05.02 Revised Fighter (Complicated)

by TheGoldenOwlbear

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Revised Fighter

Class Features

Hit Points


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

Proficiencies


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

Equipment

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

  • (a) chain mail or (b) leather armor, a longbow, 20 arrows
  • (a) martial weapon and shield or (b) two martial weapons
  • (a) light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
Fighter Ability Table
Level Proficiency Bonus Features Maneuvers known Superiority Dice
1st +2 Fighting Style, Know Your Enemy, Second Wind (2)
2nd +2 Action Surge (1), Combat Superiority 2 2
3rd +2 Martial Archetype 3 2
4th +2 Ability Score Improvement 3 2
5th +3 Extra Attack (1) 4 3
6th +3 Martial Archetype Feature 4 3
7th +3 Enhanced Fighting Style 5 3
8th +3 Ability Score Improvement 5 3
9th +4 Indomitable (1) 6 4
10th +4 Martial Archetype Feature, Second Wind (3) 6 4
11th +4 Extra Attack (2) 7 4
12th +4 Ability Score Improvement 7 4
13th +5 Indomitable (2) 8 5
14th +5 Martial Archetype Feature 8 5
15th +5 Action Surge (2) 9 5
16th +5 Ability Score Improvement 9 5
17th +6 Extra Attack (3), Indomitable (3) 10 6
18th +6 Martial Archetype Feature, Second Wind (4) 10 6
19th +6 Ability Score Improvement 10 6
20th +6 Legendary Warrior 10 6

Fighting Style

1st-level feature

You can choose a Fighting Style that best reflects your training. You cannot select a Fighting Style more than once, even if a feature allows you to select another Fighting Style. Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.

  • 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 or wielding a shield, you gain a +2 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 two-handed or versatile melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll.

  • Protection: When a creature you can see attacks a target other than you that is within 15 feet of you, you can use your reaction to move in front of your ally (this movement doesn't provoke opportunity attacks) and be the new target of the attack. Moreover if you are wielding a shield, the attack is made with disadvantage.

  • Superior Technique: You learn two maneuvers of your choice from among those available to the Fighter class. You also gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source).

  • 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 your Proficiency Die + your Strength modifier on a hit. Once per turn when you hit a creature with an unarmed strike as part of the Attack action you can use your bonus action to make one unarmed strike.

  • Versatile Fighting: When you attack with a versatile weapon you can use a damage die one size larger. Moreover, you can choose to do either slashing or piercing damage when you make a weapon attack.

Second Wind

1st-level feature

You can use a bonus action to regain hit points equal to 1d10 + your Fighter level. Once you do so twice, you must finish a long rest before you can do so again.

You gain an additional use of this feature when you reach the following levels in this class: 10th (3 uses) & 18th (4 uses).

Know Your Enemy

1st-level feature

You can measure the skills of others in comparison to your own. When you take the Analyze action on an hostile creature, you gain a bonus to the ability check equal to the number of rounds you have fought the target.

Action Surge

2nd-level feature

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. Starting at 15th level, you can use it twice before a rest, but only once on the same turn.

Combat Superiority

2nd-level feature

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

Superiority Dice

You start with two superiority dice and gain an additional superiority die at levels 5th, 9th, 13th and 17th. To use a 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 Superiority Dice when you finish a short or long rest.

Your Superiority Dice begin as d4's, and increase in size as you gain levels in this class. This die changes at levels 5th (d6), 9th (d8), 13th (d10), and 17th (d12).

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 Exploit 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)

Martial Archetype

3rd-level feature

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 6th, 10th, 14th, and 18th level. You can choose one of the following martial archetypes:

  • Banneret
  • Battle Master
  • Cavalier
  • Champion
  • Echo Knight
  • Eldritch Knight
  • Rune Knight
  • Samurai

Ability Score Improvement

When you reach 4th level, 6th, 8th, 12th, 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.

Extra Attack

5th-level feature

You can attack twice, instead of one, 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.

Enhanced Fighting Style

7th-level feature

After many combats and weapon training, you have perfected a particular fighting style. Choose one of your known fighting styles and get the benefit related to it.

  • Archery: On your turn, If you attack a creature that didn't move on its last turn, you have advantage on the first attack roll against it.

  • Blind Fighting: The range of your blindsight increases by 10ft.

  • Defense: Any critical hit against you becomes a normal hit.

  • Dueling: When you are wielding a melee weapon with which you are proficient in one hand and no other weapons, you can take the Disarm action in place of a weapon attack when you take the Attack action.

  • Great Weapon Fighting: Once per turn, whenever you roll the maximum result on a damage die (with a two-handed or versatile melee weapon), you can roll a die one size smaller and add it to the total damage (Example: if you roll an 8 on a d8, you can add 1d6 to the total damage of the attack).

  • Protection: If the attack against you still hits, the damage it deals is reduced by your Proficiency Die + your Constitution modifier.

  • Superior Technique: You gain an additional Superiority die which is a d6, and you learn an additional maneuver of your choice.

  • Thrown Weapon Fighting: Once per turn, when you miss an attack roll with a thrown weapon you can use your reaction to reroll the attack.

  • Two-Weapon Fighting: When you take the Attack action against a creature, before making an attack you can choose to take a -5 penalty to the attack roll, if the attack still hits you can make an additional weapon attack as part of the same action. You can use this ability only once per turn.

  • Unarmed Fighting: Once per turn when you hit a creature with an unarmed strike, it must succeed on a Strength saving throw (Save DC = 8 + your Proficiency Bonus + your Strength modifier) or be unable to use its reaction until the start of your next turn.

  • Versatile Fighting: When you are wielding a versatile weapon with which you are proficient, and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Indomitable

9th-level feature

Once per turn, you can reroll a d20 test that you fail. Once you succeed on a d20 test with this feature, you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Legendary Warrior

20th-level feature

You have become a truly legendary warrior prepared for any battle. Your Strength, Dexterity and Constitution scores increase by 2. Your maximum for those scores is now 22.

Maneuvers

Maneuvers

Attack Maneuvers

  • Crippling Attack (HB): When you hit a creature with a weapon attack, you may expend a superiority die to attempt to cripple it. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failure, the creature's walking speed is reduced to 0 until the end of it's next turn, and it cannot benefit from any bonus to its walking speed.

  • Focus Attack (HB): When you hit a creature with a weapon attack, you can expend one superiority die to attempt to shatter their concentration. You add the superiority die to the attack's damage roll, and if the creature makes a Constitution save to maintain concentration on a spell, subtract the number rolled on the superiority die from the creature's roll.

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

  • Impending Attack (HB): When you hit a creature with a weapon attack, you can expend one superiority die to attempt to silence the target. You add the superiority die to the attack's damage roll, and the creature must make a Constitution saving throw. On a failed save, the target is unable to see, hear or speak (your choice) until the end of your next turn.

  • 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.

  • 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 a number of feet away from you equal to five times your Strength modifier (Minimum of 1).

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

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

  • Whirlwind Attack (HB): As an action, you can expend an Exploit Die to make a melee attack against any number of creatures within your reach, making a separate attack roll for each target. On hit, targets take damage of your weapon's type equal to your Exploit Die + your Strength or Dexterity modifier (your choice).

  • Wounding Attack (HB): When you hit a creature with a weapon attack, you can expend one superiority die to make a damaging wound on the target. At the start of the targets turn they lose Hit Points equal to your superiority die roll for each time you've wounded it with this feature, and it can then make a Constitution saving throw, ending the effect of all such wounds on itself on a success. The target or a creature within 5 feet of it can use an action to make a Wisdom (Medicine) check against your maneuver save DC to end the effect of all such wounds on it on a success. The wounds are also cured if the target receives magical healing or a healer's kit is used on them.

Combat Maneuvers

  • 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.

  • Charge (HB): When you take the Attack action on your turn, you may spend a superiority die to rush headlong into the fray. You gain 10 feet of movement. If you use all of your movement before attacking, your first attack has advantage and deals additional damage equal to your superiority die.

  • Darting Dervish (HB): As a bonus action on your turn, you can expend one superiority die to enter a limber flowing stance. Until the end of your next turn or until you're incapacitated, your movement speed is increased by 15 feet, attacks of opportunity against you are made with disadvantage and gain a bonus to your AC equal to half your Proficiency Bonus (rounded down).

  • Expert Marksman (HB): When you attack using a ranged weapon or with a weapon that has the thrown property, you can expend one superiority die and roll it. The normal and long range of your weapon is increased by a number equal to five times the number rolled for that attack. If the attack hits, you add the superiority die to the attack's damage roll.

  • 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 + your Proficiency Bonus.

  • 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.

  • Volley (HB): As an action, you can expend an Exploit Die to fire a volley of projectiles at a point you can see within the normal range of your weapon. Creatures within 5 feet of that point must make a Dexterity Saving throw. They take piercing damage equal to two rolls of your Exploit Die on a failure, and half damage on a success. You must have enough ammunition to hit each target in the area in order to use this Exploit.

  • Warrior's Fortitude (HB): Whenever you are forced to make a Strength or Constitution saving throw, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

  • Warrior's Reflexes (HB): Whenever you are forced to make a Dexterity or Intelligence saving throw, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

  • Warrior's Willpower (HB): Whenever you are forced to make a Wisdom or Charisma saving throw, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

Skill Maneuvers

  • Arcanist's Insight (HB): Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check, you can expend an Exploit Die and add it to your roll. You can use this Maneuver after you roll, but before you know if you succeed or fail.

  • Charlatan's Guile (HB): When you make a Dexterity (Sleight of Hand), or Charisma (Deception) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

  • 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. You can use this Maneuver after you roll, but before you know if you succeed or fail.

  • Field Medic’s Knowledge (HB): When you make a Wisdom (Medicine) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

  • Flawless Form (HB): When you make a Dexterity (Acrobatics) or a Strength (Athletics) check, you can expend one superiority die and add the superiority die to the ability check. You can use this Maneuver after you roll, but before you know if you succeed or fail.

  • Investigator's Intuition (HB): When you make an Intelligence (Investigation) or Wisdom (Perception) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

  • Lightstep (HB): When you roll for initiative or make a Dexterity (Stealth) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

  • Naturalist's Intuition (HB): When you make an Intelligence (Nature), a Wisdom (Animal Handling), or a Wisdom (Survival) check, you can expend one superiority die and add the superiority die to the ability check. You can use this Maneuver after you roll, but before you know if you succeed or fail.

  • Silver Tongue (HB): 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. You can use this Maneuver after you roll, but before you know if you succeed or fail.

Support Maneuvers

  • Commander's Strike: When you take the Attack action on your turn, you can forgo one of your attacks 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 attacks damage roll.

  • 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.

  • Formation Maneuver (HB): As a bonus action you can expend one superiority die and choose up to three friendly creatures that can see or hear you. Chosen creatures may use their reaction to move up to half their movement speed, gaining a bonus to their AC until the end of your turn. The bonus to AC is equal to half the number rolled on the superiority die.

  • 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.

Subclasses

Banneret

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

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

Inspiring Surge

3rd-level feature

You learn a Support maneuver of your choice and it doesn't count against the number of maneuvers you know.

Moreover, while in combat you always have in mind the position your allies are in and try to help even while fighting your foes. Whenever you take the Attack action, you can use a bonus action to command an ally to strike, choose one creature within 60ft that can hear you, that ally can use its reaction to move up to its movement speed or make a singular weapon attack.

Royal Envoy

6th-level feature

Knights of high standing are expected to conduct themselves with grace. You gain expertise in two skills related to Charisma, A banneret tends to believe in the importance of talking before fighting so Persuasion is a suggested skill.

Rallying Cry

10th-level feature

You learn how to inspire your allies to fight on past their injuries and face their foes. Whenever you use one of the following Fighter features, it generates an additional benefit for allies nearby:

  • Improved Second Wind: An amount of allies within 60ft that can see or hear you up to your Proficiency Bonus regain hit points equal to one roll of your Superiority die + your Charisma modifier.

  • Improved Action Surge: An amount of allies within 60ft that can see or hear you up to your Proficiency Bonus can move up to half their speed and can add your Superiority die to their next d20 test.

Bulwark

14th-level feature

You can extend the benefit of your Indomitable feature to allies. When you decide to use Indomitable to reroll a saving throw and you aren't incapacitated, you can choose two allies within 60 feet of you that also failed its saving throw against the same effect. If these creatures can see or hear you, they can reroll its saving throw and must use the new roll.

Battle Speech

18th-level feature

Upon rolling initiative, you can make a brief but effective battle speech, granting all friendly creatures within 30ft of you that can see or hear you a bonus to d20 tests made for one round equal to your Charisma modifier.

Battle Master

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

Student of War

3rd-level feature

Your training in martial techniques has transformed you into a magnificent combatant that knows how to face any of your foes. You gain the following benefits:

  • You gain proficiency with one type of artisan's tools of your choice.

  • You know an amount of maneuvers equal to half your Fighter level (rounded up) + your Proficiency Bonus.

Whenever you finish a long rest, choose one of the following specializations:

  • Attack maneuver: Whenever you use an attack maneuver and force a creature to make a saving throw, you can spend another superiority die and roll it, and subtract the number rolled from the creature's saving throw.

  • Combat maneuver: Whenever you use a combat maneuver you can also move up to half your movement speed without provoking opportunity attacks.

  • Skill maneuver: When you add a superiority die to an ability check and still fail, the superiority die is not expended.

  • Support maneuver: Whenever you use a support maneuver, you can choose another creature within 30ft that can hear or see you to gain the benefits of the maneuver.

Endless Fight

6th-level feature

Every combat has its ups and downs, but you have learned not to fret when you make a mistake in battle. When you roll a 1 on your superiority die, it is not expended.

Unbeatable Warrior

10th-level feature

You're a great warrior with an impeccable skill in combat and do not tend to fail drastically. Whenever you use your Indomitable feature, you can spend 1 Superiority die to reroll the d20 test with advantage.

Tireless

14th-level feature

Your many years on different battlefields has granted you an astonishing stamina. Whenever you use your Second Wind feature, you can also regain one expended superiority die.

Master at arms

18th-level feature

After many years of studying battle strategies, fighting styles and combat maneuvers you have become an expert in the battlefield and a specialist using weapons. Whenever you can roll your Superiority die, you can roll with advantage.

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.

Born to the Saddle

3rd-level feature

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

Additionally you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion.

Unwavering Mark

3rd-level feature

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 (rounded down).

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

6th-level feature

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 Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

Hold the Line

10th-level feature

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

14th-level feature

You can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the 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

18th-level feature

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

3rd-level feature

Your weapon attacks score a critical hit on a roll of 19 or 20. When you reach 14th level in this class the critical range is now 18-20.

Additionally, whenever you score a critical hit, roll a d20, on a roll of 20 you recover an expended Superiority die.

Remarkable Athlete

6th-level feature

You’ve trained your body to the peak of what most mortals could attain. You gain the following benefits.

  • When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

  • You gain a climbing or swimming speed equal to your walking speed.

  • You gain proficiency in Dexterity saving throws.

Critical Wounds

10th-level feature

Your critical hits grievously wound enemies, pressing your advantage in combat even further. When you score a critical hit with a weapon attack, before you determine the damage of the critical hit, roll 1d6. The target creature suffers an effect based on the number rolled on the Critical Wounds table below:

Critical Wounds

d6 Effect
1 Debilitating Critical. Until the start of your next turn, the target creature makes all attack rolls with disadvantage.
2 Hemorrhaging Critical. At the start of each of its turns, the target creature suffers damage equal to your Strength or Dexterity ability modifier (your choice). This effect can stack. This effect lasts until the target creature is healed with magic or takes a short or long rest. This effect does not affect Constructs or Undead.
3 Staggering Critical. If the target creature is no greater than one size larger than you, the target creature is knocked prone.
4 Sundering Critical. Until the start of your next turn, all attack rolls against the target have advantage.
5 Crippling Critical. Until the start of your next turn, the target creature makes its next saving throw or ability check with disadvantage.
6 Devastating Critical. When determining the extra damage for the critical hit, triple the damage dice.

Enduring Champion

18th-level feature

You attain the pinnacle of resilience and endurance 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

3rd-level feature

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.

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

3rd-level feature

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

6th-level feature

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, and you can end it at any time (requires no action). 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

10th-level feature

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

14th-level feature

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 Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Legion of One

18th-level feature

You can use a bonus action to create two echos with your Manifest Echo feature, and these echoes can co-exist. 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 Warrior

The archetypal Eldritch Warrior combines the martial mastery common to all fighters with a careful study of magic. Eldritch Warriors 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 Warrior additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These fighters learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Spellcasting

3rd-level feature

You augment your martial prowess with the ability to cast spells.

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

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 Warrior 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.

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

3rd-level feature

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. Once you have bonded a weapon to yourself, 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 on your turn, 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.

Arcane Smite

3rd-level feature

When you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target. This attack deals 2d6 extra damage for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.

War Magic

6th-level feature

Whenever you use the Attack action on your turn, you can use your bonus action to cast one cantrip of your choice.

Eldritch Strike

10th-level feature

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

14th-level feature

You gain the following benefits whenever you use one of these Fighter features:

  • Action Surge: 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 before or after the additional action.

  • Second Wind: Whenever you use your Second Wind feature, you also regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded down). Once you use this feature, you can’t use it again until you finish a short or long rest.

Improved War Magic

18th-level feature

Whenever you use the attack action on your turn, you can use your bonus action to cast one spell or 1st-level or higher that has a casting time of one action.

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

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.

Psionic Power

3rd-level feature

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are the same size as your Superiority Dice. You have a number of these dice equal to twice your proficiency bonus, and regain all your expended Psionic Energy dice when you finish a long rest. The powers below use your Psionic Energy 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 Energy 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 Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

  • 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 Energy die to take it again.

  • Psi-Powered Leap (6th level): 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 take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

  • Telekinetic Thrust (6th level): 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

10th-level feature

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 Energy die and end every effect on yourself subjecting you to those conditions.

Bulwark of Force

14th-level feature

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 Energy die to take it again.

Telekinetic Master

18th-level feature

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 Energy die to cast it again.

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 Carver

3rd-level feature

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 one of the following levels in this class you learn additional runes: 7th (3), 10th(4), and 15th (5).

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.

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.

Giant Might

3rd-level feature

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 on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. This damage increases at levels 10th (1d8), 14th (1d10), and 18th (1d12).

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

6th-level feature

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

10th-level feature

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.

Master of Runes

14th-level feature

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

18th-level feature

You learn how to amplify your rune-powered transformation. As a result, when you use your Giant's Might feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.

List of Runes

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

Prerequisite: 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

Prerequisite: 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.

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.

Fighting Spirit

3rd-level feature

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 all weapon attack rolls until the end of the current turn. When you do so, you also gain temporary hit points. The number of hit points you gain is equal to your fighter level.

You can use this feature two times per long rest. You gain an additional use whenever you reach one of the following levels in this class: 7th (3), 10th (4), 15th (5) and 18th (6).

Bonus Proficiency

3rd-level feature

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.

Elegant Courtier

6th-level feature

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

10th-level feature

When you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

Rapid Strike

14th-level feature

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 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

18th-level feature

Your fighting spirit can delay the grasp of death.

If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra 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.

 

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