Adjusted Fighter Archetypes

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Player's Handbook Archetypes

The Battle Master

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

The Battle Master Archetype is now available to Barbarian, Fighter, Monk, Ranger and Rogue.

Changes

The idea of keeping Battle Master is to have a Maneuver Specialized subclass, therefore it's available to all the full martial classes. It is approximately the same but with minor changes; the starting die size was reduced and improvement upon base Improved Superiority Dice was added.

Student of War

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Combat Superiority

At 3rd level, You learn three additional maneuvers of your choice and gain two additional superiority die.

You receive an additional two superiority die at 7th level and two more at 15th level. You learn two more maneuvers of your choice at 7th, 10th, and 15th level.

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Know Your Enemy

Starting at 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

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

Ultimate Combat Superiority

Starting at 10th level, your superiority dice go up by one step above your normal Martial Progression; from a D8 to a D10 and at 15th level going from a D10 to a D12.

Unrelenting

At 14th level, when you roll initiative and have no superiority dice remaining, you regain an amount of superiority die equal to twice your Intelligence modifier (minimum of 2).

The Champion

The Champion focuses on the development of raw physical power honed to deadly perfection. Those of this archetype have an insatiable desire for learning and improving. The Champion utilizes skills learned from other martial practioners through observation or outright apprenticeship, rigorously training themselves to physical excellence.

The Champion Archetype is available to Barbarian, Fighter, Monk, Paladin and Rogue.

Critical Focus

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit if your total attack roll is above 20.

Remarkable Athlete

At 6th level, you gain one of the following features of your choice.

  • Deft Counter. Whenever a creature makes an attack roll against you, you can spend your reaction to impose disadvantage on that roll. Additionally, your next attack roll against the creature has advantage if you make it before the end of your next turn.

You must use this feature before you know the outcome of the attack roll.

  • Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, 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.

  • Jack of All Trades. You can add half your proficiency bonus (rounded down) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

  • Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the damage of any attack rolls against you, including the one triggering it.

Additional Fighting Style

At 10th level, your martial training has helped you further develop your martial prowess. As a result, you learn one Fighting Style option of your choice from one of the Martial classes. If you already have the style, the one you choose must be different.

Unrestricted Prowess

At 14th level, you gain one of the following features of your choice.

  • Brutal Critical. You can roll four additional weapon damage die when determining the extra damage for a critical hit with a weapon attack.

  • Brute Force. Your melee weapon strikes are suffused by your raw physical power. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage.

  • Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

  • Survivor. You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you are below your hit points maxium. You don't gain this benefit if you have 0 hit points.

Eldritch Knight

Eldritch Knight

Level Proficiency Bonus Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
3rd +2 2 2 1 1st 1
4th +2 2 3 1 1st 1
5th +3 3 4 1 2nd 1
6th +3 3 4 1 2nd 1
7th +3 3 5 1 3rd 1
8th +3 3 6 1 3rd 2
9th +4 4 6 1 3rd 2
10th +4 4 7 1 4th 2
11th +4 4 8 2 4th 2
12th +4 4 8 2 4th 3
13th +5 5 9 2 4th 3
14th +5 5 10 2 5th 3
15th +5 5 10 2 5th 3
16th +5 5 11 2 5th 4
17th +6 6 12 2 5th 4
18th +6 6 12 2 5th 4
19th +6 6 13 3 6th 4
20th +6 6 13 3 6th 4

Eldritch Knight Spell list

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Frostbite
  • Green-Flame Blade
  • Gust
  • Light
  • Lightning Blade
  • Mending
  • Poison Spray
  • Ray of Frost
  • Resistance
  • Sapping Sting
  • Shocking Grasp
  • Sword Burst
  • Thaumaturgy
  • True Strike
1st Level
  • Absorb Elements
  • Arms of Hadar
  • Armor of Agathys
  • Hex
  • Shield
  • Tasha's Caustic Brew
  • Thunderous Strike
  • Wrathful Strike
  • Zephyr Strike
2nd Level
  • Branding Strike
  • Cloud of Daggers
  • Darkness
  • Flame Blade
  • Melf's Acid Arrow
  • Mind Spike
  • Prayer of Healing
  • Shadow Blade
  • Steel Wind Strike
  • Web
3rd Level
  • Ashardalon's Stride
  • Bestow Curse
  • Counterspell
  • Crusader's Mantle
  • Dispel Magic
  • Haste
  • Hunger of Hadar
  • Remove Curse
  • Spirit Shroud
  • Vampiric Touch
4th Level
  • Blight
  • Evard's Black Tentacles
  • Fabricate
  • Fire Shield
  • Freedom of Movement
  • Mordenkainen's Faithful Hound
  • Otiluke's Resilient Sphere
  • Shadow of Moil
  • Sickening Radiance
  • Vitriolic Sphere
5th Level
  • Banishing Strike
  • Conjure Volley
  • Danse Macabre
  • Enervation
  • Holy Weapon
  • Negative Energy Flood
  • Swift Quiver
6th Level
  • Circle of Death
  • Contingency
  • Eyebite
  • Fizban's Platinum Shield
  • Globe of Invulnerability
  • Harm
  • Word of Recall

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.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

You know two cantrips of your choice from the Eldritch Knight spell list. You learn additional Eldritch Knight cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Eldritch Knight table.

Spell Slots

The Eldritch Knight table shows how many spell slots you have to cast your Eldritch Knight spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Eldritch Knight spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 11th level, you have two 4th-level spell slots. To cast the 1st-level spell Armor of Agathys, you must spend one of those slots, and you cast it as a 4th-level spell.

Additionally, if you multiclass into Warlock with this subclass you add your total pact slots together, the level of your pact slots is based on the higher level slot. For Example you are a level 11 Eldritch Knight and level 3 Warlock, you have four pact slots of slot level 4.

Spells Known of 1st Level and Higher

You know 2 1st-level spells from your Eldritch Knight spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more spells of 1st level or higher from the Eldritch Knight spell list. Each of these spells must be of a level for which you have spell slots, as shown on the table.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Eldritch Knight spell list. The new spell must be of a level for which you have spell slots, and half of them must be from the abjuration or evocation school of magic.

Spellcasting Ability

You have a choice between Charisma, Intelligence and Wisdom as your spellcasting ability for your spells. You use that modifier whenever a spell refers to your spellcasting ability.

Spell save DC = 8 + your proficiency bonus + your spellcasting modifier

Spell attack modifier = your proficiency bonus + your spellcasting modifier

Eldritch Invocations

You have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 3rd level, you gain one eldritch invocation of your choice. When you rise levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Eldritch Knight table.

Moreover, you have access to Pact of the Blade Eldritch Invocations without having the Pact Boon. The level prerequisites refer to your total character level rather than levels in this class or Warlock. Any feature referring to your pact weapon works for all weapons, but doesn't allow you to summon any.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

War Magic

Beginning at 6th level, whenever you take the Attack action on your turn, you can cast one of your cantrips in place of one of those attacks.

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 any spell cast before the end of your next turn.

Improved War Magic

At 13th level, whenever you take the Attack action on your turn, you can cast a spell in place of one of those attacks.

War Echoes

At 14th level, By pulling from the strands of the past, you can cause your opponent's old wounds to resonate anew. Once per turn, when a creature you can see hits a target with an attack roll, you can use your reaction to force the target to make a Wisdom saving throw against your spell save DC. On a failure, the target becomes vulnerable to one of the damage types dealt by the attack. This vulnerability lasts until the end of the target's next turn and affects the damage dealt by the triggering attack.

You can use your reaction in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Sword Coast Adventurer's Guide

Purple Dragon Knight (Banneret)-Removed

Xanathar's Guide to Everything

Cavalier-Removed

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 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.

Elegant Courtier

Starting at 6th 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 6th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

Rapid Strike

Starting at 10th 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 must forgo the advantage before making additional weapon attack.

Strength Before Death

Starting at 14th 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.

You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.

New Archetypes

Kinetic Combatant

Kinetic Combatant

Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

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

Spell Slots

The Kinetic Combatant 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 Ice Knife and have a 1st-level and a 2nd-level spell slot available, you can cast Ice Knife using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the Abjuration or Conjuration schools of magic.

The Spells Known column of the Kinetic Combatant Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an Abjuration or Conjuration spell of your choice, and 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.

The spells you learn at 7th, 11th, 15th and 19th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an Abjuration or Conjuration spell, unless you're replacing the spell you gained at 3rd, 7th, 11th, 15th and 19th from any school of magic.

Spellcasting Ability

You have a choice between Charisma, Intelligence and Wisdom as your spellcasting ability for your spells. You use that modifier whenever a spell refers to your spellcasting ability.

Spell save DC = 8 + your proficiency bonus + your spellcasting modifier

Spell attack modifier = your proficiency bonus + your spellcasting modifier

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

War Magic

Beginning at 6th level, whenever you take the Attack action on your turn, you can cast one of your cantrips in place of one of those attacks.

Arcane Charge

At 10th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved War Magic

At 13th level, whenever you take the Attack action on your turn, you can cast a spell in place of one of those attacks.

Velocity Shift

By 14th level, you learned to manipulate kinetic energy and alter the velocity of another creature. When a creature you can see starts its turn or moves to a space within 30 feet of you, you can use your reaction to force the creature to make a Charisma saving throw against your spell save DC, which it can choose to fail. On a failure, the creature is teleported to an unoccupied space of your choice that you can see within 30 feet of you.

You can use your reaction in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

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