D&D 5e The Complete Overhaul: Fighter Subclasses Revised

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???'s D&D 5e Complete Overhaul

The Revised Fighter Subclasses

Introduction

Aim

Fighter is one of the most basic classes in the game, often said to be the most beginner friendly. The features are simple and easy to understand however this makes them not particularly special. The subclasses are what offer the fighter a lot of its flavor and mechanical differences but a fair amount of the subclasses are just not viable in higher power games, with the only really viable subclasses being battle master and echo night. The overall aim of this is to just bring everything up to the level of those two subclasses and provide more interesting options for the fighter consider when picking a subclass.

Design

The changes that have been made will most likely be reworks and buffs with a few optional features since I normally play in heavily homebrewed campaigns. These abilities may be a little powerful for lower power level games. A lot of this is done in the form of a table with people who like optimization and giving those people more options to consider when creating a viable build. Also since I am British, I felt the need to translate all the subclasses into proper English.

Key

The following table is a key for the subclass feature Section

Symbol Meaning
* New
! Rework
^ Buff
- Removed

Document Layout

The subclasses are all listed alphabetically. In the features table for each subclass, the features may be prefixed with one of the symbols above. If it isn't, no change has been made to the ability.

Arcane Archer

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Arcane Archer Features

Fighter Level Features
3rd Arcane Archer Lore, (#!)Arcane Shot
7th Curving Shot
10th (##!)Ever-Ready Shot
15th (*)Potent Infusion
18th (*)Arcane Shot Mastery

#Reworked and More Options Added

##Moved from 15th level to 10th

Arcane Archer Lore

3rd-level Arcane Archer feature

You learn magical theory or some of the secrets of nature; typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip. Intelligence is your spell casting ability this cantrip.

Arcane Shot

3rd-level Arcane Archer feature

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn three Arcane Shot options of your choice (see “Arcane Shot Options” at the end of this subclass).

One per turn, when you fire an arrow or bolt from a bow or crossbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow or bolt hits a creature, unless the option doesn’t involve an attack roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) and you regain all expended uses of it when you finish a short or long rest. Whenever you fire a nonmagical arrow or bolt from a bow or crossbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow or bolt immediately after it hits or misses its target.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 5th, 7th, 10th, 15th, and 18th level. Each option also improves when you become a 10th and 18th-level fighter.

Curving Shot

7th-level Arcane Archer feature

You learn how to direct an errant arrow or bolt toward a new target. When you make an attack roll with a magic arrow or bolt and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Ever-Ready Shot

10th-level Arcane Archer feature

Your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

Potent Infusion

15th Level Arcane Archer Feature

The magic within your magic arrows and bolts guide you to exploit every flaw within an enemy. Whenever you land a critical hit with a magic arrow or bolt, the damage increases by an additional 2d12 of the shots damage type.

Arcane Shot Mastery

18th Level Arcane Archer Feature

Your control over the elven magic that you utilizes to imbue your shots has been mastered. You can now use your arcane shot feature multiple times per turn, though you can only use each option once per turn. Additionally when you use a bow or crossbow, you gain the following benefits:

  • Your critical hit range increases by 1.
  • You can add your intelligence modifier to the damage that you deal.
  • If you land a critical hit, you regain one use of your 'Arcane Shot' feature.

Arcane Shot Options

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

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Banishing Shot

You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the shot must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

A target also takes 1d6 force damage when you reach 10th level and 2d6 force damage when you reach 18th level.

Beguiling Shot

Your enchantment magic causes this shot to temporarily beguile its target. The creature hit by the shot takes an extra 2d6 psychic damage, and choose yourself or one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 3d6 when you reach 10th level and 4d6 when you reach 18th level.

Bursting Shot

You imbue your shot with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the shot hits the creature, the target and all other creatures within 15 feet of it must success on a dexterity saving throw, taking 2d6 force damage each on a failure, or half as much on a success.

The force damage increases to 3d6 when you reach 10th level in this class and 4d6 when you reach 18th level in this class.

Elemental Shot

You weave the magic of the elements of evocation magic into your shot. The creature hit by the shot takes an extra 2d6 fire, cold, lightning, acid, or thunder damage (Your choice).

The damage increases to 3d6 when you reach 10th level in this class and 4d6 when you reach 18th level in this class.

Enfeebling Shot

You weave necromantic magic into your shot. The creature hit by the shot takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

The necrotic damage increases to 3d6 when you reach 10th level in this class and 4d6 when you reach 18th level in this class.

Grasping Shot

When this shot strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the shot takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 3d6 when you reach 10th level in this class and 4d6 when you reach 18th level in this class.

Grovel Shot

You weave some gravitation Transmutation magic into the shot to create an extreme downward force upon those it hits. The target takes an extra 2d6 bludgeoning damage and must succeed a strength saving throw or be knocked prone.

The bludgeoning damage increases to 3d6 at the 10th level of this class and 4d6 at the 18th level of this class.

Light Shot

You imbue your shot with divine evocation magic. The target takes an extra 2d6 radiant damage. If the creature is undead or a fiend, it takes an additional 1d6 radiant damage.

The radiant damage increases to 3d6 when you reach 10th level and 4d6 when you reach 18th level.

Piercing Shot

You use transmutation magic to give your shot an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the shot shoots forward in a line, which is 1 foot wide and 90 feet long, before disappearing. The shot passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the shot, plus an extra 2d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 3d6 when you reach 10th level in this class and 4d6 when you reach 18th level in this class.

Seeking Shot

Using divination magic, you grant your shot the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The shot flies toward that creature, moving around corners if necessary and cover. If the target is within the weapon’s range and there is a path large enough for the shot to travel to the target, the target must make a Dexterity saving throw. Otherwise, the shot disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the shot, plus an extra 2d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The force damage increases to 3d6 when you reach 10th level in this class and 4d6 when you reach 18th level in this class.

Shadow Shot

You weave illusion magic into your shot, causing it to occlude your foe’s vision with shadows. The creature hit by the shot takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or become Blinded until the start of your next turn.

The psychic damage increases to 3d6 when you reach 10th level in this class and 4d6 when you reach 18th level in this class.

Teleportation Shot

You enchant your shot with the teleportation magic of conjuration. If the shot hits another creature, it takes an extra 2d6 force damage, and you and the creature swap places. If there is not enough space for either you or the creature in the others space, then the teleportation fails and you both take 4d6 bludgeoning damage. You can instead target the terrain around you, when this happens you teleport to the impact sight of the shot.

The force damage increases to 3d6 when you reach 10th level and 4d6 when you reach 18th level.

Tipsy Shot

You weave enchantment magic into your shot to cause this shot to temporarily intoxicate its target. The creature hit by the shot takes an extra 2d6 poison damage and must succeed on a Constitution saving throw, or become poisoned for 1 minute. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success.

The poison damage increases to 3d6 when you reach 10th level and 4d6 when you reach 18th level.

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 weapon smithing 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.

Battle Master Features

Fighter Level Features
3rd (^)Combat Superiority, Student of War
7th (^)Know Your Enemy
10th (#^)Relentless, (##-)Improved Combat Superiority
15th (*)Expert Maneuverer
18th (*)Master of Combat, (##-)Improved Combat Superiority

#moved to 10th Level from 15th

##Now included in Combat Superiority

Combat Superiority

3rd-level Battle Master feature

You learn manoeuvres that are fuelled by special dice called superiority dice.


Manoeuvres. You learn three manoeuvres of your choice, which are detailed under “Manoeuvres” at the end of this subclass. Many manoeuvres enhance an attack in some way. You can use only one manoeuvre per attack.

You learn two additional manoeuvres of your choice at 7th, 10th, and 15th level. Each time you learn new manoeuvres, you can also replace one manoeuvre you know with a different one.


Superiority Dice. You have a number of superiority dice equal to twice your proficiency bonus, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.


Saving Throws. Some of your manoeuvres require your target to make a saving throw to resist the manoeuvre's effects. The saving throw DC is calculated as follows:


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

Student of War

3rd-level Battle Master feature

You gain proficiency with one type of artisan’s tools.

Know Your Enemy

7th-level Battle Master feature

As a bonus action, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)

Relentless

10th-level Battle Master feature

Your mastery over battle is almost unmatched. When you start your turn with no superiority dice remaining, you regain one superiority die.

Expert Maneuverer

15th-level Battle Master feature

When you hit with an attack and expend a superiority die to use a manoeuvre, you may choose to expend an additional superiority die to choose an additional manoeuvre that you can activate on an attack to also perform it.

Master of Combat

18th-level Battle Master feature

Your mastery over performing manoeuvres in combat has allowed you to utilise them without much effort. Whenever you use a Manoeuvre, you can roll a d6 and use it instead of expending a Superiority die. Additionally, when you do roll a Superiority die, you can roll it twice and choose witch roll to use.

Maneuvers

The maneuvers are presented in alphabetical order.

Ambush

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

Bait and Switch

When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Brace

When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.

Commander’s Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

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.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage 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.

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.

Lunging Attack

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

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack

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

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. If the attacks misses, you gain advantage on your next attack.

Precision Attack

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

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Quick Toss

As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.

Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

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.

Sweeping Attack

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

Tactical Assessment

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

Trip Attack

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

Cavalier

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

Cavalierr Features

Fighter Level Features
3rd Bonus Proficiency, Born to the Saddle, (*)War Trained Mount, (^)Unwavering Mark
7th (^)Warding Maneuver
10th (!)Hold the Line
15th (^)Ferocious Charger
18th (^)Vigilant Defender

Bonus Proficiency

3rd-level Cavalier feature

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

Born to the Saddle

3rd-level Cavalier 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.

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

War Trained Mount

3rd-level Cavalier feature

You gain a mount that accompanies you on your adventures and is trained to fight alongside you. Choose a creature for your mount that is CR 1/2 or lower. A mount must be at least 1 size category larger than you in order to support you. Some examples of creature you could use are listed below:


For Medium Creatures:

  • Axe Beak
  • Camel
  • Crocadile
  • Elk
  • Constrictor Snake
  • Giant Owl
  • Warhorse

For Small Creatures:

  • Black Bear
  • Boar
  • Deer
  • Giant Wolf Spider
  • Hyena
  • Vulture
  • Wolf

Add your proficiency bonus to the mount's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block add four times your fighter level. It has a number of hit dice equal to your level and like any creature, it can spend Hit Dice during a short rest to regain hit points.

The mount obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use one of your attacks to verbally command it to take the Attack, Dash or Disengage. The creature companion has access to all abilities and attacks, including multiattack, it would normally have.

If you are incapacitated or absent, the creature acts on its own, focusing on protecting you and itself. The creature never requires your command to use its reaction, such as when making an opportunity attack.

If the creature dies, you can obtain a new companion by spending 8 hours magically bonding with a creature that isn’t hostile to you and that meets the requirements.

At the DM's option, you can choose a different creature, that doesn't have to meet a certain CR requirement. In general a mount should not have a CR grater than half your level. You might acquire a different mount though trade, as a reward from a quest, or by steeling an egg and raising it. Regardless of how you obtain your alternative mount, you can apply this feature's benefits to it.

Unwavering Mark

3rd-level Cavalier 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, you deal addtional damage equal to half your fighter level.

Warding Manoeuvr

7th-level Cavalier 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.

Hold the Line

10th-level Cavalier 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 has disavantage on its next attack roll.

Ferocious Charger

15th-level Cavalier 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.

Vigilant Defender

18th-level Cavalier feature

You respond to danger with extraordinary vigilance. You can take a reaction once on every creature’s turn, instead on only once per round.

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.

Champion Features

Fighter Level Features
3rd (^)Improved Critical, (#^)Remarkable Athlete
7th (*)Fighting Style Mastery
10th (*)Advanced Critical, (-)Additional Fighting Style
15th (##)Survivor
18th (###^)Superior Critical

#Moved from 7th level to 3rd

##Moved from 18th level to 15th

###Moved from 15th level to 18th

Improved Critical

3rd-level Champion feature

You have trained to be able to exploit the weaknesses in an enemy. You gain the following benefits:

  • Your weapon attacks critical hit range is increased by 1.
  • When you score a critical hit against a creature, you may immediately use your 'Second Wind' feature without using a bonus action to do so.
  • When you score a critical hit with a weapon, you may expend a hit dice and roll it; the target takes additional damage equal to the number rolled plus your constitution modifier (minimum of 1). You also gain temporary hit points equal to the additional damage.

Remarkable Athlete

3rd-level Champion feature

You have remarkable athletic ability. You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus, and your movement speed increases by 10ft.

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

Fighting Style Mastery

7th-level Champion feature

Your mastery over different fighting styles grants you additional benefits. You can choose a second option from the Fighting Style class feature or you can upgrade a Fighting Style you’ve already chosen, replacing the one you already know with its improved version in the list below. You cannot gain a Fighting Style that you already have, or have the upgrade of.

Apex Technique (Superior Technique)

You learn three manoeuvres of your choice from among those available to the Battle Master archetype. If a manoeuvre you use requires your target to make a saving throw to resist the manoeuvre's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain two superiority dice, which are d8s (these dice are added to any superiority dice you have from another source). These dice are used to fuel your manoeuvres. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Defence Mastery (Defence)

While you are wearing armour, you gain a +2 bonus to AC and a +1 bonus to your saving throws.

Great Weapon Annihilator (Great Weapon Fighting)

When you roll 1-3 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can treat the roll as a 4. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception Master (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 2d10 + 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. You can then make an opportunity attack against the creature that triggered this reaction as apart of the same reaction.

Master Archer (Archery)

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

Master Duellist (Duelling)

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

Master Protector (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 and give the target of the attack three-quarters cover until the end of the turn. You must be wielding a shield to use this reaction. Additionally, you gain an additional reaction that you can take each round. This reaction can only be used to use Master Protector.

Sightless Master (Blind Fighting)

You have blindsight with a range of 30 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.

Tenacious Fighting (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. You gain a +2 bonus to attack and damage rolls you make with unarmed strikes.

At the start of each of your turns, you can deal 2d4 bludgeoning damage to one creature grappled by you.

Thrown Weapon Master (Thrown Weapon Fighting)

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. You gain a +2 bonus to attack and damage rolls you make with thrown weapons.

Two-Weapon Fury (Two-Weapon Fighting)

You can draw or stow two weapons instead of one with your free action. When you engage in two-weapon fighting, you take the attack action using the weapon in your off hand, allowing you to use your multiattack. You can add your damage modifier to all attacks you make with two-weapon fighting.

Advanced Critical

10th-level Champion feature

You ability to exploit weakness in an enemy has grown. You gain the following benefits:

  • Your weapon attacks critical hit range is increased by 1.
  • When you score a critical hit against a creature, you regain a use of your 'Second Wind' feature.
  • When you score a critical hit with a weapon, you may immediately make an additional attack. This can only happen once per action.

Survivor

15th-level Champion feature

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

Superior Critical

18th-level Champion feature

You have mastered your technique to exploit the weaknesses in an enemy. You gain the following benefits:

  • Your weapon attacks critical hit range is increased by 1.
  • When you score a critical hit against a creature, regain one use of your 'Action Surge' feature.
  • When you score a critical hit with a weapon, you may roll an additional two weapon die when determining the damage that you deal.

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.

Echo Knight Features

Fighter Level Features
3rd (!)Manifest Echo, (!)Unleash Incarnation
7th Echo Avatar
10th (!)Shadow Martyr
15th (!)Reclaim Potential
18th (!)Legion of One

Manifest Echo

3rd-level Echo Knight 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 an AC equal to 14 + your proficiency bonus, hit points equal to 5 times your level in this class, 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 60 feet from you at the end of your turn, it is destroyed.

You can use this feature a number of times equal to your constitution modifier (minimum of 1). You regain all expended uses when you finish a short or long rest.

You can use the echo in the following ways:

  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 10 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 Echo Knight 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.

Echo Avatar

7th-level Echo Knight 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 Echo Knight 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. Roll a D20, if the result is an 8 or higher, the attack roll that triggered the reaction is instead made against your echo.

Reclaim Potential

15th-level Echo Knight 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 2d10 + your Constitution modifier.

Legion of One

18th-level Echo Knight feature

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

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

Eldritch Knight

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

Eldritch Knight Features

Fighter Level Features
3rd (^)Spellcasting, (^)Weapon Bond
7th (!)War Magic
10th (*)Enigmatic Secrets
15th (!)Arcane Charge
18th #(!)Eldritch Strike, (-)Improved War Magic

#Moved from 10th level to 18th

Spellcasting

3rd-level Eldritch Knight feature

You augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

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

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

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

** Spells Known of 1st-Level and Higher.** You know three 1st-level wizard spells of your choice.

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

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.

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

Eldritch Knight 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 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Weapon Bond

3rd-level Eldritch Knight 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, 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 summon upto 2 bonded weaonds at a time with your bonus action, so long as you have a free hand for each one.

War Magic

7th-level Eldritch Knight feature

When you use your action to cast a spell, you can instead replace one of your attacks as apart of your multiattack to do so. You can only cast one spell with each action in this way

Enigmatic Secrets

10th-level Eldritch Knight feature

You have learnt how to imbue the elemental nature of magic into your Bonded Weapons. When you finish a short or long rest, you may choose one of the following damage types: acid, cold, fire, lightning or thunder. Your Bonded Weapons damage type changes to this type instead and they deal additional damage die of damage on a hit. This effect lasts until you take another short or long rest.

Arcane Charge

15th-level Eldritch Knight feature

You gain the ability to teleport up to 30 feet to an unoccupied space you can see as a bonus action on each of your turns. After teleporting, you have advantage on weapon attacks you make before the end of the turn.

You can do this a number of times equal to your Intelligence modifier (minimum of once) and you regain all expended uses when you finish a short or long rest.

Eldritch Strike

18th-level Eldritch Knight feature

You learn how to imbue your weapon strikes with magical energy that can undercut a creature's resistance to your spells and damage. When you use a bonded weapon, you gain the following benefits:

  • Your critical hit range increases by 1.
  • You can add your Intelligence modifier to the damage that you deal.
  • You ignore resistance that a target has to damage.
  • A target hit with the weapon has disadvantage on saving throws it makes against your spells until the start of your next turn.

Gunslinger

Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.

However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.

This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.

Gunslinger Features

Fighter Level Features
3rd Firearm Proficiency, Gunsmith, (!)Adept Marksman
7th Quickdraw, (*)Deadeye
10th Rapid Repair, (*)Perfect Accuracy
15th (^)Lightning Reload, (*)Deadly Trickshots
18th (^)Vicious Intent

Firearm Proficiency

3rd-level Gunslinger feature

You gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Gunsmith

3rd-level Gunslinger feature

You gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Ammunition All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Name Cost Ammo Damage Wieght Range Properties
Palm Pistol 50g 2g (20) 1d8 piercing 1 lb. (40/160) Light, reload 1, misfire 1
Pistol 150g 4g (20) 1d10 piercing 3 lb. (60/240) Reload 4, misfire 1
Musket 300gp 5g (20) 1d12 piercing 10 lb. (120/480) Two-handed, reload 1, misfire 2
Pepperbox 250g 4g (20) 1d10 piercing 5 lb. (80/320) Reload 6, misfire 2
Blunderbuss 300g 5g (5) 2d8 piercing 10 lb. (15/60) Reload 1, misfire 2
Bad News Crafted 10g (5) 2d12 piercing 25 lb. (200/800) Two-handed, reload 1, misfire 3
Hand Mortar Crafted 10g (1) 2d8 fire 10 lb. (30/60) Reload 1, misfire 3, explosive

Adept Marksman

3rd-level Gunslinger feature

You learn to perform powerful trick shots to disable or damage your opponents using your firearms.

Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point when you score a critical hit for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

Trick Shot save DC = 8 + your proficiency bonus +

your your Dexterity modifier

Quickdraw

7th-level Gunslinger feature

You add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Deadeye

7th-level Gunslinger feature

You learn to carefully line up exceptionally lethal shots. When you make a ranged weapon attack with a firearm using the attack action on your turn, you may choose to forgo one or more of the extra attacks granted by your Extra Attack class feature. For each attack you choose to forgo, you gain a +3 bonus to the attack roll. You also increase the damage of the attack by 1 roll of the weapons damage die for each attack forgone. Additionally, if a creature struck by deadeye has to make a saving throw, it has a -3 penalty for each attack you forgo.

Rapid Repair

10th-level Gunslinger feature

You learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.

Perfect Accuracy

10th-level Gunslinger feature

Your have become an expert at identifying flaws in your opponents' defences. Your firearm attacks bypass resistance to damage and treat immunity to damage as resistance. In addition, your firearms critical hit range increases by one.

Lightning Reload

15th-level Gunslinger feature

Once per action, you can reload any firearm as a free action.

Deadly Trickshots

15th-level Gunslinger feature

You have learned to combine multiple trickshots into a single deadly attack. You may apply two trickshots to the same attack, without expending any additional Grit Points beyond the first.

Vicious Intent

18th-level Gunslinger feature

Your firearm attacks critical hit range is increased by one.

Additional when a weapon misfires, you can instead choose for it to not, when you use this ability you must finish a short rest until you can do so again.

Hemorrhaging Critical

18th-level Gunslinger feature

Whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

Trick Shots

These trick shots are presented in alphabetical order.

Aimed Shot

When you make a ranged weapon attack, you may expend 1 Grit Point to take carful measures when aiming to ensure you hit a weak spot. You can add your Wisdom bonus to the attack roll, or the damage roll for the attack.

Bore Shot

When you make a firearm attack, you may expend one Grit Point to target a creature behind cover. You may target a creature's last known or assumed location if the creature is behind total cover. If the creature has moved from its assumed location, the attack misses regardless of the roll. The creature gains no benefit from cover.

Bullying Shot

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

Dazing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Deadeye Shot

When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

Disarming Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Forceful Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Haemorrhaging Shot

When you make a firearm attack against a creature, you may expend one Grit Point in an attempt to cause bleeding. The creature must make a Constitution saving throw. On a failed save, the creature takes half the damage that it took from this attack at the start of its next turn.

Overwatch

As a reaction, you may expend 1 Grit Point to make a firearm attack against a creature that moves within your firearm's normal range.

Piercing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Pinning Shot

When making a firearm attack against a creature, you may expend one Grit Point to attempt to pin the creature in place. On a hit, the creature must make a Dexterity saving throw. On a failed save, the creature is unable to move until the end of its next turn.

Violent Shot

When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +1 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

Winging Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

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.

Psi Warrior Features

Fighter Level Features
3rd (^)Psionic Power
7th Telekinetic Adept
10th (^)Guarded Mind
15th (^)Bulwark of Force
18th (^)Telekinetic Master

Psionic Power

3rd-level Psi Warrior feature

You harbour a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, and you can do this a number of times equal to half your proficiency bonus (rounded up) per short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). 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. At 10th level this damage reduction increases by an additional roll of your Psionic Energy Die.

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. At 10th level this damage increases by an additional roll of your Psionic Energy Die.

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. At 10th level you use this action with your action or bonus action.

Telekinetic Adept

7th-level Psi Warrior feature

You have mastered new ways to use your telekinetic abilities, detailed below.

Psi-Infused Strikes. When you hit a creature with an attack, the target takes additional force damage equal to your Intelligence Modifier (minimum of 1).

Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you 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. 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 Psi Warrior feature

The psionic energy flowing through you has bolstered your mind. You have immunity 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

15th-level Psi Warrior 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 Psi Warrior 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. You can replace the action required to cast and manipulate the spell with one of your attacks granted by your multiattack class feature.

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.

Purple Dragon Knight

Purple Dragon knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.

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

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

Restriction: Knighthood

Purple Dragon Knights are tied to a specific order of Cormyrean knighthood. This restriction exists for the Forgotten Realms. It might not apply to your DM's setting or their version of the Realms. Your DM can lift this restriction, and rename this subclass to Banneret.

Purple Dragon Knight Features

Fighter Level Features
3rd (*)Battlefield Commander, (#^)Royal Envoy,
7th (##^)Rallying Cry
10th (*)Rousing Commands
15th (###^)Inspiring Surge (-)Bulwark
18th (*)Unfalling Legion

#Moved from 7th level to 3rd

##Moved from 3rd level to 7th

###Moved from 10th level to 15th

Battlefield Commander

3rd-level Purple Dragon Knight feature*

You learn how to command your allies on the battlefield, allowing them to move in coordination with your words. You can use a bonus action to give an order to another creature within 60 feet of you that can hear you. That creature can use its reaction to gain the order's benefit.

  • Push the Advantage: The creature makes one opportunity attack or ranged weapon attack. It ignores disadvantage on this attack roll.
  • Tactical Reposition: The creature moves up to its speed. This movement doesn't provoke attacks of opportunity.
  • Utmost Caution: The creature gains the benefit of the Dodge action until the start of your next turn.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses of it when you finish a short or long rest.

Royal Envoy

3rd-level Purple Dragon Knight feature

A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.

You gain proficiency in the Persuasion skill and in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion.

Rallying Cry

7th-level Purple Dragon Knight feature

You learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose a number of creatures equal to your proficiency bonus (including yourself). Those creatures immediately regain a number of hit points equal to the healing your received from using your second wind plus your Charisma modifier (minimum of +1). If the creature is healed to their maximum hit points with this feature, they gain temporary hit points equal to any remaining healing.

Any creature that receives this healing gains advantage on all attack roles until the end of your next turn.

Rousing Commands

10th-level Purple Dragon Knight feature

The directives you give your allies stir them to greater action. When you use your Battlefield Commander feature, the creature you command gains an additional benefit, depending on which course of action you order it to take.

  • Push the Advantage: It gains advantage on the attack roll, and it adds your Charisma modifier (minimum of 1) to the damage roll.
  • Tactical Reposition: It gains a bonus to its speed equal to 5 times your Charisma Modifier (minimum of 5 feet) for the reaction, and it immediately ends any effect causing it to be grappled, or restrained.
  • Utmost Caution: It gain a bonus to its armour class and dexterity saving throws equal to your Charisma modifier (minimum of 1) until the start of your next turn.

Inspiring Surge

15th-level Purple Dragon Knight feature

When you use your Action Surge feature, you can choose a number of creatures equal to your Charisma modifier (minimum of 1) within 60 feet of you. Those creatures can take one additional action on their next turn.

Unfalling Legion

18th-level Purple Dragon Knight feature

Your presence is so inspiring that it can bring people back from the brink of death. When you or a creature within 60 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to cause them to drop to 1 hit point instead, provided they can see or hear you.

Once a creature has benefitted from this feature, they cannot do so again until they finish a long rest.

Rune Knight

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

Rune Knight Features

Fighter Level Features
3rd Bonus Proficiencies, (!)Rune Carver, (!)Giant’s Might
7th (^)Runic Shield
10th (#)Master of Runes, (-)Great Stature
15th (*)Blessing of the Allfather
18th (^)Runic Juggernaut

#Moved from 15th level to 10th and merged with great stature

Bonus Proficiencies

3rd-level Rune Knight feature

You gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.

Rune Carver

3rd-level Rune Knight 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. You learn an additional rune of your choice at 7th, 10th, 15th and 18th level.

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 armour, a shield, a piece of jewellery, 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.

Cloud Rune, Ský

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, Eldur

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 fire damage equal to 1d6 plus your level in this class, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes fire damage equal to 1d6 plus your level in this class 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.

Forest Rune, Tré (7th level or higher)

This rune’s magic emulates the secretive and druidic nature of the forest giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Stealth) checks and Wisdom (Survival) checks.

In addition, you can invoke the rune as a bonus action to become invisible until the end of your next turn. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Frost Rune, Ís

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 bonus to all ability checks and saving throws that use Strength, Dexterity or Constitution equal to your proficiency bonus. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Hill Rune, Hæð (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.

Ocean Rune, Ægir

This rune’s magic channels the marine prowess of ocean giants. While wearing or carrying an object that bears this rune, you can breathe underwater and gain a swimming speed equal to your walking speed.

In addition, you can invoke this rune as a bonus action to summon a tendril of water that lashes out at enemies. Make an attack roll against one creature within 60 feet, using your Constitution modifier and proficiency bonus for the attack roll. On a hit, the target takes cold damage equal to 1d6 plus your level in this class and has its speed reduced to 0 until the end of your next turn. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Sand Rune, Strönd (7th level or higher)

This rune’s magic channels the honour and discipline of sand giants. While wearing or carrying an object that bears this rune, you have advantage on Wisdom, Intelligence and Charisma saving throws.

In addition, you can invoke the rune as a bonus action to attempt to turn an enemy to stone. Choose one creature within 60 feet. That target must succeed on a Constitution saving throw or be petrified until the start of your next turn. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Sky Rune, Vindur (7th level or higher)

This rune’s magic emulates the free and contemplative spirits of sky giants. While wearing or carrying an object that bears this rune, you have advantage on Intelligence (Investigation) checks and Wisdom (Insight) checks.

In addition, you can invoke the rune as a bonus action and gain a magical flying speed equal to your walking speed for 1 minute. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Stone Rune, Steinn

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.

Storm Rune, Stormur (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.

Sun Rune, Sól

This rune’s magic evokes the fiery splendour of sun giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Perception) checks and Charisma (Persuasion) checks.

In addition, you can invoke the rune as a bonus action to unleash a brilliant flash of light. One creature of your choice within 60 feet of you takes radiant damage equal 1d6 plus to your level in this class and must make a Constitution saving throw. On a failed save, the target is blinded for 1 minute. The target can repeat 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.

Giant’s Might

3rd-level Rune Knight 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. Whenever you attack with a weapon or an unarmed strike can deal an extra 1d4 damage to a target on a hit. This extra damage increases when you reach certain levels in this class: to 1d6 at 7th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 18th level 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

7th-level Rune Knight 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 grant a bonus to that creature's AC against that attack. The bonus equals 1+ your Constitution modiifer (minimum of +2).

Master of Runes

10th-level Rune Knight 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.

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.

Blessing of the Allfather

15th-level Rune Knight feature

When you use your Giant's Might feature, you can concentrate (as if you were concentrating on a spell) and choose one willing creature within 60 feet of you. The chosen creature also gains the benefits of your Giant Might feature. The benefits end early for both you and the chosen creature if your concentration breaks.

Runic Juggernaut

18th-level Rune Knight feature

You learn how to amplify your rune-powered transformation. 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.

Additionally you can invoke each rune you know from your Rune Carver feature three times, rather than twice, and you regain all expended uses when 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.

Samurai Features

Fighter Level Features
3rd Bonus Proficiency, (!)Fighting Spirit
7th (^)Elegant Courtier
10th (^)Tireless Spirit
15th (^)Rapid Strike
18th Strength before Death

Bonus Proficiency

3rd-level Samurai 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.

Fighting Spirit

3rd-level Samurai 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 weapon attack rolls until the end of the current turn. When you do so, you also gain 5 plus your wisdom modifier (minimum of 0) temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 plus two times your wisdom modifier (minimum of 0) at 10th level, 15 plus three times your wisdom modifier (minimum of 0) at 15th level, and 20 plus four times your wisdom modifier (minimum of 0) at 20th level.

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 short or long rest.

Elegant Courtier

7th-level Samurai feature

Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma skill 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 Samurai feature

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

Additionally while you have temporary hit points from your fighting spirt, you gain the following benefits:

  • You gain immunity to the frightened and charmed conditions.
  • Your critical hit range increases by one
  • You have resistance to bludgeoning, piercing and slashing damage.

Rapid Strike

15th-level Samurai feature

You learn to trade accuracy for swift strikes. When you attack and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do this once per action.

Strength before Death

18th-level Samurai feature

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

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

 

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