Alternate Fighter 2014 (Final)

by cyri16

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Cyri's Alternate Fighter
Alternate Fighter
Level Proficiency Bonus Features Maneuvers Known Maneuver Die Maneuver Dice
1st +2 Combat Mastery, Second Wind - - -
2nd +2 Martial Maneuvers 2 d4 2
3rd +2 Know Your Enemy, Martial Archetype, Second Wind 3 d4 2
4th +2 Ability Score Improvement 3 d4 3
5th +3 Extra Attack (1) 4 d6 3
6th +3 Action Surge (1), Second Wind 4 d6 3
7th +3 Archetype Feature, Second Wind, Combat Mastery 5 d6 3
8th +3 Ability Score Improvement 5 d6 4
9th +4 Indomitable (1), Know Your Enemy 6 d8 4
10th +4 Archetype Feature 6 d8 4
11th +4 Extra Attack (2), Second Wind 7 d8 4
12th +4 Ability Score Improvement 7 d8 5
13th +5 Indomitable (2) 8 d10 5
14th +5 Ability Score Improvement, Second Wind (2), Know Your Enemy 8 d10 5
15th +5 Archetype Feature, Second Wind 9 d10 5
16th +5 Ability Score Improvement 9 d10 6
17th +6 Extra Attack (3), Indomitable (3) 10 d12 6
18th +6 Archetype Feature 10 d12 6
19th +6 Ability Score Improvement 10 d12 6
20th +6 Action Surge (2), Legendary Fighter 10 d12 6

Hit Points


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

Proficiencies


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

Ability Score

You gain a +1 to your Strength, Dexterity, or Constitution Score.

Starting Wealth

You start the game with 125gp or 5d4 x 10 gp which you can spend on equipment and supplies.

Combat Mastery

At 1st level you choose a Fighting Style that best reflects your training and discipline. You cannot select a Fighting Style more than once, even if a feature allows you to select another Fighting Style.

Additionally, you gain three Weapon Mastery points. At 7th level, you gain one additional Weapon Mastery point.

Blind Fighting

Creatures within 10 feet of you can not be obscured from you. 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.

Classical Duelist

While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and a +1 to your Armor Class so long as you are not using heavy armor or a shield.

Close-Quarters Marksman

Creatures within 5 feet of you do not impose disadvantage on your ranged weapon attacks, so long as you are targeting a creature within 5 feet with your ranged weapon attack.

When you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against it with your ranged weapon. On hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Defensive Fighting

While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class

Dirty Fighting

You gain proficiency with improvised weapons. Once per turn, when you hit with a improvised weapon attack, you can roll the damage die twice and take the higher roll. When you do this, the improvised weapon is destroyed and cannot be used for further attacks. You can't use this feature to destroy magical objects.

Dual Wielding

While two-weapon fighting, you can add your ability modifier to the damage of your off-hand attack.

Dueling

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

Featherweight Fighting

While you are wielding only light weapons, your movement speed increases by 10 feet and you gain a +1 bonus to your damage rolls, so long as you are not wearing medium armor, heavy armor, or wielding a shield.

Grapple Fighting

When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as your have a free hand to do so.

Great Weapon Fighting

Whenever you make an attack with a heavy melee weapon, you can treat a total roll of 5 or lower on the weapon's damage dice as a 6. You must be wielding the weapon with two hands.

The weapon must have the heavy, versatile, or two-handed property to gain this benefit.

Heavyweight Fighting

You use your weight, and that of your weapon, to land devastating blows. While you are wielding a heavy weapon, you gain a +1 bonus to damage rolls and you have advantage on Strength (Athletics) checks made to Shove.

Long Weapon Fighting

For you the glaive, halberd, quarterstaff, spear, and trident gain the finesse property. Addtionally the spear and trident gain the reach property and have a damage dice of 1d8 (1d10).

Pit Fighting

While wielding a net, it has the thrown property with a range of 10/25 feet, your attack rolls with it against creatures within 5 feet are not made with disadvantage, and take the place of only one attack.

Attacks against grappled or restrained creatures gain a +2 bonus to damage.

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 interrupt the attack and have it target you instead, imposing disadvantage on the attack roll. You must be wielding a melee weapon or a shield to use this reaction.

Marine Fighting

When you are not wearing medium or heavy armor, or using a shield, you have a swimming speed equal to your movement speed, and you gain a +1 bonus to your Armor Class.

Marksman

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

Mountaineer

When you are not wearing medium or heavy armor, or using a shield, you have a climbing speed equal to your movement speed, and you gain a +1 bonus to your Armor Class.

Mounted Warrior

While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on your turn to command your mount to take one action from its stat block.

Strongarm

You gain a +2 bonus to damage rolls you make with ranged or thrown weapons.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you have two free hands when you make the attack roll, the d6 becomes a d8.

At the beginning of each of your turns, you can deal 1d4 bludgeoning damage to one creature you are grappling.

Versatile Fighting

While wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can also use your bonus action to make a single grapple or shove attack, or to take the Use an Object action

Second Wind

Starting at 1st level, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. You can use this feature twice. You regain any expended uses when you finish a long rest. The amount of d10s increase when you reach certain levels in this class: to 2d10 at 3rd level, to 3d10 at 7th level, to 4d10 at 11th level, and to 5d10 at 15th level.

Addtionally at 6th level using this feature grants you a 10 feet bonus to your movement speed and allows you to ignore the effects of the blinded, deafened, exhaustion, frightened, poisoned, and stunned conditions until the end of your turn.

Martial Maneuvers

At 2nd level, your training sets you apart from other warriors. This skill is represented by Martial Maneuvers that you can use in combination with your attacks, ability checks, and saving throws. They are fueled by a pool of special Maneuver Dice.

Maneuver Dice

The Fighter table shows how many Maneuver Dice you have to perform your Martial Maneuvers. To use an Maneuver, you must expend one of these Dice. You can only use one Maneuver per attack, ability check, or saving throw and you regain all expended Maneuver Dice when you finish a short or long rest.

Your Maneuver Dice begin as d4s, and increase in size as you gain levels in this class, as indicated in the Fighter table.

Maneuvers Known

You know two Maneuvers of your choice from the list at the end of this class description. The Maneuvers Known column of the Fighter table shows when you learn more Maneuvers of your choice. When you gain a level, you can choose one Maneuver you know and replace it with another Maneuver of your choice.

Saving Throws

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

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

Know Your Enemy

Starting at 3rd level, you can measure the martial prowess of other creatures in comparison to your own skill. As an action, choose a creature you can see within 60 feet. You then learn if the creature is your equal, superior, or inferior in regards to one of the following attributes of your choice:

Armor Class Strength Score
Current or Total Hit Points Dexterity Score
Proficiency Bonus Constitution Score
Fighter Class Levels Maneuvers Known

Once you learn something about a creature, you can't use this feature on that creature again until you finish a short or long rest.

Additionally at 9th level you can use this feature as either an action or bonus action on your turn. At 14th level, you can learn about up to three attributes of your choice.

Martial Archetype

At 3rd level, you choose an archetype 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.

Archetype Maneuvers

Each Archetype has a list of Archetype Maneuvers you learn at the fighter levels noted in your Archetype's description. They don't count against your total number of Maneuvers Known and can't be switched out for other Maneuvers. If you don't meet an Archetype Maneuver's prerequisites, you learn it regardless.

Ability Score Improvement

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

Extra Attack

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

When you reach certain levels in this class, the number of attacks you can make as part of the Attack action increases; at 11th level (3 attacks) and at 17th level (4 attacks).

Action Surge

Starting at 6th level, you can push yourself beyond mortal limits, if only for a moment. On your turn, you can take one additional action as part of that current turn. Once you use this feature, you must finish a short or long rest before you can use it again.

Upon reaching 20th level, you can use this feature twice per short or long rest, but only once per turn.

Indomitable

Beginning at 9th level, when you are subjected to a saving throw, you can choose to instantly succeed on the saving throw. You may only use this ability before you roll for the saving throw.

At certain fighter levels you gain additional uses between each long rest; two at 13th level, and three at 17th level.

Legendary Fighter

Upon reaching 20th level, your skills in combat are those of a hero of legend. When your attacks with Advantage hit, you treat the attack's damage dice as having rolled the maximum possible value. When you are hit by an attack with Disadvantage from a creature you can see, treat the attack's damage dice as having rolled the lowest possible value.

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Champion

Champions forgo all other forms of improvement to focus on enhancing their raw physical might. These immense figures strive to maintain peak physical condition through relentless training. In battle, Champions perform supernatural feats of athleticism and overwhelm their foes with their raw power.

Champion Maneuvers

You learn certain Maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.

Fighter Level Maneuver
3rd feat of strength, mighty leap
5th concussive blow, heroic will
9th mythic athleticism

Mighty Warrior

When you adopt this Archetype at 3rd level, the raw physical might that you have cultivated enhances your attacks. Your weapon attacks now score a critical hit on a roll of 19 or 20. When you reach 15th level, your critical hit range increase again, you score a critical hit on a roll of 18-20 on the d20.

Remarkable Athlete

You can regularly perform feats of athleticism that would be impossible for most mortals. Starting at 7th level, whenever you use either feat of strength or mighty leap, you can roll a d6 and use it instead of expending an Maneuver Die.

When you reach 15th level, this d6 becomes a d10.

Brutal Critical

Starting at 10th level, you roll one additional weapon damage die when determining the extra damage for a critical hit. This increases to two additional damage dice at 15th level.

Legendary Champion

You are a nearly perfect specimen of physical vigor, and have become exceedingly hard to kill. Starting at 18th level, if you start your turn with half of your hit points or less remaining, you regain hit points equal to 5 + your Constitution modifier.

You do not regain any hit points if you are at 0 hit points.

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.

Cavalier Maneuvers

You learn certain Maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.

Fighter Level Maneuver
3rd brace up, skilled rider
5th defensive stance, immovable stance
9th resilient body

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

Beginning at 3rd level, you menace your foes, foiling attacks and punishing them for harming your allies. When you hit a creature with a melee weapon attack, you can Mark it as your foe until the end of your next turn. While it can see you, it has disadvantage on any attack roll not against you.

If the Marked creature deals damage to a creature other than you, you can use your reaction to make a melee weapon attack against it. You have advantage on this attack roll, and on hit, you deal additional damage equal to your Maneuver Die.

If you have already used your reaction, you can expend an Maneuver Die to make this special reaction attack again.

Warding Maneuver

At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. As a reaction when you or another creature within 5 feet of you is hit by an attack, you can expend an Maneuver Die and add it to the creature's Armor Class against the triggering attack. If the attack still hits, the target has resistance against the attack's damage. You must be wielding a melee weapon or shield to use this reaction.

Hold the Line

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

Ferocious Charger

Starting at 15th level, you run down your foes, mounted or not. Once per turn, when you move 10 feet in a straight line then hit a creature with a melee weapon attack, it must succeed on a Strength saving throw or be knocked prone.

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.

Corsair

With a blade in one hand a hand-crossbow or firearm in the other, the corsair lives and breathes their unique combination of footwork and weaponry to strike at the heart of their enemies. This style was first mastered by the Druk'kai on the seas of Londoran, and has since been learned on Odacia and can be found in every corner of the world, from bustling streets to shifting sands and every environment in between.

Corsair Maneuvers

You learn certain Maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.

Fighter Level Maneuver
3rd precision strike, riposte
5th exposing strike, trick shot
9th thunderous shot

Bonus Proficiencies

When you choose this martial archetype at 3rd level, you gain proficiency in firearms, navigator's tools, cartography tools, and water vehicles. If you already have any of these proficiencies, you can choose another artisan's tools and gain proficiency in that instead.

Art of the Corsair

Beginning at 3rd level, when you fire a weapon with the light and ammunition property, you can reload the weapon using the hand holding your light melee weapon as part of the attack.

In addition, when you make a weapon attack on your turn, you can use up to 5 feet of your movement immediately after the attack without provoking opportunity attacks.

Striker's Finesse

Also at 3rd level, when you hit a ranged weapon attack against a creature, you can expend a Martial Maneuver to open the target up for a deadly flourish. If you hit the same creature with a one handed light melee weapon during the same turn, the attack is a critical hit.

Boarding Procedures

Starting at 7th level, you have learned to shift your body better. Your nimbleness also causes you to gain proficiency in Dexterity saving throws.

In addition, you gain a climbing speed and swimming speed equal to your walking speed.

Sea Legs

Once you reach 10th level, you learn to steady your footwork and never miss a beat. You're unaffected by non-magical difficult terrain and you have advantage on saving throws against effects that would knock you prone.

Masterful Evasion

At 15th level, when a creature enters within 5 feet of you, you can use your reaction to immediately move up to half your speed without provoking opportunity attacks.

Captain's Edge

Finally, at 18th level you have mastered your swashbuckling abilities. When you miss with a melee or ranged weapon attack, your next weapon attack on the same turn of the other type is made with advantage.

Marksman

While all fighters learn to draw a bow or hurl a javelin, those who train as Marksmen dedicate themselves to mastering ranged weapons of all types. Often, their deadly skills are backed up with an unmistakable swagger and unshakable confidence. Relying on their innate talents and signature grit, there are few challenges a true Marksman cannot overcome.

Marksman Maneuvers

You learn certain Maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.

Fighter Level Maneuver
3rd crippling strike, lightstep
5th flaming shot, volley
9th thunderous shot

Elite Training

Your training has enhanced your reaction times. Starting at 3rd level, when you make a Dexterity check or saving throw, you can expend an Maneuver Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.

Marksman's Focus

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

  • Your speed is reduced to 0 feet.
  • Until you hit a creature with a ranged weapon attack, you have advantage on all ranged weapon attack rolls.
  • When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon, you can re-roll the die. You must use this new roll, even if the new roll is a 1 or a 2.

Cunning Shot

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

Your elite marksmanship allows you to exploit even the smallest weakness in your enemy's defenses. Your ranged weapon attacks ignore any resistance to piercing damage.

Reposition

Starting at 10th level, when you use your Second Wind, opportunity attacks against you have disadvantage until the end of your turn.

Reliable Shot

You make even impossible shots with ease. Beginning at 15th level, your normal and long range for ranged weapon attacks increases by a number of feet equal to 10 times your level.

Legendary Marksman

Your marksmanship is supernatural in precision. Starting at 18th level, when you use Marksman's Focus, the benefits last for 1 minute, and you have advantage on all ranged weapon attacks for the duration. Your Focus only ends early if you move more then 10 feet in a turn, or you are incapacitated.

Master at Arms

While most fighters master one specific martial technique or discipline, a Master at Arms is the rare warrior who is able to truly master multiple styles of combat. Whether through grit, extreme dedication, or extraordinary skill, these elite fighters learn all they can about the theories and armaments of war. They are always on the lookout for a new weapon to master, or a teacher from which to learn a new style of fighting.

Master at Arms Maneuvers

You learn certain Maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.

Fighter Level Maneuver
3rd lightstep, riposte
5th defensive stance, warrior's challenge
9th heroic focus

Advanced Technique

Your ability to learn and utilize martial techniques exceeds most other warriors. When you adopt this Archetype at 3rd level, your total number of Maneuver Dice increases by 2.

Your training has also made your Maneuver more potent than the average fighter. Your Maneuver become d8s. At certain fighter levels they increase again; at 5th level they become d10s, and finally at 11th level they become d12s.

Fluid Stances

Whether by talent or training, you are a master of multiple combat styles. At 3rd level, you learn an additional Fighting Style and Weapon Mastery of your choice. However, you can only benefit from one Fighting Style at a time. You can use a bonus action to switch your Fighting Style to another Fighting Style you know.

You learn an additional Fighting Style of your choice at 7th level, and again when you reach 15th level in this class. You can still only benefit from one Fighting Style at a time.

Consistent Skill

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

Master of Forms

At 7th level, your total number of Maneuvers Known increases by 2. You learn one additional Maneuver of your choice at 15th level, and one final Maneuver at 18th level.

Masterful Surge

You can draw on your techniques as a reflex in times of great need. Starting at 10th level, when you use your Action Surge, you gain a single Maneuver Die that must be used as part of the additional action granted to you by your Action Surge. If not used, it disappears at the end of your additional action.

Also, you can benefit from two of Fighting Styles you know at once. Though, you can only switch one per bonus action.

Legendary Master

By 18th level, your mastery with the weapons of war is near-supernatural. Once per turn when you use an Maneuver, you can roll a d6 in place of expending an Maneuver Die.

Also, you can benefit from three of Fighting Styles you know at once. Though, you can only switch one per bonus action.

At the end of a long rest, you can replace a Maneuver or Fighting Style you know with another maneuver or Fighting Style of your choice.

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 Maneuvers

You learn certain Maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.

Fighter Level Maneuver
3rd reposition, warding strike
5th immovable stance, shield impact
9th resilient body

Warrior Smith

When you adopt this Archetype at 3rd level, you gain the skills to maintain your arms and armor so that you may defend your allies to the best of your ability. You gain proficiency with leatherworker's tools and smith's tools. During a long rest, you can spend 1 hour using either set of tools to reinforce one shield or one set of armor you touch. The object grants its wearer an additional +1 bonus to their Armor Class that lasts until the end of your next long rest.

Guardian Stance

At 3rd level, while you are wielding a shield, you can use a bonus action to enter a Guardian Stance which lasts indefinitely. It ends if you are incapacitated, you doff your shield, or you end it as a free action. Your Stance grants you the following features:

  • Your speed is reduced by 10 feet.
  • Creatures of your choice within 5 feet that are also wielding a shield gain a +1 bonus to their Armor Class.
  • As a reaction, when a creature within 5 feet of you is hit by an attack, you can become the target of the attack, taking the damage of the attack if it would hit you.
  • You can make a Shove attack as a bonus action.

Rallying Wind

Beginning at 7th level, you inspire your allies to hold their position against all odds. When you use Second Wind while in your Guardian Stance, creatures of your choice within 5 feet of you that can see or hear you gain temporary hit points equal to your fighter level.

Stalwart Defender

Starting at 10th level, you are strongest when standing side by side, and shield by shield, with your allies. You gain the following benefits:

  • You gain a +1 bonus to your Armor Class for each friendly creature within 5 feet of you that is wielding a shield.
  • You cannot be moved against your will while conscious.
  • Both you, and friendly creatures within 5 feet of you, have advantage on Strength and Constitution saving throws.
  • When you roll initiative you can immediately enter your Guardian Stance as long as you are not surprised.

Improved Guardian Stance

At 15th level, you improve your defensive technique to better defend those who stand beside you. While in your Guardian Stance, you grant friendly creatures within 5 feet of you the benefits of half cover, in place of the +1 Armor Class bonus.

Legendary Guardian

You are a master Guardian and serve as a supernatural shield to defend the weak. The range of all your Guardian features increase to include any creature of your choice within 15 feet.

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.

Rune Knight Maneuvers

You learn certain Maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.

Fighter Level Maneuver
3rd hurl, scholar's insight
5th crushing strike, heroic will
9th resilient body

Bonus Proficiencies

When you adopt this Archetype at 3rd level,,you gain proficiency with smith's tools, and you learn to speak, read, and write Giant.

Rune Carver

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.

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 you wear or carry an object with this Rune, you gain a bonus to Dexterity (Sleight of Hand) and Charisma (Deception) checks equal to your Maneuver Die.

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 you wear or carry an object with this Rune, you gain a bonus to any tool proficiency checks you make equal to your Maneuver Die.

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 you wear or carry an object with this Rune, you gain a bonus to Wisdom (Animal Handling) and Charisma (Intimidation) checks equal to your Maneuver Die.

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.

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.

Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While you wear or carry an object with this Rune, you gain a bonus to Wisdom (Insight) checks equal to your Maneuver Die, and you have 120-foot radius darkvision.

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.

Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While you wear or carry an object with this Rune, you gain a bonus to Intelligence (Arcana) checks equal to your Maneuver Die, 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 Might

At 3rd level, you can use a bonus action on your turn to transform and gain the following benefits 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 in size, your size doesn't change.
  • You gain a bonus to both your Strength checks and Strength saving throws equal to your maneuver Die.
  • Once per turn, when you hit a target with a melee or thrown weapon attack, you can deal additional damage of the weapon's type equal to your maneuver Die on hit.
  • You can use this feature a number of times equal to your Constitution modifier (minimum of once), 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 proficiency bonus, and you regain all expended uses when you finish a long rest.

Great Stature

Beginning at 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

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

Finally 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. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.

Samurai Maneuvers

You learn certain Maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.

Fighter Level Maneuver
3rd aggressive sprint, commander's presence
5th heroic will, martial focus
9th heroic focus

Bonus Proficiencies

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. Alternatively, you learn one language of your choice.

Fighting Spirit

Starting at 3rd level, you can use a bonus action on your turn, to give yourself advantage on all weapon attack rolls until the end of your current turn. When you use this bonus action, you also gain temporary hit points equal to your Fighter level.

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

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 or less hit points, you can use your reaction to delay falling death, and you can immediately take an extra turn, interrupting the current turn. While taking this extra turn, you do not suffer the effects of Mortally Wounded. When the extra turn ends, you fall unconscious, Mortally Wounded.

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

Martial Maneuvers

Listed below are the Martial Maneuvers available to the fighter. If an Maneuver has a prerequisite, like a minimum Ability Score or your level, you can learn it at the same time you meet the prerequisites. A Prerequisite level refers to your fighter level.

1st-Degree Maneuvers

maneuvers of the 1st-degree are minor techniques slightly more complicated then swinging a weapon. They can be learned by warriors with modest training and have no level prerequisite.

Aggressive Sprint

As a bonus action on your turn, you can expend an maneuver Die to draw upon your battle fury and move up to your full speed toward a hostile creature you can see.

Blinding Debris

As a bonus action, you can expend an maneuver Die and force a creature within 10 feet to make a Constitution saving throw. On a failure, it takes piercing damage equal to your maneuver Die and is blinded until the start of your next turn.

Brace Up

Prerequisites: Constitution of 11

You steel yourself for combat, preparing to take incoming blows. As a bonus action, you can expend an maneuver Die to gain temporary hit points equal to 1 + your maneuver Die.

Commander's Presence

Prerequisites: Intelligence or Charisma of 11

Whenever you make a Charisma (Intimidation), Charisma (Persuasion), or Intelligence (History) check, you can expend an maneuver Die and add it to your roll. You can use this maneuver after you roll, but before you know if you succeed or fail.

Crippling Strike

When you hit a creature with a weapon attack, you can expend an maneuver Die and force it to make a Dexterity saving throw. On a failure, it takes additional damage equal to your maneuver Die and its speed is 0 until the start of your next turn.

Disarm

When you hit a creature with a weapon attack, you can expend an maneuver Die to force it to make a Strength saving throw. On a failure, it takes additional damage equal to your maneuver Die, and it drops an item of your choice it is holding.

Feat of Strength

Prerequisites: Strength or Constitution of 11

Whenever you make a Strength or Constitution-based ability check or saving throw, you can expend an maneuver Die and add it to the result of your roll. You can use this maneuver after you roll, but before you know whether you succeed or fail.

Feint

When you make a melee weapon attack against a creature that can see you, you can expend an maneuver Die to attempt a feint as part of that attack. The target of your attack must succeed on a Wisdom saving throw, or you add your maneuver Die to both your attack roll and damage roll for that attack.

First Aid

As an action, you can touch a conscious and willing creature and expend an maneuver Die to heal them. As a reaction, the target can expend a Hit Die to regain hit points equal to its Hit Die + its Constitution modifier +your maneuver Die.

Heroic Fortitude

Whenever you are forced to make a Strength, Dexterity, or Constitution saving throw, you can expend an maneuver Die and add it to the result of your roll. You can use this maneuver after you roll, but before you know whether you succeed or fail.

Hurl

Prerequisites: Strength of 11

In place of an attack, you can expend an maneuver Die to throw an object you are holding at a target you can see within 60 feet, forcing it to make a Dexterity saving throw. On a failed save, both the object and target take bludgeoning damage equal to your maneuver Die + your Strength modifier.

Lightstep

Prerequisites: Dexterity of 11

Whenever you make a Dexterity (Acrobatics) or Dexterity (Stealth) check, or roll initiative, you can expend an maneuver Die and add it to your roll. You can use this maneuver after you roll, but before you know whether you succeed or fail.

Lunge

When you make a melee weapon attack, you can expend an maneuver Die to increase the range of that attack by 5 feet. On hit, you add your maneuver Die to the damage roll of the attack.

Menacing Shout

As a bonus action, you can expend an maneuver Die and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it is frightened of you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

The fear effect ends early for the target if the frightened creature sees you take damage of any kind.

Mighty Leap

Prerequisites: Strength of 11

When you make a jump, you can expend an maneuver Die to double your jump distance.

Mighty Thrust

Prerequisites: Strength of 11

In place of an attack, you can expend an maneuver Die to force a creature within reach to make a Strength saving throw. On a failure, it is pushed away from you a number of feet equal to 5 times your Strength modifier. Creatures more than one size larger than you have advantage on the saving throw.

Precision Strike

Prerequisites: Dexterity of 11

When you make a weapon attack, you can expend an maneuver Die and add it to the attack roll. You can use this maneuver after you roll, but before you know if the attack hits or misses.

Reposition

As a bonus action, you can expend an maneuver Die to switch places with a conscious and willing creature within 5 feet of you, without either of you provoking opportunity attacks.

Moreover, the first one of you that gets hit with an attack before the beginning of your next turn gains a bonus to their Armor Class against that attack equal to your maneuver Die.

Riposte

Prerequisites: Dexterity of 11

As a reaction when a creature you can see targets you with a melee attack, you can expend an maneuver Die and add it to your Armor Class against the attack. If the attack misses, you can immediately make a weapon attack against your attacker.

Ruthless Strike

Prerequisites: Strength of 11

When you hit a creature with a melee weapon attack, you can expend an maneuver Die and add it to the damage of the attack. You can use this maneuver after you know if your attack hits

Skilled Rider

Prerequisites: Wisdom of 11

When you are riding a trained mount and the mount makes an ability check, attack roll, or saving throw, or you make a Wisdom (Animal Handling) check to control it, you can expend an maneuver Die and add it to the roll. You can use this maneuver after roll, but before you know if it succeed or failed.

Sweeping Strike

When you hit a creature with a melee weapon attack, you can expend an maneuver Die to force it to make a Dexterity saving throw. On a failed save, it falls prone and takes bludgeoning damage equal to your maneuver Die. Creatures more than one size larger than you have advantage on their saving throw.

Take Down

Prerequisites: Strength of 11 As a bonus action, you can expend an maneuver Die to make a Shove or Grapple attack against a creature in your reach, adding your maneuver Die to your Strength (Athletics) check.

Warding Strike

When a creature moves into the reach of a melee weapon you are wielding, you can use your reaction to expend an maneuver Die and make a melee weapon attack against that creature. On hit, you add your maneuver Die to the damage of the attack.

Wild Strike

Prerequisites: Strength or Dexterity of 11 When you make a melee weapon attack, you can expend an maneuver Die as part of the attack to strike with wild abandon. You have advantage on your attack roll, but you must subtract your maneuver Die from your attack roll. However, on hit, you deal additional damage equal to two rolls of your maneuver Die.

2nd-Degree Maneuvers

maneuvers of the second degree represent the peak martial skill achievable by a warrior without dedicated training. These maneuvers can be learned by any fighter of 5th level or higher.

Concussive Blow

Prerequisites: 5th level, Strength of 13

When you hit a creature with a melee attack, you can expend an maneuver Die to empower your attack, and force it to make a Constitution saving throw. On a failed save, the target suffers the following effects until the beginning of your next turn:

  • Its speed is reduced to 0.
  • It can speak only falteringly.
  • It cannot take actions, bonus actions, or reactions.
  • It has disadvantage on Dexterity saving throws.

Crushing Strike

Prerequisites: 5th level, Strength of 13

When you hit a creature with a melee weapon attack, you can expend an maneuver Die and force it to make a Constitution saving throw. On a failed save, it takes extra damage equal to your maneuver Die, and its Armor Class is reduced by 1 until its defenses are repaired, or it finishes a short or long rest.

Defensive Stance

Prerequisites: 5th level

As a bonus action, you can expend an maneuver Die to enter a defensive stance which lasts until the start of your next turn. Each time a creature that you can see hits you with an attack while you are in your defensive stance, you roll your maneuver Die and add it to your Armor Class against the attack.

Dirty Hit

Prerequisites: 5th level, Dexterity of 13

When you hit a creature with a weapon attack, you can expend an maneuver Die and force it to make a Constitution saving throw. On a failed save, it takes additional damage equal to your maneuver Die, and until the start of your next turn it cannot take reactions and its speed is halved.

Exposing Strike

Prerequisites: 5th level

When you hit a creature with a weapon attack, you can expend an maneuver Die to temporarily weaken it. The first attack made against it before the start of your next turn has advantage and deals extra damage equal to your maneuver Die.

Flaming Shot

Prerequisites: 5th level

When you make a ranged weapon attack, you can expend an maneuver Die to light the ammunition aflame. On hit, the target takes additional fire damage equal to your maneuver Die.

If your target is a flammable object that is not being worn or carried, you can ignite it in place of dealing damage.

Glancing Blow

Prerequisites: 5th level

When you make a melee weapon attack and miss, you can expend an maneuver Die to immediately repeat your attack against another target within the reach of your weapon.

Heroic Will

Prerequisites: 5th level

Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can expend an maneuver Die and add it to the result of your roll. You can use this maneuver after you roll, but before you know if you succeed or fail.

Immovable Stance

Prerequisites: 5th level, Strength or Constitution of 13

As a bonus action, you can expend an maneuver Die and plant your feet in an immovable stance. Until you move from that space, a creature that would move you, or move through your space, must succeed on a Strength saving throw to do so.

Improvised Skill

Prerequisites: 5th level

When you make an ability check that doesn't include your proficiency bonus, you can expend an maneuver Die and add it to your roll. You can use this maneuver after you roll, but before you know if you succeed or fail.

Intimidating Command

Prerequisite: 5th level, Charisma of 13

As a bonus action, you can expend an maneuver Die and shout a one-word command at a creature that can hear you within 30 feet, and force it to make a Wisdom saving throw. On a failure, it obeys your command on its next turn, unless the command is directly harmful to itself or impossible to follow.

Martial Focus

Prerequisites: 5th level

When you make a weapon attack, you can expend an maneuver Die as part of the attack to grant yourself advantage on your attack roll. You can use this maneuver after you roll, but before you know whether your attack hits or misses your target.

Redirect

Prerequisites: 5th level

As a reaction when a creature you can see misses you with a melee attack, you can expend an maneuver Die and force it to repeat its attack against a target of your choice within reach. On hit, it deals additional damage equal to your maneuver Die.

Shattering Slam

Prerequisites: 5th level, Strength of 13

In place of an attack, you can expend an maneuver Die to strike the ground at your feet, forcing creatures within 5 feet of you to make a Dexterity saving throw. On a failed save, creatures take bludgeoning damage equal to your maneuver Die + your Strength modifier and are knocked prone. On a successful save, creatures take half damage and do not fall prone.

If the area you strike is loose earth or stone, it becomes difficult terrain until a creature uses its action to clear it.

Shield Impact

Prerequisites: 5th level

As a reaction when a creature you can see hits you with an attack, you can expend an maneuver Die to reduce the damage by an amount equal to your maneuver Die + your Constitution modifier. You must be wielding a shield to use this maneuver.

Suppressing Strike

Prerequisites: 5th level

When you hit a creature with a weapon attack, you can expend an maneuver Die and force it to make a Constitution saving throw. On a failed save, it takes additional damage equal to your maneuver Die, and it is blinded, deafened, or muted (your choice) until the start of your next turn.

Take Cover

Prerequisites: 5th level

As a reaction when a creature you can see targets you with a ranged attack or forces you to make a Dexterity saving throw, you can expend an maneuver Die to immediately fall prone and gain temporary hit points equal to your maneuver Die.

Thunderous Blow

Prerequisites: 5th level, Strength of 13

When you hit a creature with a melee weapon attack, you can expend an maneuver Die and force it to make a Strength saving throw. On a failure, it takes additional bludgeoning damage equal to your maneuver Die and is pushed away from you a number of feet equal to 5 times your Strength modifier. A creature larger than you has advantage on its saving throw.

Trick Shot

Prerequisites: 5th level, Dexterity or Intelligence of 13

As a bonus action, you can expend an maneuver Die to make a ranged weapon attack with a finesse or thrown weapon.

This ranged attack ignores the benefits of cover, so long as it can ricochet off one surface and hit a target within range. If this attack would normally have disadvantage, it does not. On hit, you add your maneuver Die to the damage roll of the attack.

Volley

Prerequisites: 5th level, Dexterity of 13

As an action, you can expend an maneuver Die to fire a volley of ammunition at a point you can see within the normal range of your weapon. Creatures of your choice within 5 feet of that point must make a Dexterity Saving throw. On a failed save, they take piercing damage equal to your maneuver Die + your Dexterity modifier, and half as much damage on a success.

You must have enough ammunition to hit each target.

Warrior's Challenge

Prerequisites: 5th level

As a bonus action, you can expend an maneuver Die and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it has disadvantage on any attack roll it makes against targets other than you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. This effect ends early if you attack a creature other then the target.

Whirlwind Strike

Prerequisites: 5th level, Strength or Dexterity of 13

In place of an attack, you can expend an maneuver Die and force each creature within range of melee weapon you are wielding to make a Dexterity saving throw. They take damage equal to your maneuver Die + either your Strength or Dexterity modifier on a failure, and half as much on a successful save.

Zephyr Slash

Prerequisites: 5th level, Strength or Dexterity of 13

As an action, you can expend an maneuver Die and flourish your melee weapon then instantly move up to 30 feet in a straight line. Creatures you pass through must succeed on a Dexterity saving throw or take damage equal to twice your maneuver Die + your Strength or Dexterity modifier (your choice).

This movement does not provoke opportunity attacks.

3rd-Degree maneuvers

maneuvers of this degree are only able to be mastered by elite warriors who dedicate their lives to training. They can only be learned by fighters of 9th level or higher. Each 3rd-degree maneuver can only be used once per short or long rest

Disorienting Blow

Prerequisites: 9th level, Strength of 15

When you hit with a melee weapon attack, you can expend an maneuver Die to strike with overwhelming force. The creature takes additional damage equal to twice your maneuver Die and it suffers the following effects for 1 minute:

  • Its speed is halved.
  • It cannot take reactions.
  • Its Armor Class is reduced by 2.
  • Its Dexterity saving throw bonus is reduced by 2.
  • On its turn it can only take an action or a bonus action.
  • It cannot make more then one attack during its turn.

The creature can make a Wisdom saving throw at the end of each of its turns, ending the effects of this maneuver on a successful save.

This maneuver's effects do not stack with slow.

Destructive Slam

Prerequisites: 9th level, Strength of 15

In place of an attack, you can expend an maneuver Die to strike the ground at your feet, forcing creatures in an adjacent 20-foot cube to make a Dexterity saving throw. On a failed save, creatures take bludgeoning damage equal to two rolls of your maneuver Die + your Strength modifier and fall prone. On a success, they take half damage and don't fall prone. Objects within this area take the maximum amount of damage.

The area of the 20-foot cube becomes difficult terrain until a creature takes 1 minute to clear it.

Gale Force Slash

Prerequisites: 9th level, Strength or Dexterity of 15

In place of an attack, you can expend an maneuver Die to rend the air in front of you with a melee weapon. Creatures in an adjacent 20-foot cone to must make a Constitution saving throw. Targets take slashing damage equal to twice your maneuver Die + either your Strength or your Dexterity modifier (your choice), on a failure, and half as much on a success.

Heroic Focus

Prerequisites: 9th level

As a bonus action, you can expend an maneuver Die to enter a heightened state of combat focus which you must concentrate on as if you were concentrating on a spell. For the next minute, or until you lose your concentration, you gain the following benefits:

  • Your speed is doubled.
  • You gain a +2 bonus to your Armor Class.
  • You have advantage on Dexterity saving throws.
  • You gain an additional action on each of your turns. It can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Search, or Use an Object action.

When the effect ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.

This maneuver's effects do not stack with the haste spell.

Mythic Athleticism

Prerequisites: 9th level, Strength or Constitution of 15

As a bonus action, you can expend an maneuver Die to enter a heightened state of physical performance which you must concentrate on as if you were concentrating on a spell. For the next 10 minutes, you gain the benefits listed below:

  • Whenever you make a Strength or Constitution check, you can treat a roll of 9 or lower on the d20 as a 10.
  • Your speed increases by a number of feet equal to 5 times your Strength modifier (minimum of 5 feet).
  • You count as one size larger for the purposes of carrying capacity and the size of creatures that you can grapple.
  • Both your long and high jump distances double, even if that distance would exceed your remaining movement.

When the effects of this maneuver would end you can expend one of your Hit Dice to increase the duration by 10 minutes.

Resilient Body

Prerequisites: 9th level, Constitution of 15

When you take damage from a source you can see, you can expend an maneuver Die to reduce the damage by twice your maneuver Die + your Constitution modifier. Any hit points not consumed by the attack become temporary hit points.

Thunderous Shot

Prerequisites: 9th level, Dexterity of 15

In place of an attack, you can expend an maneuver Die and fire a piece of ammunition in a straight line, forcing creatures in that line out to the normal range of the weapon to make a Dexterity saving throw. Creatures take your weapon's normal damage plus piercing damage equal to twice your maneuver Die on a failed save, and half as much damage on a success.

War Cry

Prerequisites: 9th level

As an action, you can expend an maneuver Die and issue a mighty war cry, forcing any creatures in an adjacent 30 foot cone that can hear you to make a Wisdom saving throw. On a failed save, creatures drop whatever they are holding and are frightened of you for one minute. If a creature ends its turn in a location where it doesn’t have line of sight to you, it can repeat the saving throw, ending the effect on a success.

4th-Degree maneuvers

maneuvers of the fourth degree are techniques only mastered by the most powerful warriors in an entire kingdom. These can only be learned by fighters of 13th level or higher. Each 4th-degree maneuver can only be used once per short or long rest.

Expert Determination

Prerequisites: 13th level

As an action, you can expend an maneuver Die to focus your mind and temporarily sharpen one of your skills. Choose a skill or tool that you are proficient in. For the next hour, you can add your maneuver Die to any check you make that uses the chosen skill, without expending one of your maneuver Dice.

Fluid Movements

Prerequisites: 13th level, Dexterity of 17

As a bonus action, you can expend an maneuver Die to enter a heightened state of movement which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:

  • Your movement is unaffected by difficult terrain.
  • You can use a bonus action on your turn to gain the benefits of both the Dash and Disengage action.
  • Spells and other magical effects can neither reduce the your speed nor cause you to be paralyzed or restrained.
  • You can spend 5 feet of movement to instantly escape from nonmagical restraints like manacles or a grapple.
  • Swimming or being underwater imposes no penalties on your movements or your attack rolls.

Staggering Blow

Prerequisites: 13th level, Strength of 17

When you hit a creature with a melee weapon attack, you can expend an maneuver Die to strike with near-supernatural force. The creature takes additional bludgeoning damage equal to three times your maneuver Die, and it has disadvantage attack rolls and ability checks, and can't take reactions for 1 minute.

The creature can make a Wisdom saving throw at the end of each of its turns, ending these effects on a success.

Sundering Strike

Prerequisite: 13th level, Strength of 17

In place of an attack, you can expend an maneuver Die to strike a creation of magical force. Any magic creation of 5th-level or lower is instantly destroyed.

Quick Draw

Prerequisites: 13th level, Dexterity of 17

As a bonus action, you can expend an maneuver Die and enter into a heightened state of focus which you must concentrate on as if concentrating on a spell. For the next minute, or until you lose concentration, you can use a bonus action to make two ranged weapon attacks so long as you have ammunition.

This maneuver's effects don't stack with the swift quiver spell.

Unbreakable

Prerequisites: 13th level, Constitution of 17

When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can use your reaction to expend an maneuver Die to fall to 1 hit point.

5th-Degree maneuvers

maneuvers of this degree are feats of skill that rival demigods. These maneuvers can only be learned by fighters of 17th level or higher, and each can only be used once per short or long rest.

Cataclysmic Slam

Prerequisites: 17th level, Strength of 19

In place of an attack, you can expend an maneuver De and strike the ground at your feet with legendary power. A shockwave of earth and thunderous force erupts from you, forcing any creatures within 30 feet to make a Constitution saving throw. On a failed save, creatures take bludgeoning damage equal to three rolls of your maneuver Die + your Strength modifier and are knocked prone. On a successful save, creatures take half as much damage and don't fall prone. Any objects within this area take the maximum amount of damage.

The area becomes difficult terrain until a creature uses its action to clear one 5 foot square of this difficult terrain.

Mythic Focus

Prerequisites: 17th level

As a bonus action, you can expend an maneuver Die to enter a legendary state of focus which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:

  • You gain 50 temporary hit points. If any of these remain when the effects of this maneuver end, they are lost.
  • You have advantage on any weapon attacks you make.
  • Once per turn when you hit a target with a weapon attack, you can deal additional damage equal to your maneuver Die.
  • You gain a bonus to Strength, Dexterity, and Constitution saving throws equal to your maneuver Die.
  • When you take the Attack action on your turn, you can make an additional weapon attack as part of that action.
  • When the effect ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.

This maneuver doesn't stack with tenser's transformation.

Storm of Arrows

Prerequisites: 17th level, Dexterity of 19

In place of an attack, you can expend an maneuver Die to fire a volley of ammunition at a point you can see within the range of your weapon. Creatures of your choice within 30 feet of that point must make a Dexterity saving throw. Targets take piercing damage equal to four rolls of your maneuver Die + your Dexterity modifier on a failed save, and half on a success.

You must have enough ammunition to hit each target.

Steel Wind Slash

Prerequisites: 17th level, Strength or Dexterity of 19

In place of an attack, you expend an maneuver Die and flourish your melee weapon then vanish. Choose up to five creatures you can see within 30 feet of, making a melee weapon attack against each one. On a hit, each target takes damage of your weapon's type equal to four rolls of your maneuver Die + either your Strength or Dexterity modifier (your choice).

You then appear in an unoccupied space of your choice that you can see within 5 feet of one of the targets of this maneuver.

Vorpal Strike

Prerequisites: 17th level, Strength or Dexterity of 19

When you hit a creature with a melee weapon attack, you can expend an maneuver Die and attempt to behead it. If the target's remaining hit points after your attack are equal to your level + your Strength or Dexterity score (your choice) + three rolls of your maneuver Die, or lower, you cut off one of its heads.

The creature instantly dies if it cannot survive without the lost head. A creature is immune to this maneuver if it is immune to slashing damage, or if it doesn't have or need a head.

 

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