The Fighter
The young guard quietly slipped past his comrades out the back door of the armory where the townsfolk were hiding. The bandits had come upon their village that morning, and their leader had issued a challenge. If one warrior from the town
could best him in single combat, the gang would leave peacefully. Though the young man only joined the town guard one year ago, he could already best every fellow guard with the sword. To the surprise of the town, the young guard stepped out,
sword drawn, ready to defend his home.
A graying woman made her way through the enemy encampment as the sun set. Searching for the enemy general's tent, she planned to end the battle before it began. Those under her command didn't stand a chance against this great host in open combat. For what could very well be her final mission, she gripped the haft of her axe and entered the enemy general's tent.
The gladiator paused for a brief moment, taking in the cheering crowd. He remembered his first fight in a dark underground arena, surrounded by pirates and slavers. Now he performed for royalty amidst the bustle of the largest metropolis in the kingdom. After savoring the moment, he whirled about and plunged his gilded spear into his foe's heart, ending his
last fight, the fight that would earn him his freedom.
All three of the warriors described here are considered Fighters, true masters of the battlefield and exceptionally deadly masters with the weapons and armaments of war.
Masters of the Battlefield
Not every city guardsman, mercenary, or professional soldier is considered a true Fighter. Born with a keen battle instinct and a talent for the art of war, a true Fighter cannot resist the lure of battle. Hailing from the ranks of military officers, elite bodyguards, veteran mercenaries, and consecrated knights, Fighters are marked by their masterful skill in battle.
Delving into dungeons, slaying monsters, and other deadly work common amongst adventurers is second nature for the Fighter. Something deep within compels these warriors to seek conflict and throw themselves into it. Often champions of fair competition, Fighters make for lifelong loyal allies.
The Armaments of War
Every Fighter can swing an axe, fence with a rapier, cut down a foe with a longsword, and use a bow with a deadly degree of skill. Likewise, a Fighter is adept with shields and every form of armor. Fighters wield their weapons and armor of choice as an extension of their very self, transforming into beautiful yet deadly whirls of sharpened steel on the battlefield.
While they all have skill in combat, the nature of a Fighter's training can vary greatly. Some hone their immense physical might, crushing their foes with overwhelming blows. Others prefer to strike from afar, striking their foes down before they are aware of their presence. Still others use tactical insights to coordinate allies. And a rare few augment their techniques with a limited, but potent, esoteric battle magic.
Creating Your Fighter
When creating your Fighter, the most important thing for you to decide is how they gained their skills. Are you the scion of a noble house, trained by the best tutors that gold could buy? A gladiator who had to learn to kill or be killed? A self-made mercenary who earns food and shelter at the tip of a sword?
Also, consider how your Fighter's style of combat sets you apart from other warriors. Are you an artist with a blade who gracefully flows about the field of battle? A ruthless brigand who revels in the chaos and carnage of war? A traveling sage who only challenges those who are your equal with a sword?
Multiclassing and the Fighter
If your group uses the optional multiclassing rule, here's what you need to know when you choose to take your first level in the Fighter class.
Ability Score Minimum. As a multiclass character, you must have a minimum Strength (or Dexterity) score of 13 to take a level in this class, or to take a level in another class if you are already a Fighter.
Proficiencies. If Fighter isn't your initial class, here are the proficiencies you gain when you take your first Fighter level: light armor, medium armor, shields, simple weapons, and martial weapons.
Exploits. If you learn Exploits from more than one source, use the rules Linked Here to determine your total number of Exploit Dice and Exploits Known.
The Fighter
Level | PB | Features | Fighting Styles | Exploits Known | Exploit Die | Exploit Dice |
---|---|---|---|---|---|---|
1st | +2 | Fighting Style, Second Wind (1) | 1 | ─ | ─ | ─ |
2nd | +2 | Martial Exploits | 1 | 2 | d6 | 2 |
3rd | +2 | Eye for Talent, Warrior Archetype | 1 | 3 | d6 | 2 |
4th | +2 | Ability Score Improvement | 1 | 3 | d6 | 3 |
5th | +3 | Extra Attack (1) | 1 | 4 | d8 | 3 |
6th | +3 | Action Surge (1) | 2 | 4 | d8 | 3 |
7th | +3 | Archetype Feature | 2 | 5 | d8 | 3 |
8th | +3 | Ability Score Improvement | 2 | 5 | d8 | 4 |
9th | +4 | Indomitable (1) | 2 | 6 | d8 | 4 |
10th | +4 | Archetype Feature | 2 | 6 | d8 | 4 |
11th | +4 | Extra Attack (2), Martial Superiority | 2 | 7 | d10 | 4 |
12th | +4 | Ability Score Improvement | 3 | 7 | d10 | 5 |
13th | +5 | Indomitable (2) | 3 | 8 | d10 | 5 |
14th | +5 | Ability Score Improvement, Second Wind (2) | 3 | 8 | d10 | 5 |
15th | +5 | Archetype Feature | 3 | 9 | d10 | 5 |
16th | +5 | Ability Score Improvement | 3 | 9 | d10 | 6 |
17th | +6 | Extra Attack (3), Indomitable (3) | 3 | 10 | d12 | 6 |
18th | +6 | Archetype Feature | 4 | 10 | d12 | 6 |
19th | +6 | Ability Score Improvement | 4 | 11 | d12 | 6 |
20th | +6 | Action Surge (2), Relentless | 4 | 11 | d12 | 6 |
Class Features
Hit Points
- Hit Dice: 1d10 per Fighter level
- Hit Points at 1st Level: 10 + your Constitution modifier.
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Fighter level after 1st
Proficiencies
- Armor: All armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: One set of artisan's tools of your choice
- Saving Throws: Strength, Constitution
- Skills: Choose two: Acrobatics, Animal Handling, Athletics, History, Intimidation, Perception, Stealth, and Survival
Equipment
As a Fighter, you start with the following equipment, along with the equipment granted to you by your Background:
- (a) chain mail or (b) leather armor, a longbow, 20 arrows
- (a) martial weapon and shield or (b) two martial weapons
- (a) light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Quick Build
You can make a Fighter quickly by using these suggestions. First, depending on the weapons you will use, make either Strength or Dexterity your highest ability score, followed by your Constitution. Second, take the Soldier background.
Fighting Style
At 1st level, you learn one Fighting Style of your choice from the list at the end of this class description. You cannot learn a Fighting Style more than once, even if another feature allows you to learn an additional Fighting Style.
If a Fighting Style has prerequisites, like a skill proficiency or a minimum Ability Score or Fighter level, you can learn it at the same time that you meet all of its prerequisites. Each time you gain a Fighter level, you can replace one Fighting Style you know with another Fighting Style of your choice.
At certain levels, you learn more Fighting Styles, as shown in the Fighting Style column of the Fighter table above.
Second Wind
You can fight on where lesser warriors would fail. Also at 1st level, you can use your bonus action to regain hit points equal to 1d10 + your Fighter level. Once you do so, you must finish a short or long rest before you can do so again.
Upon reaching 14th level, you can use your Second Wind bonus action twice between each short or long rest.
Martial Exploits
At 2nd level, you begin to learn techniques that enhance your martial skill in and out of battle. You gain the features below:
Exploit Dice
The Fighter table shows the number of Exploit Dice you have to perform any Exploits you know. Most Exploits require you to expend Exploit Dice to use them. You can only use one Exploit per weapon attack, ability check, or saving throw, and you regain expended Exploit Dice when you finish a short or long rest.
Your Exploit Dice begin as d6s and increase in size as you gain levels in this class, as shown in the Exploit Die column of the Fighter table.
When adding an Exploit Die to a roll, always roll your Exploit Die and add it to the result.
Exploits Known
You know two Exploits of your choice from the list at the end of this class. To learn an Exploit you must meet any prerequisites it has.
You learn additional Martial Exploits of your choice as you gain levels in this class, as shown in the Exploits Known column.
When you gain a level, you can replace one Exploit you know with another you could learn.
Saving Throws
If one of your Exploits requires a creature to make a saving throw, the Exploit saving throw DC is calculated based on your Strength or Dexterity. Once you choose which ability score to use, it cannot be changed:
Exploit save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Eye for Talent
Starting at 3rd level, you can evaluate the combat potential of creatures. As a bonus action, you can take the Search action, targeting a creature you can see within 30 feet (DC = 8 + its Challenge Rating). If you have hit this creature with a weapon attack, you add your Fighter level to your ability check.
If you succeed on the check, you learn one characteristic of your choice from below. If you fail, you cannot use this feature on that target again until you hit it with a weapon attack:
- Armor Class
- Condition Immunities
- Damage Resistances & Immunities
- Highest Ability Score
- Lowest Ability Score
- One Special Feature (Spellcasting, Exploits, etc.)
Warrior Archetype
Also at 3rd level, choose the Archetype from the options here which best represents your training: Arcane Knight, Captain, Champion, Crusader, Drakesworn, Guardian, Guerilla, Hound Master, Knight Errant, Marksman, Master at Arms, Mystic, Pugilist, Quartermaster, Ronin, Runecarver, Shadowdancer, Sylvan Archer, Swordsage, Tinker, or Witchblade.
Your Archetype grants you features at 3rd level, and again when you reach 7th, 10th, 15th, and 18th level in this class.
Archetype Exploits
Some Archetypes have a list of Archetype Exploits that you learn at the Fighter levels noted in the Archetype description. These Exploits do not count against your number of Exploits Known and cannot be switched out for other Exploits. If you do not meet their prerequisites, you learn them regardless.
Ability Score Improvement
At 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two different ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to Dash or to Disengage you can make one weapon attack as a bonus action on that turn.
When you reach certain levels in this class, the number of attacks you can make as part of your Attack action increases; at 11th level (3 attacks) and at 17th level (4 attacks).
Action Surge
Starting at 6th level, you can push yourself past your limits, if only for a moment. Once during your turn, you can choose to take one additional action. After you do so, you must finish a short or long rest before you can use this feature again.
When you reach 20th level, you can use this feature twice between each short or long rest, but only once per turn.
Indomitable
Your fighting spirit allows you to grasp success from the jaws of defeat. Beginning at 9th level, when you fail a saving throw, you can choose to succeed instead. Once you use this feature you must finish a long rest before you can use it again.
At 13th level, you can use this feature twice per long rest, and at 17th level you can use it three times per long rest.
Martial Superiority
The chaos and thrill of battle fuels you. Starting at 11th level, once per round in combat you can use one 1st or 2nd-degree Martial Exploit you know without expending an Exploit Die.
Relentless
At 20th level, your combat skills are those of legend and myth. You regain all expended Exploit Dice when you roll initiative.
You can also use any 3rd-degree Martial Exploits you know any number of times between each short of long rest.
Fighting Styles
Below is the list of Fighting Styles available to Fighters. You can learn a Fighting Style at the same time you meet all its prerequisites. You cannot replace a Fighting Style if it is the prerequisite for another one of your Fighting Styles.
Archery
Prerequisite: Dexterity of 13 or higher
You gain a +1 bonus to attack rolls with ranged weapons, and your attacks with ranged weapons ignore half-cover and treat three-quarter's cover as half cover.
Archery Expert
Prerequisite: 6th-level Fighter, Archery
You gain an additional +1 bonus to attack rolls with ranged weapons. Attacking at a weapon's long range no longer imposes disadvantage on your ranged weapon attack rolls.
Balanced Fighting
When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls. You can use a shield and still gain this benefit.
Balanced Expert
Prerequisite: 6th-level Fighter, Balanced Fighting
When are wielding a versatile melee weapon and a shield, you use the versatile weapon's larger damage die, and you can use your shield to do a Shove attack as a bonus action.
Blind Warrior
Prerequisite: proficiency in Perception
You have Blindsight with a range in feet equal to 5 times your Proficiency Bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Brawling
Prerequisite: proficiency in Athletics
On hit, your unarmed strikes deal damage equal to 1d6 + your Strength modifier. When you have both hands free, you can make a single unarmed strike, shove, or grapple as a bonus action on each of your turns.
Brawling Expert
Prerequisite: 6th-level Fighter, Brawling
You gain a +1 bonus to the damage rolls of unarmed strikes. You also gain the benefits below while grappling creatures:
- You can drag grappled creatures up to your full speed.
- In place of an attack, you can make another grapple check against a target you are grappling. On a success, the target is Restrained for the duration of that grapple.
Classical Swordplay
Prerequisite: Dexterity of 13 or higher
While wielding a single finesse weapon, no shield, and not wearing heavy armor, you gain a +2 bonus to attack rolls with that weapon and a +1 bonus to your Armor Class.
Classical Swordplay Expert
Prerequisite: 6th-level Fighter, Classical Swordplay
When are hit by an attack while using Classical Swordplay, you can use your reaction to add your Dexterity modifier to your Armor Class against that attack.
Defensive Fighting
When you are wearing medium armor, heavy armor, or a shield you gain a +1 bonus to your Armor Class.
Defensive Expert
Prerequisite: 6th-level Fighter, Defensive Fighting
While wearing heavy armor you can reduce all non-magical bludgeoning, piercing, or slashing damage you take by your Constitution modifier (minimum of 1).
If your armor is magical, this can also reduce magical damage of the types above.
Dual Wielding
Prerequisite: Strength or Dexterity of 13 or higher
While two-weapon fighting, you make your off-hand attack as part of your Attack action instead of your bonus action, and you add your ability modifier to the damage of this attack. You cannot also make an attack with your bonus action that turn.
Dual Wielding Expert
Prerequisite: 6th-level Fighter, Dual Wielding
One-handed melee weapons are considered to have the Light property for you, and when you are wielding a melee weapon in each hand, you gain a +1 bonus to your Armor Class.
Exotic Warrior
You are trained in exotic weapons typically associated with performative warriors, granting you the following benefits:
- You gain proficiency with two exotic weapons.
- For you, tridents deal 1d8 (1d10) piercing damage on hit.
- When making an attack roll with a net against a creature within 5 feet, you do not have disadvantage on the roll.
- When you take the Attack action on your turn, making an attack with a net only takes the place of one attack.
Featherweight Fighting
Prerequisite: Dexterity of 13, proficiency in Acrobatics
While you are unarmed or wielding only light weapons, and are not wearing medium or heavy armor, your walking speed increases by 10 feet, and you gain a +1 bonus to your damage rolls with light melee weapons and unarmed strikes.
Featherweight Expert
Prerequisite: 6th-level Fighter, Featherweight Fighting
When Featherweight Fighting, creatures have disadvantage on opportunity attacks against you, and you can take the Disengage action as a bonus action on each of your turns.
Great Weapon Fighting
Prerequisite: Strength of 13 or higher
Whenever you hit a target with a heavy melee weapon attack, you can treat any of the weapon's damage dice as the average roll if you rolled lower: d4 (2), d6 (3), d8 (4), d10 (5), d12 (6).
Great Weapon Expert
Prerequisite: 6th-level Fighter, Great Weapon Fighting
Whenever you reduce a creature to 0 hit points with a heavy melee weapon attack, you can make another attack as part of that action, bonus action, or reaction with the same weapon.
Heavyweight Fighting
Prerequisite: Strength of 13 or higher
You gain a +1 bonus to your damage rolls with heavy melee weapons. When you hit a target with a heavy melee weapon attack, you can use your bonus action on that turn to make a Shove attack against the same target with advantage.
Mounted Warrior
Prerequisite: proficiency in Animal Handling
While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block or another action.
Polearm Fighting
Prerequisite: Strength and Dexterity of 11 or higher
You gain a +1 bonus to damage rolls with glaives, halberds, pikes, quarterstaffs, and spears so long as you are wielding only that weapon and no shield. When doing so, creatures provoke an opportunity attack from you when they enter or move within your reach with that weapon.
Polearm Expert
Prerequisite: 6th-level Fighter, Polearm Fighting
Whenever you take the Attack action while using Polearm Fighting, you can use your bonus action on that turn to make a melee attack with the end of your weapon. On hit, it deals bludgeoning damage equal to 1d4+ your Strength modifier.
Protection
When a creature you can see hits you, or a target within 5 feet with a melee attack, you can use a reaction to add your Proficiency Bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.
Protection Expert
Prerequisite: 6th-level Fighter, Protection
When a creature within 5 feet is forced to make a Dexterity saving throw, you can use your reaction to interpose a shield, adding your Proficiency Bonus to its saving throw roll.
You can use this reaction after the creature rolls the d20, but before you know the outcome of its saving throw.
Strongbow
Prerequisite: Strength of 13 or higher
You can use your Strength modifier, in place of Dexterity, for attack and damage rolls with longbows and shortbows. When you do so, you gain a +1 to damage rolls with those weapons.
Versatile Fighting
Prerequisite: Strength or Dexterity of 11 or higher
While wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can use your bonus action to make a grapple or shove attack, or to take the Use an Object action.
Master Required
The Fighting Styles included below are uncommon, even amongst elite Fighters. To learn one of these Fighting Styles, you must be trained by a dedicated master of the Fighting Style and have DM approval.
Heavyweight Expert
Prerequisite: 6th-level Fighter, Heavyweight Fighting
When you hit a creature equal to your size or smaller with a heavy melee weapon attack you can knock it 5 feet away from you in a straight line so long as the space behind the creature is unoccupied.
Hurler
Prerequisite: Strength or Dexterity of 11
You can draw one thrown weapon as part of a ranged attack you make with it, and the range of your thrown weapon attacks is doubled.
If you are wielding only thrown weapons, you can make a single ranged attack with a thrown weapon as a bonus action.
Improvised Fighting
Prerequisite: Strength of 11 or higher
You gain proficiency with improvised weapons. Once per turn, when you hit with an improvised attack that uses a non-magical object, you can choose to destroy the object, rendering is useless for attacks, but deal the maximum possible damage, in place of rolling.
Mariner
Prerequisite: proficiency in Athletics
When you are not wearing heavy armor or a shield, you have a swimming speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.
You also suffer none of the normal drawbacks of underwater combat.
Melee Marksman
Prerequisite: Dexterity of 13 or higher
Having a hostile creature within 5 feet of you does not impose disadvantage on your ranged weapon attacks, so long as you are attacking a target within 5 feet.
When you make a ranged weapon attack against a creature within 5 feet of you, it cannot target you with opportunity attacks for the rest of that turn regardless if you hit or missed it with your ranged attack.
Mountaineer
Prerequisite: proficiency in Athletics
So long as you are not wearing heavy armor or a shield, you have a climbing speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.
Also, whenever you take falling damage, you can use your reaction to reduce the damage by twice your level.
Mounted Expert
Prerequisite: 6th-level Fighter, Mounted Warrior
While you are riding a trained mount, you have advantage on melee attack rolls against unmounted creatures smaller than your mount, and whenever your mount takes damage you can use your reaction to take that damage in its stead.
Shield Warrior
Prerequisite: Strength of 13 or higher
You gain proficiency with shields as martial melee weapons. For you, shields deal 2d4 bludgeoning damage on hit. While you are wielding a shield and no other weapons, you gain a +1 bonus to your Armor Class and to shield attack rolls.
Shield Expert
Prerequisite: 6th-level Fighter, Shield Warrior
While wielding a shield, you can use a bonus action on each of your turns to make a Shove attack, even if you do not take the Attack action. You also add the Armor Class bonus from your shield to any Dexterity saving throws you make.
Superior Technique
Prerequisite: 6th-level Fighter
You learn one 1st-degree Martial Exploit from those available to The Fighter, but it doesn't count against your total Exploits Known. You also gain one additional Exploit Die.
Standard Bearer
Prerequisite: Charisma of 13 or higher
When a friendly creature within 5 feet of you attacks another target that you can see, you can use your reaction to grant it advantage on its attack roll.
You must be holding a standard or banner in one of your hands (and nothing else in that hand) to use this reaction.
Warrior Archetypes
Choose a Warrior Archetype from the following options that best represents the tactics, skill, and training of your Fighter:
Arcane Knight | Hound Master | Ronin |
Captain | Knight Errant | Runecarver |
Champion | Marksman | Shadowdancer |
Crusader | Master at Arms | Sylvan Archer |
Drakesworn | Mystic | Swordsage |
Guardian | Pugilist | Tinker |
Guerilla | Quartermaster | Witchblade |
Arcane Knight
Arcane Knights supplement their skill with the armaments of war with arcane spells. Compared a mage who studies solely magic, the Arcane Knight can only produce minor spells, but, combined with their deadly skill with the weapons of warfare, these minor spells become potent enhancements.
Enchanted Armaments
3rd-level Arcane Knight Archetype feature
You magically bond yourself to your armaments of war. Over the course of 1-hour, which can be during a short or long rest, you can perform a ritual to bond with a weapon or shield that you are touching. You can have two such objects bound. If you perform this ritual again, you must release one object.
So long as they are on the same plane of existence as you, you can use your bonus action to conjure one or both objects, instantly donning them. You can use either of these objects as a spellcasting focus, and you cannot be disarmed of them.
Spellcasting
3rd-level Arcane Knight Archetype feature
You have learned to cast arcane spells that augment your abilities in combat. You gain the following features:
Cantrips. You learn two Cantrips of your choice from the Arcane Knight spell list at the end of this Archetype, and you learn an additional Arcane Knight Cantrip at 10th level.
Spells Known of 1st-Level and Higher. You know three 1st-level Arcane Knight spells from the list on the next page. The Spells Known column of the Arcane Knight Spellcasting table shows when you learn more spells, all of which must be a level for which you have spell slots.
When you gain a level, you can replace one of your Spells Known with another spell from the Arcane Knight spell list.
Spell Slots. The Arcane Knight Spellcasting table shows how many spell slots you have to cast the spells you know. To cast a spell, you must expend a spell slot of the spell's level or higher. You regain all spell slots when you finish a long rest.
For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.
Spellcasting Ability. Intelligence is your spellcasting ability for your Arcane Knight spells. So, you use Intelligence whenever a spell refers to your spellcasting ability. You also use your Intelligence modifier when setting the saving throw DC or making a spell attack roll for an Arcane Knight spell.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Arcane Knight Spellcasting
Fighter Level | Spells Known | 1st Level | 2nd Level | 3rd Level | 4th Level |
---|---|---|---|---|---|
3rd | 3 | 2 | — | — | — |
4th | 4 | 3 | — | — | — |
5th | 5 | 3 | ─ | — | — |
6th | 5 | 3 | ─ | — | — |
7th | 6 | 4 | 2 | — | — |
8th | 6 | 4 | 2 | — | — |
9th | 7 | 4 | 2 | — | — |
10th | 7 | 4 | 3 | — | — |
11th | 8 | 4 | 3 | — | — |
12th | 8 | 4 | 3 | — | — |
13th | 9 | 4 | 3 | 2 | — |
14th | 9 | 4 | 3 | 2 | — |
15th | 10 | 4 | 3 | 2 | — |
16th | 10 | 4 | 3 | 3 | — |
17th | 11 | 4 | 3 | 3 | — |
18th | 11 | 4 | 3 | 3 | — |
19th | 12 | 4 | 3 | 3 | 1 |
20th | 12 | 4 | 3 | 3 | 1 |
War Magic
7th-level Arcane Knight Archetype feature
You can seamlessly weave minor spells with weapon attacks. When you use your action to cast an Arcane Knight spell you can make one weapon attack as a bonus action on that turn.
Enchanted Strikes
10th-level Arcane Knight Archetype feature
Your weapons are enchanted to undercut defenses against your spells. Whenever you hit a creature with an Enchanted Armament attack, the creature has disadvantage on the first saving throw you force it to make against one of your Arcane Knight spells before the end of your next turn.
Also, when you hit a target with an Enchanted Armament attack, you can change the damage type of your weapon to match the damage type of an Arcane Knight spell you know.
Arcane Surge
15th-level Arcane Knight Archetype feature
Drawing upon your stamina triggers a burst of magic. Each time you use Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can choose to teleport before or after the additional action from your Action Surge.
Legendary Arcane Knight
18th-level Arcane Knight Archetype feature
You expertly weave spell and sword together. When you take the Attack action on your turn, you can cast an Arcane Knight spell with a casting time of one action in place of one attack.
You can still use any Arcane Knight spells you know with a casting time of one attack (such as lightning lure) as normal.
Arcane Knight Spell List
Here is the list of spells available to the Arcane Knight.
Spells marked with LL are found in the laserllama Spell Compendium, which includes both new and alternate spells.
Cantrips (0-Level) | 1st-Level | 2nd-Level | 3rd-Level | 4th-Level |
---|---|---|---|---|
blade ward LL | absorb elements | aura of frost LL | blinding smite LL | banishment |
booming blade LL | armor of agathys | blur | counterspell LL | death ward |
green-flame blade LL | chromatic orb | branding smite LL | dispel magic | dimension door |
light | compelled duel | darkness | fireball | fire shield |
lightning lure LL | faerie fire | enlarge/reduce | flame arrows LL | greater invisibility |
mage hand | feather fall | invisibility | fly | resilient sphere |
prestidigitation | fog cloud | magic weapon LL | lighting arrow LL | staggering smite LL |
resistance LL | grease | misty step | minute meteors | |
shocking grasp | hellish rebuke | spider climb | protection from energy | |
sword burst LL | jump LLv | warding wind | thunder step | |
tempestuous blade LL | mage armor | |||
true strike LL | magic missile | |||
protection from good & evil | ||||
searing smite LL | ||||
shield LL | ||||
thunderous smite LL | ||||
zephyr strike |
Captain
Not all Fighters rely solely on themselves in battle, some lead others with their knowledge of tactics. Captains lead from the front, issuing orders and inspiring greatness in their allies by their own brave deeds. By their presence, a true Captain can transform even an unorganized militia into a deadly force.
Captain Exploits
3rd-level Captain Archetype feature
You learn certain Tactical Exploits from the Warlord Class at the Fighter levels noted in the table below. These Exploits do not count against your total number of Exploits Known:
Fighter Level | Exploit |
---|---|
3rd | attack order, defensive order |
5th | enlivening order, surprise attack |
9th | tactical reposition |
Tactical Exploits from this feature use the following rules:
Replacing these Exploits. Each time you gain a level in this class, you can replace one Tactical Exploit you learned through this feature with another Tactical Exploit of the same degree. If a Tactical Exploit has a Warlord level prerequisite, you can learn it if your Fighter level meets that prerequisite.
Leadership Modifier. Some Tactical Exploits require a Leadership modifier. Choose your Intelligence, Wisdom, or Charisma as your Leadership modifier for these Exploits.
Leadership save DC. When you force a creature to make a saving throw to resist one of your Tactical Exploits, you use your Leadership modifier to calculate the Save DC:
Leadership save DC = 8 + your proficiency bonus + your Leadership modifier
Student of War
3rd-level Captain Archetype feature
You have studied strategies of both politics and war. You gain proficiency in one of the following skills: Deception, History, Insight, or Persuasion.
Whenever you make an ability check with the chosen skill you gain a bonus to your roll equal to your Exploit Die.
Strategic Command
7th-level Captain Archetype feature
Your determination in the face of danger inspires your allies to fight on. Whenever you use Second Wind, you can choose up to three other creatures within 30 feet of you who can see or hear you to also regain hit points equal to your Leadership modifier (minimum of 1) + your Exploit Die.
Heroic Surge
10th-level Captain Archetype feature
When you use Action Surge, you can choose another creature within 30 feet that can see or hear you. It can use its reaction to move up to its speed without provoking opportunity attacks and then make a single weapon attack.
Inspiring Commands
15th-level Captain Archetype feature
Once per turn when you use a Tactical Exploit that targets at least one friendly creature, one target of that Exploit gains temporary hit points equal to your Leadership modifier.
Legendary Captain
18th-level Captain Archetype feature
Your bravery and tactical ability rank you amongst the most successful military leaders of the age. At the end of a long rest, you can replace any number of your Captain Exploits with Tactical Exploits of the same degree.
Finally, whenever you use Heroic Surge, you can target up to two creatures within range.
Champion
Champions forgo all other forms of training to focus on their raw physical might. These immense figures strive to maintain peak physical condition through relentless dedication. In battle, Champions perform supernatural feats of athleticism and dominate foes with raw power.
Champion Exploits
3rd-level Champion Archetype feature
You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known, and cannot be switched out for other Exploits when you gain a Fighter level:
Fighter Level | Exploit |
---|---|
3rd | feat of strength, heroic fortitude |
5th | concussive blow, martial focus |
9th | mythic athleticism |
Mighty Warrior
3rd-level Champion Archetype feature
The raw physical might you have cultivated enhances your attacks. Your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
At 15th level, this critical hit range increases again and your weapon attacks score a critical hit on a d20 roll of 18 through 20 on the d20.
Peak Athlete
3rd-level Champion Archetype feature
You are a paragon of athleticism. You gain proficiency in Athletics, and you gain a climbing speed and swimming speed equal to your walking speed.
If you were already proficient in Athletics, you gain proficiency in another Fighter class skill.
Remarkable Strength
7th-level Champion Archetype feature
Your physical abilities are unrivaled by normal mortals. When you make a Strength or Constitution ability check or saving throw, you can use feat of strength or heroic fortitude without expending an Exploit Die.
Used this way, feat of strength counts as if you spent one Exploit Die, though you can add Exploit Dice to it.
Devastating Critical
10th-level Champion Archetype feature
Whenever you score a critical hit with a weapon attack you deal bonus damage equal to your Fighter level.
At 15th level, when you score a critical hit with a weapon attack, you can maximize the damage instead of rolling. Once you do you must finish a long rest before you can do so again.
Legendary Champion
18th-level Champion Archetype feature
You are a nearly perfect physical specimen and have become exceedingly hard to kill. If you begin your turn with less than half of your hit points remaining, but at least 1 hit point, you regain hit points equal to 5 + your Constitution modifier.
Crusader
Many warriors swear Oaths to gods of battle and war, but not all are blessed with the divine power of Paladins or Clerics. Those who fight for the gods without their explicit blessing are called Crusaders. These zealots are champions of divine causes, their fervent belief fueling their battle fury.
Crusader Exploits
3rd-level Crusader Archetype feature
You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Fighter Level | Exploit |
---|---|
3rd | commanding presence, ruthless strike |
5th | honor duel, intimidating command |
9th | inspirational speech |
Crusader's Ire
3rd-level Crusader Archetype feature
You mark your foes for judgment. As a bonus action, you can Mark a creature you can see within 60 feet as the target of your Crusader's Ire, granting you the following benefits:
- Once per turn when you miss the creature with a weapon attack, you can immediately make another weapon attack against that creature using the same weapon.
- When the creature is within your reach and casts a spell or makes an attack against a creature other than you, you can make an opportunity attack against it as a reaction.
- Whenever it forces you to make a saving throw, you gain
a bonus to your roll equal to your Exploit Die.
Your Mark lasts for 1 minute, until the creature is slain, or until you use this feature to Mark another creature. You can use this feature once per short or long rest as no cost, after which, you must expend one Exploit Die to use it again.
Fanatical Disciple
3rd-level Crusader Archetype feature
You are an obsessive follower of your faith, learning all you can. You gain proficiency in Religion, and whenever you make an Intelligence (Religion) check related to your god or cause, you gain a bonus to your roll equal to your Exploit Die.
Renewed Fervor
7th-level Crusader Archetype feature
Your fanaticism grants you bursts of fervor in battle. When you use Second Wind you regain the use of Crusader's Ire.
Also, when you Mark a creature with Crusader's Ire, you can move up to 30 feet toward it as part of the same bonus action without expending your movement.
Zealous Fury
10th-level Crusader Archetype feature
Your conviction allows you to survive blows that would slay those of lesser faith. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead and immediately make one weapon attack against your attacker.
You can use this feature once per short or long rest with no negative effects. When you have no uses left you can use this feature again, but you instantly gain one level of Exhaustion.
Righteous Judgment
15th-level Crusader Archetype feature
You are the arbiter of divine wrath. When you hit the target of Crusader's Ire with a weapon attack, you can end the Mark to have your attack to deal maximum damage instead of rolling.
If the attack reduces the creature to 0 hit points you regain the use of Crusader's Ire. Once you use this feature you must finish a short or long rest before you can use it again.
Legendary Crusader
18th-level Crusader Archetype feature
When the target of Crusader's Ire targets you with an attack, you can use your reaction to make a single weapon attack against that creature. If you use this reaction after the attack hits you, your weapon attack is made with advantage.
Drakesworn
Of all the creatures that serve great dragons, only their most loyal and skilled lieutenants are granted a portion of draconic power. Known as Drakesworn, these elite Fighters wield the elemental power of their draconic lords to great effect on the field of battle. These most trusted agents of elder wyrms are second in might and authority only to the dragon they serve.
Fighter Level | Feature |
---|---|
3rd | Draconic Element, Elemental Strike, Imposing Presence |
7th | Furious Rush |
10th | Aegis of Scales |
15th | Furious Flight |
18th | Legendary Drakesworn |
Draconic Element
3rd-level Drakesworm feature
Whether through loyal service, trickery, or a deadly bargain, you have been imbued with a minor spark of draconic power. Choose the scale color of dragon from which you gained your power from the options on table below. You gain resistance to the damage type associated with that dragon's Element.
Color | Element | Color | Element |
---|---|---|---|
Amethyst | Force | Gold | Fire |
Black | Acid | Green | Poison |
Blue | Lightning | Red | Fire |
Brass | Fire | Sapphire | Thunder |
Bronze | Lightning | Silver | Cold |
Copper | Acid | Steel | Acid |
Crystal | Radiant | Topaz | Necrotic |
Emerald | Psychic | White | Cold |
Elemental Strike
3rd-level Drakesworn feature
When you hit a creature with a melee weapon attack, you can empower your strike and cause it to deal an additional 1d6 damage of your dragon's Element type.
You can empower an attack in this way a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
As you gain Fighter levels the damage of your Elemental Strike increases: at 5th (2d6), 11th (3d6), and 17th level (4d6).
Imposing Presence
3rd-level Drakesworm feature
Your minor spark of draconic magic increases your force of personality. Whenever you make a Charisma (Intimidation) check, you can treat a d20 roll of 7 or lower as an 8.
You also learn to speak, read, and write Draconic.
Furious Rush
7th-level Drakesworm feature
You can draw on your draconic power to temporarily move like a dragon. Whenever you use your Second Wind feature, you gain a flying speed equal to your walking speed, which lasts until the end of your current turn.
Aegis of Scales
10th-level Drakesworm feature
You can draw upon your draconic power to shield you from harm. When you take damage of your Element, you can use your reaction to temporarily shield yourself with draconic magic. You gain immunity to the Element damage from that instance of damage, and you regain one expended charge of your Elemental Strike feature.
You can use this reaction a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Furious Flight
15th-level Drakesworm feature
When you use Furious Rush, your flying speed lasts for 10 minutes. At the end of this 10 minutes you can expend a Hit die to extend the duration of your flight by 10 minutes.
Legendary Drakesworn
18th-level Drakesworm feature
You have achieved the absolute pinnacle of your draconic power. You gain the benefits listed below:
- When you hit with a weapon attack, you can choose for it to deal the damage type of your Element.
- You gain a flying speed equal to your walking speed.
- You can use your Aegis of Scales reaction to grant a creature within 30 feet temporary resistance to one instance of damage of your Element.
Guardian
Guardians are elite defensive warriors whose strengths shine while fighting side by side with their allies. Though trained to use weapons of all types, Guardians are especially effective when using a protective style of fighting with a weapon and shield. Alone, a Guardian is a small threat, but when fighting alongside their allies they are impenetrable walls of steel.
Guardian Exploits
3rd-level Guardian Archetype feature
You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Fighter Level | Exploit |
---|---|
3rd | reposition, shield impact |
5th | defensive stance, hold the line |
9th | daring rescue |
Iron Guardian
3rd-level Guardian Archetype feature
You have trained to defend others, no matter the personal cost. You gain one of the following Fighting Styles of your choice: Defensive Fighting, Protection, or Shield Warrior. It doesn't count against your number of Fighting Styles, and can only be replaced by a Style from the list above.
Also, if you are wielding a shield and a creature within 5 feet of you it hit by an attack, you can use reposition as a reaction. You can choose to do so without expending an Exploit Die, but no temporary hit points are gained. When you use this reaction, you only take the damage of the triggering attack if it would have also hit you.
Warrior Smith
3rd-level Guardian Archetype feature
You have learned to keep your armor in peak condition. You gain proficiency in smith's tools. Whenever you make an ability check that uses smith's tools you gain a bonus to your roll equal to your Exploit Die.
Also, during the course of a long rest, you can spend 1 hour using your smith's tools to improve one set of armor or a shield you touch. It grants its user +1 bonus to Armor Class until the beginning of your next long rest.
Inspiring Sentinel
7th-level Guardian Archetype feature
You presence inspires others to stand their ground. When you use Second Wind, creatures of your choice within 5 feet of you gain temporary hit points equal to 1d6 + your Constitution modifier (minimum of 1).
Moreover, when you use your Iron Guardian reaction, reposition grants temporary hit points even if you do not expend an Exploit Die as part of the reaction.
Stalwart Defender
10th-level Guardian Archetype feature
You are strongest when standing alongside your allies. The range of your Iron Guardian reaction now includes creatures within 10 feet, so long as there is a clear path for you to move to that creature. This reaction also does not end defensive stance or hold the line for you.
Adamant Guardian
15th-level Guardian Archetype feature
You improve your defensive technique to better defend your allies. The range of your Iron Guardian reaction increases to include creatures you can see within 15 feet, so long as there is a clear path for you to move to the creature.
You are also no longer limited to using daring rescue once between each short or long rest.
Legendary Guardian
18th-level Guardian Archetype feature
You are a legendary shield for those who fight beside you. You gain a special reaction that you can take once per turn, but it can only be used for Iron Guardian, your Guardian Exploits, or opportunity attacks.
Guerrilla
No matter the mission, a Guerrilla will execute it with utmost perfection. Sometimes known as commandos, these warriors are marked by their determination and adaptability. Whether harsh terrain, vicious monsters, enemy soldiers, or powerful spellcasters, nothing short of death will cause the willpower of a Guerrilla warrior to waver in the pursuit of their goals.
Adaptable Combatant
3rd-level Guerrilla Archetype feature
You have honed your skills to meet any challenge. You gain proficiency in Athletics, Perception, Stealth, or Survival. If you choose a skill you are proficient in, you instead gain a bonus to checks with that skill equal to your Exploit Die.
Moreover, during the course of a long rest, you can spend 1 hour performing combat drills and practicing techniques. At the end of this hour, you can replace any number of your current Exploits Known with other Martial Exploits of your choice, so long as you meet the new Exploit prerequisites.
Guerrilla Exploits
3rd-level Guerrilla Archetype feature
You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known and cannot be switched for other Exploits:
Fighter Level | Exploit |
---|---|
3rd | lightstep, mighty leap |
5th | crippling strike, pinning shot |
9th | survey wilderness |
Survivalist
3rd-level Guerrilla Archetype feature
You are an expert at overcoming natural obstacles. You learn either the Mariner or Mountaineer Fighting Style, but it does not count against your total number of Fighting Styles.
By Land or Sea
7th-level Guerrilla Archetype feature
You have trained to find success in any environment, either it be land, sea, or sky. You gain the benefits listed below:
- At the end of each long rest you can switch your Fighting Style from Survivalist for the other option.
- You can hold your breath for up to 1 hour.
- You ignore the effects of nonmagical difficult terrain.
- Whenever you use your Second Wind you also gain the benefits of the Dash action or the mighty leap Exploit.
Identify Weakness
10th-level Guerrilla Archetype feature
You pinpoint your enemy's weaknesses and ruthlessly punish them. When you succeed on an Eye for Talent check against a creature you can forgo the normal knowledge you would gain, and instead, the next time you force it to make a saving throw against one of your Exploits it does so with disadvantage.
Unwavering
15th-level Guerrilla Archetype feature
You are remarkably hardy, even amongst elite warriors. Each time you use Second Wind you regain the maximum amount of hit points and you regain one expended Exploit Die.
You can also expend your Action Surge to instantly replace one of your Exploits with another Exploit you could learn.
Legendary Guerrilla
18th-level Guerrilla Archetype feature
There is nothing that will stand between you and your goals when they are within your reach. When you roll initiative and are not surprised, you gain one of the following benefits:
- You gain temporary hit points equal to your Fighter level.
- You can take the Search action to use Eye for Talent.
- You can immediately move up to your full speed without provoking opportunity attacks.
Hound Master
Since the dawn of civilization, animals have worked alongside mortals. Most notable of the domesticated animals is the dog. The earliest hunters worked in tandem with these loyal beasts, sharing both food and fire. Some Fighters still take up this mantle, training Loyal Hounds to adventure by their side.
Loyal Hound
3rd-level Hound Master Archetype feature
When you adopt this Archetype, you complete the training of a Loyal Hound. Your Hound is friendly to you and your allies and obeys your commands. It uses the Loyal Hound stat block, which uses your Proficiency Bonus (PB) and Exploit save DC. Your Loyal Hound uses the following rules:
Combat. In combat, your Hound acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use a bonus action to order it to take an action from its stat block, or to take another action. Also, whenever you take the Attack action on your turn, you can forgo one attack to order your Hound to make a single Bite attack.
If you are Incapacitated, your Hound can act on its own and will defend you and itself to the best of its abilities.
Dying. If your Hound is reduced to 0 hit points, it makes death saving throws like a player character would. When the Hound is at 0 hit points, you can use an action to touch it and expend one Exploit Die to automatically stabilize it.
Training a New Hound. If your Hound dies, you can spend 8 hours training a replacement for your Loyal Hound, so long as a suitably canine-type creature can be found. Once trained, the creature uses the Loyal Hound stat block.
Loyal Hound
Medium Beast, Lawful Neutral
- Armor Class 13 + PB (Natural Armor)
- Hit Points 5 + five times your Fighter level
- Speed 40 ft., swim 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 15 (+2) | 8 (-1) | 14 (+2) | 11 (+0) |
- Skills Perception +2
- Senses passive Perception 12
Hit Dice. Your Hound has a total number of d8 Hit Dice equal to your Fighter level. It also gains all the normal benefits of both short and long rests.
Keen Hearing & Smell. The Hound has advantage on ability checks that incorporate its hearing or smell.
Loyal. While you are within 30 feet of it, the Hound adds your PB to any ability check or saving throw it
is forced to make and it cannot be Frightened.
Strong Jaws. If the Hound hits a creature equal to its size or smaller with its Bite, it can grapple the target in its jaws. While grappling it can't Bite other targets.
Actions
Bite. Melee Weapon Attack: +2 +PB to hit, reach 5 ft., one target. Hit: 1d6 +2 +PB piercing damage.
Hound Master Exploits
3rd-level Hound Master Archetype feature
You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Fighter Level | Exploit |
---|---|
3rd | cunning instinct, reposition |
5th | exposing strike, intimidating command |
9th | survey wilderness |
Iron Jaws
7th-level Hound Master Archetype feature
Your Loyal Hound is infused with a portion of your fighting spirit. The damage of your Hound's Bite attack is considered to be magical for overcoming resistances and immunities.
War Hound
7th-level Hound Master Archetype feature
You train your Hound to use basic combat maneuvers. Over the course of 1 hour, which can be during a short or long rest, you teach your Loyal Hound one 1st-degree Exploit you know that it could reasonably use. It gains one Exploit Die equal to yours which it can expend to use its Exploits, and it regains all Exploit Dice after a short or long rest.
Your Loyal Hound can be trained to use two Exploits, but you can use this feature to replace one of its current Martial Exploits with another Exploit following the same guidelines.
Steadfast Companions
10th-level Hound Master Archetype feature
You can face any foe so long as your Hound is by your side. While you and your Loyal Hound are within 30 feet of each other you both gain a special reaction which you can use to grant the other advantage on a saving throw.
Canine Fury
15th-level Hound Master Archetype feature
Once per turn when you order your Loyal Hound to make a Bite attack, it can make two Bite attacks instead of one.
In addition, you can use War Hound to teach your Loyal Hound 2nd-degree Exploits, it can be trained to use up to three Exploits, and it gains a second Exploit Die.
Hound of Legend
18th-level Hound Master Archetype feature
Infused by mythic power of your bond, your Hound rivals the great beasts of legend and myth. Your Loyal Hound uses the Hound of Legend stat block in place of its previous stats.
Finally, when your Loyal Hound is slain, it reforms after 1 hour, appearing in an unoccupied space within 15 feet.
Hound of Legend
Large Beast, Lawful Neutral
- Armor Class 19 (Natural Armor)
- Hit Points 5 + five times your Fighter level
- Speed 60 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 12 (+1) | 18 (+4) | 10 (+0) | 18 (+4) | 14 (+2) |
- Skills Intimidation +8, Perception +10, Survival +10
- Condition Immunities Frightened
- Senses passive Perception 18
Hit Dice. Your Hound has a total number of d8 Hit Dice equal to your Fighter level. It also gains all the normal benefits of both short and long rests.
Keen Hearing & Smell. The Hound has advantage on ability checks that incorporate its hearing or smell.
Loyal. While you are within 30 feet of it, the Hound adds your PB to any ability check or saving throw it is forced to make and it cannot be Charmed.
Strong Jaws. If the Hound hits a creature equal to its size or smaller with its Bite, it can grapple the target in its jaws. While grappling it can't Bite other targets.
Actions
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d6 +11 piercing damage.
Knight Errant
Often raised at court or in the upper circles of the nobility, the archetypal Knight Errant is a chivalric warrior of the highest order. They excel at mounted combat and wander the world in search of adventure and opportunities for heroism. These paragons of virtue are bound to defend the weak and weary.
Knight Errant Exploits
3rd-level Knight Errant Archetype feature
You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Fighter Level | Exploit |
---|---|
3rd | shield impact, skilled rider |
5th | defensive stance, honor duel |
9th | mythic resilience |
Courtly Pedigree
3rd-level Knight Errant Archetype feature
You have been tutored in the traditional skills of nobility and the chivalric virtues. You learn to speak, read, and write one additional language, and you gain proficiency in one of the following: Animal Handling, History, Insight, or Persuasion.
Chivalric Mark
3rd-level Knight Errant Archetype feature
You draw the ire of your foes to protect your comrades. Once per turn when you hit a creature with a melee weapon attack, you can Mark it until the end of your next turn. While Marked, it has disadvantage on attack rolls against targets other than you, so long as you remain within 10 feet of it.
If a Marked cretaure deals damage to a target other than you, you can use your reaction to make one melee weapon attack against your Mark.
Trained Knight
3rd-level Knight Errant Archetype feature
You been trained to ride a saddle from birth. You cannot be knocked from a mount against your will, and you can mount or dismount a trained mount with 5 feet of movement.
Noble Guardian
7th-level Knight Errant Archetype feature
You are a shield for the meek. When you or a creature within 5 feet of you is hit by an attack, you can use your reaction to interpose your melee weapon or shield, granting it a bonus to its Armor Class against that attack equal to your Exploit Die.
If the attack still hits, you can expend one Exploit Die and grant the target resistance to the damage of that attack.
Unyielding Knight
10th-level Knight Errant Archetype feature
No one can threaten your allies while you stand. You apply a Chivalric Mark to any creature you hit with a melee weapon, and Marked creatures have disadvantage on attacks against creatures other than you while you are within 30 feet.
Perilous Charge
15th-level Knight Errant Archetype feature
You run down your foes, mounted or on foot. Once per turn, when you move 10 feet in a straight line then hit a creature with a melee weapon attack, it must succeed on a Strength saving throw against your Exploit save DC or it takes bonus damage equal to your Exploit Die and is knocked prone. If you are mounted, it has disadvantage on its save.
Legendary Knight Errant
18th-level Knight Errant Archetype feature
You will defend your allies against any foe. You gain a special reaction that you can take once during every turn, but you can only use this special reaction to make an opportunity attack, to attack a creature under Chivalric Mark, or to use Noble Guardian to shield yourself or another creature.
Marksman
While all Fighters learn to draw a bow or hurl a javelin, those known Marksmen are masters of ranged combat. The deadly skills of a Marksman are often backed up by their signature swagger and unshakable confidence. When combined, there are few challenges that a true Marksman cannot overcome.
Marksman Exploits
3rd-level Marksman Archetype feature
You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Fighter Level | Exploit |
---|---|
3rd | inquisitive eye, precision strike |
5th | martial focus, volley |
9th | thunderous shot |
Deadly Focus
3rd-level Marksman Archetype feature
You can quiet your body to fire with deadly accuracy. When you begin your turn and are not surprised or incapacitated, you can choose to enter a state of Focus, which imposes the following benefits and effects until the end of your turn:
- Your speed is reduced to 0 feet.
- Until you hit a creature with a ranged weapon attack, you have advantage on all ranged weapon attack rolls.
- When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon, you can re-roll the die. You must use this new roll, even if the new roll is a 1 or a 2.
Elite Reflexes
3rd-level Marksman Archetype feature
Your reaction times are enhanced by your talent and training. Whenever you are forced to make a Dexterity check or saving throw, you gain a bonus to your roll equal to your Exploit Die.
Quick Shot
7th-level Marksman Archetype feature
You react to danger without delay. You add your Proficiency Bonus to initiative rolls so long as you are not incapacitated.
Moreover, when you roll initiative and are not surprised, you can use your reaction to make one ranged weapon attack before any other creatures have a chance to act in combat.
Tactical Reposition
10th-level Marksman Archetype feature
Your talents and training allow you to move about in battle to setup the perfect shot. Whenever you use your Second Wind, you gain the benefits of the Disengage action and your speed increases by 10 feet until the end of your current turn.
Reliable Shot
15th-level Marksman Archetype feature
You make even impossible shots with ease. Your normal and long range for ranged weapon attacks increases by a number of feet equal to 10 times your Fighter level.
Also, once per turn when you have advantage on a ranged weapon attack, you can forgo your advantage to instead make one additional ranged weapon attack as part of that action.
Legendary Marksman
18th-level Marksman Archetype feature
Your marksmanship rivals the great deities and demigods of the hunt. When you use Deadly Focus, your speed is reduced to 10 feet instead of 0, and you have advantage on all ranged weapon attack rolls while your Focus lasts.
Gunpowder & Firearms
If your game includes firearms and gunpowder, and your Marksman has been exposed to the operation of such weapons, they are proficient with them.
Master at Arms
While most Fighters master one specific martial discipline, a Master at Arms is the rare warrior who is able to truly master multiple styles of combat. Whether by their talent, dedication, or extraordinary skills, these elite Fighters learn all they can about the theories of combat. A Master at Arms is always on the lookout for a new weapon or style of fighting to perfect.
Advanced Technique
3rd-level Master at Arms Archetype feature
Your ability to learn and execute combat styles exceeds that of most other warriors and even other trained Fighters. You learn an additional Fighting Style of your choice, but it does not count against your number of Fighting Styles Known.
Combat Theorist
3rd-level Master at Arms Archetype feature
You study the theory of combat as a sage studies their tomes. You gain proficiency in History, and whenever you make an Intelligence (History) check related to the history of combat, warfare, or armaments of war, you gain a bonus to your roll equal to your Exploit Die.
Student of Battle
3rd-level Master at Arms Archetype feature
Your ability to learn and execute martial techniques exceeds that of most other warriors, and even other trained Fighters. You gain the following benefits to your Fighter features:
Exploits. You learn two 1st-degree Martial Exploits of your choice from the list at the end of this class. These Exploits do not count against your total number of Exploits Known.
You learn additional Martial Exploits following the same rules at certain levels: at 5th level you learn two 2nd-degree Exploits, and at 9th level you learn one 3rd-degree Exploit.
Exploit Dice. Your total number of Exploit Dice increases by 1, and all of your Exploit Dice increase to become d8s.
At certain Fighter levels your Exploit Dice increase again; at 5th level they are d10s, and at 11th level they are d12s.
Master of Forms
7th-level Master at Arms Archetype feature
Your skill allows you to learn exotic techniques from a variety of disciplines. You learn two Exploits of your choice from any class's Exploit list (see Advanced Martial Classes below).
If these Exploits have a level prerequisite, you can learn it so long as your Fighter level meets its level prerequisite. You must still meet all other prerequisites it might have. Exploits you learn with this feature don't count against your total number of Exploits Known.
You learn another Exploit of your choice following these same rules at 15th level and 18th level.
Masterful Focus
10th-level Master at Arms Archetype feature
You channel the rush of battle to rejuvenate your technical skills. Whenever you use your Second Wind or Action Surge, you also regain one of your expended Exploit Dice.
Warrior Savant
15th-level Master at Arms Archetype feature
Your knowledge of combat techniques allows you to modify your skill set. During each short or long rest, you can practice combat drills and replace one Exploit you know with another Martial Exploit you meet the prerequisites for. This cannot be used to replace or learn Exploits that add to an ability check.
Legendary Superiority
18th-level Master at Arms Archetype feature
Your technical mastery of combat is near-supernatural. You regain one of your expended Exploit Dice at the start of each of your turns in combat, so long as you are not Incapacitated.
Mystic
Where most Fighters look to increase their physical abilities, those known as Mystics work to unlock the psionic potential of their mind. Drawing upon a wondrous inner power, these ascetic warriors can perform feats that would be impossible through strength alone. Where others strive toward physical perfection, Mystics strive for spiritual enlightenment.
Psionics
3rd-level Mystic Archetype feature
You have unlocked the true potential of your mind, and have learned to manifest psionic spells, much like The Psion does:
Psi Points. The potential of your mind is represented by a pool of Psi Points. The Mystic Psionics table shows how many Psi Points you have to manifest your spells of 1st-level and higher. To manifest a spell, you expend Psi Points equal to the spell's level (0 for Cantrips). You regain all expended Psi Points when you finish a short or long rest.
Mental Limit. Your Fighter level limits the potency of spells you can manifest with your psionics. This is shown in the Mental Limit column of the Mystic Psionics Table.
Spells Known of 1st-Level and Higher. You learn two 1st-level spells of your choice from the Mystic spell list on the following page. The Spells Known column of the Mystic Psionics table shows when you learn more Mystic spells of 1st-level and up, but they cannot exceed your Mental Limit level.
Whenever you gain a Fighter level, you can pick one of the Psion spells that you know and replace it with another Psion spell of your choice, of a level equal to your Mental Limit or lower.
Spellcasting Focus. Your mind is your spellcasting focus for your Psion spells. You must have a free hand to cast spells with somatic or material components, and you must provide material components consumed by the spell or with a required gold cost. When you manifest a spell with Psionics, you exhibit noticeable changes.
Spellcasting Ability. Intelligence is your spellcasting ability for your Psion spells. You use Intelligence when a spell refers to your spellcasting ability. You also use your Intelligence modifier when setting the saving throw DC or making a spell attack roll for a Psion spell you know.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Mystic Psionics
Fighter Level | Spells Known | Psi Points | Mental Limit |
---|---|---|---|
3rd | 2 | 2 | 1st |
4th | 2 | 3 | 1st |
5th | 3 | 3 | 1st |
6th | 3 | 3 | 1st |
7th | 4 | 4 | 2nd |
8th | 4 | 4 | 2nd |
9th | 5 | 4 | 2nd |
10th | 5 | 5 | 2nd |
11th | 6 | 5 | 2nd |
12th | 6 | 5 | 2nd |
13th | 7 | 6 | 3rd |
14th | 7 | 6 | 3rd |
15th | 8 | 6 | 3rd |
16th | 8 | 7 | 3rd |
17th | 9 | 7 | 3rd |
18th | 9 | 7 | 3rd |
19th | 10 | 8 | 4th |
20th | 10 | 8 | 4th |
Psionic Talents
3rd-level Mystic Archetype feature
Your training has begun to unlock minor psionic abilities. You unlock two Mystic Talents of your choice from those available to The Psion . If a Talent has a prerequisite Psion level, you can learn it if your Fighter level meets that prerequisite.
You unlock an additional Mystic Talent of your choice when you reach 7th, 15th, and 18th level in this class.
If you learn a spell through a Mystic Talent, it is as a Mystic spell for you, using Intelligence as its spellcasting modifier.
Phase Step
7th-level Mystic Archetype feature
When you use Second Wind, you also gain the benefits of the Dash action and partially discorporate. Until the end of your current turn, you can move through solid nonmagical objects and creatures as if they were difficult terrain.
If you end your movement inside an object or creature, you are instantly shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you are forced to move.
Inscrutable Mind
10th-level Mystic Archetype feature
Your psionic abilities make you difficult for others to control. You gain resistance to psychic damage, and whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw you gain a bonus to the roll equal to your Exploit Die.
Mental Ward
15th-level Mystic Archetype feature
You can project psionic power to shield others. As a bonus action, you can spend 5 Psi Points to project a psionic ward out to a 30-foot radius. For 1 minute, creatures of your choice in this area gain the benefits of Inscrutable Mind.
Legendary Mystic
18th-level Mystic Archetype feature
You have unlocked the full potential of your mind. You learn the telekinesis spell, but it does not count against your number of Mystic Spells Known.
You can manifest the telekinesis spell once between each long rest, without expending any Psi Points. After that, you can epend 5 Psi Points to manifest it again.
Finally, whenever you use Phase Step, you also gain a flying speed equal to your walking speed until the end of your current turn. If, you end your turn flying you fall.
Mystic Spell List
Here is the list of spells available to a Mystic Fighter.
Spells marked with LL are found in the laserllama Spell Compendium, which includes both new and alternate spells.
1st-Level | 2nd-Level | 3rd-Level | 4th-Level |
---|---|---|---|
catapult | blindness/deafness | blink | arcane eye |
cause fear | blur | cerebral blast LL | charm monster |
charm person | calm emotions | clairvoyance | compulsion |
command | crown of madness | enemies abound | confusion |
dissonant whispers | detect thoughts | fear | dimension door |
ethereal anchor LL | levitate | feign death | ego scourge LL |
hideous laughter | mind spike | hypnotic pattern LL | freedom of movement |
id insinuation LL | mind whip | intellect fortress | phantasmal killer |
jump LL | mirror image | major image | resilient sphere |
magic missile | mystic spear LL | nondetection | |
shield LL | phantasmal force | sending | |
sleep | suggestion | slow | |
spectral passage LL | |||
tongues | |||
water walk |
Pugilist
Most often coming from the school of hard knocks, Fighters known as Pugilists learned to fight in the dark underbelly of society. Where others use tactics and practiced techniques, Pugilists rely on brute force and dirty tricks. To them, every fight is a fight for their life and they find victory at any cost.
Pugilist Exploits
3rd-level Pugilist Archetype feature
You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Fighter Level | Exploit |
---|---|
3rd | brace up, streetwise |
5th | concussive blow, dirty hit |
9th | disorienting blow |
Contender
3rd-level Pugilist Archetype feature
Your body itself is a deadly weapon. You learn the Brawling Fighting Style, and the damage die of your unarmed strikes increases to match the size of your Exploit Die.
If you already know this Fighting Style, you instead learn Improvised Fighting. Regardless, the Fighting Style you gain here does not count against your number of Fighting Styles.
Iron Physique
3rd-level Pugilist Archetype feature
Your battle-hardened physique allows you to shrug off blows that would send a normal person reeling. You can use your Constitution, in place of Dexterity, when calculating your Armor Class in light and medium armor. Moreover, when you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Lastly, whenever you take damage from a source you can see, you can use brace up as a reaction, gaining the temporary hit points before you take any damage.
Counter Punch
7th-level Pugilist Archetype feature
You have learned to exploit every opening your foes give you. When a creature you can see misses you with a melee attack, you can use your reaction to make an unarmed strike, shove, grapple, or improvised weapon attack against it.
If you use force a creature to make a saving throw as part of this reaction attack, it has disadvantage on its roll.
Resolute Strikes
7th-level Pugilist Archetype feature
The grit that only comes from a life on the streets fuels your fists. Your unarmed strikes and improvised weapon attacks count as magical for overcoming resistance and immunity.
Evasive Footwork
10th-level Pugilist Archetype feature
You have trained to evade your foes' strikes in combat. When you take the Attack action on your turn and make at least one unarmed strike, grapple, or shove, you also gain the benefits of the Disengage action until the end of that turn.
Diamond Physique
15th-level Pugilist Archetype feature
You have learned to take hits that would be deadly to weaker warriors. When you use brace up with your reaction, you also gain resistance to that instance of damage.
You also learn the unbreakable Exploit, but it doesn't count against your total number of Exploits Known, and you cannot replace it with another Exploit when you gain a level.
Legendary Pugilist
18th-level Pugilist Archetype feature
Your name is known in the underbelly of every city. You have advantage on saving throws to resist and end being Incapacitated, Paralyzed, or Stunned.
Finally, whenever you score a critical hit with an unarmed strike or improvised weapon, the target falls prone and is Stunned until the start of your next turn.
Quartermaster
All successful adventurers know the value of teamwork, but none value it more than the Quartermaster. These supportive Fighters strive to help their allies reach their full potential in combat. Putting the needs of their companions before their own, Quartermasters keep their comrades in top condition.
Down to Earth
3rd-level Quartermaster Archetype feature
You gain proficiency in cook's utensils, land vehicles, and Animal Handling. Whenever you make an ability check that uses any of these proficiencies, you a bonus to your roll equal to your Exploit Die.
Rations
3rd-level Quartermaster Archetype feature
You have learned to prepare potent the foodstuffs known as Rations which keep your allies in peak condition. Rations use the rules below:
Preparing Rations. During the course of each long rest, you can spend 1 hour with cook's utensils and prepare a number of Rations up to your Constitution modifier choosing from the list of Rations on the following page. If a Ration has a Fighter level prerequisite, you can prepare that Ration as soon as you meet its prerequisite.
The Rations you prepare lose all beneficial properties at the end of your next long rest.
Consuming Rations. While holding a Ration, a creature can use a bonus action to eat it or feed it to a creature within 5 feet. Consuming a Ration instantly grants you its benefits, and immediately ends any other Ration benefits.
On the Fly. As an action, you can expend one Exploit Die and use a set of cook's utensils to prepare one Ration of your choice. However, you cannot regain the Exploit Die you spent to prepare this Ration until that Ration is consumed.
Quartermaster Exploits
3rd-level Quartermaster Archetype feature
You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Fighter Level | Exploit |
---|---|
3rd | first aid, rustic intuition |
5th | exposing strike, immovable stance |
9th | daring rescue |
Dependable Ally
7th-level Quartermaster Archetype feature
You are always prepared to lend a helping hand to a comrade. When you take the Attack action, you can forgo any number of attacks to use one of the following in place of an attack:
- Take the Help action targeting a creature within 10 feet.
- Take the Use an Object action to feed a Ration, potion, or another consumable item to a creature you can touch.
- Make an ability check using a Down to Earth proficiency.
- Give one weapon, item, or shield to a creature you can touch. It instantly equips that item and stows one item.
Quick Ration
10th-level Quartermaster Archetype feature
You have greatly improved the speed at which you prepare Rations. You can use a bonus action on your turn to create a Ration On the Fly, eating it or feeding it to a creature within 5 feet as part of the same bonus action. Rations you prepare in this way lose all beneficial properties after 1 minute.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Ever Ready
15th-level Quartermaster Archetype feature
You always have something ready to serve. When you roll initiative and are not surprised, you prepare one Ration of your choice without expending an Exploit Die.
Legendary Quartermaster
18th-level Quartermaster Archetype feature
Constant culinary experiments with your Rations have made your body supernaturally hardy. Your Constitution score, and maximum Constitution score, both increase by 2, and you are immune to the Poisoned condition.
You can also be under the effects of two Rations at once. If you eat a third Ration, you choose which Ration effect ends.
Rations
Below are the Rations available to Quartermaster Fighters. If a Ration has a Fighter level prerequisite, you can prepare the Ration at the same time you meet the prerequisite level.
Fortifying Ration
Prerequisite: 3rd-level Fighter (duration, 1 minute)
Upon consumption, the creature chooses either its Strength, Dexterity, or Constitution. For the duration, the creature can add your Constitution modifier (minimum of +1) to any ability check or saving throw with the chosen ability score.
Invigorating Ration
Prerequisite: 3rd-level Fighter (duration, instantaneous)
Upon consumption, the creature regains hit points equal to twice your Exploit Die + your Constitution modifier.
At 10th level, hit points restored that exceed the target's hit point maximum become temporary hit points.
Limbering Ration
Prerequisite: 3rd-level Fighter (duration, 1 minute)
Upon consumption, the creature's speed increases by 10 feet.
At 10th level, the creature's speed increases by 20 feet.
Revitalizing Ration
Prerequisite: 3rd-level Fighter (duration, instantaneous)
Upon consumption, the creature ends one of the following conditions afflicting it: Blinded, Deafened, or Poisoned, or it can reduce its current level of Exhaustion by 1.
At 10th level, this Ration can also remove the Charmed, Frightened, Paralyzed, and Stunned conditions.
Stimulating Ration
Prerequisite: 3rd-level Fighter (duration, instantaneous)
This Ration must be consumed as part of a short rest. Upon consumption, the creature gains advantage on its rolls for all Hit Dice it chooses to expend during that short rest.
At 10th level, consuming this Ration allows the creature to treat any Hit Dice it expends during that short rest as the maximum possible roll..
Engorging Ration
Prerequisite: 7th-level Fighter (duration, 1 minute)
Upon consumption, the creature becomes Large if it was not already. For the duration, its reach increases by 5 feet, it has advantage on Strength checks and saving throws, and its melee weapon attacks it makes deal a bonus 1d4 damage.
Heightening Ration
Prerequisite: 7th-level Fighter (duration, 1 minute)
Upon consumption, the creature chooses either Intelligence, Wisdom, or Charisma. For the duration, the creature can add your Constitution modifier (minimum of +1) to ability checks and saving throws with the chosen ability score.
Thickening Ration
Prerequisite: 7th-level Fighter (duration, 1 minute)
Upon consumption, the creature gains resistance to either bludgeoning, piercing, or slashing damage (its choice).
At 10th level, consuming this Ration grants it resistance to all bludgeoning, piercing, and slashing damage.
Warding Ration
Prerequisite: 7th-level Fighter (duration, 1 minute)
Upon consumption, the creature gains resistance to one of the following: acid, cold, fire, poison, or lighting damage.
At 10th level, the creature can also choose force, necrotic, psychic, radiant, or thunder damage resistance.
Berserker Ration
Prerequisite: 15th level (duration, 1 minute)
Upon consumption, the creature does not fall unconscious when reduced to 0 hit points. However, it still makes death saving throws as normal, and dies instantly if it fails three.
Rejuvenating Ration
Prerequisite: 15th level (duration, instant)
Upon consumption, the creature instantly gains the benefits of a short rest, including the ability to expend Hit Dice. At the end of its current turn, it gains 1 level of Exhaustion that can only be reduced by magic or completing a long rest.
Ronin
Though they have been known by many names over the ages, Ronin are Fighters who have been expelled from the service of their lord or land. Regardless of the reason, these highly skilled warriors now roam the world seeking absolution through battle. With nothing to lose, these warriors fight with a deadly ferocity and ruthless focus unlike any other.
Ronin Throughout the World
Though the name Ronin is specific to the Samurai of Japanese culture in our world, here it is used to represent any exiled warrior or noble. The title may differ, but these exiles share many traits.
When playing a Ronin, talk with your DM about how you fit into their world. What position did you hold before your exile? Do you hail from a foreign land, or do you dwell close to your former home?
Exiled Courtier
3rd-level Ronin Archetype feature
You were once an influential member of a noble court or an important advisor. You learn to speak, read, and write one additional language of your choice, and you gain proficiency in one of the following skills: History, Insight, Performance, or Persuasion.
Ronin Exploits
3rd-level Ronin Archetype feature
You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Fighter Level | Exploit |
---|---|
3rd | commanding presence, ruthless strike |
5th | heroic will, honor duel |
9th | heroic focus |
Unyielding Spirit
3rd-level Ronin Archetype feature
You fight with the unrivaled focus and ruthless ferocity of a warrior with nothing left to lose. As a bonus action, you can focus yourself to gain advantage on all weapon attack rolls and ignore any levels of Exhaustion you have until the end of your current turn. When you use this bonus action you also gain temporary hit points equal to your Fighter level.
You can use this feature once per short or long rest with no adverse effects. However, each additional time you use it, you suffer 1 level of Exhaustion at the end of that turn.
Lordly Bearing
7th-level Ronin Archetype feature
Your experience and former station shine through no matter how downtrodden you may become. Whenever you make an ability check with your Exiled Courtier skill, you gain a bonus to your roll equal to your Exploit Die.
You also gain proficiency in Wisdom saving throws. If you are already proficient in Wisdom saving throws, you instead gain proficiency in Charisma or Intelligence saving throws.
Unrelenting
10th-level Ronin Archetype feature
You can push through adversity that would defeat a lesser warrior. When you roll initiative with no uses of Unyielding Spirit remaining, you regain one expended use.
Moreover, whenever you finish a short rest, you current level of Exhaustion, if any, is reduced by 1.
Swift Strikes
15th-level Ronin Archetype feature
You rain blows down upon foes like the raindrops of a storm. Once per turn when you have advantage on a weapon attack roll against a creature, you can forgo your advantage to make one additional weapon attack against that creature.
Legendary Ronin
18th-level Ronin Archetype feature
Your battle focus is so absolute that you can avoid the grasp of death itself, if only for a short time. When you are reduced to 0 hit points, you can immediately take an extra turn.
During this extra turn, you remain at 0 hit points, and any damage you take causes you death saving throw failures as normal. At the end of this extra turn, you immediately fall to the ground unconscious with 0 hit points, and if you gained three death saving throw failures during that turn, you die.
Once you use this feature you must complete a long rest before you can use it again. If you have no uses left, you can expend a use of Action Surge to use this feature again.
Runecarver
Before the mortal races rose to power, the world was ruled by giants and their powerful Rune magic. Traces of this ancient magic can still be found in the wild and remote places of the world, and Fighters who learn to use the power of Runes to augment combat ability become known as Runecarvers.
Rune Carving
3rd-level Runecarver Archetype feature
You have learned the ancient art of carving Runes. You learn to speak, read, and write Giant, the language of your Runes, and you gain proficiency with mason's tools. Your knowledge of Runes also grants you the benefits below:
Runes Known. You learn two Runes of your choice from the list at the end of this Archetype description. Some Runes have a Fighter level prerequisite. You can learn these Runes at the same time that you meet all of their prerequisites.
You learn one additional Rune of your choice when you reach 7th, 10th, 15th, and 18th level in this class.
When you gain a level in this class you can replace one of the Runes you know with another Rune of your choice.
Inscribing a Rune. Over the course of 1 hour, which can be during a short or long rest, you can use a set of mason's tools to inscribe one Rune you know into one weapon, suit of armor, shield, or another object that you can wear or hold. A creature wearing or wielding that object gains the benefits of that Rune.
Each Rune you know can only be inscribed in one object. Inscribing that Rune into another object dispels any of your previous inscriptions of that Rune.
Invoking a Rune. While you are wearing or wielding an object inscribed with a Rune you can Invoke its effect. Once invoked, a Rune cannot be Invoked again until you complete
a short or long rest. Only you can Invoke your Runes.
Runic Exploits. Exploits learned from Runes don't count against the wielder's Exploits Known, use your Exploit Die, and can be used at will without expending an Exploit Die.
Saving Throws. If a Rune requires a creature to make a saving throw, it does so against your Exploit save DC.
Runic Might
3rd-level Runecarver Archetype feature
As a bonus action, you can fill yourself with Runic magic, gaining the benefits here for 1 minute:
- You and anything you are wearing grows to become Large in size, so long as there is room.
- You have advantage on all Strength ability checks and saving throws.
- Once per turn when you hit a target with a melee weapon attack you gain a bonus to your damage roll equal to your Exploit Die.
This feature ends early if you use a bonus action to revert to your normal size, or if you are incapacitated.
You can use this feature once per long rest. When you have no uses of this feature left, you can expend one use of your Second Wind to use Runic Might again.
Runic Ward
7th-level Runecarver Archetype feature
You can shield your allies with the stalwart magic of Runes. When a target you can see within 30 feet is hit by an attack, you can use your reaction to add your Constitution modifier (minimum of +1) to its Armor Class against that attack.
You can use this reaction a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
If you have no uses left, you can Invoke one of your Runes to use this feature again in place of the Rune's normal effect.
Unyielding Fortitude
10th-level Runecarver Archetype feature
Your body has been fortified by the elder magic you wield. You have advantage on saving throw to resist being moved against your will, Poisoned, Stunned, or knocked prone.
Elder Insight
15th-level Runecarver Archetype feature
Your understanding of the ancient magic of Runes has grown deeper. When you have no uses of a Rune remaining you can expend one Exploit Die to Invoke that Rune again.
You can only Invoke each Rune you know one additional time in between each short or long rest in this way.
Legendary Rune Lord
18th-level Runecarver Archetype feature
You can draw upon the elder power of your Runes to match the stature of the ancient giants. When you use Runic Might, you can grow to become Huge in size, so long is there is room. While you are Huge, your reach increases by 5 feet.
Runes
Below is the list of giant Runes available for a Fighter to learn. If a Rune has a prerequisite level, you can learn it at the same time that you meet the Rune's level prerequisites:
Cloud Rune
This Rune imbues the cunning magic of Cloud Giants. This Rune's wielder knows the subtle con Exploit.
Invoke. When you or a creature you can see within 30 feet is targeted by an attack, you can use your reaction to Invoke this Rune to redirect the triggering attack at another target within its reach, other then itself.
Fire Rune
This Rune imbues the fury of Fire Giants. This Rune's wielder knows the commanding presence Exploit.
Invoke. When you hit a creature with a melee weapon attack, you can Invoke this Rune to conjure restraints of molten metal around it. It takes bonus fire damage equal to twice your Exploit Die and must succeed on a Strength saving throw. On a failure, it is Restrained for 1 minute.
While Restrained it takes fire damage equal to twice your Exploit Die at the start of each of its turns. As an action, it can repeat the saving throw, ending this effect on a success.
Frost Rune
This Rune imbues the primeval instincts of the Frost Giants.
This Rune's wielder knows the cunning instinct Exploit.
Inovke. As a bonus action, you can Invoke this Rune to empower your body. For 10 minutes, your speed increases by 10 feet, and you gain a bonus to all Strength and Constitution ability checks and saving throws equal to your Exploit Die.
You can Invoke this Rune as part of using Runic Might.
Stone Rune
This Rune imbues the dreamlike magic of the Stone Giants. This Rune's wielder knows the inquisitive eye Exploit.
Invoke. When a creature you can see ends its turn within 30 feet of you, can use your reaction to Invoke this Rune and force it to make a Wisdom saving throw. On a failure, for the next minute, it is in a waking dream, has a speed of 0, and is Incapacitated. It repeats this saving throw at the end of each of its turns, ending these effects on a successful save.
Hill Rune
Prerequisite: 7th-level Fighter
This Rune imbues the stalwart power of the Hill Giants. The Rune's wielder knows the hurl and mighty thrust Exploits.
Invoke. As a bonus action, you Invoke this Rune and gain resistance to all bludgeoning, piercing, and slashing damage for 1 minute. This effect ends early if you are Incapacitated.
You can Invoke this Rune as part of using Runic Might.
Storm Rune
Prerequisite: 7th-level Fighter
This Rune imbues the prophetic magic of Storm Giants. The wielder knows the mighty leap and scholarly recall Exploits.
Invoke. As a bonus action, you Invoke this Rune to enter a prophetic state that lasts for 1 minute. For its duration, when a creature you can see within 60 feet makes an ability check, attack roll, or saving throw, you can use your reaction to add or subtract your Exploit Die from the creature's roll.
Maintaining the prophetic state of this Rune requires your concentration as if you were concentrating on a spell.
Shadowdancer
The energies of the Shadowfell grant many strange and dark abilities to those who can wield them. The Fighters known as Shadowdancers learn to draw these sinister powers through themselves to create an exact copy of their bodies in combat.
Shadowdancer Exploits
3rd-level Shadowdancer Archetype feature
You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Fighter Level | Exploit |
---|---|
3rd | feint, lightstep |
5th | crippling strike, whirlwind strike |
9th | disorienting blow |
Conjure Shade
3rd-level Shadowdancer Archetype feature
As a bonus action, you can draw on the umbral magic of the Shadowfell to conjure a Shade in an unoccupied space you can see within 15 feet. This Shade is a magical copy of you created from Shadows. It uses the Shade stat block below. Though it resembles you, it has no personality of its own.
In combat, your Shade uses the following rules:
Combat. The Shade shares your turn in combat, but it cannot act on its own. You can telepathically command it to move up to its speed on your turn, but it is destroyed if it is more then 30 feet away from you at the end of your turn.
Attacking. Whenever you take the Attack action, you can choose for each individual attack to originate from you, or a Shade. If it originates from your Shade, you make the attack as if you were in its space, with all of your normal benefits.
Duration. Your Shade lasts until it is destroyed, you use a bonus action to dismiss it, or you conjure another Shade.
Dance of Shadows
3rd-level Shadowdancer Archetype feature
You and your Shade dance about in a blur of shadows. While your Shade is within 30 feet, you can use an action to switch places with it without provoking opportunity attacks.
At 7th level, you can make a single attack from either you or the Shade after you use this feature. At 15th level, you can use this feature with either your action or your bonus action.
Transfer Consciousness
7th-level Shadowdancer Archetype feature
As an action, you can expend one use of your Second Wind to transfer your consciousness into your Shade. For 10 minutes, your body is Unconscious as you sense and interact with the world through this Shade. For this duration, this Shade can move up to 1 mile from your body without being destroyed.
This effect ends if the Shade is destroyed or you use your action to end it. You then return to your body as normal.
Dark Sacrifice
10th-level Shadowdancer Archetype feature
When a creature within 10 feet of a Shade is hit by an attack, you can use a reaction to cause your Shade to intercept that attack, reducing the damage the creature would take by your Fighter level, but destroying your Shade in the process.
Restorative Shadows
15th-level Shadowdancer Archetype feature
You draw the power of your destroyed Shades back into you. When one of your Shades is destroyed by taking damage, you can gain temporary hit points equal to twice your Exploit Die.
Legendary Shadowdancer
18th-level Shadowdancer Archetype feature
Your command over the Shadow Magic you use is unrivaled. Whenever you conjure a Shade, you can choose to conjure two Shades, without expending any additional resources.
Shade
Undead (your size), Unaligned
- Armor Class 14 + your Charisma modifier
- Hit Points 1 Speed 30 ft.
- Condition Immunities All Conditions
Dark Bond. If your Shade is forced to make a saving throw it uses your saving throw bonus for the roll.
Incorporeal Echo. The Shade has no physical presence, but its space counts as difficult terrain. It cannot use or interact with objects or magic items.
Umbral Sentinel. If a creature provokes an opportunity attack from the Shade, you can use your reaction to make an opportunity attack from the Shade's space.
Sylvan Archer
Originally hailing from the elder forests of the world, Fighters who train to become Sylvan Archers learn to enchant arrows with elder elvish magic. Traditionally, these warriors served as guardians for places of great primal power, but they have been known to train worthy outsiders in this ancient magic.
Enchanted Shots
3rd-level Sylvan Archer Archetype feature
You have learned to enchant arrows and other ammunition with elder Sylvan magic. You gain the benefits listed below:
Shots Known. You learn two Enchanted Shots of your choice from the list at the end of this Archetype description.
You learn one additional Enchanted Shot of your choice when you reach 7th, 10th, 15th, and 18th level in this class.
When you gain a level in this class you can replace one of the Shots you know with another Shot of your choice.
Enchanting a Shot. Whenever you hit a creature with a ranged weapon attack, you can magically apply the effects
of one Enchanted Shot you know as part of that attack.
You can use a number of Enchanted Shots equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. If you have no uses left, you can expend an Exploit Die to use one of your Shots again.
Saving Throws. If one of your Enchanted Shots forces a saving throw or ability check, it uses your Exploit save DC.
Sylvan Archer Exploits
3rd-level Sylvan Archer Archetype feature
You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Fighter Level | Exploit |
---|---|
3rd | precision strike, rustic intuition |
5th | martial focus, volley |
9th | thunderous shot |
Sylvan Lore
3rd-level Sylvan Archer Archetype feature
You are learned in the Sylvan arts. You learn to speak, read, and write Sylvan, the ancient language of forests. You also gain proficiency in Nature. You can make Wisdom (Nature) checks in place of the normal Intelligence (Nature) checks.
Finally, you learn the druidcraft cantrip, and Wisdom is your spellcasting modifier for it. When you cast druidcraft you can use a piece of ammunition as a spellcasting focus.
Sylvan Shot
7th-level Sylvan Archer Archetype feature
You weave minor amounts of magic into every shot you take. Your attacks with ranged weapons gain the benefits below:
- They are magic for overcoming resistance and immunity.
- If you miss, you can use a bonus action to curve the shot and repeat your attack against another target in range.
- When a creature succeeds on a saving throw against an Enchanted Shot, it still takes half as much damage.
Enchanted Quiver
15th-level Sylvan Archer Archetype feature
Whenever you make a ranged weapon attack you can conjure a piece of magical ammunition as part of the attack. After the attack, hit or miss, this ammunition vanishes.
Also, when you roll initiative, you regain one expended use of your Enchanted Shot feature.
Legendary Sylvan Archer
18th-level Sylvan Archer Archetype feature
The power of your enchantments rivals that of the ancient elvish guardians. Whenever you use an Enchanted Shot it deals additional damage equal to your Exploit Die
Also, you can overload one of your Enchanted Shots with overwhelming magic. When you use an Enchanted Shot you can empower it, causing creatures of your choice within 20 feet of the target to also suffer the effects of the Shot.
Once you empower an Enchanted Shot this way you must finish a long rest before you can do so again.
Enchanted Shots
Listed here are the Enchanted Shots available for the Sylvan Archer to choose from when they learn an Enchanted Shot. If one of your Enchanted Shots has a prerequisite Fighter level, you can learn it at the same time you meet its prerequisites.
Beguiling Shot
The target must make a Wisdom saving throw. On a failure, it takes psychic damage equal to twice your Exploit Die and until the start of your next turn, it is Charmed by a creature of your choice that it can see. This effect instantly ends if you or your allies do anything harmful or hostile toward it.
Bursting Shot
The target and all creatures within 10 feet of it must make a Dexterity saving throw. On a failure, they take your choice of cold, fire, or lighting damage equal to twice your Exploit Die.
Enfeebling Shot
The target must make a Constitution saving throw. On a failure, it takes necrotic damage equal to twice your Exploit Die and for 1 minute its weapon attacks deal half damage.
The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Grasping Shot
The target must make a Dexterity saving throw. On a failure, it takes piercing damage equal to twice your Exploit Die and for 1 minute it is bound by thorns. For the duration, its speed is halved, and the first time it uses its speed to move on each turn it takes piercing damage equal to twice your Exploit Die.
A creature can end this effect by using its action to make a successful Strength check against your Exploit save DC.
Piercing Shot
The target, and creatures directly behind it in a straight line out to 30 feet must make a Dexterity saving throw. On a failed save, they take force damage equal to twice your Exploit Die.
Seeking Shot
In place of an attack, you use this Enchanted Shot to cause a piece of ammunition you are holding to magically seek out a creature that you have seen within the last minute.
If that creature is within 120 feet and there is a clear path to it (it need not be straight), it must make a Dexterity saving throw. On a failure, it takes force damage equal to twice your Exploit Die and you instantly learn its location.
Umbral Shot
The target must make an Intelligence saving throw. On a failure, it takes psychic damage equal to twice your Exploit Die and for 1 minute it is Blinded by visual hallucinations.
The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Banishing Shot
Prerequisite: 10th-level Fighter
The target must make a Charisma saving throw. On a failed save, it is banished to a harmless demiplane for 1 minute.
The creature can use its action to repeat the saving throw, ending the effect on a success. When it ends, it reappears in the unoccupied space closest to the space that it left.
Severing Shot
Prerequisite: 10th-level Fighter
The target must make a Constitution saving throw. On a failure, it takes force damage equal to twice your Exploit Die and it cannot cast spells for 1 minute.
The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Technical Shot
Prerequisite: 10th-level Fighter
The target must make a Dexterity saving throw. On a failure, it suffers the effects of one Martial Exploit you know, even if the Exploit could normally only be used with a melee attack.
Transposing Shot
Prerequisite: 10th-level Fighter
The target must make a Charisma saving throw. On a failure, it takes force damage equal to twice your Exploit Die and you switch places with it without provoking opportunity attacks.
Swordsage
Known by many names through the ages: blademaster, sword saint, Swordsage, these mythic warriors dedicate their life to the art of the sword. Legends say each master Swordsage will take one apprentice in their lifetime, teaching them the secret blade arts and entrusting them with their mystical legacy.
Swordsage Exploits
3rd-level Swordsage Archetype feature
You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Fighter Level | Exploit |
---|---|
3rd | mighty leap, parry |
5th | glancing blow, zephyr slash |
9th | gale slash |
Student of the Blade
3rd-level Swordsage Archetype feature
Your training has granted you skills to compliment swordplay. You gain proficiency in either Acrobatics or Performance, and you can use your Dexterity, in place of Charisma, for Performance checks that incorporate a sword.
Also, when you make a Dexterity (Acrobatics) or a Dexterity (Performance) check you gain a bonus to your roll equal to your Exploit Die.
Battle Trance
3rd-level Swordsage Archetype feature
You can clear your mind to enter the mystical trance that gives Swordsages their reputation. So long as you are not wearing heavy armor or a shield, you can use your bonus action to enter a Battle Trance. This Trance lasts for up to 1 minute and grants you the following benefits:
- You have advantage on Dexterity (Acrobatics) checks.
- You can take the Dash action as a bonus action.
- You gain a +1 bonus to your Armor Class.
- Once per turn, you can use a Swordsage Exploit
without expending an Exploit Die. If it requires an
Exploit Die roll, you use a d4 in place of your Die.
Your Battle Trance ends early if you are Incapacitated, if you don a shield or heavy armor, or if you end it with a bonus action. You can enter a Battle Trance once per short or long rest at no cost, after which you must expend an Exploit Die to use this feature again.
Mythic Reflexes
7th-level Swordsage Archetype feature
Your reflexes have been honed mythic levels in pursuit of perfection. You gain Proficiency in Dexterity saving throws, and you add your Proficiency Bonus to initiative rolls.
Also, your Battle Trance AC bonus becomes +2.
Reactive Trance
10th-level Swordsage Archetype feature
You slip into the Trance at a moments notice. When you roll initiative and are not surprised or Incapacitated, you can enter your Battle Trance without expending a use.
Storm of Steel
15th-level Swordsage Archetype feature
You are a blur of flashing steel when you enter your Trance. Whenever you take the Dash action in the Battle Trance you also gain the benefits of the Disengage action for that turn.
In addition, whenever you roll Exploit Dice for an Exploit or another ability while you are in your Battle Trance, you can roll those Dice twice and choose which total to use.
Legendary Swordsage
18th-level Swordsage Archetype feature
You have become a Swordsage worthy of your own legends. You can enter and dismiss your Battle Trance at will, without expending a use of the feature or an Exploit Die.
Finally, whenever you take damage while you are in your Battle Trance, you can expend an Exploit Die to reduce any damage you would take by twice your Exploit Die.
Tinker
Those who become Tinkers work for an unorthodox form of martial skill. Rather than practice combat techniques, they augment their abilities with mechanical weaponry. Always designing and testing new Schematics, Tinkers and their inventive arsenal are a deadly force on the battlefield.
Analytical Mind
3rd-level Tinker Archetype feature
You have spent as much time in workshops as you have at the training ground. You gain proficiency with tinker's and smith's tools. If you are already proficient with these tools, you gain proficiency with a set of tools of your choice.
Whenever you make an ability check that uses these tools, you gain a bonus to your roll equal to your Exploit die.
Inventive Arsenal
3rd-level Tinker Archetype feature
You have developed a cacophony of wondrous modifications for your weapons, shields, and armor, known as Schematics. All Schematics you know use the following rules:
Schematics Known. You know two Schematics from the list on the next page. You must meet the Schematic's prerequisites in order to learn it.
You learn one additional Schematic of your choice when you reach 7th, 10th, 15th, and 18th level in this class.
When you gain a level, you can replace a Schematic you know with another Schematic of your choice.
Modifying Objects. During each long rest, you can spend 1 hour using tinker's or smith's tools to touch a number of objects equal to the number of Schematics you know, modifying each object with the effects of one Schematic. An object can only bear one modification.
In order to modify an object it must meet the requirements in that Schematic's description. Schematic modifications last until the end of your next long rest, at which point the objects return to normal unless you modify them again.
Only you gain the benefits from these modifications, to any other creature, the objects function as normal objects.
Saving Throws. If a Schematic requires a saving throw, your Schematic save DC is calculated as follows:
Schematic save DC = 8 + your proficiency bonus + your Intelligence modifier
Increased Function
7th-level Tinker Archetype feature
The workings of your inventions are more intuitive to others. If you spent 10 minutes teaching a creature, it can wield the special benefits of any item modified by your Schematics.
Moreover, objects modified by your Schematics count as magic for overcoming resistances and immunities, and you can modify magic weapons and armor with Schematics.
Inventive Synergy
10th-level Tinker Archetype feature
The intricacies of your inventions work together and improve upon one another. You can modify an object with two of your Schematics so long as the object being modified meets the prerequisites of both Schematics in question.
Flexible Innovation
15th-level Tinker Archetype feature
Your inventive arsenal can be adjusted on the fly to meet the challenges at hand. During the course of a short rest, you can use tinker's or smith's tools to transfer one of your Schematic modifications from one object to another that also meets the prerequisites of that Schematic.
If the Schematic modifies an object so that it has Charges, the number of remaining Charges is transferred to the object.
In addition, you can modify an object three Schematics, so long as it meets the prerequisites for all three Schematics.
Legendary Tinker
18th-level Tinker Archetype feature
A weapon modified by your Schematics gain a +1 bonus to its attack and damage rolls for each Schematic applied to it, and any set of armor modified by a Schematic gains a +1 bonus to its Armor Class for each of your Schematics applied to it.
Weapons and armor modified by your Schematics cannot gain a bonus greater than +3, regardless of any bonuses the item may have had before applying your Schematics.
Schematics
Below are the Schematics available for Tinkers to learn. If a Schematic has a Fighter level prerequisite, you can learn it at the same time that you meet all of its prerequisites.
Featherweight Schematic
You modify the metallurgic makeup of the object, making it significantly lighter and grating it the following benefits:
Boots. The wearer ignores the effects of mundane difficult terrain and its walking speed increases by 10 feet.
Heavy Armor. The wearer ignores penalties to Dexterity (Stealth) checks or Strength requirements of this armor.
Light Armor. The wearer does not take falling damage if they fall less than 100 feet, and when falling at least 10 feet, they can move horizontally 2 feet for every 1 foot they fall.
Weapon. It loses the heavy and two-handed traits if it had them, and if it did not, it gains the light and finesse traits.
Intuitive Schematic
You modify an object so that it enhances the bearers tactical instincts in combat, granting the following benefits:
Helm. The wearer gains a bonus to any Investigation or Perception checks it makes equal to your Exploit Die.
Light or Medium Armor. The wearer uses its Intelligence, in place of its Dexterity for initiative rolls, and for calculating its Armor Class while wearing this armor.
Melee Weapon. The wielder uses its Intelligence, in place of its Strength or Dexterity, for both attack and damage rolls with this modified weapon.
Radiant Schematic
You modify an object to absorbs ambient light. The bearer of an object modified by this Schematic can use a bonus action to cause the object to emit (or extinguish) bright light out to a 15-foot radius, and dim light 15 feet beyond that. If the object was exposed to sunlight in the past day, this light is sunlight.
The object also gains three Charges, which it regains at the end of each long rest, which fuel the following abilities:
Armor or Shield. When the bearer of this object is hit by an attack, it can expend one Charge to force the attacker to make a Constitution saving throw if it is within 15 feet. On a failure, it is Blinded for 1 minute. It repeats this saving throw at the end of each of its turns, ending the effect on a success.
Melee Weapon. When the wielder hits a creature with this weapon, it can expend one Charge to force the target to make a Constitution saving throw. On a failed save, it is Blinded for 1 minute. It repeats this saving throw at the end of each of its turns, ending the effect on a success.
Rebounding Schematic
You modify an object's makeup with pulleys, cords, or elastic properties which grant it the following benefits:
Boots. If the wearer runs 10 feet in a straight line, it can use its bonus action to expend to long jump up to 30 feet in a line, even if this distance would exceed its remaining speed. It also adds your Intelligence modifier to its high jump distance.
Heavy Armor. When the wearer is hit by a melee attack, it can use its reaction to reduce the damage by your Exploit Die + your Intelligence modifier. If it reduces the damage to 0, the attack is reflected and deals full damage to the attacker.
Non-Heavy Weapon. It gains the Thrown (20/40) property, and after making a thrown attack with this weapon, it returns to its wielders hand instantly.
Empowered Schematic
Prerequisite: 7th-level Fighter
You modify an object with clockwork mechanics that improve both power and reflexes, granting the following benefits:
Heavy Armor. The wearer can use your Intelligence score, in place of its Strength, for any Strength-based ability checks or Strength saving throws that it makes.
Light Armor. The wearer can use your Intelligence score, in place of its Dexterity, for any Dexterity-based ability checks or Dexterity saving throws that it makes, including initative.
Weapon. When the wielder hits a target with this weapon, it can treat any of the weapon's damage dice as their average roll if they rolled lower: d4 (2), d6 (3), d8 (4), d10 (5), d12 (6).
Resilient Schematic
Prerequisite: 7th-level Fighter
You modify the metallurgical makeup of this item to make it more resilient, granting the following benefits:
Armor. The wearer is resistant to nonmagical bludgeoning, piercing, and slashing damage. If this modifies a magic set of armor, it grants resistance to magical damage of those types.
Helm. The wearer has advantage on any saving throws it makes to resist the Stunned or Incapacitated conditions or to maintain its concentration on a spell or similar effect.
Weapon. When the wielder hits a Large or smaller target with this weapon, the target is knocked backward 5 feet in a straight line, so long as the space behind it is unoccupied.
Witchblade
Driven by an overwhelming desire to vanquish the great evils of the world, Witchblades are willing to give up anything. This path leads them to enter into bargains with Eldritch Powers, beings of otherworldly might. Witchblades offer a fraction of their soul and unending fealty in return for eldrtich abilities.
Pact Magic
3rd-level Witchblade Archetype feature
The bargain you have struck with your Patron has granted you the ability to cast spells, much like The Warlock does:
Cantrips. You learn one Cantrip of your choice from the Witchblade spell list. Upon reaching 10th level in this class you learn one additional Witchblade Cantrip of your choice.
Spell Slots. The Witchblade Spellcasting table shows how many spell slots you have, and the level of those spell slots. All of your spell slots from this feature are the same level. To cast one of your Witchblade spells of 1st-level or higher, you must expend a spell slot. You regain all of your expended Pact Magic spell slots when you finish a short or long rest.
Spells Known of 1st-Level and Higher. You learn two 1st-level spells of your choice from the Witchblade spell list. The Spells Known column of the Witchblade Spellcasting table shows when you learn more spells of 1st-level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.
Whenever you gain a level, you can choose one Witchblade spell you know and replace it with another Witchblade spell, which must be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Witchblade spells. You use your Charisma whenever a spell refers to your spellcasting ability, when setting a spell saving throw DC, and when making a spell attack roll.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Sanguine Offering
3rd-level Witchblade Archetype feature
Once per turn, when you hit a creature with a melee weapon attack, you can offer your own vitality to increase the damage. You take necrotic damage equal to your Exploit Die and deal bonus necrotic damage equal to twice your Exploit Die.
The necrotic damage you take can't be reduced in any way.
War Magic
7th-level Witchblade Archetype feature
You can seamlessly weave minor spells with weapon attacks. When you use your action to cast a Witchblade spell you can make one weapon attack as a bonus action on that turn.
Otherworldly Step
10th-level Witchblade Archetype feature
Drawing on your eldritch power allows you to slip through cracks in reality. Whenever you cast a Witchblade spell with a casting time of one action or use your Second Wind, you can teleport to an unoccupied space you can see within 60 feet.
Greater Offering
15th-level Witchblade Archetype feature
You restore your vitality by inflicting pain on your foes. When you use Sanguine Offering, you can gain temporary hit points equal to the necrotic damage dealt to the creature. However, temporary hit points from this feature only last for 1 minute.
Legendary Witchblade
18th-level Witchblade Archetype feature
You can offer the souls of your foes to your Eldritch Power in return for increased vitality. When a creature you can see within 30 feet is slain, you can use your reaction to teleport to an unoccupied space of within 5 feet of the slain creature, plunge your weapon into it, and gain temporary hit points equal to twice the slain creature's Challenge Rating.
Witchblade Spell List
Here is the list of spells available to the Witchblade.
Spells marked with LL are found in the laserllama Spell Compendium, which includes both new and alternate spells:
Cantrips (0-Level) | 1st-Level | 2nd-Level | 3rd-Level | 4th-Level |
---|---|---|---|---|
blade ward LL | absorb elements | cloud of daggers | blinding smite LL | banishment |
booming blade LL | armor of agathys | crown of madness | counterspell LL | blight |
green-flame blade LL | arms of hadar | darkness | dispel magic | dimension door |
infestation | bane | hold person | enemies abound | hallucinatory terrain |
lighting lure LL | cause fear | invisibility | fear | phantasmal killer |
mind sliver | detect evil & good | mind spike | hunger of hadar | staggering smite LL |
minor illusion | expeditious retreat | mirror image | major image | shadow of moil |
poison spray LL | false life | misty step | vampiric touch | sickening radiance |
prestidigitation | hellish rebuke | ray of enfeeblement | ||
sword burst | hex | shadow blade | ||
tempestuous blade LL | inflict wounds | shatter | ||
toll the dead | protection from good & evil | spider climb | ||
true strike LL | searing smite LL | |||
shield LL | ||||
thunderous smite LL | ||||
unseen servant | ||||
witch bolt LL |
Witchblade
Spellcasting Table
Fighter Level | Spells Known | Spell Slots | Slot Level |
---|---|---|---|
3rd | 2 | 1 | 1st |
4th | 2 | 2 | 1st |
5th | 3 | 2 | 1st |
6th | 3 | 2 | 1st |
7th | 4 | 2 | 2nd |
8th | 4 | 2 | 2nd |
9th | 5 | 2 | 2nd |
10th | 5 | 2 | 2nd |
11th | 5 | 2 | 2nd |
12th | 5 | 2 | 2nd |
13th | 6 | 2 | 3rd |
14th | 6 | 2 | 3rd |
15th | 6 | 2 | 3rd |
16th | 6 | 2 | 3rd |
17th | 7 | 2 | 3rd |
18th | 7 | 2 | 3rd |
19th | 7 | 2 | 4th |
20th | 7 | 2 | 4th |
Witchblades & Warlocks
If you have levels in both Warlock and Witchblade Fighter, you determine your available Pact Magic spell slots by adding together your Warlock class levels and one-third of your Fighter levels (rounded down). Then, use this total to determine your spell slots by consulting The Warlock class table.
Advanced Martial Classes
Including the Alternate Fighter class here, there are currently six classes that make use of Exploits:
- The Fighter
- Alternate Barbarian & Barbarian: Expanded
- Alternate Rogue & Rogue: Expanded
- Warlord Class
- Brawler Class - Patreon Exclusive
- Wanderer Class - Patreon Exclusive
Martial Exploits
Below are the Exploits available to Fighters. If an Exploit has a prerequisite, like a minimum Ability Score or Fighter level, you can learn it at the same time you meet its prerequisites.
1st-Degree Exploits
Exploits of the 1st-degree are minor techniques slightly more complicated than swinging a weapon. They can be learned by Fighters with modest training and have no level prerequisite.
Arresting Strike
When you hit a target with a weapon attack, you can expend one Exploit Die and force it to make a Dexterity saving throw. On a failure, add your Exploit Die to the damage roll, and the target's speed is halved until the start of your next turn.
Brace Up
Prerequisites: Constitution of 11
You prepare yourself to take a hit. As a bonus action, you can expend one Exploit Die to gain temporary hit points equal to your Exploit Die + your Constitution modifier. Temporary hit points from this Exploit only last for 1 minute.
Commanding Presence
Prerequisites: Charisma or Strength of 11
Whenever you make a Intimidation or Persuasion check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
You can also make Strength (Intimidation) checks in place of the normal Charisma (Intimidation) checks.
Cunning Instinct
Prerequisites: Wisdom of 11
Whenever you make a Perception or Survival check, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
Destructive Strike
Prerequisites: Strength of 11
When you hit a non-magical object with a melee weapon attack, you can expend an Exploit Die, add it to the damage, and that attack deals maximum damage in place of rolling.
Disarm
When you hit a target with a weapon attack, you can expend an Exploit Die and force it to make a Strength saving throw. On a failure, add your Exploit Die to the damage roll and it drops one item of your choice to the ground in its space.
Eloquent Speech
Prerequisites: Intelligence of 11
You can use Intelligence, in place of Charisma whenever you make a Deception or Persuasion check. When you do so, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
Feat of Strength
Prerequisites: Strength or Constitution of 11
When you make a Strength or Constitution ability check you can expend Exploit Dice (up to your Proficiency Bonus) and add them to your roll. You can do so after you roll, but before you know if you succeed or fail.
Feint
As a bonus action, you expend an Exploit Die to feint, forcing a creature that can see you within 15 feet to make a Wisdom saving throw. On a failure, you have advantage on all attacks against that creature until the end of your current turn.
First Aid
Prerequisites: Medicine proficiency
As an action, you touch a willing, living creature and expend Exploit Dice (up to your Proficiency Bonus). For every Exploit Die you spent, that creature regains hit points equal to one roll of its Hit Die + its Constitution modifier (minimum of 0).
Heroic Fortitude
When you make a Strength, Dexterity, or Constitution saving throw, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.
Hurl
Prerequisites: Strength of 11, Athletics proficiency
In place of an attack, you expend an Exploit Die to throw one object you are holding at a target you can see within 60 feet. The target must succeed on a Dexterity saving throw or both the thrown object and target take bludgeoning damage equal to your Exploit Die + your Strength modifier.
At 11th level, the range of this Exploit becomes 120 feet.
Inquisitive Eye
Prerequisites: Intelligence or Wisdom of 11
Whenever you make an Investigation or Insight check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
Lightstep
Prerequisites: Dexterity of 11
Whenever you make an Acrobatics or Stealth check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
Lunge
When you make an attack on your turn, you can expend an Exploit Die to move up to 10 feet immediately before making that attack, even if this would exceed your remaining speed. On hit, add your Exploit Die to the damage roll.
Mechanical Insight
Prerequisites: Intelligence of 11
Whenever you make an ability check with thieves' or tinker's tools, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.
Mighty Leap
Prerequisites: Strength of 11, Athletics proficiency
After you run 10 feet in a straight line, you use a bonus action to expend an Exploit Die to long jump up to 30 feet in a line, even if this distance would exceed your remaining speed.
Mighty Thrust
Prerequisites: Strength of 11, Athletics proficiency
In place of an attack, you expend an Exploit Die to force one target that you touch to make a Strength saving throw. On a failure, it is knocked back in a line number of feet equal to 5 times your Strength modifier (minimum 5 feet). This distance
is halved for every size category the target is larger than you.
Parry
Prerequisites: Dexterity of 11
While you are wielding a finesse or versatile weapon, and a creature you can see hits you with a melee attack, you use a reaction to expend one Exploit Die and add that Exploit Die to your Armor Class against the triggering attack.
Precision Strike
Prerequisites: Dexterity of 11
As part of a weapon attack you can expend one Exploit Die and add it to your attack roll. You can use this Exploit after you roll, but before you know if your attack is a hit or miss.
Reposition
As a bonus action, you can expend one Exploit Die to switch places with a conscious and willing creature within 5 feet of you. This movement does not provoke opportunity attacks.
After switching, you or the creature you switched places with gains temporary hit points equal to your Exploit Die.
Riposte
Prerequisites: Dexterity of 11
When a creature misses you with a melee attack, you use a reaction to expend an Exploit Die to make a melee weapon attack against it. On hit, add your Exploit Die to the damage.
Rustic Intuition
Prerequisites: Wisdom of 11
When you make an Animal Handling, Medicine, or Nature check, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.
Ruthless Strike
Prerequisites: Strength of 11
Whenever you hit a target with a melee weapon attack, you can expend Exploit Dice (up to your Proficiency Bonus) and add them to the damage roll of your attack.
Scholarly Recall
Prerequisites: Intelligence of 11
When you make an Arcana, History, or Religion check, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
Shield Impact
Prerequisites: Strength of 11
When you are wearing a shield and a creature that you can see hits you with an attack, you use your reaction to expend an Exploit Die and reduce the damage of the attack by your Exploit Die + your Strength modifier (minimum of 1).
Skilled Rider
Prerequisites: Animal Handling proficiency
When a trained mount you are riding makes an attack roll, damage roll, ability check, or saving throw, you expend an Exploit Die and add it to your mount's roll. You can do so after it rolls, but before you know if it succeeds or fails.
Streetwise
Prerequisite: Charisma of 11
So long as you are in a settlement, you can use Charisma, in place of Intelligence whenever you make an Investigation or History check. When you do so, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
Subtle Con
Prerequisites: Dexterity or Charisma of 11
If you make a Deception, Performance, or Sleight of Hand check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.
Sweeping Strike
If you hit a creature with a melee weapon attack, you expend an Exploit Die and force it to make its choice of a Strength or Dexterity saving throw. On a failure, add your Exploit Die to the damage roll and the creature is knocked prone.
Taunting Strike
Prerequisites: Charisma of 11 or higher
When you hit a creature within 15 feet that can see or hear you with a weapon attack, you can expend one Exploit Die to taunt it. Until the start of your next turn, it has disadvantage on all attacks against targets other than you.
Warding Strike
If a creature you can see moves within the reach of a melee weapon you are wielding, you use your reaction to expend an Exploit Die to make a single melee weapon attack against it. On hit, you add your Exploit Die to the damage roll.
2nd-Degree Exploits
Exploits of 2nd-degree represent peak martial skills achievable without dedicated training. These can be learned by any Fighter of 5th-level and up.
Blinding Debris
Prerequisites: 5th-level, Dexterity of 13
As a bonus action, you expend one Exploit Die to force one creature within 10 feet to make a Constitution saving throw. On a failed save, the creature is Blinded until it uses its action to clear the debris from its eyes.
Concussive Blow
Prerequisites: 5th-level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with force. It must succeed on a Constitution saving throw or until the start of your next turn its speed is 0, it can't speak, it has disadvantage on Dexterity saving throws, and attack rolls against it have advantage.
Crippling Strike
Prerequisites: 5th-level
When you hit a target with a weapon attack, you can expend an Exploit Die to attack one of its senses, forcing it to make a Constitution saving throw. On a failure, add your Exploit Die to the damage roll, and it is Blinded, Deafened, or can't speak (your choice) until the beginning of your next turn.
Defensive Stance
Prerequisites: 5th-level, Constitution of 13
As a bonus action, you can expend one Exploit Die to enter a defensive stance and add an Exploit Die to your Armor Class.
This stance, and the bonus to your Armor Class, lasts until you move from your space or you are incapacitated.
Dirty Hit
Prerequisites: 5th-level, Dexterity of 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike at a vulnerable point to force it to make a Constitution saving throw. On a failure, add your Exploit Die to the damage roll, the creature falls prone, and it cannot take reactions until the start of your next turn.
Exposing Strike
Prerequisites: 5th-level
When you hit a target with a weapon attack, you can expend an Exploit Die to weaken it. The first attack made against it before the start of your next turn has advantage, and on hit, that attack deals bonus damage equal to your Exploit Die.
Glancing Blow
Prerequisites: 5th-level
When you make a melee weapon attack and miss, you can expend an Exploit Die to immediately repeat your attack against another target within the reach of your weapon.
Heroic Will
Prerequisites: 5th-level
When you make an Intelligence, Wisdom, or Charisma saving throw, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.
Hold the Line
Prerequisite: 5th-level, Strength or Constitution of 13
As a bonus action, you can expend an Exploit Die to form your allies into a defensive position. You and allied creatures within 10 feet that are wielding a weapon or shield gain the benefits of half cover, which also applies to ability checks and saving throws to avoid being moved against your will.
The benefits of this Exploit instantly end if you leave your space, and they have no effect on incapacitated creatures.
Honor Duel
Prerequisites: 5th-level, Charisma of 13
As a bonus action, you expend one Exploit Die and shout a challenge at a creature within 15 feet that can both hear and understand you. It must succeed on a Wisdom saving throw, or it has disadvantage on attacks against targets other than you for 1 minute. This effect ends early if you attack or force another creature to make an ability check or saving throw.
The creature can repeat this Wisdom saving throw at the end of each of its turns, ending this effect on a success.
Immovable Stance
Prerequisites: 5th-level, Strength or Constitution of 13
As a bonus action, you can expend an Exploit Die to enter an immovable stance that lasts until you move from your space.
For the duration, when a creature attempts to grapple you, move you, or move through you, it first must make a Strength saving throw. On a failure, you grapple it or knock it prone.
Intimidating Command
Prerequisite: 5th-level, Charisma of 13
As a bonus action, you can expend an Exploit Die to shout a one-word command at a creature that can hear you within 30 feet, forcing it to make a Wisdom saving throw. On a failure, it is compelled to obey your command to the best of its ability on its next turn unless its actions are directly harmful to it.
Martial Focus
Prerequisites: 5th-level
As part of a weapon attack you can expend an Exploit Die to gain advantage on your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.
Menacing Shout
Prerequisites: 5th level, Constitution or Charisma of 13
As a bonus action, you can expend an Exploit Die to force a creature within 30 feet that can hear you to make a Wisdom saving throw. On a failure, it is Frightened of you until the end of your next turn, or until you are incapacitated.
Pinning Shot
Prerequisite: 5th-level, Strength or Dexterity of 13
When you hit a creature with a ranged or thrown weapon attack, you can expend an Exploit Die and force it to make a Strength or Dexterity saving throw (its choice). On a failure, add the Exploit Die to the damage and its speed becomes 0.
As an action, the creature can make a Strength check, and on a success the effects of this Exploit end.
Redirect
Prerequisites: 5th-level
When a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and force it to attack another creature of your choice within range of its attack, adding your Exploit Die to its attack roll.
Rending Strike
Prerequisites: 5th-level, Strength of 13
When you hit a target with a melee weapon attack, you can expend one Exploit Die to target its defenses and force it to make a Dexterity saving throw. On a failure, add your Exploit Die to your damage roll, and its Armor Class is reduced by 1 until the damage is repaired. This effect is cumulative.
Ringing Strike
Prerequisites: 5th-level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Wisdom saving throw. On a failure, it must subtract 1d4 from all attack rolls, ability checks, and saving throws the next minute.
The creature can repeat this Wisdom saving throw at the end of each of its turns, ending this effect on a success.
Shattering Slam
Prerequisites: 5th-level, Strength of 13
In place of an attack, you can spend Exploit Dice (up to your Proficiency Bonus) and strike the ground, forcing all targets within 5 feet to make a Strength saving throw. On a failure, targets take bludgeoning damage equal to the Exploit Dice spent + your Strength modifier and fall prone. On a success, they take half as much damage and do not fall prone.
Terrain in this area that is loose earth or stone becomes difficult terrain until a creature uses its action to clear it.
Thunderous Blow
Prerequisites: 5th-level, Strength of 13
When you hit with a melee weapon attack, you can expend an Exploit Die to empower your attack with great force, forcing your target to make a Strength saving throw. On a failure, it takes bonus damage equal to that Exploit Die and is knocked back in a straight line a number of feet equal to 5 times your Strength modifier. Creatures more than one size larger than you have advantage on their saving throw.
Trick Shot
Prerequisites: 5th-level, Dexterity or Intelligence of 13
As a bonus action, you can expend an Exploit Die to make
a special ranged weapon attack or thrown weapon attack with a weapon that has the finesse property.
This attack ignores the benefits of cover, so long as it can ricochet off one surface and hit a target in range. If this attack would normally have disadvantage, it does not. On hit, add
your Exploit Die to the damage roll.
Volley
Prerequisites: 5th-level, Dexterity of 13
As an action, you can expend one Exploit Die to fire a volley of ammunition at a point you can see within normal range of your weapon, forcing creatures of your choice within 5 feet of that point to make a Dexterity saving throw. Creatures take damage as if they were hit by your weapon on a failure, and half as much damage on a success.
Whirlwind Strike
Prerequisites: 5th-level, Strength or Dexterity of 13
In place of an attack, you expend one Exploit Die to force targets of your choice within your reach to make a Dexterity saving throw. Targets take the damage as if they were hit by your weapon on a failure, and half damage on a success.
Zephyr Slash
Prerequisites: 5th-level, Strength or Dexterity of 13
As an action, you can expend an Exploit Die and flourish your melee weapon then instantly move up to 30 feet in a straight line. Creatures that you pass through must make a Dexterity saving throw. Creatures take damage as if they were hit by your weapon on a failure, and half damage a success.
This movement does not provoke opportunity attacks.
3rd-Degree Exploits
Exploits of the 3rd-degree are only mastered by elite warriors who dedicate their lives to honing their skill, and can only be learned by those of 9th-level and up. Each 3rd-degree Exploit you know can only be used once per short or long rest.
Adrenaline Rush
Prerequisites: 9th-level, Constitution of 15
As a bonus action, you can expend an Exploit Die to increase your speed, if only temporarily. For the next minute, you can take the Dash action as a bonus action on each of your turns, including the bonus action you used to use this Exploit.
Daring Rescue
Prerequisite: 9th-level
When a friendly creature that you can see within 30 feet is reduced to 0 hit points, you can use your reaction to expend an Exploit Die, gaining temporary hit points equal to twice your Exploit Die, then move up to twice your speed.
If you move within 5 feet of the downed creature, you can pick them up so long as you have a free hand, carrying them up to the remaining distance. If this movement provokes any opportunity attacks, these attacks must target you, not the creature that you are carrying.
At the end of this special movement, your remaining temporary hit points are transferred to the creature you carried, it regains 1 hit point, and can stand up.
Destructive Slam
Prerequisites: 9th-level, Strength of 15
In place of an attack, you can expend Exploit Dice (up to your Proficiency Bonus) and strike the ground, forcing all targets in an adjacent 20-foot cube to make a Strength saving throw. On a failure, targets take bludgeoning damage equal to twice your Exploit Die for each Exploit Die spent + your Strength modifier and fall prone. On a success, they take half as much damage and do not fall prone. Objects within this area take the maximum amount of damage.
The area becomes difficult terrain. A creature can spend
1 minute to clear one 5-foot square of this difficult terrain.
Disorienting Blow
Prerequisites: 9th-level, Strength of 15
When you hit with a creature with a melee weapon attack, you expend an Exploit Die to strike with great force, dealing bonus damage equal to twice your Exploit Die, and forcing it to make a Wisdom saving throw.
On a failure, it suffers the following effects for 1 minute:
- Its speed is halved and it cannot take reactions.
- Its Armor Class is reduced by 2, to a minimum of 10.
- It has disadvantage on all Dexterity saving throws.
- On its turn it can only take an action or a bonus action.
- It cannot make more than one attack during its turn,
even if a feature would allow it to make multiple.
The creature can make a Wisdom saving throw at the end of each of its turns, ending this Exploit's effects on a success.
This Exploit's effects do not stack with the slow spell.
Gale Slash
Prerequisites: 9th-level, Strength or Dexterity of 15
In place of an attack, you can expend Exploit Dice (up to your Proficiency Bonus) to rend the air in front of you with a melee weapon, forcing targets in an adjacent 20-foot cone to make a Constitution saving throw. On a failure, targets take slashing damage equal to twice your Exploit Die for each Exploit Die spent + either your Strength or Dexterity modifier. On a success, targets take half as much damage.
Heroic Focus
Prerequisites: 9th-level, Constitution of 15
As a bonus action, you can expend one Exploit Die to enter a heightened state of focus, which requires your concentration. While concentrating on this Exploit, you gain these benefits:
- Your walking, climbing, and swimming speed is doubled.
- You gain a +2 bonus to your Armor Class.
- You have advantage on all 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.
The effects of this Exploit lasts for up to 1 minute, but they end early if you are incapacitated or you choose to end them.
This Exploit's effects do not stack with the haste spell.
Inspirational Speech
Prerequisites: 9th-level, Charisma of 15
You can expend an Exploit Die to spend 1 minute giving an inspirational speech to a number of creatures that can hear you equal to 1 + your Charisma modifier. At the end of this speech, targets gain temporary hit points equal to your level.
While the temporary hit points from this Exploit last, the creatures have advantage on Wisdom saving throws.
Mythic Athleticism
Prerequisites: 9th-level, Constitution or Strength of 15
As a bonus action, you can expend Exploit Dice (up to your Proficiency Bonus) to enter a state of heightened physical performance, which requires your concentration. While concentrating on this Exploit, you gain these benefits:
- Whenever you make a Strength or Constitution check,
you can treat a roll of 9 or lower on the d20 as a 10. - Your walking, climbing, and swimming speed is doubled.
- You count as one size larger for the purposes of carrying capacity and the size of creatures that you can grapple.
- Both your long and high jump distances double, even if that distance would exceed your remaining movement.
The effects of this Exploit last for 10 minutes per Exploit Die spent, and they end early if you are incapacitated.
Mythic Resilience
Prerequisites: 9th-level, Constitution of 15
When you take damage from a source you can see, you can expend Exploit Dice (up to your Proficiency Bonus) to reduce the damage by three Exploit Dice per Exploit Die spent.
If the total rolled exceeds the amount of damage, you gain temporary hit points equal to the remaining amount.
Recruit Mercenary
Prerequisites: 9th-level, Intelligence or Charisma of 15
You can expend an Exploit Die and spend 1 hour to recruit a humanoid Mercenary from a settlement you currently occupy. For this Exploit to work, there must be a willing humanoid, such as a bounty hunter, adventurer, or other sellsword in a settlement of significant size, as determined by the DM.
You choose to recruit a Brute or Scout, which determines certain traits in their stat block. They use the Mercenary stat block below and roll their own initiative in combat. On their turn, they do their best to follow any orders you have given. If not, they will defend themselves to the best of their ability.
The Mercenary remains in your service until you dismiss them, they abandon you, or they die. You cannot regain this Exploit Die until the Mercenary leaves your service.
You can only have one Mercenary in your service at a time. Recruiting another causes others to abandon you.
Mercenary
Medium Humanoid, any Non-Lawful Alignment
- Armor Class 18 (Brute), 15 (Scout)
PB +3
- Hit Points 6 + five times your level
- Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 13 (+1) | 10 (+0) | 12 (+1) | 8 (-1) |
- Saving Throws Str +6, Dex +6
- Skills Athletics +6 (Brute), Stealth +6 (Scout)
- Senses passive Perception 12
- Languages Common and one other language
Hit Dice. The Mercenary has a number of d10 Hit Dice equal to your level. It also gains all the normal benefits of both short and long rests.
Morale. If you fall to 0 hit points the Mercenary does everything in its power to flee and return home.
Rough & Tumble (Brute). The Mercenary can use a bonus action to attempt a Shove or Grapple.
Slippery (Scout). The Mercenary can use a bonus action to take the Disengage or Hide action.
Actions
Battleaxe (Brute). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 +3 slashing damage.
Shortsword (Scout). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 +3 slashing damage.
Shortbow (Scout). Ranged Attack: +6 to hit, range 80/320, one target. Hit: 1d6 +3 piercing damage.
Survey Settlement
Prerequisite: 9th-level, Dexterity or Charisma of 15
You can expend an Exploit Die and spend 1 hour gathering information on up to 1 square mile of a settlement that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
- Any active factions and faction outposts within the area.
- Powerful (CR 1 or higher) politicians or military leaders.
- Loyalties, beliefs, rumors, and fears of the local populace.
- Secret alleyways, doors, hideouts, or storefronts.
Once you use this Exploit to survey a settlement you must finish a long rest before you can use it in that location again.
Survey Wilderness
Prerequisite: 9th-level, Strength or Wisdom of 15
You can expend an Exploit Die and spend 1 hour gathering information on up to 1 square mile of a wilderness that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
- Any settlements or camps with five or more occupants.
- Prominent natural formations, bodies of water, and ruins.
- Local plants, animals, weather, and ecosystems.
- Powerful (CR 1 or higher) creatures that reside within, or have passed through the area within the last 24 hours.
- Secret trails, entrances, groves, or monster lairs.
Thunderous Shot
Prerequisites: 9th-level, Strength or Dexterity of 15
In place of an attack, you can expend Exploit Dice (up to your Proficiency Bonus) and make a single attack with a ranged or thrown weapon, forcing creatures in straight line out to the weapon's normal range to make a Dexterity saving throw.
On a failure, creatures take damage as if they were hit by your weapon + two Exploit Dice per Die spent, and if they are Large or smaller, they are knocked prone. On a success, they take half as much damage and are not knocked prone.
War Cry
Prerequisites: 9th-level, Constitution or Charisma of 15
As an action, you can expend an Exploit Die to issue forth a mighty cry, forcing creatures of your choice that can hear you in an adjacent 30-foot cone to make a Wisdom saving throw. On a failed save, creatures drop whatever they are holding and are Frightened of you for 1 minute.
If a Frightened creature can't see or hear you, it can use its action repeat the saving throw, ending the effect on a success.
4th-Degree Exploits
Exploits of the 4th-degree are only able to be mastered by the most elite warriors in a kingdom. These can only be learned by Fighters of 13th level and higher. Each 4th-degree Exploit you know can only be used once per short or long rest.
Dance of Death
Prerequisites: 13th-level, Dexterity of 17
As an action on your turn, you can expend Exploit Dice (up
to your Proficiency Bonus) and choose a number of targets you can see within 30 feet equal to 1 + the number of Dice expended, forcing them to make a Dexterity saving throw. Creatures take damage of one hit with your weapon + your Exploit Die on a failure, and half as much on a success.
For each creature you reduce to 0 hit points, you can force another creature in range to make the Dexterity saving throw.
Once the Exploit ends, you appear in an unoccupied space of your choice next to the last target of this Exploit.
Equip Militia
Prerequisite: 13th-level
You can expend an Exploit Die and spend 1 hour training a number of humanoids equal to your level to fight. Creatures that spend the full hour listening and training with you gain two of the following benefits of your choice:
- They gain proficiency with one martial weapon.
- They gain proficiency with light armor and shields.
- They gain temporary hit points equal to your level.
- They gain proficiency in one of the following skills: Animal Handling, Athletics, Medicine, Survival, or Stealth.
- They gain proficiency in Wisdom saving throws.
These benefits last for each creature until it finishes a long rest. You can't regain this Exploit Die while the benefits last.
Expert Focus
Prerequisites: 13th-level
As an action, you expend one Exploit Die to temporarily focus on one of your skills. Choose a skill or tool you are proficient in. For 1 hour, when you make an ability check with that skill you gain a bonus to your roll equal to your Exploit Die.
Fluid Movements
Prerequisites: 13th-level, Dexterity of 17
As a bonus action, you can expend one Exploit Die to enter a heightened state of focus, which requires your concentration. For the next minute, your speed can't be reduced, opportunity attacks against you have disadvantage, and you are immune to the Grappled, Paralyzed, and Restrained conditions.
Quick Draw
Prerequisites: 13th-level, Dexterity of 17
As a bonus action, you can expend an Exploit Die to enter a heightened state of focus which requires concentration. For the next minute, you can use your bonus action, including the bonus action used to activate this Exploit to make two ranged weapon attacks so long as you have ammunition.
This Exploit's effects don't stack with the swift quiver spell.
Staggering Blow
Prerequisites: 13th-level, Strength of 17
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with near-supernatural power, dealing bonus damage equal to three times your Exploit Die. The target must succeed on a Wisdom saving throw, or for 1 minute it has disadvantage on attack rolls and ability checks and it cannot take reactions.
It can make a Wisdom saving throw at the start of each of its turns, ending this effect
on a success.
Sundering Strike
Prerequisite: 13th-level, Strength of 17
In place of an attack, you can expend an Exploit Die to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage with a melee weapon. Magical creations from a spell slot of 3rd-level or lower are instantly destroyed.
If it was created by a spell slot of 4th-level or higher, make a Strength check. DC equals 10 + the level of the spell slot. On a success, the magical creation is instantly destroyed.
Unbreakable
Prerequisites: 13th-level, Constitution of 17
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can expend Exploit Dice (up to your Proficiency Bonus) and fall to 1 hit point instead. Then, you gain temporary hit points equal to two Exploit Dice per Exploit Die spent.
5th-Degree Exploits
Exploits of the 5th-degree are techniques and skills that rival demigods and heroes of legend. These can only be learned by Fighters of 17th level and higher, and each 5th-degree Exploit you know can only be used once per short or long rest.
Banishing Strike
Prerequisites: 17th-level, Strength of 19
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with legendary power, dealing bonus force damage equal to four times your Exploit Die and forcing it to make a Charisma saving throw.
On a failure, it shunted to a harmless demiplane where it is incapacitated. At the beginning of your next turn, the creature reappears in the unoccupied space closest to the space it left.
Cataclysmic Slam
Prerequisites: 17th-level, Strength of 19
As an action on your turn, you can expend Exploit Dice (up
to your Proficiency Bonus) to strike the ground with mythic force. A shockwave ripples out from you, forcing all targets within 30 feet to make a Strength saving throw. On a failure, targets take bludgeoning damage equal to twice your Exploit Die for each Exploit Die spent + your Strength modifier and fall prone. On a success, they take half damage and don't fall prone. Objects in this area take maximum damage.
The area becomes difficult terrain. A creature can spend
1 minute to clear one 5-foot square of this difficult terrain.
Mythic Focus
Prerequisites: 17th-level, Constitution of 19
As a bonus action, you can expend one Exploit Die to enter a heightened state of focus, which requires your concentration. While concentrating on this Exploit, you gain these benefits:
- You gain 50 temporary hit points. If any of these remain when the effects of this Exploit end, they are lost.
- You have advantage on any weapon attacks you make.
- Once per turn when you hit with a weapon attack, you deal bonus damage equal to your Exploit Die.
- You gain a bonus to Strength, Dexterity, and Constitution saving throws equal to your Exploit Die.
- When you take the Attack action on your turn, you can make one additional weapon attack as part of that action.
The effects of this Exploit lasts for up to 1 minute, but they end early if you are incapacitated or you choose to end them.
This Exploit doesn't stack with tenser's transformation.
Storm of Arrows
Prerequisites: 17th-level, Dexterity of 19
As an action on your turn, you can expend Exploit Dice (up
to your Proficiency Bonus) to fire a volley of ammunition at a point you can see within the normal range of your weapon.
Creatures of your choice within 30 feet of that point must make a Dexterity saving throw or take piercing damage equal to twice your Exploit Die for each Die spent + your Dexterity modifier. On a success, they take half as much damage.
You must have enough ammunition to hit each target.
Steel Wind Slash
Prerequisites: 17th-level, Strength or Dexterity of 19
As an action on your turn, you can expend Exploit Dice (up
to your Proficiency Bonus) and flourish a melee weapon then vanish. Choose up to five different targets you can see within 30 feet and make a melee weapon attack against each one.
On a hit, each target takes damage equal to one hit by that weapon + twice your Exploit Die for each Exploit Die spent.
You then appear in an unoccupied space of your choice within 5 feet of one of the targets that you hit.
Vorpal Strike
Prerequisites: 17th-level, Strength or Dexterity of 19
When you hit a creature with a melee weapon attack, you can expend one Exploit Die to strike with legendary force, dealing bonus damage equal to four times your Exploit Die.
If the damage of this Exploit reduces the target's remaining hit points to 50 or fewer, you cut off one of the its heads. If the creature cannot survive without the lost head, it is killed.
Creatures can use a Legendary Resistance to avoid being beheaded. Creatures that don't have or don't need a head are immune to this Exploit's effects, but still take the damage.
Martial Feats
The feats here allow characters to share in the abilities of the Alternate Fighter. If you use the optional rule for Feats, these can be selected instead of an Ability Score Improvement:
Alternate Defensive Duelist
Updated Defensive Duelist Feat
Prerequisite: Dexterity of 13 or higher
When a creature you can see hits you with a melee attack while you are wielding a finesse or light melee weapon you are proficient with, you can use your reaction to add your Dexterity modifier to your Armor Class against that attack.
When you use this reaction and the attack misses, you can make a single melee weapon attack against your attacker as part of the same reaction.
Alternate Fighting Initiate
Updated Fighting Initiate Feat
Prerequisite: Proficiency with a martial weapon
You have dedicated time to master a specific style of fighting. When you select this Feat you gain the following benefits:
- Increase either your Strength, Dexterity, or Constitution score by 1, up to a maximum of 20.
- You learn one Fighting Style of your choice choosing from those available to The Fighter . You cannot learn the same Fighting Style more then once. In order to learn a Fighting Style you must meet any prerequisites it has.
Alternate Great Weapon Master
Updated Great Weapon Master Feat
Prerequisite: Strength of 13 or higher
You have honed your skills with massive weapons to overwhelm your foes. You gain the following benefits:
- If you reduce a creature to 0 hit points or score a critical hit with a heavy melee weapon you can use a bonus action on that turn to make one attack with that same weapon.
- Whenever you hit a creature that is equal to your size or smaller with a heavy melee weapon attack you can knock it back 5 feet away from you in a line, so long as the space that is behind it is unoccupied.
Martial Training
You have studied the combat techniques of elite warriors. You gain the following benefits:
- You learn two 1st-degree Martial Exploits from those available to the The Fighter . If an Exploit you use requires the target to make a saving throw, the DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier .
- You gain two d4 Exploit Dice to fuel your Exploits. They are expended when you use them, and you regain them when you finish a short or long rest. If you already have Exploit Dice from another class or subclass feature or Feat, you instead gain one
Exploit Die equal in size to your other Exploit Dice.
Signature Technique
Prerequisites: At least one Martial Exploit Known
You have practiced a single technique to the point of mastery. Choose a 1st-degree Exploit you know from those available to the The Fighter that does not restore hit points.
In combat, you can use this Exploit once per round without expending an Exploit Die, rolling a d4 for the Exploit Die. You regain this feature at the start of each of your turns.
Weapon Adept
Updated Weapon Master Feat
You have spent many hours honing your skills with the deadly armaments of war. You gain the benefits listed below:
- Increase either your Strength, Dexterity, or Constitution score by 1, up to a maximum of 20.
- You gain proficiency with all simple and martial weapons.
Weapon Master
Proficiency with all simple and martial weapons
You wield weapons with a deadly efficiency that is impressive even to most trained warriors. Choose a number of simple or martial weapons equal to your Proficiency Bonus. Whenever you make an attack with those weapons you gain a +1 bonus to both the attack and damage roll.
As your Proficiency Bonus increases, you choose additional weapons to gain this benefit.
Fighter Builds
One of the goals of the Alternate Fighter class was to bring the versatility of the Battle Master Archetype found in the Player's Handbook to every Fighter. Depending on their Archetype, Fighting Style, and Martial Exploit choices, they can reflect any warrior from popular fiction and fantasy.
The Alternate Fighter builds below suggest particular groupings of Archetypes, Fighting Styles, Martial Exploits, and Feats, all of which are from the Alternate Fighter, the Player's Handbook, or Tasha's Cauldron of Everything.
Blade Master
You are a true student of the blade and have specialized your skills for single combat. You often seek out the most powerful foes you can find in order to test your skills against them.
Archetype: | Swordsage |
Fighting Style: | Balanced Fighting, Classical Swordplay |
Exploits: | disarm, feint, parry, riposte, honor duel |
Feats: | Alt Defensive Duelist, Mobile |
Bodyguard
You have trained to defend important figures and to escort precious cargo. When you are near, no foe, no matter their strength or abilities, can threaten that which you protect.
Archetype: | Guardian |
Fighting Style: | Protection, Shield Warrior |
Exploits: | disarm, first aid, reposition, immovable stance |
Feats: | Alert, Sentinel, Shield Master |
Combat Medic
Combat Medics are masters at keeping their comrades in top condition, assuaging their hurts, and keeping spirits high in battle. They always put the needs of others before their own.
Archetype: | Quartermaster |
Fighting Style: | Protector, Improvised Fighting |
Exploits: | brace up, first aid, exposing strike, redirect |
Feats: | Chef, Healer, Inspiring Leader |
Gambler
Gamblers are wandering warriors with a knack for finding trouble and escaping by a thread. They enjoy pushing their luck and tend to specialize in thrown weapons and knives.
Archetype: | Marksman |
Fighting Style: | Featherweight Fighting, Hurler, Improvised Fighting |
Exploits: | feint, parry, streetwise, subtle con, dirty hit, pinning shot trick shot |
Feats: | Mobile, Sharpshooter, Slasher |
Gladiator
You are as much of an entertainer as you are a Fighter. Often masters of exotic weapons and fighting styles, gladiators seek to build their reputation as wondrously extravagant warriors.
Archetype: | Master at Arms |
Fighting Style: | Dual Wielding, Exotic Warrior |
Exploits: | lunge, parry, taunting strike blinding debris, dirty hit |
Feats: | Alt Weapon Master, Dual Wielder |
Marine
Marines are warriors who are trained to fight at sea or on the decks of ships. They can be elite sailors who defend precious cargo, or ruthless pirates who pillage all they come across.
Archetype: | Guerrilla |
Fighting Style: | Featherweight Fighting, Mariner |
Exploits: | lightstep, lunge, sweeping strike, honor duel, menacing shout |
Feats: | Keen Mind, Linguist, Resilient (Dexterity) |
Peacekeeper
Often found patrolling remote territories and other lawless lands, peacekeepers use their finely honed skills and deadly accuracy to enforce the law wherever they go.
Archetype: | Marksman |
Fighting Style: | Archery, Melee Marksman |
Exploits: | inquisitive eye, precision strike, pinning shot, trick shot |
Feats: | Alert, Alt Sharpshooter, Observant |
Sage
Sages are wandering guardians of peace and prosperity who are raised from birth to wield their psionic potential in battle. Sages are pacifists who only use violence as a last resort.
Archetype: | Mystic |
Fighting Style: | Blind Warrior, Versatile Fighting |
Exploits: | mighty leap, scholarly recall, warding strike, defensive stance, heroic will |
Feats: | Alert, Resilient (Wisdom), Sentinel |
Vanguard
You will lead a charge into fortified enemy lines or stand strong against terrifying monsters. You attack with abandon looking to slay your foes with deadly speed and power.
Archetype: | Champion |
Fighting Style: | Brawling, Great Weapon Fighting |
Exploits: | brace up, hurl, lunge, mighty thrust, thunderous blow |
Feats: | Crusher, Durable, Tough |