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Revised Fighter
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## 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 \columnbreak
##### Fighter Ability Table | Level | Proficiency Bonus | Features | Maneuvers known | Superiority Dice | |:-----:|:-----------------:|:---------------------------------------------|:---------------:|:----------------:| | 1st | +2 | Fighting Style, Second Wind (1) | — | — | | 2nd | +2 | Combat Superiority, Action Surge (1) | 2 | 2 | | 3rd | +2 | Martial Archetype Feature (1) | 3 | 2 | | 4th | +2 | Ability Score Improvement | 3 | 2 | | 5th | +3 | Extra Attack (1) | 4 | 3 | | 6th | +3 | — | 4 | 3 | | 7th | +3 | Martial Archetype Feature (2) | 5 | 3 | | 8th | +3 | Ability Score Improvement | 5 | 3 | | 9th | +4 | Indomitable (1) | 6 | 4 | | 10th | +4 | Martial Archetype Feature (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 | Second Wind (2) | 8 | 5 | | 15th | +5 | Martial Archetype Feature (4) | 9 | 5 | | 16th | +5 | Ability Score Improvement | 9 | 5 | | 17th | +6 | Action Surge (2), Extra Attack (3), Indomitable (3) | 10 | 6 | | 18th | +6 | Martial Archetype Feature (5) | 10 | 6 | | 19th | +6 | Ability Score Improvement | 10 | 6 | | 20th | +6 | Legendary Warrior | 10 | 6 |
\pagebreakNum ### Fighting Style * At 1st level you 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. - **Berserker Fighting:** You fight with reckless abandon in battle. Once per turn, you can grant yourself advantage on a single attack roll. Once you take this advantaged attack, your Armor Class is reduced by 2 until the beginning of your next turn. - **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 +1 bonus to AC. - **Dual Wielding:** When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action. - **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. - **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. - **Great Weapon Fighting:** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - **Mounted Warrior:** Once per turn, when you hit a Large or smaller creature with a melee attack while mounted, you can force it to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, it is knocked prone. - **Improvised 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 weapon is destroyed and cannot be used for further attacks. You can't use this feature to destroy magical objects. \columnbreak
- **Interception:** When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. - **Protection:** When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. - **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. - **Unarmed Fighting:** Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. - **Versatile Fighting:** You can use the damage value in parentheses when attacking with a versatile weapon, even if you are wielding it with one hand. Also, you can don and doff a shield as a free action.
### Second Wind * Starting at 1st level, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you do so, you must finish a short or long rest before you can do so again.
When you reach 14th level in this class, you can use this feature twice before you must finish a short or long rest.
\pagebreakNum ### Combat Superiority * At 2nd level, 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:
**Exploit save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
\columnbreak ### Action Surge * Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
### 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. Martial Archetypes: - Brute - Cavalier + - Champion + - Corsair + - Draconblade - Duelist - - Echo Knight - - Eldritch Warrior + - Gladiator - Marksman + - Rune Knight - - Samurai + - Sellsword +
### Ability Score Improvement * When you reach 4th level, 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 * Beginning at 5th level, 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.
### Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. Once you succeed on a saving throw 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 * At 20th level, 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. Additionally you can roll your Superiority dice with advantage.
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# Maneuvers
\pagebreakNum ### 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.
### 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.
### 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. \columnbreak ### 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.
### 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.
### 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.
### 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.
### 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).
### 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.
### Elemental Arrow (HB) When you hit a creature with a ranged weapon attack, you can expend one superiority die to channel an element into your ammunition. You add the superiority die to the attack's damage roll. Both this additional damage and the initial damage of the attack are changed to your choice of one of the of the following: acid, cold, fire, lightning, or thunder.
\pagebreak ### Empowered Strike (HB) As part of a weapon attack, you can expend an Exploit Die to attack recklessly. You have advantage on your attack roll, but you subtract your Exploit Die from your roll. On hit, you deal additional damage equal to twice your Exploit Die.
### 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.
### 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.
### 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.
### Formation Maneuver (HB) As an 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 the result rolled on the superiority die.
### 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. \columnbreak ### Grappling Strike Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
### 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.
### 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.
\pagebreakNum \columnbreak ### Lunging Attack When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach until the end of your next turn by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
### Maneuvering Attack When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
### Menacing Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
### 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.
### 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. \columnbreak ### 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 tiimes your Strength modifier (Minimum of 1).
### 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.
### 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.
### 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.
\pagebreak ### 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.
### Tenacious Assault (HB) Once per turn when you miss with a weapon attack, you can expend one superiority die to immediately make a second attack against the target of the first attack with the same weapon. If you hit, add the superiority die to the weapon's damage roll.
### 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. \columnbreak ### Unflinching Wall (HB). As a bonus action on your turn, you can expend and roll one superiority die to enter a hardened defensive stance. Until the start of your next turn or until you're incapacitated, you reduce all damage by an amount equal to half the superiority die's result (minimum 1).
### 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.
### 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.
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# Subclasses
\pagebreakNum # Cavalier * T*he 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 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. 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. Alternatively, you learn one language of your choice.
### Unwavering Mark Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.
### Warding Maneuver At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest. \columnbreak ### 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 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 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.
\pagebreakNum # Champion T*he archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.*
### Improved Critical Beginning when you choose this archetype at 3rd level, when you hit a creature with a melee weapon attack, the minimum roll needed to score a critical hit against it with subsequent melee weapon attacks decreases by 1, to no lower than 18. This effect ends after you score a critical hit, combat ends, or you attack a different creature.
At higher levels the minimum roll needed to score a critical hit can be be no lower than 17 at level 9th and 16 at level 15th. \columnbreak
### Remarkable Athlete At 7th level, you’ve trained your body to the peak of what most mortals could attain. You gain the following benefits. - You can roll your Superiority die and add half the number rolled (rounded down) to Strength, Dexterity, or Constitution checks. You can roll the die before or after making the ability check. - You gain a climbing and swimming speed equal to your walking speed.
### Critical Wounds At 10th level, 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. |
### Superior Critical At 15th level, whenever you score a critical hit you gain a number of temporary hit points equal to the number you rolled on the critical wounds table.
### Enduring Champion At 18th level, 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.
\pagebreakNum # Corsair W*ith a blade in one hand a gun in the other, the corsair lives and breathes their unique combination of footwork and weaponry to strike at the heart of their enemies. The first corsair's learned their techniques working the decks of Sanctum's largest ships, however their skills have become widely adopted, particularly by scoundrel types who seek practicality and adaptability in their fighting style.*
*Corsairs can be found in every corner of the world, from bustling streets to shifting sands and every environment in between. They thrive in chaos, always bringing a tool for the job and adapting to unpredictable encounters.* ### 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. \columnbreak
### Art of the Corsair Beginning at 3rd level, when you make an attack with a one handed light melee weapon on your turn, you can use a bonus action to attack with a light ranged weapon you are holding in your other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative or you have the two weapon fighting fighting style.
When you fire a weapon with the ammunition property this way, 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 use your Art of the Corsair feature to make a ranged weapon attack against a creature you have successfully hit with a one handed light melee weapon during the same turn, you can choose to open the target up for a deadly flourish. If the ranged weapon attack is a hit, the attack is a critical hit.
You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain any expended uses when you finish a long rest. ### 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. ### Flawless Footwork Once you reach 10th level, you learn to steady your footwork and never miss a beat. You're unaffected by difficult terrain and spells and other magical effects cannot reduce your speed while you aren't incapacitated. You have advantage on saving throws against effects that would knock you prone. ### Masterful Evasion At 15th level, when a creature moves within your melee range, 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.
\pagebreakNum # Duelist Y*ou are a duelist, a master of one-on-one combat. Nothing drives you into battle more than the thought of outmatching a worthy opponent with naught but your own skill, wits, and courage. Duelists range from flashy tournament fighters, to honed perfectionists seeking their next rival. They might fight only for the prestige of their own successes, perform for a monarch or noble, or even be a noble themselves; trained from birth in the arts of the blade.* ### Superior Stance You have learned to adapt your stance to the ebb and flow of battle. When you take the Attack action while wielding a weapon with the finesse property, you can choose to enter one of the following stances, gaining its benefits:
***Press:*** When you hit a creature with a melee weapon attack, you can choose to mark it until the end of your next turn, or until you mark another creature. You have advantage on the next melee weapon attack you make against the marked creature, and if that attack hits, you can roll its damage twice and take the highest result. Once you attack a marked creature, the mark ends, and you can't mark another creature until you next take the Attack action or make an opportunity attack.
***Sway:*** When a creature hits or misses you with a melee attack, you can choose to mark it until the end of its next turn (no action required). The marked creature has disadvantage on the next attack it makes against you, at which point the mark ends, and if the attack misses, you can immediately use your reaction to move up to 10 feet without provoking opportunity attacks. You can't mark a creature in this way again until the start of your next turn.
Your stance lasts until combat ends, until you are incapacitated or your speed becomes 0, or until you choose to enter a different stance. \columnbreak ### Evasion At 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. #### Balanced Approach Ay 10th level, you gain the following improvements to your stances:
***Press.*** When you hit the marked creature with an attack, that creature has disadvantage on the next attack it makes against you before the start of your next turn.
***Sway.*** When you use the reaction granted by this stance, you can make one melee weapon attack against the creature that attacked you as part of the same reaction. ### Quick Reposition At 15th level, you can lock down an enemy and move quickly through a battlefield. When you take the Attack action and hit the same creature with at least two attacks, you can move up to half your movement speed without provoking opportunity attacks.
In addition, whenever you take the attack action, you can take the dodge action as a bonus action. #### To The Death Battle compels you to a singular purpose. At 18th level as a bonus action, you can challenge a creature you can see within your weapon's reach that can see and hear you. Until combat ends, or you or the creature are reduced to 0 hit points, you have disadvantage on attacks you make against other creatures, and you gain the following benefits: - Every 2 feet you move towards the creature costs only 1 foot of movement. - Melee weapon attacks you make against it deal additional damage equal to one of the weapon’s damage dice. - The first time on each turn the creature hits you with an attack while you aren’t incapacitated, the attack’s damage is halved against you. Once you use this feature, you can’t do so again until you complete a short or long rest. You can use it a second time between rests if you reduce the creature you challenge to 0 hit points. \pagebreakNum # 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 At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
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 At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
### Echo Avatar Starting at 7th level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, 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. \columnbreak
### Shadow Martyr Starting at 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.
Once you use this feature, you can't use it again until you finish a short or long rest.
### Reclaim Potential By 15th level, you've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
### Legion of One At 18th level, you can use a bonus action to create two 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.
\pagebreakNum # Eldritch Warrior T*he 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 When you reach 3rd level, 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. \columnbreak ##### 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 At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
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.
\pagebreakNum ### War Magic Beginning at 7th level, whenever you use the attack action on your turn, you can use your bonus action to cast one cantrip of your choice.
### Eldritch Strike At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
### Arcane Charge At 15th level, you gain the 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 spell slot of your choice.
### Improved War Magic Starting at 18th level, 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. \columnbreak
##### 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 |
\pagebreakNum # Marksman W*hile every fighter can draw a bow or hurl a javelin, those who train to become Marksmen dedicate themselves to perpetually improving their accuracy and precision with ranged weapons of all types. Most often, this deadly skill is backed up by an unmistakable swagger and unshakable confidence. Relying on their innate talents and signature grit, there are few challenges a true Marksman cannot overcome.*
### Bonus Proficiencies When you adopt this Archetype at 3rd level, your specialized training has enhanced your abilities with the wilderness and natural remedies. You gain proficiency with the nature skill and the Herbalism Kit.
### Steady Aim You can quiet your body so as to fire with deadly accuracy. Starting at 3rd level, if you haven't moved during your turn, you can use your bonus action to Steady Aim, granting you the following benefits until the end of your current turn: - Your movement speed is reduced to 0 feet. - Until you hit a creature with a ranged weapon attack, you have advantage on all ranged weapon attack rolls. - When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon, you can re-roll the die. You must use this new roll, even if the new roll is a 1 or a 2.
### Cunning Shot Your experience as a Marksman has trained you to react to danger at a moment's notice. Beginning at 7th level, you can add your proficiency bonus to your Initiative rolls.
You have also learned to identify and exploit even the smallest weak points in your enemy's defenses. Your attacks with ranged weapons ignore resistance to piercing damage.
### Volley 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. Creature within 5 feet of that point must make on a Dexterity Saving throw. They take piercing damage equal to two rolls of your Superiority Dice 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. \columnbreak ### Reliable Shot You make even impossible shots with ease. Beginning at 15th level, you ignore disadvantage from your weapon's long range.
In addition, once per turn, when you have advantage on a ranged weapon attack, you can forgo advantage and make one additional ranged weapon attack against the same target.
### Legendary Marksman Your marksmanship is supernatural in its precision. Starting at 18th level, when you use Steady Aim the benefits last for 1 minute, and you have advantage on all ranged weapon attacks for the duration. This effect only ends early if you move more then 10 feet in one turn, or you are incapacitated.
\pagebreakNum # Rune Knight R*une 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 Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table. Runes Known Fighter Level Number of Runes 3rd 2 7th 3 10th 4 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 At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: - If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change. - You have advantage on Strength checks and Strength saving throws. - Once 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) and 18th (1d10).
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 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 By 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. ### 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 At 18th level, 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. \pagebreakNum \pagebreakNum # Samurai T*he 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 Starting at 3rd level, your intensity in battle can shield you and help you strike true.
As a bonus action on your turn, you can give yourself advantage on 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 an amount of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.
\columnbreak
### Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion.
Alternatively, you learn one language of your choice.
### 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 against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action.
You can do so no more than once per turn.
### Strength Before Death Starting at 18th level, your fighting spirit can delay the grasp of death.
If you take damage that reduces you to 0 hit points, 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. \pagebreakNum # Sellsword Some warriors fight with honor, with grace, and with virtue...and some fight for themselves. Sellswords are the embodiment of these kinds of fighters. Whether they're a fallen knight or a lowborn cutthroat out to make a name for themselves, a Sellsword will employ whatever tactics they have to in order to claw their way to riches, fame, and victory.
#### Professional Guile At 3rd level, you gain proficiency in the Deception skill and either the disguise kit, forgery kit, poisoner's kit, or thieves' tools. If you are already proficient in Deception, you can instead gain proficiency in Insight, Intimidation, or Persuasion (your choice).
#### Dirty Fighting When you take this archetype at 3rd level, you learn how to employ a variety of underhanded moves to gain the upper hand in a fight. Once per turn when you hit a creature you can see within 30 feet of you with an attack, you can choose to either gain advantage on your next attack roll targeting that creature, or impose disadvantage on that creature's next attack roll by performing a dirty trick. This trick can represent throwing dirt in your opponent's face, striking a low blow, or delivering a deep, debilitating cut.
You can use this feature a number of times equal to your Strength or Dexterity modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.
#### Redirection At 7th level, when a creature targets you with an attack, you can use your reaction to choose a creature other than the attacker within 5 feet of you that is no more than one size category larger than you to take the blow in your stead. You immediately switch places with that creature without provoking opportunity attacks, provided there is space to do so, and the attack roll targets it instead.
Once you use this feature, you can't do so again until you critically hit, or you finish a short or long rest.
You can choose to use this feature after the creature makes its attack roll, but before the DM determines whether the attack roll succeeds or fails.
#### Crippling Strikes Starting at 10th level, your dirty fighting have improved so that you can actively cripple your foes. When you use your dirty fighting feature against a hostile creature, the creature's speed is halved and it can't take reactions until after the end of your next turn.
If the creature attempts to dash or disengage, it must succeed on a Constitution saving throw equal to 8 + your proficiency bonus + your Strength or your Dexterity modifier, otherwise it is unable to do so and must take a different action. \columnbreak
#### Cutthroat's Withdrawal Beginning at 15th level, you know when things are going a little too south and how to get the hell out of dodge effectively. While you are below half of your maximum hit points, you gain one of the following benefits: - Your movement doesn't provoke opportunity attacks, and gain a +1 bonus to your AC. - Bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by an amount equal to your Constitution modifier (Minimum of 1).
#### Vainglorious Combatant At 18th level, your infamy for dishonor, carnage, and bloodshed hangs over your every action. When you roll initiative, and when you reduce a creature with a challenge rating of one or higher to zero hit points, you can designate up to two creatures that are no more than one size category larger than you as your next victims.
These creature(s) are automatically frightened of you until the end of your next turn. In order to use this feature the creature(s) must be able to see and hear you