Fighter - GM Binder-Compressed
Fighter - GM Binder-Compressed
Fighter
LET ME KNOW WHEN YOU'RE ALL DONE TALKING.
__________________________________________-Tordek
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 Heraldic Signs
Not every member of the city watch, the village militia, or the Fighters typically do battle for a cause. Some fight on behalf
queen's army is a fighter. Most of these troops are relatively of kingdoms besieged by monsters, while others quest only for
untrained soldiers with only the most basic combat personal glory. In either case, a fighter often displays a
knowledge. Veteran soldiers, military officers, trained heraldic sign that represents that cause, either adopting the
bodyguards, dedicated knights, and similar figures are symbol of a nation or a royal line, or creating a crest to
fighters. represent one's self-interest
Some fighters feel drawn to use their training as Your character could b e affiliated with a n organization or a
adventurers. The dungeon delving, monster slaying, and other cause, and thus might already travel under a banner of some
dangerous work common among adventurers is second sort. If that's not the case, consider devising a heraldic sign
nature for a fighter, not all that different from the life hear she that symbolizes an aspect of your nature or speaks to what
left behind. There are greater risks, perhaps, but also much you see as your purpose in the world.
greater rewards--few fighters in the city watch have the
opportunity to discover a magic flame tongue sword, for
example.
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Although this style might be a natural outgrowth of a
Heraldic Signs fighter's personality, that's not always the case- someone's
d8 Sign approach to the world in general does not necessarily dictate
A rampant golden dragon on a green field, representing
how that person operates when lives a re on the line.
1
valor and a quest for wealth Do you have a combat style that mirrors your outlook on
life, or is something else inside you unleashed when weapons
2
The fist of the storm giant clutching lightning before a are drawn?
storm cloud symbolizing wrath and power
d6 Style
Crossed greatswords in front of a castle gate, signifying
3
the defense of a city or kingdom Elegant. You move with precise grace adn total control,
1
never using more energy than you need.
A skull with a dagger through it, representing the doom
4
you bring to your enemies Brutal. Your attacks rain down like hammer blows,
2
meant to slpinter bone or send blood flying.
A phoenix in a ring of fire, an expression of an
5
indomitable spirit Cunning. You dart in to attackat just the right moment
3 and use small-scale t actics to tilt the odds in your
Three drops of blood beneath a horizontal sword blade favor.
6 on a black background, symbolizing three foes you
have sworn to kill Effortless. You rarely perspire or display anything other
4
than a stoic expression in battle.
Instructor Energetic. You sing and laugh during combat as your
5 spirit soars. You are happiest when you have a foe in
Some fighters are natural-born combatants who have a talent front of you and a weapon in hand.
for surviving in battle. Others learned the basics of their
combat prowess in their formative years from spending time 6
Weapon Master. You scowl sneer while fighting, and you
in a military or some other martial organization, when they enjoy mocking your foes as you defeat them.
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 your character 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?
Instructors
d6 Instructor
Gladiator. Your instructor was a slave who fought for
1
freedom in the gladiotor's life to earn money and fame.
Military. Your trainer served with a group of soldiers and
2
knows much about working as a team.
City Watch. Crowd control and peacekeeping are your
3
instructor's specialties.
Tribal Warrior. Your instructor grew up in a tribe, where
4 fighting for one's life was practically an everyday
occurrence.
Street Fighter. Your trainer excels at urban combat,
5 combiing close-quarters work with silece and
efficiency.
Weapon Master. Your mentor helped you to become
one with your chosen weapon by imparting highly
6
specialized knowledge of how to wield it most
effectively.
Signature Style
Many fighters distinguish themselves from their peers by
adopting and perfecting a particular style or method of waging
combat.
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The Fighter
Proficiency
Level Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement Quick Build
15th +5 Martial Archetype feature You can make a fighter quickly by following these suggestions.
First, make Strength or Dexterity your highest ability score,
16th +5 Ability Score Improvement depending on whether you want to focus on melee weapons
Action Surge (two uses), Indomitable or on archery (or finesse weapons). Your next-highest score
17th +6
(three uses) should be Constitution, or Intelligence if you plan to adopt the
Eldritch Knight martial archetype. Second, choose the soldier
18th +6 Martial Archetype feature background.
19th +6 Ability Score Improvement
20th +6 Extra Attack (3) Class Features
As a 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 6) + your Constitution
Creating a Fighter modifier per fighter level after 1st
As you build your fighter, think about two related elements of Proficiencies
your character's background: Where did you get your combat Armor: All armor, shields
training, and what set you apart from the mundane warriors Weapons: Simple weapons, martial weapons
around you? Were you particularly ruthless? Did you get extra Tools: None
help from a mentor, perhaps because of your exceptional
dedication? What drove you to this training in the first place? Saving Throws: Strength, Constitution
A threat to your homeland, a thirst for revenge, or a need to Skills: Choose two from Acrobativs, Animal Handling,
prove yourself might all have been factors. Athletics, History, Insight, Intimidation, Perception, and
You might have enjoyed formal training in a noble's army or Survival
in a local militia. Perhaps you trained in a war academy, Equipment
learning strategy, tactics, and military history. Or you might be You start with the following equipment, in addition to the
self-taught---unpolished but well tested. Did you take up the equipment granted by your background:
sword as a way to escape the limits of life on a farm, ar are
you following a proud family tradition? Where did you acquire (a) chain male or (b) leather, longbow and 20 arrows
your weapons and armor? They might have been military (a) a martial weapon and a shield or (b) two martial
issue or family heirlooms. ar perhaps you scrimped and saved weapons
for years to buy them. Your armaments are now among your (a) a light crossbow and 20 bolts or (b) two handaxes
most important possessions---the only things that stand (a) a dungeoneer's pack or (b) an explorers pack
between you and death's embrace.
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Fighting Style Second Wind
You adopt a particular style of fighting as your specialty. You have a limited well of stamina that you can draw on to
Choose one of thee following options, you can't take a protect yourself from harm. On your turn, you can use a bonus
Fighting Style option more than once, even if you later get to action to regain hit points equal to 1d10 + your fighter level.
choose again. Once you use this feature, you must finish a short or long
rest before you can use it again.
Archery
You gain a +2 bonus to attack rolls you make with ranged Action Surge
weapons. Starting at 2nd level, you can push yourself beyond your
Archery normal limits for a moment. on your turn, you can take one
You gain a +2 bonus to attack rolls you make with ranged additional action on top of your regular action and a possible
weapons. bonus action.
Once you use this feature, you must finish a short or long
Close Quarters Shooter rest before you can use it again. Starting at 17th level, you can
You are trained in making ranged attacks at close quarters. use it twice before rest, but only once on the same turn.
When making a ranged attack while you are within 5 feet of a
hostile creature, you do not have disadvantage on the attack Martial Archetype
roll. Your ranged attacks ignore half cover and three-quarters At 3rd level, you choose an archetype that you strive to
cover against targets within 30 feet of you. Finally, you have a emulate in your combat styles and techniques. Choose Arcane
+1 bonus to attack rolls on ranged attacks. Archer, Battlemaster, Brute, Cavalier, Champion, Eldritch
Knight, Gunslinger, Purple Dragon Knight, Samurai, Scout or
Defense Sharpshooter.
While you are wearing armor, you gain a +1 bonus to ac.
Dueling
Ability Score Improvement
WHile you are wielding a weapon in one hand and no other When you reach 4th level, and again at 6th, 8th, 12th, 14th,
weapons, you gain a +2 bonus to damage rolls with that 16th, and 19th level, you can increase one ability score of your
weapon. choice by 1, or you can increase two ability scores of your
choice by 1. As normal, you can't increase an ability score
Great Weapon Fighting above 20 using this feature.
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two Extra Attack
hands, you can reroll the die and must use the new roll, even if Beginning at 5th level, you can attack twice, instead of once,
the new roll is a 1 or a 2. The weapoo must have the two- whenever you take the Attack action on your turn.
handed or versatile property for you to gaio this benefit. The number of attacks increases to three when you reach
Mariner 11th level in this class and to four when you reach 20th level
As long as you are not wearing heavy armor or using a shield, in this class.
you have a swimming speed and a climbing speed equal to Indomitable
your normal speed, and you gain a +1 bonus to AC.
Beginning at 9th level, you can reroll a saving throw that you
Protection dail. If you do so, you must use the new roll, and you can't use
When a creature you can see attacks a target other than you this feature again until you finish a long rest.
that is within 5 feet of YOtl,you can use your reaction to You can use this feature twice between long rests starting at
impose disadvantage on the attack roll. Vou must be wielding 13th level and three times between long rests starting 17th
a shield. level.
Tunnel Fighter Martial Archetypes
You excel at defending narrow passages, doorways, and other
tight spaces. As a bonus action, you can enter a defensive Different fighters choose different approaches to perfecting
stance that lasts until the start of your next turn. While in your their fighting prowess. The martial archetype you choose to
defensive stance, you can make opportunity attacks without emulate reflects your approach.
using your reaction, and you can use your reaction to make a
melee attack against a creature that moves more than 5 feet Arcane Archer
while within your reach. An Arcane Archer studies a unique elven method of archery
Two-Weapon Fighting that weaves magic into attacks to produce supernatural
When you engage in two-weapon fighting, you can add your effects. Arcane Archers are some of the most elite warriors
ability modifier to the damage of the second attack. among the elves.
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They stand watch over the fringes of elven domains, keeping a At the end of its next turn, the target reappears in the space
keen an eye out for trespassers and using magic-infused it vacated or in the nearest unoccupied space if that space is
arrows to defeat monsters and invaders before they can reach occupied.
elven settlements. Over the centuries, the methods of these elf After you reach 18th level in this class, a target also takes
archers have been learned by members of other races who 2d6 force damage when the arrow hits it.
can also balance arcane aptitude with archery. Beguiling arrow. Your enchantment magic causes this
arrow to temporarily beguile its target. The creature hit by the
Arcane Archer Lore arrow takes an extra 2d6 psychic damage, and choose one of
At 3rd level, you learn magical theory or some of the secrets of your allies within 30 feet of the target. The target must
nature---typical for practitioners of this elven martial tradition. succeed on a Wisdom saving throw, or it is charmed by the
You choose to gain proficiency in either the Arcana or the chosen ally until the start of your next turn. This effect ends
Nature skill, an you choose to learn either the prestidigitation early if the chosen ally attacks the charmed target, deals
or the druidcraft cantrip. damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th
Arcane Shot level in this class.
At 3rd level, you learn to unleash special magical effects with Bursting Arrow. You imbue your arrow with force energy
some of your shots. When you gain this feature, you learn two drawn from the school of evocation. The energy detonates
Arcane Shot options of your choice (see "Arcane S hot after your attack. Immediately after the arrow hits the
Options" below). creature, the target and all other creatures within 10 feet of it
Once per turn when you fir e a magic arrow from a takes 2d6 force damage each.
shortbow or longbow as pa rt of the Attack action, you can The force damage increases to 4d6 when your reach 18th
apply one of your Arcane Shot options to that arrow. You level in this class.
decide to use the option when the arrow hits a creature, Enfeebling Arrow. You weave necromantic magic into your
unless the option doesn't involve an attack roll. You have two arrow. The creature hit by the arrow takes an extra 2d6
uses of this ability, and you regain all expended uses of it necrotic damage. The target must also succeed on a
when you finish a short or long rest. Constitution saving throw, or the damage dealt by its weapon
You gain an additional Arcane Shot option of your choice attacks is halved until the start of your next turn.
when you reach certain levels in this class: 7th, 10th, 15th,
and 18th level. Each option also improves when you become
an 18th-level fighter.
Magic Arrow
At 7th level, you gain the ability to infuse arrows with magic.
Whenever you fire a nonmagical arrow from a shortbow or
longbow, you can make it magical for the purpose of
overcoming resistance and immunity to nonmagical attacks
and damage. The magic fades from the arrow immediately
after it hits or misses its target.
Curving Shot
At 7th level, you learn how to direct an errant arrow toward a
new target. When you make an attack roll with a magic arrow
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 one use of it.
Arcane Shot Options
The Arcane S hot feature lets you choose options for it at
certain levels. The options are presented here in alphabetical
order. They are all magical effects, and each one is associated
with one of the schools of magic. If an option requires a saving
throw, your Arcane Shot save DC equals 8 + your proficiency
bonus + your Intelligence modifier.
Banishing 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 must also succeed on a
Charisma saving throw or be banished. While banished in this
way, the target's speed is 0, and it is incapacitated.
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The necrotic damage increases to 4d6 when you reach 18th
level in this class
Grasping Arrow. When this arrow s trikes its target, Improved Arcane Shot
conjuration magic creates grasping, poisonous brambles, If you are dissatisfied with having so few uses of
which wrap around the target. The creature hit by the arrow your arcane shot (as your should) consider
takes an extra 2d6 poison damage, its speed is reduced by 10 changing the feature from allowing two uses of the
feet, and it takes 2d6 slashing damage the first time on each arcane shot per long rest to a number of uses equal
turn it moves 1 foot or more without teleporting. The target or to your Intelligence modifier.
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 Maneuvers. You learn three maneuvers of your choice, which
minute or until you use this option again. are detailed under "Maneuvers" below. Many maneuvers
The poison damage and slashing damage both increase to enhance an attack in some way. You can only use one
4d6 when you reach 18th level in this class. maneuver per attack.
Piercing Arrow. You use transmutation magic to give your You learn two additional maneuvers of your choice at 7th,
arrow an ethereal quality. When you use this option, you don't 19th, and 15th level. Each time you learn new maneuvers, you
make an attack roll for the attack. instead, the arrow shoots can also replace on maneuver you know with a different one.
forward in a line, which is 1 foot wide and 30 feet long, before Superiority Dice. YOu have four superiority dice, which
disappearing. The arrow passes harmlessly through the are d8s. A superiority die is expended when you use it. You
objects, ignoring cover Each creature in that line must make a regain all of your expended superiority diece when you finisha
Dexterity saving throw. on a failed save, a creature takes short or long rest.
damage as if it were hit by the arrow plus an extra 1d6 You gain another superiority die at 7th level and one more
piercing damage. On a successful save, a target takes half as at 15th level.
much damage. Saving Throws. Some of your maneuvers require your
The piercing damage increases to 2d6 when you reach 18th target to make a saving throw to resist the maneuver's effects.
level in this class. The saving throw DC is calculated as follows:
Seeking Arrow. Using divination magic, you grant your
arrow the ability to seek out a target. When you use this Spell Save DC = 8 + your proficiency bonus +
option, you don't make an attack roll for the attack. Instead, your Strength or Dexterity modifier (your choice
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 Student of War
the target is within the weapons range and there is a path At 3rd level, you gain proficiency with one type of artisan's
large enough for the arrow to travel to the target, the target tools of your choice.
must make a Dexterity saving throw. Otherwise, the arrow
disappears after traveling as far as it can. On a failed save, the Know Your Enemy
target takes damage as if it were hit by the arrow, plus an Starting at 7th level, if you spend at least 1 minute observing
extra 1d6 force damage, and you learn its location. or interacting with another creature outside combat, you can
The force damage increases to 2d6 when you reach 18th learn certain information about its capabilities compared to
level in this class. your own. The DM tells you if the creature is your equal,
Shadow Arrow. You weave illusion magic into your arrow, superior, or inferior in regard to two of the following
causing it to occlude your foe's vision with shadows. The characteristics of your choice:
creature hit by the arrow takes an etra 2d6 psychic damage,a
and it must succeed on a Wisdom saving throw or be unable Strength score
to see anything farther than 5 feet away until the start of your Dexterity score
next turn. Constitution score
The psychic damage increases to 4d6 when you reach 18th Armor Class
level in this class. Current hit points
Total class levels (if any)
Battlemaster Fighter class levels (if any)
Those who emulate the archetypal Battle Master employ Improved Combat Superiority
martial techniques passed down through generations. To a At 10th level, your superiority dice turn into d10s. At 18th
Battle Master, combat is an academic field, sometimes level, they turn into d12s
including subjects beyond battle such as weaponsmithing and
calligraphy. Not every fighter absorbs the lessons of history, Relentless
theory, and artistry that are reflected in the Battle Master Starting at 15th level, when you roll initiative and have no
archetype, but those who do are well-rounded fighters of great superiority dice remaining, you regain 1 superiority die.
skill and knowledge.
Combat Superiority
When you chose this archetype at 3r level, you learn
maneuvers that are fueld by special dice called superiority
dice.
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Maneuvers
The maneuvers are presented in alphabetical order,
Commander's Stríke. 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.
Disarming Attack. When you hit a creature with a weapon
attack, you can expend one superiority die to attempt to
disarm the target, forcing it to drop one item of your choice
that it's holding. You add the superiority die to the attack's
damage roll, and the target must make a Strength saving
throw. On a failed save, it drops the object you choose. The
object lands at its fee!.
Distracting Strike. When you hit a creature with a weapon
attack, you can expend one superiority die to distract the
creature, giving your allies an opening. You add the superiority
die to the attack's damage roll. The next attack roll against the
target by an attacker other than you has advantage if the
attack is made before the start of your next turn,
Evasive Footwork. When you move, you can expend one
superiority die, rolling the die and adding the number rolled to
your AC until you stop moving,
Feinting Attack. You can expend one superiority die and
use a bonus action on your turn to feint, choosing one
creature within 5 feet of you as your target. You have
advantage on your next attack roll against that creature. If that
attack hits, add the superiority die to the attack's damage roll.
Goading Attack. When you hit a creature with a weapon
attack, you can expend one superiority die to attempt to goad
the target into attacking you. You add the superiority die to the
attack's damage roll, and the target must make a Wisdom
saving throw, On a failed save, the target has disadvantage on
all attack rolls against targets other than you until the end of
your next turn. Precision Attack. When you make a weapon attack roll
Lunging Attack. When you make a melee weapon attack against a creature, you can expend one superiority die to add
on your turn, you can expend one superiority die to increase it to the rol. Vou can use this maneuver before or after making
your reach for that attack by 5 feet. If you hit, you add the the attack roll, but before any effects of the attack are applied,
superiority die to the attack's damage roll. Pushing Attack. When you hit a creature with a weapon
Maneuvering Attack. When you hit a creature witha attack, you can expend one superiority die to attempt to drive
weapon attack, you can expend one superiority die to the target back. Vou add the superiority die to the attack's
maneuver one of your comrades into a more advantageous damage roll, and if the target is Large or smaller, it must make
position. You add the superiority die to the attack's damage a Strength saving throw, On a failed save, you push the target
roll, and you choose a friendly creature who can see or hear up to 15 feet away from you,
you. That creature can use its reaction to move up to half its Rally. On your turn, you can use a bonus action and expend
speed without provoking opportunity attacks from the target one superiority die to bolster the resolve of one of your
of your attack. companions. When you do so, choose a friendly creature who
Menacing Attack. When you hit a creature with a weapon can see or hear you, That creature gains temporary hit points
attack, you can expend one superiority die to attempt to equal to the superiority die roll + your Charisma modifier,
frighten the target. You add the superiority die to the attack's Riposte. When a creature misses you with a melee attack,
damage roll, and the target must make a Wisdom saving you can use your reaction and expend one superiority die to
throw. On a failed save, it is frightened of you until the end of make a melee weapon attack against the creature, ]f you hit,
your next turn. you add the superiority die to the attack's damage roll.
Parry. When another creature damages you with a melee Sweeping Attack. When you hit a creature with a melee
attack, you can use your reaction and expend one superiority weapon attack, you can expend one superiority die to attempt
die to reduce the damage by the number you roll on your to damage another creature with the same attack, Choose
superiority die + your Dexterity modifier. another creature within 5 feet of the original target and within
your reach.
7
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If the original attack roll would hit the second creature, it
takes damage equal to the number you roll on your superiority
die, The damage is of the same type dealt by the original
attack,
Trip Attack. When you hit a creature with a weapon attack,
you can expend one superiority die to attempt to knock the
target down, Vou 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.
Brute
Brutes are simple warriors who rely on mighty attacks and
their own durability to overcome their enemies. Some brutes
combine this physical might with tactical cunning. Others just
hit things until those things stop hitting back.
Brute Force
Starting at 3rd level, you're able to strike with your weapons
with especially brutal force. Whenever you hit with a weapon
that you're proficient with and deal damage, the weapon’s
damage increases by an amount based on your level in this
class, as shown on the Brute Bonus Damage table.
Brute Bonus Damage
Fighter Level Damage Increase
3rd 1d4
10th 1d6
16th 1d8
20th 1d10
Brutish Durability
Beginning at 7th level, your toughness allows you to shrug off Cavaliers also learn how to guard those in their charge from
assaults that would devastate others. harm, often serving as the protectors of their superiors and of
Whenever you make a saving throw, roll 1d6 and add the the weak. Compelled to right wrongs or earn prestige, many of
die to your saving throw total. If applying this bonus to a death these fighters leave their lives of comfort to embark on
saving throw increases the total to 20 or higher, you gain the glorious adventure.
benefits of rolling a 20 on the d20.
Bonus Proficiency
Additional Fighting Style When you choose this archetype at 3rd level, you gain
At 10th level, you can choose a second option from the proficiency in one of the following skills of your choice:
Fighting Style feature. Animal Handling, History, Insight, Performance, or
Persuasion. Alternatively, you learn one language of your
Devastating Critical choice.
Starting at 15th level, when you score a critical hit with a
weapon attack, you gain a bonus to that weapon’s damage roll Born to the Saddle
equal to your level in this class. Starting at 3rd level, your mastery as a rider becomes
apparent. You have advantage on saving throws made to avoid
Survivor falling off your mount. If you fall off your mount and descend
resilience in battle. At the start of each of your turns in no more than 10 feet, you can land on your feet if you're not
combat, you regain hit points equal to 5 + your Constitution incapacitated.
modifier (minimum of 1 hit point). You don't gain this benefit if Finally, mounting or dismounting a creature costs you only
you have 0 hit points or if you have more than half of your hit 5 feet of movement, rather than half your speed.
points left.
Unwavering Mark
Cavalier Starting at 3rd level, you can menace your foes, foiling their
attacks and punishing them for harming others. When you hit
The archetypal Cavalier excels at mounted combat. Usually a creature with a melee weapon attack, you can mark the
born among the nobility and raised at court, a Cavalier is creature until the end of your next turn. This effect ends early
equally at home leading a cavalry charge or exchanging if you are incapacitated or you die, or if someone else marks
repartee at a state dinner. the creature.
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Champion Superior Critical
The archetypal Champion focuses on the development of raw Starting at 15th level, your weapon attacks score a critical hit
physical power honed to deadly perfection. Those who model on a roll of 18-20.
themselves on this archetype combine rigorous training with
physical excellence to deal devastating blows. Survivor
At 18th level, you attain the pinnacle of resilience in battle. At
Improved Critical the start of each of your turns, you regain hit points equal to 5
Beginning when you choose this archetype at 3rd level, your + your Constitution modifier if you have no more than half of
weapon attacks score a critical hit on a roll of 19 or 20. your hit points left. You don't gain this benefit if you have O hit
points.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus Eldritch Knight
(round up) to any Strength, Dexterity, or Constitutioo check The archetypal Eldritch Knight combines the martial mastery
you make that doesn't already use your proficiency bonus. common to all fighters with a careful study of magic. Eldritch
[n addition, when you make a running long jump, the Knights use magical techniques similar to those practiced by
distance you can cover increases by a number of feet equal to wizards, They focus their study on two of the eight schools of
your Strength modifier. magic: abjuration and evocation.
Additional Fighting Style Abjuration spells grant an Eldritch Knight additional
At 10th level, you can choose a second option from the protection in battle, and evocation spells deal damage to many
Fighting Style class feature. foes at once, extending the fighter's reach in combat.
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Fighter Cantrips Spells
Level Known Known 1st 2nd 3rd 4th
3 2 3 2 — — —
4 2 4 3 — — —
5 2 4 3 — — —
6 2 4 3 — — —
7 2 5 4 2 — —
8 2 6 4 2 — —
9 2 6 4 2 — —
10 3 7 4 3 — —
11 3 8 4 3 — —
12 3 8 4 3 — —
13 3 9 4 3 2 —
14 3 10 4 3 2 —
15 3 10 4 3 2 —
16 3 11 4 3 3 —
17 3 11 4 3 3 —
18 3 11 4 3 3 —
19 3 12 4 3 3 1
20 3 13 4 3 3 1
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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 7th level, when you use your action to cast a
cantrip, you can make one weapon attack as a bonus actioN.
Eldritch Strike
At 10th level, you learn how to make your weapon strikes
undercut a creature's resistance to your spells. When you hit a
creature with a weapon attack, that creature has disadvantage
on the next saving throw it makes against a spell you cast
before the end of your next turn.
Arcane Charge
At 15th level, you gain the 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
Starting at 18th level, when you use your action to cast a spell,
you can make one weapon attack as a bonus action.
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Gunsmith
Upon choosing this archetype at 3rd, 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 available through crafting.
Adept Marksman
When you choose this archetype at 3rd 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, which
are detailed under "Trick Shots" below. Many maneuvers
enhance an attack in some way. Each use of a trick shot must
be declared before the attack roll is made. You can use only
one trick per attack.
You learn an additional trick shot of your choice at 7th,
10th, 15th, and 18th level. Each time you learn a new trick
shot, you can also replace one trick shot you know with a
different one.
Grit. You gain a number of grit points equal to your Wisdom
modifier (minimum of 1). You regain 1 expended grit point
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 Shot Save DC = 8 + your proficiency bonus +
your Dexterity modifier
Gunslinger
Quickdraw
Most warriors and combat specialists spend their years When you reach 7th level, you add your proficiency bonus to
perfecting the classic arts of swordplay, archery, or polearm your initiative. You can also stow a firearm, then draw another
tactics. Whether duelists or infantry, martial weapons were firearm as a single object interaction on your turn.
seeminly perfected long ago, and the true challenge is to
master them. Rapid Repair
However, some minds couldn't stop the innovation of the Upon reaching 10th level, you lear how to quickly attempt to
crossbow. Experimentation with alchemical components and fix a jammed gun. You can spend a grit point to attempt to
rare metals have unlocked the secrets of controlled explosive repair a misfired (but noy broken) firearm as a bonus action.
force.The few who survive these trials of ingenuity may
become the first to create, and deftly wield, the first firearms. Lightning Reload
This archetype focuses on the ability to design, craft, and Starting at 15th level, y ou can reload any firearm as a bonus
utilize powerful yet dangerous ranged weapons. Through action.
creative innovation and immaculate aim, you become a distant
force of death on the battlefield. However, not being a perfect Vicious Intent
science, firearms carry an inherent instability that can At 18th level, your firearm attacks score a critical hit on a roll
occasionally leave you without a functional means of attack. of 19-20, and you regain a grit point on a roll of 19 or 20 on a
This is the danger of new, untested technologies in a world d20 attack roll with a firearm.
where the arcane energies that rule the elements are present.
Should this path of powder, fire, and metal call to you, keep Hemorhageing Critical
your wits about you, hold on to the convictions as a fighter, Upon reaching 18th level, whenever you score a critical hit on
and let skill meet luck to guide your bullets to their true strike. an attack with a firearm, the target additionally suffers half of
the damage from the attack at the its next turn.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain Trick Shots
proficiency with firearms, allowing you to add your proficiency These trick shots are presented in alphabetical order.
bonus to attacks made with firearms.
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Bullying Shot. You can use the powerful blast and thundering If the attack hits, you can roll one additional weapon
soud of your firearm to shake the resolve of a creature. damage die per grit point spent when determining the
damage.
When making a Charisma (Intimidation) check, you can
expend one grit point to gain advantage on the roll. Firearm Properties
Dazing Shot. When you make a firearm attack against a Firearms are a new and volatile technology, and as such bring
creaure, you can expend one grit point to attempt to dizzy your their own unique set of weapon properties. Some properties
opponent. On a hit, the creature suffers normal damage and are followed by a number, and this number signifies an
must make a Constitution saving throw or suffer disadvantage element of that property (outlined below)/ These properties
on attacks until the end of their next turn. replace the optional ones presented in the Dungeon Master's
Deadeye Shot. When you make a firearm attack against a Guide. Firearms are ranged weapons.
creature, you can expend one grit point to gain advantage on Reload. The weapon can be fired a number of times equal
the attack roll. to its Reload score before you must spend 1 action 1 move
Disarming Shot. When you make a firearm attack against action to reload. YOu must have one free hand to reload a
a creature, you can expend one grit point to attempt to shoot firearm.
an object from their hands. On a hit, the creature suffers Misfire. Whenever you make an attack roll with a firearm,
normal damage ad must succeed on a Strength saving throw and the dive roll is equal to or lower than the weapon's Misfire
or drop 1 held object of you choice and have that object be score, the weapon misfires. The attack misses, and the
pushed 10 feet away from you. weapon cannot be used again until you spend an action to try
Forceful Shot. When you make a firearm attack against a and repair it. To repair your firearm, you must make a
creature, you can expend one grit point to attempt to them up successful Tinker's Tools check (DC equal to 8 + your misfire
and force them back. On a hit, the creature suffers normal score). If your check fails, the weapon is broken and must be
damage and must succeed on a Strength saving throw or be mended out of combat at a quarter of the cost of the firearm.
pushed 15 feet away from you. Creatures ho use a firearm without being proficient increase
Piercing Shot. When you make a firearm attack against a the weapon's misfire score by 1.
creature, you can expend one grit point to attempt to fire Explosive. Upon a hit, everything withing 5 feet of the
through multiple opponents. The initial attack gains a +1 to target must make a Dexterity saving throw (DC equal to 8 _
the firearm's misfire score. On a hit, the creature suffers your Dexterity modifier) or suffer 1d8 fire damage. If the
normal damage and you make an attack roll with weapon misses, he ammunition fails to detonate, or bounces
disadvantage against every creature in a line directly behind away harmlessly before doing so.
the target within your first range increment. Only the initial
attack can misfire. Ammunition
Winging Short. When you make a firearm attack against a All firearms require ammunition to make an attack, and due
creature, you can expend one grit point to attempt to topple a to their rare nature, ammunition may be near impossible to
moving target. On a hit, the creature suffers normal damage find or purchase. however, if materials are gathered, you can
and must make a Strength saving throw or be knocked prone. craft ammunition yourself using your Tinker's Tools at half the
Violent Shot. When you make a firearm attack against a cost. Each firearm using your Tinker's Tools at half the cost.
creature, you can expend one or more grit points to enhance Each firearm uses its own unique ammunition and is
the volatility of the attack. For each grit point expended, the generally sold or craftedin batches listed below next to the
attack gains a +2 bonus to the firearms misfire score. price.
Fireamrs
Name Cost Ammo Damage Weight Range Properties
Palm Pistol 50gp 2gp (20) 1d8 piercing 1 lb (40/160) Light, reload 1, misfire 1
Pistol 150gp 4gp (20) 1d10 piercing 3 lbs (60/240) Reload 4, misfire 1
Musket 300gp 5gp (20) 1d12 piercing 10 lbs (120/480) Two-handed, reload 1, misfire 2
Pepperbox 250gp 4gp (20) 1d10 piercing 5 lbs (80/320) Reload 6, misfire 2
Blunderbuss 300gp 5gp (5) 2d8 piercing 10 lbs (14/60) Reload 1, misfire 2
Bad News Crafted 10gp (5) 2d12 piercing 25 lbs (200/800) Two-handed, reload 1, misfire 1
Hand Mortar Crafted 10gp (1) 2d8 fire 10 lbs (30/60) Reload 1, misfire 3, explosive
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When you use your Second Wind feature, you can choose up
to three creatures within 60 feet of you that are allied with
you. Each one regains hit points equal to your fighter level,
provided that the creature can see or hear you.
Royal Envoy
A Purple Dragon knight serves as an envoy of the Cormyrean
crown. Knights of high standing are expected to conduct
themselves with grace.
At 7th 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.
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.
Starting at 17th level, you can choose two allies within 60
feet of you, rather than one.
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 an Intelligence, a Wisdom, or a
Charisma 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.
Purple Dragon Knight
Rune Knight
Purple Dragon knights are warriors who hail from the
kingdom of Cormyr. Pledged to protect the crown, they take You discovered how to enhance your martial prowess using
the fight against evil beyond their kingdom's borders. They are the supernatural power of runes. The ancient practice of rune
tasked with wandering the land as knights errant, relying on magic originated with giants. Skiltgravr (“rune cutters”) can
their judgment, bravery, and fidelity to the code of chivalry to be found among any type of giants, and you likely learned your
guide them in defeating evildoers. methods first or second hand from such a mystical artisan.
A Purple Dragon knight inspires greatness in others by Whether you found the giant’s work carved into a hill or cave,
committing brave deeds in battle. The mere presence of a learned of the runes from a traveling sage, or met the giant in
knight in a hamlet is enough to cause some orcs and bandits person, you studied the giant’s craft. In time, you learned how
to seek easier prey. A lone knight is a skilled warrior, but a to carve and apply runes to your equipment and how to invoke
knight leading a band of allies can transform even the most their magic, ultimately becoming a Rune Knight.
poorly equipped militia into a ferocious war band. Bonus Proficiencies
A knight prefers to lead through deeds, not words. As a You gain proficiency with smith's tools, and you learn to speak,
knight spearheads an attack, the knight's actions can awaken read, and write Giant.
reserves of courage and conviction in allies that they never
suspected they had. Rune Magic
Restriction: Knighthood You learn how to use runes to enhance your gear. When you
Purple Dragon knights are tied to a specific order of gain this feature, you learn how to inscribe two runes of your
Cormyrean knighthood. choice on weapons, armor, or shields (see “Rune Options”).
Banneret serves as the generic name for this archetype if Whenever you finish a long rest, you can touch a number of
you use it in other campaign settings or to model warlords objects equal to the number of runes you know, and you
other than Purple Dragon knights. inscribe a different rune onto each of the objects. To be
eligible, an
Rallying Cry object must be a weapon, a suit of armor, or a shield.
When you choose this a rchetype at 3rd level, you learn how to Your rune remains on an object until you finish a long rest,
inspire your allies to fight on past their injuries. and an object can bear only one of your runes.
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Each time you gain a level in this class, you can replace one
rune you know with a different one.
Giant Might
You can imbue yourself with the might of giants. As a bonus
action, you magically gain the following benefits, which last
for 1 minute:
• If you are smaller than Large, you become Large, along
___with anything you are wearing. If you lack the room to
___become Large, your size doesn’t change.
• You have advantage on Strength checks and Strength
___saving throws.
• Your weapon attacks deal an extra 1d6 damage. You can
___use this feature twice, and you regain all expended uses
___of it when you finish a long rest.
Defensive Runes
You learn to invoke your rune magic to protect your allies.
When another creature you can see within 60 feet of you is hit
by an attack roll, you can use your reaction to grant a bonus to
the creature’s AC against that attack. The bonus equals 1 +
your Intelligence modifier (minimum of +2).
In addition, you learn one new rune of your choice from the
Rune Magic feature (for a total of three).
Great Stature
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, the extra damage you deal
with your Giant Might feature increases to 1d8.
In addition, you learn one new rune of your choice from
your Rune Magic feature (for a total of four).
Rune Magic Mastery
You can invoke each rune you know from your Rune Magic
feature twice, rather than once, and you regain all expended
uses when you finish a short or long rest.
In addition, you learn one new rune of your choice from the
Rune Magic feature (for a total of five).
Blessing of the All Father
You learn how to share your rune magic with your allies.
When you use your Giant Might feature, you can choose one
willing creature you can see within 60 feet of you. The chosen
creature also gains the benefits of your Giant Might feature.
Rune Options
Here are rune options for the Rune Magic feature. They are all
magical effects.
If a rune requires a saving throw, your Rune Magic save DC
equals 8 + your proficiency bonus + your Intelligence modifier.
Haug (Hill Rune). This rune’s magic bestows a resilience
reminiscent of a hill giant. While wearing or carrying an
object inscribed with this rune, you have advantage on saving
throws against being poisoned, and you have resistance
against poison damage.
In addition, you can invoke the rune as a bonus action,
gaining resistance to bludgeoning, piercing, and slashing
damage for 1 minute. Once you invoke the rune, you can’t do
so again until you finish a short or long rest.
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Ild (Fire Rune). This rune’s magic channels the masterful Samurai
craftsmanship of fire giant smiths. While wearing or carrying
an object inscribed with this rune, your proficiency bonus is The Samurai is a fighter who draws on an implacable fighting
doubled for any ability check you make that uses your spirit to over come enemies. A Samurai's resolve is nearly
proficiency with a tool. unbreakable, and the enemies in a Samurai's path have two
In addition, when you hit a creature with a weapon attack, choices: yield or die fighting.
you can invoke the rune to summon fiery shackles: the target Bonus Proficiencyn
must succeed on a Strength saving throw or be restrained for
1 minute. While restrained by the shackles, the target takes When you choose t hi s archetype at 3rd level, you gain
2d6 fire damage at the start of each of its turns. The target proficiency in one of the following skills of your choice:
can repeat the saving throw at the end of each of its turns, History, Insight, Performance, or Persuasion. Alternatively,
banishing the shackles on a success. Once you invoke the you learn one language of your choice.
rune, you can’t do so again until you finish a short or long rest. Fighting Spirit
Ise (Frost Rune). This rune’s magic evokes a frost giant’s Starting at 3rd level, your intensity in battle can shield you and
stoic calm. While wearing or carrying an object inscribed with help you strike true. As a bonus action on your turn, you can
this rune, you have advantage on Wisdom (Animal Handling) give yourself advantage on weapon attack rolls until the end of
checks and Charisma (Intimidation) checks. the current turn. When you do so, you also gain 5 temporary
In addition, you can invoke the rune as a bonus action to hit points. The number of temporary hit points increases
increase your Strength score by 2 for 10 minutes. This when you reach certain levels in this class, increasing to 10 at
increase can cause your score to exceed 20, but not 30. Once 10th level and 15 at 15th level.
you invoke the rune, you can’t do so again until you finish a You can use this feature three times, and you regain all
short or long rest. expended uses of it when you finish a long rest.
Skye (Cloud Rune). This rune’s magic emulates the
deceptiveness of a cloud giant. While wearing or carrying an Elegant Courtier
object inscribed with this rune, you have advantage on Starting at 7th level, your discipline and attention to detail
Dexterity (Sleight of Hand) checks and Charisma (Deception) allow you to excel in social situations. Whenever you make a
checks. Charisma (Persuasion) check, you gain a bonus to the check
In addition, when you or a creature you can see within 30 equal to your Wisdom modifier.
feet of you is hit by an attack roll, you can use your reaction to
invoke the rune and cause that attack to target a different
creature within 30 feet of you (other than the attacker), using
the same roll. This magic can transfer the attack regardless of
the attack’s range. Once you invoke the rune, you can’t do so
again until you finish a short or long rest.
Stein (Stone Rune). This rune’s magic channels the
insightfulness of a stone giant. 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 60 feet. If you already have darkvision, its range
increases by 30 feet.
In addition, when a creature you can see ends its turn
within 30 feet of you, you can use your reaction to invoke the
rune and force the creature to make a Wisdom saving throw.
Unless the save succeeds, the creature is charmed by you for
1 minute. While charmed in this way, the creature has a speed
of 0 and is incapacitated, descending into a dreamy stupor.
The effect ends if the charmed creature takes any damage or
if someone else uses an action to shake the creature out of its
haze. Once you invoke the rune, you can’t do so again until you
finish a short or long rest.
Uvar (Storm Rune). Using this rune, you can glimpse the
future like a storm giant. While wearing or carrying an object
inscribed with this rune, you have advantage on Intelligence
(Arcana) checks, and you can’t be surprised as long as you are
not incapacitated.
In addition, you can invoke the rune as a bonus action to
enter a prophetic state for 1 minute or until you’re
incapacitated.
Until the state ends, when you or another creature you can
see within 60 feet of you makes an attack roll, a saving throw,
or an ability check, you can use your reaction to cause the roll
to have advantage or disadvantage. Once you invoke the rune,
you can’t do so again until you finish a short or long rest.
17
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_ Your self-control also causes you to gain proficiency in
Wisdom saving throws. If you already have this proficiency,
you instead gain proficiency in Intelligence or Charisma
saving throws (your choice).
Tireless Spirit
Starting at 10th level, when you roll initiative and have no uses
of Fighting Spirit remaining, you regain one use.
Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift
strikes. If you take the Attack action on your turn and have
advantage on an attack roll against one of the targets, you can
forgo the advantage for that roll to make an additional weapon
attack against that target, as part of the same action. You can
do so no more than once per turn.
Strength before Death
Starting at 18 th level, your fighting spirit can delay the grasp
of death. If you take damage that reduces you to 0 hit points
and doesn't kill you out right, you can use your reaction to
delay falling unconscious, and you can immediately take a n
extra turn , interrupting the current turn. While you have 0 hit
points during that extra turn, taking damage causes death
saving throw failures as normal, and three death saving throw
failures can still kill you. When the extra turn ends, you fall
unconscious if you still have 0 hit points.
Once you use this feature, you can't use it again until you
finish a long rest.
Scout
The archetypal Scout excels at finding safe passage through
dangerous regions. Scouts usually favor light armor and
ranged weapons, but they are comfortable using heavier gear
when faced with greater foes.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain
proficiency in three of the following skills of your choice:
Acrobatics, Athletics, Investigation, Medicine, Nature,
perception, Stealth or Survuval. You can choose to gain
proficiency with thieves' tools in place of one skill choice.
Combat Superiority
At 3rd level, you gain a set of abilities that are fueled by special
dice called superiority dice.
Superiority Dice. You have four superiority dice, which are
d8s. A superiority die is expended when you use it. You regain
all of your expended superiorty dice when you finish a long or
short rest.
You regain another superiority die at 7th level and one more
at 15th level.
Using Superiority Dice. You can expend superiority dice to
gain a number of different benefits:
When you make a check that allows you to apply your
proficiency in Athletics, Nature, Perception, Stealth, or
Survival, you can expend one superiority die to bolster the
check. Add half the number rolled on the superiority die
(rounding up) to your check. You apply this bonus after
making the check but before learning if it was successful.
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When you make a weapon attack against a creature, you
can expend one superiority die to add it too the attack roll.
You can use this ability before or after making the attack
roll, but before any of the effects of the attack are applied.
If you are hit by an attack while wearing light or medium
armor, you can expend on superiority die as a reaction,
adding the number rolled to your AC. If the attack still hits,
you take half damage from it.
Natural Explorer
You are a master of navigating the natural world, and you
react with swift and decisive action when attacked. This grants
you the following benefits:
You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on
attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You
gain the following benefits when traveling for an hour or
more:
Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while
traveling (such as foraging, navigating, or tracking), you
remain alert to danger.
If you are traveling alone, you can move stealthily at a
normal pace.
When you forage, you find twice as much food as you
normally would.
While tracking other creatures, you also learn their exact
number, their sizes, and how long ago they passed through
the area.
Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th Careful Eyes
level, they turn into d12s. Starting at 7th level, you excel at picking out hidden enemies
Relentless and other threats. You can take the Search action as a bonus
Starting at 15th level, when you roll initiative and have no action.
superiority dice remaining, you regain 1 superiority die. You also gain proficiency in the Perception, Investigation, or
Survival skill (choose one).
Sharpshooter Close-Quarters Shooting
The Sharpshooter is a master of ranged combat. An excellent At 10th level, you learn to handle yourself in close combat.
sniper and eagle-eyed scout, this fighter is a perilous foe who Making a ranged attack roll while within 5 feet of an enemy
can defeat an entire war band so long as they are kept at doesn't impose disadvantage on your roll.
range. In addition, if you hit a creature within 5 feet of you with a
ranged attack on your turn, that creature can’t take reactions
Steady Aim until the end of this turn.
Beginning when you choose this archetype at 3rd level, your
aim becomes deadly. As a bonus action on your turn, you can Rapid Strike
take careful aim at a creature you can see that is within range Starting at 15th level, you learn to trade accuracy for swift
of a ranged weapon you’re wielding. Until the end of this turn, strikes. If you have advantage on a weapon attack against a
your ranged attacks with that weapon gain two benefits target on your turn, you can forgo that advantage to
against the target: immediately make an additional weapon attack against the
same target as a bonus action.
The attacks ignore half and three-quarters cover.
On each hit, the weapon deals additional damage to the Snap Shot
target equal to 2 + half your fighter level. Starting at 18th level, you are ever ready to spring into action.
You can use this feature three times. You regain all the If you take the Attack action on your first turn of a combat, you
expended uses of it when you finish a short or long rest. can make one additional ranged weapon attack as part of that
action.
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Warlord
Those who aspire to the archetype of the Warlord know that
brute force, much like any blade, must be wielded by a deft
hand. It is not enough to have power or numbers, but to use it
with cunning and precision is what truly decides a battle.
Applying this mentality beyond themselves, Warlord inspire
and empower their allies through clever tactics and calculated
plans.
Tactical Focus
At 3rd level, your tactical acumen allows you to study an area
of a battlefield and provide direction to your allies that can tilt
a battle in your favor.
As a bonus action or as part of the attack action, you can
select an area on the ground that measures 10 feet on each
side. This area is your tactical focus. It remains your tactical
focus until you use this ability again or you are unable to take
actions.
When you select an area as your tactical focus, you choose
one of your tactics to apply to that area. You gain three tactics
at 3rd level. You gain an additional tactic at 7th and 15th level.
Each time you complete a long rest, you can swap one of your
tactics for a different one.
Tacticians Insight
Starting at 3rd level, you can grant your allies useful tactical
insights while they are in the area of your tactical focus. You
gain a number of uses of insight based on your fighter level.
As a bonus action or as part of an attack action, you grant
insight to yourself or allies in your tactical focus. You can
grant this benefit to yourself and as many allies as you wish in
your focus, but you cannot expend more uses than you
currently have.
A creature that gains your insight can use it in two ways. It
can regain hit points immediately upon receiving it. Roll 2d10 Each time you complete a long rest, you regain expended use
and the creature regains that many hit points. If the creature of your gambits and can swap one of your gambits for a
would gain hit points that place it above its maximum, it gains different one.
the difference as temporary hit points. Alternatively, a creature
can save the insight to use when it hits with an attack. It Lead from the Front
increases the attack’s damage by 2d10. At 10th level, you strike with a cunning insight that allows
You regain expended uses of Tactician’s Insight when you your allies to make effective follow up attacks. If you hit a
complete a long rest. creature with a weapon attack, it has disadvantage on all
saving throws against your gambits until the end of your next
FIghter Level Uses Maximum Gambit turn.
3 2 1 0
Tactical Maneuvers
4-6 3 1 0 At 15th level, you can provide leadership that allows your
7-9 7 2 3 allies to move in perfect harmony. In place of moving, you can
instead allow up to three allies who can see or hear you to
10-12 9 2 4 move up to half their speed. The chosen allies must be
13-15 14 3 5 capable of taking actions in order to move in this manner.
16-18 16 3 6 Perfect Coordination
19-20 20 4 7 Starting at 18th level, you gain the ability to unleash a
devastating combination of your allies’ abilities.
Tactical Gambits As a bonus action, select up to five allies who can see or
Starting at 7th level, your tactical cunning allows you to seize hear you. They can use their reactions to immediately take
the moment in battle. actions. Once you use this ability, you cannot use it again until
At 7th level, you learn two gambits. You learn an additional you complete a long rest.
gambit at 10th and 18th level. You use a gambit as an action.
You can use your gambits a number of times based on your
fighter level.
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Tactics Pincers Movement. With precise timing, you order your
The strategems are presented in alphabetical order. allies to change into the enemy, dealing body checks that leave
Clear the Area. If an ally hits a creature in your tactical your foes entangled and helpless. Up to two allies that can see
focus with an attack, the ally can move that creature 5 feet in or hear you can use their reactions to move up to their speed.
addition to the attack’s other effects. Any creature adjacent to both of your allies or to you and one
Cover that Flank. When a hostile creature that you can see of the chosen allies at the end of their movement must make a
enters your tactical focus, up to three target creatures of your Strength saving throw or become restrained until the end of
choice that can see the creature can use a reaction to move up your next turn. As part of this gambit, you may take the attack
to their speed. The targets cannot willingly end their action.
movement in the tactical focus. A target creature that ends Vexing Maneuvers. With precise movements, you and your
this movement adjacent to triggering creature regains its allies dash around your foes to leave them confused and
reaction. unable to pick out their most dangerous targets. Each enemy
Get Down. If an allied creature in your tactical focus must in your tactical focus that you can see must make an
make a Dexterity saving throw, it can use its reaction to move Intelligence save. On a failed save, it cannot leave your tactical
up to its speed. If this movement takes it out of the range or focus using its move until the end of your next turn. As part of
area of the effect that caused the saving throw, it is no longer this gambit, you may take the attack action.
subjected to the effect.
Form Shield Wall. Allies in your tactical focus gain a +2
bonus to AC while they are adjacent to an ally using a shield.
Reorder Ranks. Allies in your tactical focus do not provoke
opportunity attacks while they are within 5 feet of an ally. In
addition, you and your allies can end movement in an ally's
space. That ally immediately moves so that you do not occupy
the same space, but it must end that move at least partially
occupying your tactical focus.
Gambits
A gambit sometimes requires a saving throw. The DC for such
saving throws is 8 + your proficiency bonus + your Intelligence
modifier.
Aggressive Advance. You and your allies howl in rage and
glower at your foes, making a display that sends fear into their
hearts. Hostile creatures within 60 feet of you that can see you
must make Wisdom saving throws. On a failed save, a
creature is frightened of your tactical focus. A creature
frightened by this effect can repeat the saving throw at the end
of each of its turn, ending the effect on a successful save. As
part of this gambit, you may take the attack action.
Cut Them Down. You direct your allies to strike with
perfect timing, landing blows just as your enemies are off
balance to send them tumbling to the ground. Until the end of
your turn, hostile creatures in your tactical focus that you can
see must make a Strength saves each time they are hit by an
attack. On a failed save, they are knocked prone. As part of
this gambit, you may take the attack action.
Luring Gambit. You entangle your weapon with a chosen
foe, luring it to duel you as your allies close in for the kill. As
part of this gambit, you may take the attack action. If you hit a
creature with a weapon attack during your turn, it must make
a Wisdom saving throw. On a failed save, your allies are
invisible to it until the end of your next turn.
Pile On. You direct your allies’ attack against a target, each
blow building on the next to build a devastating result. Select
a creature in your tactical focus that you can see. At the start
of your next turn, that creature must make a Constitution
saving throw if you or an ally has hit it with an attack since
you used this ability. It suffers disadvantage on the saving
throw if it has been hit by three or more attacks (creatures?).
On a failed saving throw, the creature is stunned until the end
of your next turn. As part of this gambit, you may take the
attack action.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.