Master of Battle - A Revised Fighter For 5e

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Master of Battle
CoffeeSorcerer69 | The Fighter, Revised
1

Fighter

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

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

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

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

Well-Rounded Specialists

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

Trained for Danger

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

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

Let me know when you're all done talking.

-Tordek

Creating a Fighter

As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.

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

CoffeeSorcerer69 | The Fighter, Revised
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Why

Not just anyone picks up the path of martial mastery, most would prefer to utilize their emotions, or look for easier paths through trickery and deceit. Others are born with a propensity for magic, whatever kind it may be. Most fighters have a reason for why they choose to master martial might, even if they may have forgotten with time.

When creating your character, find a reason for why they choose this path. They could have been drafted into a war, and just happen to have a knack for this kind of work. Others may have forsook their natural born talent and chosen a path difficult to them out of pure spite for the source of that talent.

d6 Why
1 You have a rivalry with an old friend, and wish to prove yourself superior.
2 Your parent's an auspicious mage, but you didn't inherit any of their talent and seek to prove yourself just as great as them.
3 You just have a knack for physical battle, and wished to hone your talents further.
4 Your parents heralded you as a the next head of the house, but on that day a tragedy occurred, and now you seek to prevent such from happening to other.
5 You had a dream of fighting monsters. And ever since then, you just couldn't stop yourself.
6 You have innate magical talent, but everyone around you kept on your ass about it, that you just up and abandoned that life.

Heraldic Sign

Fighters typically do battle for a cause. Some fighter on behalf of kingdoms besieged by monsters, while others quest only for personal glory. In either case, a fighter often displays a heraldic sign that represents that cause, either adopting the symbol of a nation or royal line, or creating a crest to represent one's self interest.

You character could be affiliated with an organization or cause, and thus might already travel under a banner of some sort. If that's not the case, consider devising a heraldic sign that symbolizes an aspect of your nature or speaks to what you see as your purpose in the world.

d6 Heraldic Sign
1 A rampant golden dragon on a green field, representing valor and a quest for wealth.
2 The fist of a storm giant clutching lightning before a storm cloud, symbolizing wrath and power.
3 Crossed greatswords in front of a castle gate, signifying the defense of the city or kingdom.
4 A skull with a dagger through it, representing the doom you bring to your enemies.
5 A phoenix in a ring of fire, an expression of an indomitable spirit.
6 Three drops of blood beneath a horizontal sword blade on a black background, symbolizing three foes you have sworn to kill.

Instructor

Some fighters are natural-born combatants who have a talent for surviving in battle. Others learned the basics of their combat prowess in their formative years from spending time in the military or some other martial organization, when they were taught by the leaders of the group.

A third type of fighter comes from the ranks of those who received one-on-one instruction from an accomplished veteran of the craft. That instructor was, or perhaps still is, well versed in a certain aspect of combat that relates to the student's background.

If you decide that you characters had an individual instructor, what is that person's specialty? Do you emulate your instructor in how you fight, or did you take the instructor's teachings and adapt them to your own purposes?

d6 Instructor
1 Gladiator. Your instructor was a slave who fought for freedom in the arena, or one who willingly chose the gladiator's life for to earn money and fame.
2 Military. You trainer served with a group of soldiers and knows much about working as a team.
3 City Watch. Crowd control and peacekeeping are your instructor's specialties.
4 Tribal Warrior. Your instructor grew up in a tribe, where fighting for one's life was an everyday occurrence.
5 Street Fighter. Your trainer excels at urban combat, combing close-quarters work with silence and efficiency.
6 Weapon Master. Your mentor helped you to become one with your chosen weapon, by imparting highly specialized knowledge of how to wield it most effectively.

Style

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

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

d6 Style
1 Elegant. You move with precise grace and total control, never using more energy that you need.
2 Brutal. You attacks rain down like hammer blows, meant to splinter bone or send blood flying.
3 Cunning. You dart to attack at just the right moment and use small-scale tactics to tilt the odds in your favor.
4 Effortless. You rarely perspire or display anything other than stoic expression in battle.
5 Energetic. You sing and laugh during combat as your spirit soars. You are happiest when you have a foe in front of you and a weapon in hand.
6 Sinister. You scowl and sneer while fighting and enjoy mocking your foes as you defeat them.
CoffeeSorcerer69 | The Fighter, Revised
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Fighter
Level Proficiency Bonus Features Fighting Styles Adopted Maneuvers Known Superiority Die Superiority Dice
1st +2 Fighting Style, Martial Archetype, Martial Maneuvers 1 3 1d6 6
2nd +2 Adaptive, Second Wind 1 3 1d6 6
3rd +2 Know your Enemy, Action Surge (x1) 1 4 1d6 6
4th +2 Ability Score Improvement 1 4 1d6 6
5th +3 Extra Attack, Indomitable (x1) 2 5 1d6 9
6th +3 Ability Score Improvement 2 5 1d6 9
7th +3 Martial Archetype Feature 2 6 1d6 9
8th +3 Ability Score Improvement 2 6 1d8 9
9th +4 Advanced Prowess, Fortitude 2 7 1d8 12
10th +4 Martial Archetype Feature 2 7 1d8 12
11th +4 Extra Attack (2), Indomitable (x2) 3 8 1d8 12
12th +4 Ability Score Improvement 3 8 1d8 12
13th +5 Action Surge (x2), Relentless 3 9 1d8 15
14th +5 Ability Score Improvement 3 9 1d10 15
15th +5 Martial Archetype Feature 3 10 1d10 15
16th +5 Ability Score Improvement 3 10 1d10 15
17th +6 Extra Attack (3), Indomitable (x3) 4 11 1d10 18
18th +6 Martial Archetype Feature 4 11 1d10 18
19th +6 Ability Score Improvement 4 12 1d10 18
20th +6 Killer Instincts 4 12 1d10 18

Quick Build

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

Class Features

As an Fighter, you gain the following class features.

Hit Points

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 7) + your Constitution modifier per fighter level after 1st

Proficiencies

Armour: All armor, shields
Weapons: All weapons
Tools: Choose one type of artisan's tools, one musical instrument, or the herbalism kit
Saving Throws: Constitution and Strength or Dexterity
Skills: Choose any three

Equipment

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

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

Alternatively, you can purchase your starting equipment with a starting wealth of 6d4 x 10gp.

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Fighting Style

Starting at 1st Level, you adopt a particular style of Fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style more than once. You adopt more Fighting Styles at later levels as shown in the Fighting Styles Adopted column.


Archery
You gain a +3 bonus to Attack Rolls you make with Ranged Weapons.


Attrition
Your hit point maximum increases by 1 and then increases by 1 whenever you gain a level in this class. As a bonus action, you can choose to recover 10 hit points. You can do this once per short or long rest.


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.


Close Quarters Shooter (UA)
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you.


Defense
While you are wearing armor, you gain a +2 bonus to AC.


Dueling
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +3 bonus to Damage Rolls with that weapon.


Elemental Combatant. (HB)
Pick one of the following damage types: cold, fire, or lightning. You gain resistance to this damage type, and you can add damage equal to your Superiority Die of your chosen damage type to all damage you deal. Once chosen you cannot change your damage type.


Great Weapon Fighting
When you roll a 1-3 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can choose to take the average roll for that die rounded up. The weapon must have the two-handed or versatile property for you to gain this benefit.


Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by one roll of your Superiority Die + your Proficiency Bonus (to a minimum of 0 damage). If you're not wielding a shield or weapon when taking this reaction, you take half of the damage that you reduced.


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 +3 bonus to the damage roll.


Two-Weapon Fighting
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack. If you have the extra attack feature, then it applies to off hand attacks that you make as well.


Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to your Superiority Die + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll you gain a +1 bonus to AC. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Martial Archetype

Also at 1st level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose one of the detailed subclasses at the end of the class description. The archetype you choose grants you features at 1st level and again at 7th, 10th, 15th, and 18th level.

Martial Maneuvers

Finally at 1st level, you have begun to master unique techniques to enhance your martial skill, both on and off the field of battle.

Superiority Dice

The Fighter table shows how many Superiority Dice you have to perform the Maneuvers you know. To use a Maneuver, you must expend one of these Dice. You can only use one Maneuver per attack, ability check, or saving throw. You regain half of your expended Superiority Dice (rounded up) upon finishing a short rest, and you regain all expended Superiority Dice when you finish long rest.

Your Superiority Dice begin as d6s, and increase in size as you gain levels in this class, as indicated in the Fighter table.

Maneuvers

You know three Maneuvers of your choice from the list at the end of this class. The Maneuvers Known column of the Fighter table shows when you learn more Maneuvers of your choice. To learn a Maneuver you must meet any prerequisites it may have, like a minimum Ability Score or a minimum fighter level.

Saving Throws

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

Maneuver Save DC = 8 + your proficiency bonus +

your Strength or Dexterity modifier
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Adaptive

Thanks to your intense training you've gained amazing adaptability to the world around you.
At 2nd level, you're walking speed is increased by 15 feet, you gain a swimming and a climbing speed of 30 feet, your jump distance is multiplied by a quarter of your level (rounded up), and you have advantage on Constitution saving throws to avoid Exhaustion.

Second Wind

Also at 2nd level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to twice your Constitution Modifier + your Fighter Level.

You can use this feature a number of times equal to your Proficiency Bonus. You regain 2 uses of this feature when you finish a short rest, and all uses when you finish a long rest.

Action Surge

Starting at 3rd 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 13th level, you can use it twice before a rest, but only once on the same turn.

Know Your Enemy

Also at 3rd level, you can measure the skills of others in comparison to your own. As an action, choose a creature you can see within 60 feet. You learn if it is your equal, superior, or inferior in regards to two of the following attributes:

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

Once you learn something about a creature, you can't use this feature on that creature again until you finish a rest.
When you reach 10th level in this class, you can use this feature as either an action, bonus action, or reaction on your turn.

Ability Score Improvement

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

Using the "optional" feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

At 5th level, you can attack twice instead of once, whenever you take the attack action. Moreover, you can cast one of your cantrips in place of one of those attacks if you know a cantrip that requires an action to cast.

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

Also at 5th level, when you fail a saving throw, you can reroll the save and add your proficiency bonus on the reroll even if you already have proficiency in the saving throw. If you do so, you must use the new roll, and you can’t use this feature again until you finish a short or long rest.

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

Advanced Prowess

At 9th level, your martial capabilities have advanced so far to the point of being supernatural. All attacks you make and damage you deal, counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks.

Additionally, you can add half your Proficiency Bonus (rounded down) to attack and damage rolls you make. However, if you have a magical weapon that provides a higher Attack and Damage Bonus than this feature, the weapon overrides this feature.

Fortitude

Also at 9th level, you can use your bonus action to end one effect on yourself that is causing you to be charmed, frightened, grappled, paralyzed, poisoned, restrained, or stunned.
You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature when you finish a long rest. If you're out of uses you can instead expend a Superiority Die to use it again.

Relentless

At 13th level, when you roll initiative and have no Superiority Dice remaining, you regain a number of Superiority Die equal to your Strength, Constitution, or Dexterity Modifier (your choice).

Killer Instincts

At 20th level, your martial skills are pushed to the very limit of mortal might. When you activate this feature as a bonus action, for 1 minute you gain the following benefits:

  • Once per turn, you can grant yourself advantage on one weapon attack.
  • You have resistance to all damage.
  • You have advantage on all saving throws.
  • All your weapon damage rolls are doubled, including on a critical hit.

Once you use this feature, you must finish a short or long rest before you can use it again. Unless you expend a Superiority Die to use it again.

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Martial Archetype: 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 their 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.

Scholar's Insight

Whenever you make an Intelligence (Arcana), Intelligence (Nature), or Intelligence (Religion) check, you can expend a Superiority Die and add it to your roll. You can use this feature after you roll, but before you know if you succeeded or failed.

Arcane Archer Lore

At 1st level, you learn magical theory, some of the secrets of nature, or knowledge of the divine – typical for practitioners of this elven martial tradition. You choose one of the following Practices:
Arcane: You gain proficiency in the Arcana Skill and you learn the Prestidigitation cantrip.
Nature: You gain proficiency in the Nature Skill and you learn the Druidcraft cantrip.
Divine: You gain proficiency in the Religion Skill and you learn the Thaumaturgy cantrip.

Additionally, you learn the detect magic spell, and can cast it once per short or long rest.

Arcane Shot

Also at 1st level, you learn to unleash special magical effects with some of your shots. Once per turn when you fire from a ranged weapon as part of the Attack action, you can apply an Arcane Shot options to that projectile. You decide to use the option when it hits, unless the option doesn’t involve an attack roll. You have a number of uses of this ability equal to twice your Proficiency Bonus, you regain four expended uses of it when you finish a short rest, and you recover all expended uses upon completing a long rest.

Saving Throws

If one of your Arcane Shots requires a creature to make a saving throw, your Arcane Shot saving throw DC is calculated as follows:

Arcane Shot Save DC = 8 + your proficiency bonus +

your Intelligence modifier












Magic Arrow

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

Curving Shot

At 7th level, you learn how to direct an errant projectile toward a new target. When you make an attack roll with a magic projectile 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

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

Ready to Fire

At 18th level, you no longer require a physical weapon to use for combat. As a bonus action, you can conjure an ethereal ranged weapon of your choice that you know of. For all intents and purposes it has all the same statistics of the weapon that it's based from, but has infinite ammunition, and deals an additional 2d4 force damage. If the weapon leaves your hands it disappears.

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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 or Wisdom modifier.


Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow takes 2d6 force damage + your fighter level, and must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.


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


Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage + your fighter level each.


Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage + your fighter level. 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.


Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d8 poison damage + your fighter level, 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.


Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow 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 arrow, plus an extra 2d6 piercing damage + your fighter level. On a successful save, a target takes half as much damage.


Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. 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 arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 2d6 force damage + your fighter level, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.


Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 3d6 psychic damage + your fighter level, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

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Martial Archetype: Banneret

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

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

Banneret serves as the generic name for the Purple Dragon Knight archetype if you use it in campaign settings other than the Forgotten Realms or to model warlords other than Purple Dragon Knights.

Rallying Cry

When you choose this archetype at 1st level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to a number of creatures equal to your Fighter level + your Charisma modifier within 60 feet of you that are allied with you. Each one regains hit points equal to 1d10 + your fighter level, provided that the creatures can see or hear you.

Royal Envoy

Knights of high standing are expected to conduct themselves with grace.

Also at 1st level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency 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. You receive this benefit regardless of the skill proficiency you gain from this feature.

Leaders Presence

You've gained an almost divine aura around you, your allies gain greater protection when they stick close to you, and your foes become more weary about fighting you.

At 7th level, you and allies within 30 feet of you gain a +1 bonus to armor class and saving throws. This bonus increases to +2 at 10th level, and +3 at 15th level.

Additionally, as an action, you can unleash a frightening presence upon the battle field, all enemies within 120 feet of you, must make a Wisdom saving throw against your Martial Maneuvers Save DC. On a failed save, they are Frightened of you for 1 minute and take psychic damage equal to your level, this psychic damage can't kill, only render creatures unconscious.

Commanders Inspiration

Your words inspire your comrades to find success in their failures. Also at 7th level, when a creature within 30 feet fails an ability check, attack roll, or saving throw, you can use your reaction to shout a rallying cry, granting it a bonus to its roll equal to your Superiority Die, possibly turning failure into a success. The target must be able to hear you to gain this benefit.

Once you use this feature, you must finish a short or long rest before you can use it again. Unless you expend a Superiority Die to use it again.

Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

At 15th level, you can choose two allies, and at 18th level you can choose three allies.

Unwavering Will

As a leader, you do not have the luxury of succumbing to your base instincts. Also at 10th level, you have advantage on saving throws to resist being charmed, frightened, or stunned.

Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll a saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

Revitalizing Order

Your words have gained sway over life and death itself.

At 18th level, when you take the Attack action, you can issue this Order in place of one of your attacks, targeting a creature within 30 feet that is at 0 hit points or has died within the last minute. The target instantly regains hit points equal to your Fighter level + your Charisma modifier and can immediately stand up and take one action, one bonus action, or move its speed without provoking opportunity attacks.

Once you use this feature, you must finish a short or long rest before you can use it again. Unless you expend a Superiority Die to use it again.

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Martial Archetype: Brute

Brutes are of the fiercest warriors, who use devastating attacks and their own durability to overcome their enemies. They are often relentless and tenacious in their approach, attacking with savage ferocity. Some combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.

Brute Force

Starting at 1st level, you have an especially brutal force. Whenever you deal damage, the damage increases by an amount based on your level in this class, and whenever you move you gain a movement increase, both as shown on the Brute Force table below.

Brute Force Increases
Fighter Level Damage Increase Movement Increase
1st 1d6 15ft
5th 1d8 20ft
11th 1d10 25ft
17th 1d12 30ft

Durable

Also at 1st level, your toughness allows you to shrug off assaults that would devastate others.

Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

Fighting Spirit

At 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, you may add your proficiency bonus to the damage roll of any attack you make which uses Strength.

Remarkable Athlete

Also at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check or saving throw you make.

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.

Survivor

At 10th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

Savage Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 17-20.

Additionally, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class.

Rend

Finally at 18th level, your strikes become tremendously lethal, ripping enemies limb from limb with ease. When you attack a creature and roll a critical hit, that creature takes an extra 4d6 damage of the "weapons" damage type and must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, you tear off one of the target's limbs, with the effect of such loss determined by the Dungeon Master. If the creature has no limb to sever, you lop off a portion of its body instead.

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Martial Archetype: Dual Wielder

Through dedicated training, you are able to fight equally well with both hands. Your off-hand weapon strikes harder, faster, and you are able to execute blindingly fast combos to wear down your opponents.
You overpower your enemies not by brute force, but through death by a thousand cuts.

Bonus Proficiency

Starting at 1st level, you are considered to be ambidextrous. You gain proficiency in two of the following skills of your choice: Performance, Deception, Sleight of Hand, or Acrobatics.

Better Two-Weapon Fighting

Also at 1st level, when you engage combat with a weapon in both of your hands, you gain a bonus to attack and damage rolls equal to half your Proficiency Bonus (rounded up).

Relentless Combo

Finally at 1st level, when you use an action surge, if you take the attack action as the extra action you may also take an extra bonus action that can only be used for two-weapon fighting.

Blouncing Blade

Starting at 7th level, whenever you take the attack action, you may teleport to another location within 30 feet of you.

Shunpo

Also at 7th level, as an action, you can cast the spell haste without concentration and without suffering lethargy at the end of its duration. You can do this a number of times per short or long rest equal to half your Fighter level.

Expert Parry

Starting at 10th level, you may spend a bonus action to prepare to deflect attacks directed at you. Until the start of your next turn, your AC increases by one for every attack granted by the extra attack feature.

Evasive Fighter

Also at 10th level, when you make Dexterity saving throws, you can add half your Fighter level to the roll.
And, 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.

Fluid Momentum

Starting at 15th level, as a reaction, you can give yourself advantage on all attacks you make for the next minute. Afterwards, you cannot do this again until the next time you roll initiative, or until you land a critical hit.

Guard Break

Finally at 18th level, for every critical hit you land on a target, the dice roll you need to score a critical hit on the same target is reduced by one until the end of your turn.

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Martial Archetype: Eldritch Knight

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

Spellcasting

When you reach 1st level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn three cantrips of your choice from the wizard spell list. You learn an additional cantrip of your choice at 7th and 13th 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, one of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be 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 Fighter
Fighter Level Cantrips Known Spells Known 1st Level 2nd Level 3rd Level 4th Level
1st 3 3 2
2nd 3 3 2
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 4 5 4 2
8th 4 6 4 2
9th 4 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 5 9 4 3 2
14th 5 10 4 3 2
15th 5 10 4 3 2
16th 5 11 4 3 3
17th 5 11 4 3 3
18th 5 12 4 3 3
18th 5 12 4 3 3 1
20th 5 12 4 3 3 2

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Magical Swordsmen

Starting at 1st level, you can add your Intelligence modifier to your Strength, Dexterity, and Constitution saving throws. And when you make an Intelligence (Arcana) check, you can add your Superiority Die to the roll.

Weapon Bond

Also at 1st 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.

War Magic

Beginning at 7th level, you can cast cantrips that you know as a bonus action.

Additionally, you can choose to deal extra damage equal to your Intelligence Modifier. The extra damage that you deal can be Force, Psychic, or Thunder damage (choose before you make the attack roll).

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, once per turn, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you take the attack action. You can teleport before or after taking the attack action.

Improved War Magic

Starting at 18th level, upon taking the attack action, you can cast one of your spells that is 1st level or higher that takes one action to cast as a bonus action.

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Martial Archetype: 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.

Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.

Gunsmith

Upon choosing this archetype at 1st level, 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.

Adept Marksman

Also at 1st level, 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. 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 Dexterity modifier + your Wisdom modifier (minimum of 2). You regain 1 expended grit point each time you roll a 20 on the d20 roll 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 Save DC = 8 + your proficiency bonus +

your Dexterity modifier

Quickdraw

When you reach 7th level, 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.

Rapid Repair

Upon reaching 10th level, 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.

Lightning Gunner

Starting at 15th level, it no longer takes an action to reload your gun, but you still must have a free hand to reload. Also, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Vicious Intent

At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll. If you roll a critical hit against a target twice, you can crit on an 18-20 against that target, however, you don't regain a grit point unless you rolled a 19 or 20.

Hemorrhaging Critical

Upon reaching 18th level, 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.

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Firearms
Name Cots Ammo Damage Weight 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 300g 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






Trick Shots

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.


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.


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 +2 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.

CoffeeSorcerer69 | The Fighter, Revised
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Martial Archetype: Psionic Knight

Awake to the psionic power within, a Psionic Knight 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 Psionic Knight.

As a Psionic Knight, 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.

Psionics

Upon choosing this martial archetype at 1st level, you harbor a wellspring of psionic energy within yourself, that you use to augment your martial capabilities.

Psionic Energy Dice

This energy is represented by your Psionic Energy Dice, which starts as a d6, the Psionic table shows how big the Die you use is later. You have a number of Psionic Energy Dice equal to twice your Proficiency Bonus.

You regain two expended Psionic Energy Dice upon rolling for initiative, and you regain all your expended Psionic Energy dice when you finish a short or long rest.

Psionic Powers Known

You know four Psionic Powers of your choice from the Psionics Power page shown below.

The Psionic Powers Known column shows when you learn more Psionic Powers of your choice. Each of these Powers must be of a grade for which you can cast with Psionic Energy Dice. For instance, when you reach 7th level in this subclass, you can learn one new Psionic Power.

Some Psionic Powers may have a prerequisite to them, such as obtaining another Power beforehand, or character level.

Psionics Ability

Intelligence is the ability use for your Psionics Powers, since you gain your powers through the manipulation of psychic energy. You use your Intelligence whenever a Psionic Power refers to your Psionic Ability. In addition, you use your Intelligence modifier when setting the Saving Throw DC for a Psionic Power you use, and when making Attack Rolls with one.

Psionics Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Psionics Attack Modifier = your proficiency bonus +

your Intelligence modifier


















If you multiclass into a class or subclass that also has Psionics, you use the bigger pool of Psionic Energy Dice, and combine your Psionic Powers Known. Example: If you multiclass into Mindknife, from being a 3rd level fighter and 3rd level Rogue, your Psionic Powers known should come out to ten.

Psionics Table
Fighter Level Psionic Powers Known Psionic Energy Die
1st 4 1d6
5th 6 1d8
11th 8 1d10
17th 10 1d12

Telepathy

Also at 1st level, your mind awakens to the ability to communicate via telepathy, and detect the psychic energy within others. You can detect the location of any creature within 120 feet of you that has an Intelligence Ability Score of 3 or higher. However, if the creature has successfully hidden themselves from you, you must make an Intelligence (Investigation) Check to detect them.


Also, as an action, choose one or more creatures you can detect or know, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy Die.

For a number of hours equal to the number rolled, the chosen creatures can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the targets recognize you as the creature they're communicating with.

You and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't understand any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.

Guarded Mind

At 7th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, you're immune to the charmed and frightened conditions.

Third Eye

At 10th level, your psionics have gifted you enhanced sight that can pierce through the veils of reality. You gain the following benefits:

  • Immunity to psychic damage.
  • Proficiency in Intelligence Saving Throws.
  • Truesight out to 120 feet of you.
  • Darkvision out to 300 feet of you.

Psionic Infusion

At 15th level, you have mastered the psionic energy flowing through your mind and can infuse it into your attacks. When you deal damage, you deal and extra 4d8 psychic damage.

Mind and Body

At 18th level, you can align your mind and body to perfection. As a bonus action, you can enter a state of composure for one minute. While in this state, you don't spend any Psionic Energy Dice or Superiority Dice, and you recover 20 hit points at the start of each of your turns. After this state ends you cannot use it again until you finish a long rest.

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Psionic Powers

Astral Psionics.
Prerequisite: None
You can cast the Mage Hand cantrip, requiring no components, using your Psionics Ability for the Spellcasting. The hand is invisible when you cast the cantrip with this feature.

Additionally, You can cast the spells Jump and Misty Step, requiring no components, using your Psionics Ability for the spellcasting; Once you cast either 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.


Protective Field.
Prerequisite: Fighter
When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one to three 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.


Psycho Strike.
Prerequisite: Fighter
You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 60 feet of you with an attack and deal damage to it with a weapon, you can expend one to three Psionic Energy Die, rolling them and dealing force or psychic damage to the target equal to the number rolled.


Telekinetics.
Prerequisite: None
You can move an object or a creature with your mind. As an action, you target one loose object or one creature that is Large or smaller. 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. If your target is an enemy or hostile creature they must succeed on a Constitution saving throw.

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.


Psycho Thrust.
Prerequisite: Psycho Strike
When you deal damage to a target with your Psycho Strike, you can force the target to make a Strength saving throw. If the save fails, you can knock the target prone or move it up to 10 x your Proficiency Bonus in feet in any direction horizontally.


Mind Reader.
Prerequisite: 5th level, Astral Psionics
You can expend one Psionic Energy Die to cast the spell Detect Thoughts, requiring no components, using your Psionics Ability for the spellcasting.


Phantom Bulwark.
Prerequisite: 5th level, Protective Field
As a bonus action, you can spend two Psionic Energy Die to choose a number of creatures including yourself, up to your intelligence modifier (minimum of one) that you can see within 30 feet of you. Each of the chosen creatures is protected by three-quarters for 1 minute or until you're incapacitated.


Levitation.
Prerequisite: 5th level, Telekinetics
As a bonus action, you can propel your body with your mind. You gain a hover speed equal to twice your walking speed for 1 hour. 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.


Mind Blast.
Prerequisite: 5th level, Mind Reader
As an action, you can spend two Psionic Energy Die to emit psychic energy in a 60-foot cone. Each enemy creature in that area must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Psionic Energy Die and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Silver Sword.
Prerequisites: 5th level, Psycho Thrust
As a bonus action, you can form pure psychic energy into a real shimmering magical silver blade. This Blade can be a Longsword or Greatsword. While you hold the sword, you can't be disarmed of it, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.

Alternatively, you can graft psionic energy into a Sword of your choice to transform it into a magical silver blade with the above benefits.


Telekinetic Mastery.
Prerequisite: 11th level, Levitation
You can cast the Telekinesis spell, requiring no components, using your Psionics Ability for the spellcasting. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

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


Mind Strike.
Prerequisite: 11th level, Silver Sword
As a bonus action, you can spend two Psionic Energy Die to augment your strikes with psionic energy, making a melee spell attack with a melee weapon against one creature within 5 feet of you. If the attack hits, the target takes psychic damage equal to four rolls of your Psionic Energy Die and is stunned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Martial Archetype: 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.

However, giants weren't the only ones to use runes, some celestials, mages, and artificers crafted their own runes and use them for their own devices.

Bonus Proficiencies

When you choose this archetype at 1st level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.

Rune Carver

Starting at 1st level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described in the page below, and each time you gain a level in this class or finish a long rest, 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.

Rune Magic
Fighter Level Runes Known Rune Charges
1st 2 3
7th 3 6
10th 4 9
15th 5 12
18th 6 15

Rune Inscribing. 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.


Rune Charges. You gain a number of rune charges as shown on the table above. You use these charges to activate your runes active powers. You regain 2 expended rune uses upon rolling initiative, and you regain all expended rune charges upon completing a rest.


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

Rune Save DC = 8 + your proficiency bonus +

your Dexterity or Strength modifier

Giant Might

At 1st 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 unless in the sizable place, or in a shelter that can be altered or easily destroyed.
  • You add your Constitution Modifier to Strength checks and Saving throws that you make.
  • When you deal damage you can choose to deal an extra 1d6 (increases to 1d8 at 10th level, and 1d10 at 18th level) damage to a target on a hit.

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

Runic Shield

At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 120 feet of you is hit by an attack roll, you can use your reaction to place a warding rune upon them, forcing the attacker to reroll the d20 and use the new roll.

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

Great Stature

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

Moreover, as a bonus action, you can place a healing rune on a target of your choice; The creature that receives the rune regain a number of hit point equal to 3x your Proficiency Bonus + your Constitution Modifier.

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

Master of Runes

At 15th level, you can invoke each rune you know from your Rune Carver feature once without expending a rune charge. Afterwards, you must finish a long rest to do so again.

Runic Juggernaut

At 18th level, you learn how to amplify your rune-powered transformation. As a result, you gain the following benefits when in your Giants Might Form:

  • You gain a number of temporary hit points equal to your Fighter Level.
  • Your movement speed doubles.
  • Your size can become huge instead of large if you choose to do so.
  • While in this form, you can expend a rune charge to maintain this form for an extra minute per rune charge you spend.
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Runes

Rune of Deceit. 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.

Active Power. When you or a creature you can see within 60 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.


Rune of Craftsmanship. 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.

Active Power. When you hit a target with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d12 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d12 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success.


Rune of Sturdiness. 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.

Active Power. You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +3 bonus to all ability checks and saving throws that use Strength or Constitution.


Rune of Enchanting. 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.

Active Power. 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.


Rune of Resilience. 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 diseased or poisoned, and you have resistance against poison damage.

Active Power. You can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute.


Rune of Forsight. 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) and Intelligence (History) checks, and you can't be surprised as long as you aren't incapacitated.

Active Power. 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.


Rune of Light. Using this rune, you can refract divine light similar to the celestials of the upper planes. While wearing or carrying an object inscribed with this rune, you shed light out to a radius of 15 feet around you, and dim light to an extra 15 feet beyond the light.

Active Power. As a bonus action, you can increase the runes power to shed sunlight out to a radius of 15 feet around you, and light to an extra 15 feet beyond the sunlight, for 1 minute. All creatures who enter the sunlight, aside from you or whoever is holding or wearing the item this rune is inscribed upon, takes 3d4 radiant damage, and is blinded for 1 round.


Rune of Power. This rune's magic channels the force of magic itself similar to that of a arcane spellcaster. While wearing or carrying an object that bears this rune, you learn two cantrips from the Artificer, Sorcerer, Warlock, or Wizard spell lists, and can change the cantrip upon completing a long rest.

Active Power. As a bonus action, you can cast a single 1st level spell of your choice from the Artificer, Sorcerer, Warlock, or Wizard spell list. Casting a different spell every time you activate this rune.


Rune of Inferno. This rune channels the unholy power of the lower planes, no different from Demons and Devils. While wearing or carrying an object that bears this rune, you have advantage on Charisma (Persuasion) and Wisdom (Insight) checks, and you can detect when a creature is telling a lie.

Active Power. As an action, you can invoke a deal with a creature that is neutral or allied to you. This deal gives you and the creature you've made a deal with, a bonus to all attack rolls, damage rolls, and saving throws equal to your Proficiency Bonus for 10 minutes. However, to maintain this deal, both you and the creature that you've made a deal with must remain within 30 feet of each other for the entire duration, otherwise the deal will be broken within 1 minute of being separated, and you both each take necrotic damage equal to half your fighter level (rounded up).


Rune of Clairvoyance. This rune's magic bestows a mental fortitude that is reminiscent of gnomes and fey folk. While wearing or carrying an object that bears this rune, you have advantage on all Intelligence, Wisdom , and Charisma saving throws.

Active Powers. As a reaction to you or an ally within 30 feet of you being affected by enchantment or illusion magic, you can dispel all enchantment and illusion effects from them, and they cannot be targeted by enchantment and illusion spells for 1 hour after this rune has been used on them.

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Martial Archetype: 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.

Bonus Proficiency

When you choose this archetype at 1st level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Additionally, you learn one language of your choice.

You can add your proficiency bonus to the associated skill check even if you already have proficiency in the skill.

Fighting Spirit

Starting at 1st level, your intensity in battle can shield you and help you strike true. You can add your Wisdom modifier to your Initiative. Also as a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of your current turn. When you do so, you also gain resistance to bludgeoning, piercing and slashing damage that lasts for the next minute.

You can use this feature four times. You regain two expended uses of it upon rolling for initiative and all expended uses of it when you finish a short or long rest.

Strength Before Death

Starting at 7th 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.

Elegant Courtier

Also 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, you can spend a use of your fighting spirit to neutralize any of the following conditions: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Restrained, Stunned.

Additionally, you're immune to damage taken from falling, and you can add your Wisdom modifier to all of your saving throws.

Sight of the Wise

Starting at 15th level, you can see the true form of any shapechanger or creature concealed by illusion or transmutation magic. If the appearance of this creature would cause some kind of effect on the viewer, you remain unaffected.

Rapid Strike

Starting at 18th 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 twice per turn.

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Martial Maneuvers

Below are the Maneuvers available to the fighter. If a Maneuver has a prerequisite, like a minimum Ability Score or level, you can learn it at the same time you meet the prerequisites.

Unleveled Maneuvers

Ambush

Prerequisite: Dex 13
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 10 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

Prerequisite: Str or Dex 13
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

Prerequisite: Cha 13
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

Prerequisite: Cha 13
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

Prerequisite: Str or Dex 15
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

Prerequisite: Dex 15
When you move, you can expend one superiority die to take the Dash, Disengage, or Dodge actions as a bonus action.
At 11th level, you no longer need to spend a superiority die to use this maneuver.

Feinting Attack

Prerequisite: Str or Dex 15
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within your weapons range 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.

Flash Step

Prerequisite: Str or Dex 20 As a bonus action, you can spend one superiority die to move so fast, that eyes cannot track. You can reappear up to 30 feet to a point that you can reach by foot; Such as walking, swimming, climbing, or jumping.

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

Prerequisite: Str 15
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.

Iron Body

Prerequisites: Con 15
As a reaction to when you take damage from a source you can see, you can expend a superiority die to reduce the damage by twice your superiority die + your Constitution modifier. Any hit points not consumed by the attack become temporary hit points.

Lunging Strikes

Prerequisite: Dex 13
You can temporarily enter a state of focused flexibility to make lunging attack, as a bonus action you can expend one superiority die to increase your reach for your melee attacks by 5 feet for one minute.

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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

Prerequisite: Str or Cha 15
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

Prerequisite: Str or Dex 15
As a reaction to being struck by an attack, you can expend one superiority die to have a +5 bonus to your AC, including against the triggering attack, until the start of your next turn.

Precision Attack

Prerequisite: Dex 17
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

Prerequisite: Str 17
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

Prerequisite: Cha 15
On your turn, you can use a bonus action and expend a number of superiority dice of your choice to bolster the resolve of a number of your companions up to your your Fighter Level. When you do so, choose friendly creatures who can see or hear you. Those creature gain temporary hit points equal to the superiority dice 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.

Striking Cloud

As an attack action, you can spend a superiority die to fill the air with spinning strikes in a cube 5 feet on each side, centered on a point you choose within 10 feet of you. A creature takes bludgeoning, piercing, or slashing damage (your choice) of three rolls of your superiority dice + your fighter level when it enters the area for the first time on a turn or starts its turn there. This cloud lasts for five rounds

Sweeping Attack

Prerequisite: Str 15
As an attack action, once per turn, you can expend a superiority die to cause the air to shutter with force as you swing your weapon with the greatest strength that you can muster, every creature within a 30-foot cone starting from you must make a Dexterity saving throw.

A target takes superiority die + twice your fighter level + your Strength modifier in thunder damage and falls prone on a failed save, or half as much damage and doesn't fall prone on a successful save.

Tactical Assessment

Prerequisite: Int or Wis 13
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.

Thundering Strike

Prerequisite: Str 15
When you land an attack roll, you can expend a superiority die to deal extra thunder damage equal to two rolls of your superiority dice.

Every creature within 10 feat of the target takes thunder damage equal to your Strength modifier.

Trip Attack

Prerequisite: Str 15
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.

Unbreakable

Prerequisites: Con 15
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can use your reaction to expend a superiority die to fall to 1 hit point.

Redirect

Prerequisites: Dex 15
As a reaction when a creature you can see misses you with an attack, you can expend a superiority die and force it to repeat its attack against a target of your choice within 5 feet. On hit, it deals additional damage equal to your superiority die.

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5th level Maneuvers

Slowing Strike

Prerequisites: 5th level, Str 17
When you hit with a melee weapon attack, you can expend a superiority die to strike with overwhelming force. The creature takes additional damage equal to twice your superiority die and it suffers the following effects for 1 minute:

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

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

Free Fighter

Prerequisite: 5th level, Dex 17
As an action, you can expend a superiority die to gain the following benefits for an hour:

  • Your movement is unaffected by difficult terrain.
  • Spells and other effects can neither reduce your speed nor cause you to be paralyzed or restrained.
  • You can also spend 5 feet of movement to automatically escape from restraints, such as manacles or a creature that has it grappled.
  • Being underwater imposes no penalties on your movement or attacks.

Quick Draw

Prerequisites: 5th level, Dex 17
As a bonus action, you can expend a superiority die and enter into a heightened state of focus which you must concentrate on as if concentrating on a spell. For the next minute, or until you lose concentration, you can use a bonus action to make two ranged weapon attacks so long as you have ammunition.

Storm of Arrows

Prerequisites: 5th level, Dex 17
In place of an attack, you can expend a superiority die to fire of a storm of ammunition at a point you can see within the long range of your weapon. Creatures of your choice within a 15 foot radius of that point must make a Dexterity saving throw. Targets take piercing damage equal to four rolls of your superiority dice + your Dexterity modifier on a failed save, and half on a success.

You must have enough ammunition to hit each target.

Swiftness

Prerequisites: 5th level
As a bonus action, you can expend a superiority die to enter a heightened state of combat focus which you must concentrate on as if you were concentrating on a spell. For the next minute, or until you lose your concentration, you gain the following benefits:

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

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

Volley

Prerequisites: 5th level, Dex 15
As an action, you can expend a superiority die to fire a volley of ammunition in a cone of your choice. Creatures of your choice within a 25 foot cone must make a Dexterity Saving throw. On a failed save, they take piercing damage equal to your superiority die + your fighter level + your Dexterity modifier, and half as much damage on a success.

You must have enough ammunition to hit each target.

Whirlwind Strikes

Prerequisites: 5th level, Str or Dex 15
In place of an attack, you can expend a superiority die and force each creature within range of melee weapon you are wielding to make a Dexterity saving throw. They take damage equal to your superiority die + your fighter level + either your Strength or Dexterity modifier on a failure, and half as much on a successful save.

9th Level Maneuvers

Steel Wind Slash

Prerequisites: 9th level, Str or Dex 17
In place of an attack, you expend a superiority die and flourish your melee weapon then vanish. Choose up to five creatures you can see within 30 feet of, making a melee weapon attack against each one. On a hit, each target takes damage of your weapon's type equal to five rolls of your superiority dice + either your Strength or Dexterity modifier (your choice).

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

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13th Level Maneuvers

Winds of Hurt

Prerequisite: 13th level
As an attack action, once per turn, you can expend a superiority die to release a gale force on par with a natural disaster, all creatures within a 60-foot cone starting from you must succeed on a Strength saving throw or take bludgeoning, piercing, or slashing (your choice) damage equal to ten rolls of your superiority dice, and is pushed back 30 feet on a failed save, or half as much damage and is only pushed back 15 feet on a successful save.

You can expend additional superiority die to increase to the push back by 10 feat per die spent.

17th Level Maneuvers

Quicker than Time

Prerequisite: 17th level, Con 19
As a bonus action, you can expend a superiority die to enter a state of speed so fast that time has practically paused for everyone else. No time passes for other creatures, while you take 3 turns in a row, during which you can use actions and move as normal. Also, you're immune to affects that manipulate time, such as the spells slow or time stop.

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

Practice

Safe

Homebrewing

Fighters are the sword and bored class of the game, so I thought that I'd give them the proper buff to their entire class that they deserve. This and all of my class revisions/reworks aren't intended for newer players to the system.

And not to mention, that they're based off of my standards of strength.

Cover Art: Shimhaq

More Credits

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