 Ability Score Improvement 6d8 8
20th +6 Peerless Warrior 6d8 8

Quick Build

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight or Psi Warrior martial archetype. Second, choose the soldier background.

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: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons, improvised weapons
Tools: none






Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

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

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

Great Weapon Fighting

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

Interception

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 or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice, as with the Maneuvers class feature. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which starts as a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

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

Unarmed Fighting

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

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

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Combat Superiority

Starting at 2nd level, your tactical expertise makes you a deadly force on the battlefield. This prowess is represented by a special pool of dice called superiority dice, which are used to fuel combat techniques known as maneuvers.

Superiority Dice

You have two superiority dice, which are d6s. You gain additional superiority dice when you reach certain levels in this class, as shown in the Superiority Dice column of the Fighter table. When you reach 10th level in this class, your superiority dice become d8s.

A superiority die is expended when you use it, and you regain all expended superiority dice when you finish a short or long rest.

Maneuvers

You learn two maneuvers of your choice, which are listed under "Maneuvers" at the end of the class description. Many maneuvers enhance an attack in some way. Unless noted otherwise, you can use only one maneuver per attack. You gain additional maneuvers when you reach certain levels in this class, as shown in the Maneuvers Known column of the fighter class table.

Each time you gain a level in this class, you can replace one maneuver you know with a different one available to you at that level.

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:


Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)


Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Relentless

Also at 3rd level, you can steel yourself to fight on with renewed ferocity in battle. While you have no superiority dice remaining, you can use an action to regain one expended superiority die.

Martial Archetype

At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Additionally, whenever you reach a level in this class that grants this feature, you can do one of the following, representing a shift in your martial focus:

  • Replace a Fighting Style you know with another Fighting Style available to this class.
  • Replace a number of maneuvers you know with different ones you can learn, up to a number equal to your proficiency bonus.

Extra Attack

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

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.

Indomitable

Beginning at 5th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 11th level, and three times between long rests starting at 17th level.

Combat Expertise

At 9th level, your experiences in battle make you a highly talented individual. Choose one skill in which you have proficiency and which appears on this class's skill list. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

Combat Versatility

Beginning at 13th level, when you finish a long rest, you can replace one maneuver you know with a different one available to you at that level.

Peerless Warrior

At 20th level, once per turn when you use a maneuver option, you can use a d6 and roll it instead of expending a superiority die. You can't use this feature if you have no superiority dice remaining.

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. The options available for you to choose from are listed below.

  • The Arcane Marksman, trained in mystic elvish archery to imbue their ranged attacks with wonderful magic.
  • The Banneret, a noble fighter who emphasises the numerical advantages of group combat.
  • The Cavalier, a master of mounted combat who forms the first line of defense against hordes of enemies.
  • The Champion, a model fighter who takes the class's natural strengths and utilises them to devastating effect.
  • The Echo Knight, a warrior who plucks at the fabric of time and space to call their alternate selves to battle.
  • The Eldritch Knight, who mixes their martial might with arcane magic.
  • The Psi Warrior, who uses strange psionic powers to augment their abilities.
  • The Pugilist, who focuses on hand-to-hand combat to inflict overwhelming damage to foes.
  • The Rune Knight, who wields the power of the giants and carves runes of power onto their equipment.
  • The Samurai, a master who draws upon the indefatigable power of the spirit to prevail against overwhelming odds.

Arcane Marksman

An Arcane Marksman studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Marksmen are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows and ammunition to defeat monsters and invaders before they can reach elven settlements.

Over the centuries, the methods of these elf sharpshooters have been learned by members of other races who can also balance arcane aptitude with archery. The ancient techniques and practices can now be found far and wide, taught beneath the watchful eyes of discerning masters who seek to demonstrate its power to new generations.

Marksman's Lore

At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. You learn three Arcane Shot options of your choice, which are listed under "Arcane Shot Options" below. You learn an additional option of your choice when you reach 7th and 15th level.

Once on each of your turns when you take the Attack action and make a ranged attack roll with a weapon, you can apply one of your Arcane Shot options to that attack's projectile, either to the piece of ammunition fired (if your weapon uses ammunition) or to the weapon itself (if your weapon has the thrown property, for example). You decide to use the option when the attack hits a creature, unless the option doesn't involve an attack roll.

You have two uses of this special ability, and you regain all expended uses when you finish a short or long rest. You gain an additional use of your Arcane Shot when you reach 10th level in this class (for a total of three uses).

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace an Arcane Shot option you know with a different one.

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC is calculated as follows:


Arcane shot save DC = 8 + your proficiency bonus + your Intelligence modifier


 

Banishing Shot. You use abjuration magic to try to temporarily banish your target, which takes extra force damage equal to 1d8 + your Intelligence modifier (minimum of 1 damage) and must succeed on a Charisma saving throw or be banished to a harmless demiplane. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

Beguiling Shot. Your enchantment magic causes this attack to temporarily beguile its target, which takes extra psychic damage equal to 1d8 + your Intelligence modifier (minimum of 1 damage). In addition, choose one of your allies within 30 feet of the target; the target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

Bursting Shot. You imbue your attack with force energy drawn from the school of evocation. The energy detonates after your attack, and immediately after the attack hits the target, the target and all other creatures within 10 feet of it take force damage equal 1d8 + your Intelligence modifier (minimum of 1 damage).

 

Enfeebling Shot. You weave necromantic magic into your attack. The creature hit by the attack takes extra necrotic damage equal to 1d8 + your Intelligence modifier (minimum of 1 damage), and it must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

Grasping Shot. When this attack strikes its target, conjuration magic creates grasping, poisonous brambles which wrap around the target, which takes extra poison damage equal to 1d8 + your Intelligence modifier (minimum of 1 damage). In addition, the target's speed is reduced by 10 feet, and it takes 1d8 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use your Arcane Shot again.

Piercing Shot. You use transmutation magic to give your attack an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the attack's projectile shoots forward in a line, which is 1 foot wide and 30 feet long, passing harmlessly through objects and ignoring cover, before disappearing and reappearing in your empty hand. Each creature in the line the projectile traveled must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the attack, plus extra piercing damage equal to 1d8 + your Intelligence modifier (minimum of 1 damage). On a successful save, a target takes half as much damage.

Seeking Shot. Using divination magic, you grant your attack the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute; the attack's projectile flies toward that creature, moving around corners if necessary and ignoring half cover and three-quarters cover. If the target is within the weapon's range and there is a path large enough for the projectile to travel to the target, the target must make a Dexterity saving throw. Otherwise, the projectile disappears after traveling as far as it can, instantly reappearing in your empty hand. On a failed save, the target takes damage as if it were hit by the attack, plus extra force damage equal to 1d8 + your Intelligence modifier (minimum of 1 damage), and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.

Shadow Shot. You weave illusion magic into your attack, causing it to occlude your foe's vision with shadows. The creature hit by the attack takes extra psychic damage equal to 1d8 + your Intelligence modifier (minimum of 1 damage), and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

Magic Marksmanship

At 7th level, you gain the ability to infuse your shots with magic. Whenever you fire a piece of nonmagical ammunition from a ranged weapon you're holding, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the ammunition immediately after it hits or misses its target.

Redirect Missiles

At 7th level, you learn how to direct an errant projectile toward a new target. When you make an attack roll with a piece of magic ammunition and miss, you can immediately use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Improved Arcane Shot

At 10th level, your mastery over the marksman's arts improves. The damage dice of all your Arcane Shot options increase from 1d8 to 2d8.

Ever-Ready Marksman

Starting at 15th level, your magical marksmanship is available whenever battle starts. If you roll initiative and have no uses of your Arcane Shot remaining, you regain one use of it.

Grand Arcane Shot

At 18th level, the damage dice of all your Arcane Shot options increase from 2d8 to 3d8.

Banneret

Pledged to protect the crown they serve, bannerets — sometimes known as "Purple Dragon Knights" — are proud warriors who take the fight against evil beyond their kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers.

A banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.

A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.

War Banner

When you choose this archetype at 3rd level, you learn how to inspire your allies and unite them under your banner to pursue victory.

A creature is under your banner if it is friendly to you, it is within 60 feet of you, and it can see or hear you. An eligible creature can choose to spurn this designation at any time (no action required by them).

Each time you expend a superiority die as part of a maneuver, you can choose to inspire one ally under your banner (no action required). The chosen ally's speed increases by 10 feet until the end of its next turn.

Rallying Cry

When you choose this archetype at 3rd level, your selflessness moves your comrades to fight on past their injuries. When you use your Second Wind feature, you can choose up to three friendly creatures under your banner. The chosen creatures each gain temporary hit points equal to the hit points you just regained (or 1d10 + your fighter level).

Royal Envoy

At 7th level, you gain proficiency in the Persuasion skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses Persuasion.

 

 

You also gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Alternatively, you learn one language of your choice.

Inspiring Surge

Starting at 10th level, when you use Action Surge, you can choose one creature under your banner. That creature can immediately use its reaction to move up to its speed and then make one melee or ranged weapon attack.

Starting at 18th level, you can choose two allies under your banner, rather than one.

Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll a saving throw and you aren't incapacitated, you can choose one ally under your banner that also failed its saving throw against the same effect. That creature can reroll its saving throw and must use the new roll; if the new roll also fails, that ally then gains advantage on the next attack roll, ability check, or saving throw it makes before the end of its next turn.

Noble Phalanx

At 18th level, your mighty presence becomes a shield for others. Each creature of your choice within 10 feet of you is protected by half cover, unless you are incapacitated.

Cavalier

The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Unwavering Mark

Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

Warding Maneuver

At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. While you have no uses remaining, you can expend a superiority die to use this feature again.

Hold the Line

At 10th level, you become a master of curtailing enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

Ferocious Charger

Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line towards a creature and then hit it with an attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

Vigilant Defender

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.

Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

Starting at 3rd level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier (minimum of 1 foot).

Enduring Grit

At 7th level, you gain an additional use of your Second Wind feature (for a total of two uses), and you regain all expended uses when you finish a short or long rest.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical

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

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Echo Knight

A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.

Manifest Echo

Starting at 3rd level, 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. 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

Also at 3rd level, 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.

Echo Avatar

At 7th level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, requiring your action on each turn you do so, and you can end it at any time (no action required). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

Shadow Martyr

By 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.

Once you use this feature, you can't use it again until you finish a short or long rest.

Reclaim Potential

At 15th level, you've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Legion of One

At 18th level, you can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.

In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.

Eldritch Knight

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic—abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and the wizard spell list for the spells available to you.

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

Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

 

 

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier


Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the end of which you touch the weapon and forge the bond. Once it is bonded to you, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

War Magic

Beginning at 7th level, when you take the Attack action on your turn, you can cast one of your cantrips in place of one of those attacks. The cantrip must have a casting time of 1 action, and you can't cast another spell on your turn.

 

Eldritch Knight Spellcasting
— Spell Slots —
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

Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport both before and after the additional action.

Greater War Magic

Starting at 18th level, when you take the Attack action on your turn, you can cast one of your spells in place of some of those attacks; the number of attacks replaced equals the level of the spell. The spell must be no higher than 3rd level and must have a casting time of 1 action, and you can't cast another spell on your turn. For example, you can use this feature to cast scorching ray as a 2nd-level spell in place of making two attacks during the Attack action.

Psi Warrior

Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.

As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.

Higher Font

At 3rd level, you harbor a wellspring of psionic energy within yourself. You gain two special superiority dice called Psionic Dice; these dice are added to your pool of superiority dice and can fuel your maneuvers, and they can also be used to fuel your psionic abilities (detailed below). You gain an additional Psionic Die when you reach 10th level in this class.

Psionic Powers

Also at 3rd level, you gain the following psionic powers. If a psionic power requires you to expend a die in order to use it, you can't expend dice other than your Psionic Dice.

Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier (minimum of 1).

Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Die to take it again.

Telekinetic Adept

At 7th level, you have mastered new ways to use your telekinetic abilities, as detailed below.

 

Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you use this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Die to use it again.

Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.

Guarded Mind

At 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Die and end every effect on yourself subjecting you to those conditions.

Bulwark of Force

At 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.

Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Die to take it again.

Telekinetic Master

By 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Die to cast it again.

Pugilist

Pugilists are followers of the simple but celebrated art of hand-to-hand combat, champions of the fighting pit who rely on brutal assaults and their own inhuman durability to overcome their enemies. For some, raw physical might is enough to emerge victorious, while for others, the true test of a pugilist lies in their combination of strength and cunning, utilizing both technique and expert movement.

Brute Force

Starting at 3rd level, you're able to strike with overwhelming force using your bare hands. Whenever you hit with an unarmed strike or improvised melee weapon and deal damage to a creature, you can deal an extra 1d4 bludgeoning damage to it. You can also deal this damage when you succeed on a Strength (Athletics) check to initiate or maintain a grapple against a creature.

This extra damage increases to 1d6 when you reach 10th level in this class, and again to 1d8 when you reach 18th level in this class.

Unarmored Defense

Starting at 3rd level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Prized Conditioning

Beginning at 7th level, your physical fitness allows you to perform feats of skill and endurance that would overwhelm others. When you make a saving throw, you can expend a superiority die, rolling the die and adding it to the saving throw. You use this feature after rolling the d20, but before learning from the DM whether the roll succeeds or fails.

If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Devastating Critical

Starting at 15th level, when you score a critical hit with a melee weapon attack, you can cause one of the following effects of your choice to occur:

  • You gain a bonus to the damage roll equal to your fighter level.
  • The target must succeed on a Constitution saving throw (DC equal to 8 + your Strength modifier + your proficiency bonus) or become stunned until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

Rune Knight

Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.

Bonus Proficiencies

At 3rd level, you gain proficiency with smith's tools, and you learn to speak, read, and write Giant.

Rune Carver

Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.

Runes Known
Fighter Level Number of Runes
3rd 2
7th 3
10th 4
15th 5

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.

 

Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Frost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.

In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.

In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Hill Rune (7th Level or Higher). This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.

In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Giant's Might

Also at 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
  • You have advantage on Strength checks and Strength saving throws.
  • Once per turn, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Runic Shield

Starting at 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

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

Great Stature

By 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.

Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.

Master of Runes

Starting at 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

Runic Juggernaut

At 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.

Samurai

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. Possessing worldly experience, these refined warriors espouse a sacrosanct code of honor and conduct to which they rigorously adhere, both on the battlefield and in everyday life.

Often finding themselves as lone wanderers or mercenaries, a samurai's inscrutable goals are a closely guarded secret. Preceded by reputation alone, a Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion.

Additionally, you learn one language of your choice.

Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain a number of temporary hit points equal to your fighter level.

You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

Elegant Courtier

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Tireless Spirit

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Strength before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can't use it again until you finish a long rest.

Maneuvers

The maneuvers are presented in alphabetical order. If a maneuver has prerequisites, you must meet them to learn it. You can learn the maneuver at the same time you meet its prerequisites. A level prerequisite refers to your level in this class.

Ambush

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

Bait and Switch

Prerequisite: 7th level


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 AC equal to the number rolled.

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.

Bull Rush

Prerequisite: 12th level


As an action on your turn, you can expend one superiority die to move up to your speed towards a creature you can see and make a melee weapon attack against it. If you hit, you add the superiority die to the attack's damage roll, and if the creature is no more than one size larger than you, it must succeed on a Strength saving throw or be pushed up to 10 feet away from you or knocked prone (your choice).

Commander's Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to 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 (if the attack hits).

Commanding Presence

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

Composed Strike

Prerequisite: 5th level


When you make a weapon attack against a creature and have disadvantage on the roll, you can expend one superiority die to prevent the attack roll from being affected by disadvantage. If you hit, you add the superiority die to the attack's damage roll.

Controlled Dive

When you would take damage from falling, you can use your reaction and expend one superiority die to lessen the impact. Roll the superiority die, and reduce the damage you take by an amount equal to the roll + your Constitution modifier (to a minimum of 0 damage).

Crippling Strike

Prerequisite: 15th level


When you hit a creature with a weapon attack, you can expend one superiority die to exploit the target's weak points. You add the superiority die to the attack's damage roll, and the target must succeed on a Constitution saving throw or gain vulnerability to all of the attack's damage.

Once you use this maneuver, you can't use it again until you finish a short or long rest.

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.

Disrupting Attack

Prerequisite: 7th level


When you hit a creature with a weapon attack, you can expend one superiority die to attempt to break the target's concentration. You add the superiority die to the attack's damage roll, and the target has disadvantage on any Constitution saving throw it makes to maintain its concentration as a result of the attack.

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, you can expend one superiority die, rolling the die and adding the number rolled to your AC 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 this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll. The advantage is lost if not used on the turn you gain it.

Glancing Blow

When you miss a weapon attack against a creature you can see, you can expend one superiority die to deal partial damage to it. Roll the superiority die, and the target takes weapon damage equal to half the number rolled (rounded up).

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. 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.

Grand Charge

Prerequisite: 15th level


As an action, you can expend a superiority die and choose up to six willing allies who can see or hear you. You gain temporary hit points equal to the roll of your superiority die + your Charisma modifier (minimum of 1 temporary hit point), and each chosen ally can immediately use its reaction to move up to half its speed towards a hostile creature of its choice and then make one melee weapon attack against that creature.

Once you use this maneuver, you can't use it again until you finish a short or long rest.

Grappling Strike

Prerequisite: 5th level


Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Interdiction

Prerequisite: 9th level


When an ally within 5 feet of you is hit by a weapon attack from a creature you can see, you can use your reaction and expend one superiority die to interpose a simple or martial weapon or a shield you are holding between the ally and the attacker. Roll the superiority die; the ally gains a bonus to its AC equal to the number rolled for that attack, potentially causing it to miss.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add 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.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier (minimum reduction of 1). If you use this maneuver to reduce the damage to 0, you regain the use of your reaction.

Pincer Attack

Prerequisite: 12th level


When an ally you can see hits a creature within 5 feet of you with a melee weapon attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the same creature. If you hit, you add the superiority die to the attack's damage roll.

Precision Attack

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

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. 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 push the target up to 15 feet away from you.

Quick Toss

As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. 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 (minimum of 1 temporary hit point).

Riposte

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

Shockwave

Prerequisite: 12th level


When you take the Attack action on your turn, you can forgo one of your attacks and expend one superiority die to slam your weapon into the ground, creating a shockwave that emanates outward from you in a 20-foot cone in a direction you choose. Each creature in the shockwave's area must make a Strength saving throw. On a failed save, a creature takes bludgeoning damage equal to the roll of your superiority die + your Strength modifier (minimum of 1 damage), or half as much damage on a successful one.

Once you use this maneuver, you can't use it again until you finish a short or long rest.

Spring Attack

Prerequisite: 7th level


Immediately before you make a weapon attack against a creature, you can expend one superiority die to gain a burst a speed. Your speed increases by 10 feet until the end of the current turn, and if your attack hits, you add the superiority die to the attack's damage roll.

 

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.

Tactical Assessment

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

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.

Whirlwind Attack

Prerequisite: 9th level


As an action on your turn, you can expend one superiority die to attempt to damage every creature of your choice within reach of a melee weapon you are holding. Make one attack roll with your weapon, targeting every creature simultaneously; if you hit a target, you add the superiority die to your attack's damage roll against it.

Once you use this maneuver, you can't use it again until you finish a short or long rest.

Volley

Prerequisite: 9th level


As an action on your turn, you can expend one superiority die to attempt to damage every creature of your choice within 10 feet of a location you can see within the range of a ranged weapon you are holding. Make one attack roll with your weapon, targeting every creature simultaneously; if you hit a target, you add the superiority die to your attack's damage roll against it.

Once you use this maneuver, you can't use it again until you finish a short or long rest.

Class Changes

In D&D 5th edition, the fighter is the quintessential martial character archetype; the class possesses both a simplicity that allows for quick familiarity and an ease of use for its features, and the most customizable level progression of any class which lacks the Spellcasting feature, which enables the greatest variance and diversity in building a character. With these class philosophies in mind, the alterations to the fighter presented in this handbook are designed to add more tools and abilities to the class's basic repertoire without making it too complex — most notably, by integrating the maneuvers system (formerly present in the Battle Master subclass) into the base class, so that every fighter has superiority dice at their disposal.

Proficiencies. The fighter now gains proficiency with improvised weapons.

Combat Superiority. The fighter gains this feature, which is identical to the 3rd-level Battle Master feature of the same name, at 2nd level. Due to this change, the Battle Master archetype has been removed entirely, as its defining feature is now a part of the base class.

Combat Superiority: Superiority Dice. The fighter gains two superiority dice, which are d6s, and gains an additional superiority die at 6th, 10th, 14th, and 18th level; the superiority dice turn into d8s at 10th level. (Previously, as part of the Battle Master archetype, the fighter gained four superiority dice, which were d8s, and gained an additional superiority die at 7th and 15th level; the superiority dice turned into d10s at 10th level, and into d12s at 18th level.)

Combat Superiority: Maneuvers. The fighter now learns two maneuvers at 2nd level, and learns an additional maneuver at 5th, 7th, 9th, 12th, 15th, and 18th level (for a total of eight). Previously, the fighter learned three maneuvers at 3rd level, and learned two additional maneuvers each at 7th, 10th, and 15th level (for a total of nine). The fighter can also replace a known maneuver with a different one each time they gain a fighter level, instead of only replacing a maneuver when they learn new maneuvers.

These changes are intended to provide the fighter with additional options during combat, but at reduced effectiveness relative to the Battle Master until higher tiers of play, when martial characters otherwise have a lessened ability to have decisive impact in combat.

Action Surge. The fighter no longer gains a second use of Action Surge at 17th level, due to the relocation of the fighter's final Extra Attack improvement (see below).

Martial Archetype. The Arcane Archer archetype has been renamed to Arcane Marksman, to reflect the subclass's greater diversity with ranged attack options, and the Purple Dragon Knight has been renamed to Banneret, to better suit the changes to its features (see below). In addition, a new subclass, the Pugilist, has been added.

Relentless. This is a new feature, which was adapted from versions of the fighter class released during the "DND Next" 5th edition playtest. It is intended to give fighters with no remaining superiority dice a way regain one, though at the cost of using their action.

Ability Score Improvement. The fighter can now replace a large number of their chosen maneuver options each time they gain this feature from this class.

 

Extra Attack. The fighter gains its final improvement to this feature at 17th level, instead of 20th level.

Indomitable. The fighter gains their first use of this feature at 5th level, instead of 9th level, and gains an additional use between long rests every six levels, gaining their third and final use at 17th level as normal.

Combat Expertise. This is a new feature, which is intended to allow the fighter to better serve its assigned roles in and out of combat as the character progresses into higher tiers of play.

Combat Versatility. This is a new feature, which is designed to give the fighter a much greater degree of control over how they adapt to differing situations in combat over the course of consecutive days and weeks.

Peerless Warrior. This is a new feature, which is required due to the relocation of the fighter's final Extra Attack improvement to 17th level (see above).

Arcane Marksman

Previously known as the Arcane Archer, the changes to the Arcane Marksman are listed below.

Marksman's Lore. Renamed from Arcane Archer Lore, this feature is otherwise unchanged.

Arcane Shot. The marksman now learns three kinds of Arcane Shot, and learns another at 7th and 15th level (for a total of five); previously, the fighter learned two kinds of Arcane Shot, and learned another at 7th, 10th, 15th, and 18th level (for a total of six). The marksman can now also replace one of their Arcane Shot options with a different one when they gain the Ability Score Improvement.

The marksman can use an Arcane Shot when they make any ranged weapon attack, rather than by attacking with a bow. Additionally, the marksman gains a third use of Arcane Shot at 10th level.

Arcane Shot Options. The different types of Arcane Shot are called "shots" instead of "arrows", signifying their compatibility with ranged weapons instead of being exclusively available for bows. They also all deal extra damage equal to 1d8 + the marksman's Intelligence modifier (minimum of 1 damage) when they successfully effect a target, instead of 2d6 or no extra damage.

Banishng Shot now specifies that the target is banished to a harmless demiplane.

Magic Marksmanship. Renamed from Magic Arrow, this feature is otherwise unchanged.

Redirect Missiles. Renamed from Curving Shot to avoid confusion with the Arcane Shot options, this feature is otherwise unchanged.

Improved Arcane Shot. This is a new feature, designed to bridge the damage gap between the previous 18th-level Arcane Shot improvement and the feature's current damage scaling.

Ever-Ready Marksman. Renamed from Ever-Ready Shot to avoid confusion with the Arcane Shot options, this feature is otherwise unchanged.

Grand Arcane Shot. This is a new feature, designed to bridge the damage gap between the previous 18th-level Arcane Shot improvement and the feature's current damage scaling.

Banneret

Previously known as the Purple Dragon Knight, the changes to the Banneret are listed below.

War Banner. This is a new feature, intended to be the subclass's defining feature; several other changes to the banneret involve this feature.

Rallying Cry. This feature can now only affect creatures under the banneret's banner, rather than any allies within 60 feet of them, and only grants temporary hit points, instead of restoring hit points; in exchange, the recipients gain 1d10 more points than previously.

Inspiring Surge. The feature can only affect an ally under the banneret's banner; in exchange, the allied creature can also move up to its speed during its reaction.

Bulwark. The feature can only affect an ally under the banneret's banner; in exchange, the feature also grants that ally an additional benefit if it fails the rerolled saving throw.

Noble Phalanx. This is a new feature.

Cavalier

The changes to the Cavalier are listed below.

Warding Maneuver. The cavalier can use this feature a number of times equal to their proficiency bonus between long rests, instead of their Constitution modifier (a minimum of once). The cavalier can also expend a superiority die to reuse this feature.

Champion

The changes to the Champion are listed below.

Remarkable Athlete. The champion now gains this feature at 3rd level, instead of 7th, to standardize the number of features each subclass gets at this level.

Enduring Grit. This is a new feature, which grants slightly more defensive capability to the champion.

Echo Knight

The changes to the Echo Knight are listed below.

Reclaim Potential. The echo knight can use this feature a number of times equal to their proficiency bonus between long rests, instead of their Constitution modifier (a minimum of once).

Eldritch Knight

The changes to the Eldritch Knight are listed below.

War Magic. Instead of allowing the eldritch knight to follow up a cantrip with a weapon attack as a bonus action, this feature now allows the eldritch knight to cast a cantrip in place of one of its attacks as part of the Attack action.

Arcane Charge. The fighter can now teleport both before and after using Action Surge, instead of once.

Greater War Magic. Instead of allowing the eldritch knight to follow up a spell with a weapon attack as a bonus action, this feature now allows the eldritch knight to cast a spell in place of one or more of the attacks it takes as part of the Attack action. This is intended to give the eldritch knight greater martial-spellcasting flexibility at the highest tier of play, especially when compared to other flexible martial casters.

Psi Warrior

The changes to the Psi Warrior are listed below.

Higher Font. This feature includes the introduction of Psionic Dice (formerly Psionic Energy Dice) to the psi warrior. These dice are no longer a discrete set of dice, but are instead treated as special superiority dice, which both function as normal superiority dice and can also fuel the psionic abilities of the subclass.

Psionic Powers. This feature includes the 3rd-level psionic abilities previously gained from Psionic Power (which has been removed); the feature's abilities are otherwise unchanged.

Pugilist

While it takes inspiration from the Brute (a playtest-exclusive martial archetype that was never officially published), the Pugilist is a new archetype included to give fighters a different choice of subclass. As such, there are no changes to official material to be detailed here.

Rune Knight

The changes to the Rune Knight are listed below.

Giant's Might. The extra damage of this feature can be triggered once per turn, instead of once on each of the rune knight's turns.

Runic Shield. The rune knight can use this feature a number of times between long rests equal to their Constitution modifier (a minimum of once), instead of their proficiency bonus.

Samurai

The changes to the Samurai are listed below.

Bonus Proficiency. The fighter gains both a skill and a language, instead of choosing between the two.

Fighting Spirit. The temporary hit points granted by this feature now directly scale with fighter level.

Maneuvers

The changes to existing maneuvers are listed below.

Parry. This maneuver now specifies that it has a minimum damage reduction of 1, and the figher regains their reaction if they use this maneuver to nullify all incoming damage. This is to differentiate the maneuver from the Interception Fighting Style option.

Rally. This maneuver now specifies that it grants a minimum of 1 temporary hit point.

Art Credits

The artists below are credited in alphabetical order. Where possible, an art credit includes the website where the artist's work can be found, and the pages on which their illustrations appear.

  • Huy Tran Viet (ArtStation; pg 10)
  • Paizo (© Paizo; pg 7, 12, 16)
  • Rayden Chen (ArtStation; pg 5)
  • Wang Ding / "wd" / "wang_ding" (ArtStation; cover)
  • Wizards of the Coast (© Wizards; pg 2, 9)

Thank You

... for taking the time to read this reimagining of the Cleric class! If you have any feedback or suggestions, please contact the author ─ /u/Ozzifer on Reddit ─ or consider joining their Patreon.

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      System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

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