Punti Ferita
Competenze
Caratteristiche di Classe
Livello 1
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Livello 15
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Livello 17
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Livello 2
Livello 20
Livello 3
Livello 4
Livello 5
Livello 6
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Livello 9
Competenze
light
medium
heavy
shield
simple
martial
Equipaggiamento Iniziale
Caratteristiche di Classe
Fighting Style (Level 1)
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Second Wind (Level 1)
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge (Level 2)
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Martial Archetype (Level 3)
At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Martial Versatility (Level 4)
4th-level fighter optional feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
Replace a fighting style you know with another fighting style available to fighters.
If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Ability Score Improvement (Level 6)
When you reach 6th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Martial Archetype feature (Level 7)
At 7th level, you gain a feature granted by your Martial Archetype.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Indomitable (Level 9)
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Martial Archetype feature (Level 10)
At 10th level, you gain a feature granted by your Martial Archetype.
Extra Attack (2) (Level 11)
At 11th level, you can attack three times whenever you take the Attack action on your turn.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Indomitable (two uses) (Level 13)
At 13th level, you can use Indomitable twice between long rests.
Ability Score Improvement (Level 14)
When you reach 14th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Martial Archetype feature (Level 15)
At 15th level, you gain a feature granted by your Martial Archetype.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Action Surge (two uses) (Level 17)
At 17th level, you can use Action Surge twice before a rest, but only once on the same turn.
Indomitable (three uses) (Level 17)
At 17th level, you can use Indomitable three times between long rests.
Martial Archetype feature (Level 18)
At 18th level, you gain a feature granted by your Martial Archetype.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (3) (Level 20)
At 20th level, you can attack four times whenever you take the Attack action on your turn.
Multiclasse
Requisiti Multiclasse
- DEX: 13 o STR: 13
Competenze Ottenute
Sottoclassi
Caratteristiche Sottoclasse
Adamant
Adamant (Level 3)
Adamants are warriors who have honed their sense of self into a palpable force, fortifying their physical bodies with their diamond will. They refine themselves to be faster, stronger, better; realizing their potential through psionically mastered ego.
The monks of Adar first developed the martial and mental traditions necessary to become an adamant centuries before the arrival of the Kalashtar. Today, the ideal of the adamant self has spread across Sarlona, both within the Riedran empire and to those who oppose it. The Kalashtar and other Adaran immigrants have also brought the techniques used to become an adamant with them to Khorvaire.
Psionics
When you reach 3rd level, you realize your psionic potential, gaining the use of talents and augments, the rules for which appear in Chapter 4 of the Psion's Primer. Psionic powers are magical effects.
Psionic Talents
A psionic talent is a psionic power that is a cantrip spell. You learn two psionic talents: battle trance and one of your choice from the adamant talent list. You learn an additional adamant talent once you reach 10th level.
Augments
An augment is a psionic power that augments a psionic talent. You must be focusi ng on an augment's corresponding psionic talent in order to manifest it. You know two 1st-level powers that augment the adamant talents you know.
The Augments Known column of the Adamant Psionics table shows when you learn more augments of your choice. When the table indicates that you learn a new augment, you may only choose a power that augments one of the adamant talents you know. Each of these powers must have a psi cost no greater than your psi limit (see below).
For instance, when you reach 7th level in the fighter class, you learn one new psionic power that augments an adamant talent you know, and the power you choose can have a minimum psi cost of up to 4.
Additionally, when you gain a level in this class, you can choose to replace one of your existing powers that augments an adamant talent you know and replace it with another power that augments any adamant talent you know. The new power must have a minimum psi cost of no higher than your psi limit at the time you learn it.
Psi Points
You have an internal reservoir of psionic energy represented by psi points. You must spend psi points from this reserve to manifest a psionic augment.
The number of psi points you have is based on your fighter level, as shown in the Psi Points column of the Adamant Psionics table. The number shown for your level is your psi point maximum. When expending psi points to manifest an augment, you cannot reduce your current psi points to below 0. Your psi point total returns to your maximum when you finish a long rest.
Psi Limit
Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to manifest a psionic augment. The limit is based on your fighter level, as shown in the Psi Limit column of the Adamant Psionics table. For example, as a 7th-level fighter, you can spend no more than 4 psi points when manifesting a psionic augment, no matter how many psi points you have.
Psionic Ability
Charisma is your psionic ability for your adamant powers. You use your Charisma modifier when setting the saving throw DC for an adamant power or when making an attack roll with one.
Power
Power
Adamant Talents
Below is a list of psionic talents available to Adamants.
Strength of Self
Starting at 3rd level, you gain proficiency with Charisma saving throws. Adamants possess a deep understanding of the mind, and learn to meditate on their ego to reinforce their sense of self.
Battlemind (Level 7)
Beginning at 7th level, whenever you use your action to cast a psionic talent, or to produce an effect described in a psionic talent, you may make one weapon attack as a bonus action.
Psychic Warrior (Level 10)
At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your psionic abilities. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a psionic power you use on it before the end of your next turn.
Mettle (Level 15)
Beginning at 14th level, you can endure assaults to your vitality and ego. When you are subjected to an effect that allows you to make a Constitution or Charisma saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Immortal Will (Level 18)
Starting at 18th level, you can draw on your psionic potential to survive life-threatening injury. At the end of your turn while at 0 hit points, you may spend 6 psi points to regain a use of your Second Wind feature (as if you had taken a short rest) and immediately use that feature, requiring no action. If you do, you regain an additional 20 hit points.
Adventurer
Adventurer (Level 3)
An adventurer is a well rounded fighter that specializes in preparation. They are resourceful survivors that excel at tackling a wide range of situations with preparation.
They are generalists who are always useful to have around. They come from any walk of life, sharing only a spirit of adventure and knack for being useful.
Improvised Resources
Starting at 3rd level, you excel at making do with whatever you can get your hands on. During a long rest, you can create two potions of healing, 1st level spell scrolls (selecting a spell from the Druid or Wizard list), or adventuring gear items worth less than 5 gold pieces each, assembled out of miscellaneous items you pick during the day.
Any scroll or potion created this way expires if not used by the next time you complete a long rest. You can cast scrolls created this way without a check, as if the scroll was on your spell list. If a scroll requires a spellcasting modifier, you use your Intelligence or Wisdom (your choice). Scrolls created this way cannot be copied or used in crafting.
The number of items you can create this way increases to 3 items at 9th level, and 4 items at 15th level. The quality of items you can create increases at 7th level, 10th level, 13th level, and 16th level as shown on the table below (you can still choose to make items of lower level when gaining higher level options).
| Level | Improvised Potion | Scroll Level | Item Value |
|---|---|---|---|
3rd | 1st Level | 5 gp | |
7th | Any Uncommon Potion | 2nd Level | 10 gp |
10th | 2nd Level | 30 gp | |
13th | 3rd Level | 40 gp | |
16th | Any Rare Potion | 3rd Level | 50 gp |
19th | 4th Level | 60 gp |
Kibble's Alchemy Integration
If using Kibbles' Alchemy, you can make any uncommon/rare oil, concoction, or explosive in place of an uncommon/rare potion.
Well Rounded
Additionally at 3rd level, you learn two additional skills, tools, or languages of your choice. You learn one additional skill, tool, or language of your choice at 9th and 15th level.
Adventurer Quirks
The following are some optional quirks for a player of this Archetype to choose from—these can be either preexisting, signaling their fated path toward this Archetype, or appear after they select this Archetype.
| d6 | Quirk |
|---|---|
1 | You believe healing potions do a better job of rehydrating than water. |
2 | Your armor is barely visible beneath all your satchels and pouches. |
3 | The wizard doesn't like that you scribe your scrolls in crayon. |
4 | What's the point in exploring if not for the sweet treasure. |
5 | You love swapping stories of adventures in the tavern. |
6 | You have grand plans for retirement once you finally hang up your sword. |
Resourceful Talents (Level 7)
Starting at 7th level, you can find small breaks in the flow of battle to drink potions. You can drink any potion that would normally require an action as a bonus action.
Additionally, you can attempt to cast spell scrolls that would normally be unintelligible to you. When doing so, you automatically succeed if the DC of the required spellcasting check is less than 10 + your proficiency bonus, otherwise you roll 1d20 + your proficiency bonus in place of making a spellcasting check, unless your spellcasting check would be higher.
Acquired Knack (Level 10)
At 10th level, you can select one of the following abilities:
Survival Skills (Level 15)
Starting at 15th level, you can add half your proficiency bonus, rounded down, to your initiative checks, and to any saving throw you don't already add your proficiency to. Additionally, you gain a climbing and swimming speed equal to your walking speed.
Adventurer´s Intuition (Level 18)
Starting at 18, you have survived so many dangerous situations and seen every trick in the book. At key moments, your intuition kicks in. When you make an attack roll, saving throw, or ability check, you can replace the roll with your Fighter level. You can use this after you roll, but before you know the outcome. Once you do this, you cannot do so again until you complete a short or long rest.
Anime Swordsman
Gloating Monologue (Level 3)
Modified version of the original anime swordsman by Turk.
When you choose this archetype at 3rd level, as a Bonus action on your turn you can loudly and deliberately make a long-winded monologue aimed at a creature explaining exactly how you've just gained the upper hand and have been holding back in some ridiculous and obscure way. Make a Charisma (Intimidation) or (Performance) check contested by the target's passive Wisdom (Insight). If you succeed, you have advantage on the next melee attack you make against the target creature on this turn.
Haunted Yet Convenient Past (Level 3)
At 3rd level, you gain proficiency in Intimidation or Performance (your choice).
Improved Haunted Yet Convenient Past (Level 6)
Starting at 6th level, you gain proficiency in Intimidation or Performance (your choice). If you are already proficient, gain expertise in that skill instead.
This Isn't Even My Final Form (Level 7)
At 7th level, you unlock an even higher form of power. As an action on your turn you may transform, gaining the following benefits for the next minute:
AC increases by 1
Walking speed increases by 10ft
Jump distance is tripled
This transformation becomes more powerful the longer you go without using it. For each round you don't transform in combat, you gain a stacking +1 modifier to attack and damage rolls up to a maximum of +3. Additionally, you may make one melee attack as part of the transformation action.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Why Do I Hear Boss Music? (Level 10)
Starting at 10th level. If you drop to 0 Hit Points and don't die outright, you can make a DC 10 Performance or Intimidation check. If you succeed, you drop to 1 hit point instead as your dramatic theme song fills the air.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Unlocked Potential (Level 15)
Starting at 15th level, you gain a climbing speed equal to your current walking speed. This benefit works even when moving up or across completely flat, smooth surfaces, but only in short bursts; you fall if you end your turn on or against a surface and nothing else is holding you aloft. Additionally, your transformation now grants you a flying speed equal to your walking speed, and the stacking modifier no longer has a limit.
You're Already Dead (Level 18)
Starting at 18th level, you have learned an bullshit ancient technique passed down through the generations. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you may mark them with your blade. A creature can only be marked once whenever you take this action.
At the end of your turn, all creatures marked this way must make a Constitution saving throw. (DC is 8 + proficiency + charisma modifier). Those who fail are reduced to 0 hit points, those who succeed take 10x your weapon damage.
Once you use this feature, you must complete a long rest before you can use it again.
Arcane Archer
Arcane Archer (Level 3)
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
Arcane Archer Lore
At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.
Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC is calculated as follows:
Arcane Shot
Magic Arrow (Level 7)
At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
Curving Shot (Level 7)
At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Additional Arcane Shot Option (Level 7)
You gain an additional Arcane Shot option of your choice when you reach 7th level.
Additional Arcane Shot Option (Level 10)
You gain an additional Arcane Shot option of your choice when you reach 10th level.
Ever-Ready Shot (Level 15)
Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.
Additional Arcane Shot Option (Level 15)
You gain an additional Arcane Shot option of your choice when you reach 15th level.
Additional Arcane Shot Option (Level 18)
You gain an additional Arcane Shot option of your choice when you reach 18th level. Each option also improves when you become an 18th-level fighter.
Arcane Dead Shot
Arcane Dead Shot (Level 3)
An Arcane Dead Shot studies and modify a unique method of elven archery that weaves magic into attacks to produce supernatural effects. These elven techniques have been altered to suit the needs of a variety of races and cultures that aren't as fixated with bows, allowing these fighters to turn any kind of ammunition into a vessel for magic that harms and debilitates their enemies. Requiring both a mastery of ranged combat and an understanding of the arcane arts, Arcane Dead Shot stand out as versatile and effective sharpshooters.
Arcane Dead Shot Lore
At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.
Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see 'Arcane Shot Options' below) and when you attack with a weapon that uses ammunition, you can use your Intelligence modifier, instead of Dexterity.
Once per turn when you fire an ammunition from a ranged weapon as part of the Attack action, you can apply one of your Arcane Shot options to that ammunition. You decide to use the option when the ammunition hits a creature, unless the option doesn't involve an attack roll. You have 1 use of each option, and you regain all expended uses when you finish a long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th. Each option also improves when you become a 10th and 18th-level fighter.
If an option requires a saving throw, your Arcane Shot save DC equals:
Arcane Shot
Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
- Banishing Shot
You use abjuration magic to try to temporarily banish your target from this plane. If the shot hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 10th level in this class, a target also takes 1d6 force damage when the ammunition hits it and the damage increases to 2d6 at 18th level.
- Beguiling Shot
Your enchantment magic causes this shot to temporarily beguile its target. Choose one of your allies within 30 feet of the target. The creature hit by the ammunition takes an extra 2d6 psychic damage, and must succeed on a Wisdom saving throw or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The attack and psychic damage can be non-lethal
The psychic damage increases to 3d6 when you reach 10th level in this class and 4d6 at 18th level.
- Bursting Shot
You imbue your shot with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the shot hits the creature, the target and all other creatures within 15 feet of it take 2d6 force damage each.
The force damage increases to 3d6 when you reach 10th level in this class and 4d6 at 18th level.
- Enfeebling Shot
You weave necromantic magic into your shot. The creature hit by the shot takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks or magical effects is halved until the start of your next turn.
The necrotic damage increases to 3d6 when you reach 10th level in this class and 4d6 at 18th level.
- Grasping Shot
When this shot strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the shot takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves or is moved 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this arcane shot option again.
The poison damage and slashing damage both increase to 3d6 when you reach 10th level in this class and 4d6 at 18th level.
- Piercing Shot
You use transmutation magic to give your shot an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the shot fires forward in a line that is 1 foot wide and 60 feet long, before disappearing. The shot passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the shot, plus an extra 1d6 force damage. On a successful save, a target takes half as much damage.
When you reach 10th level in this subclass the range increases to 120 feet. At 18th level the force damage increases to 2d6.
- Seeking Shot
Using divination magic, you grant your ammunition the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The ammunition flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the ammunition to travel to the target, the target must make a Dexterity saving throw. Otherwise, the ammunition disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the ammunition, plus an extra separate 1d6 of the weapons damage type, and you learn the target's location for the next 8 hours. On a successful save, the target takes half as much weapon damage, no extra damage and you don't learn its location.
The extra weapon damage impacts again for another 1d6 when you reach 10th level in this class and a total of three times at 18th level.
- Shadow Shot
You weave illusion magic into your ammunition, causing it to occlude your foe's vision while they are disoriented by strange sounds. The creature hit by the ammunition takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see or hear anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 3d6 when you reach 10th level in this class and 4d6 at 18th level.
Curving Shot (Level 7)
At 7th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with a magical piece of ammunition and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Additional Arcane Shot Option (Level 7)
At 7th level, you learn another Arcane Shot option of your choice.
Additional Arcane Shot Option (Level 10)
At 10th level, you learn another Arcane Shot option of your choice.
Ever-Ready Shot (Level 15)
Starting at 15th level, your arcane shot will be available in the most difficult moments of combat. You have two uses of each shot and regain both on a short or long rest.
Additional Arcane Shot Option (Level 15)
At 15th level, you learn another Arcane Shot option of your choice.
Additional Arcane Shot Option (Level 18)
At 18th level, you learn another Arcane Shot option of your choice.
Arcane Marksman
Arcane Marksman (Level 3)
An Arcane Marksman studies a unique method of archery that weaves magic into attacks to produce supernatural effects. These techniques are the favorite of a variety of expert marksmen, including elite elven sentinels, dwarven gnoll hunters, and a number of well-known mercenaries. These fighters can turn a simple arrow, bolt or even sling bullet into a vessel for magic that harms and debilitates their enemies. Requiring both a mastery of ranged combat and an understanding of the arcane arts, Arcane Marksmen stand out as versatile and effective sharpshooters.
Arcane Marksman vs Arcane Archer
This subclass is a replacement of the Arcane Archer presented in Xanathar's Guide to Everything, which dissatisfied me in a number of significant ways, including being bow-only and having highly limited usages of its core identifying feature. So, I designed this to fix my issues with the subclass, and polished up some other aspects along the way, as well as generalizing the flavor away from being elf-centric. Here's some of my thoughts on the changes I've made, which also serves as a changelog from the XGE version:
Name switched to Arcane Marksman to distinguish from the regular XGE version and to make the archetype more clearly not restricted to bows.
I assume the elven lore connection is a Forgotten Realms thing. I've gone and made the archetype setting agnostic. This is also why they get just Arcana proficiency rather than nature/arcana.
Magic Arrow and Arcane Shot were combined into one feature, as they were not really that separate anyway. The bows-only restriction has been lifted (here and in subsequent features), as that was pretty much totally arbitrary. Now you can have arcane crossbowmen and slingers too.
Number of arcane shots per rest was increased to Intelligence Modifier, to promote investing in Int and also promote use of the Arcane Archer's iconic feature. This also means that the extra damage per shot needs to be lower than with 2/rest, so I've bumped them down to 1d6/2d6.
60ft on Curving Shot seemed kind of excessive, I think 30ft fits the flavor a bit better without significantly impacting the power level.
Ever-Ready Shot was buffed, since you now have more uses but each individual shot is weaker. Also added an ammo ribbon to it.
The original subclass was missing a 10th level feature (regardless of what the designers say on Twitter), so Forceful Shot was added. The feature is not directly useful to you (disadvantage on ranged vs prone), but adds anti-flying and teamwork utility.
All references to "arrows" were changed to "shot" to allow any ammunition to be used.
Piercing Shot's extra damage was flipped to Force (ironically, given its name) as it seems more fitting for an ethereal attack.
Seeking Shot's extra damage was flipped to Piercing, as Force damage seemed unfitting for a divination effect.
Basic Arcana
At 3rd level, studying the techniques required to produce your arcane shots has taught you basic magic. You gain proficiency in Arcana, and learn the prestidigitation cantrip.
Arcane Shot
When you choose this archetype at 3rd level, you gain the ability to infuse your shots with magic. Whenever you fire a nonmagical piece of ammunition from a ranged weapon, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the shot immediately after it hits or misses its target.
Additionally, you learn two Arcane Shot options of your choice (see the "Arcane Shot Options" section). Once per turn when you fire a magical piece of ammunition from a ranged weapon as part of the Attack action, you can apply one of your Arcane Shot options to that shot. You decide to use the option when the attack hits a creature, unless the option doesn't involve an attack roll. You have a number of uses of this ability equal to your Intelligence modifier, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Curving Shot (Level 7)
At 7th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with a magical piece of ammunition and miss, you can use a bonus action to reroll the attack roll against a different target within 30 feet of the original target.
Additional Arcane Shot Option (Level 7)
At 7th level, you learn another Arcane Shot option of your choice.
Forceful Shot (Level 10)
Beginning at 10th level, when you hit a creature with an Arcane Shot, you can spend an additional use of Arcane Shot to knock the target prone.
Additional Arcane Shot Option (Level 10)
At 10th level, you learn another Arcane Shot option of your choice.
Ever-Ready Shot (Level 15)
Starting at 15th level, your marksmanship is always ready for a fight. When you roll initiative, you regain one use of Arcane Shot. If you have no uses remaining, you regain two uses of it instead.
Additionally, you can conjure 30 pieces of ammunition as a bonus action, which disappear after 1 minute. You choose the type of ammunition, which is magical, and appears in your quiver or equivalent container.
Additional Arcane Shot Option (Level 15)
At 15th level, you learn another Arcane Shot option of your choice.
Additional Arcane Shot Option (Level 18)
At 18th level, you learn another Arcane Shot option of your choice.
Arcane Marksman (Variant Fighter)
Arcane Marksman (Level 3)
The archetypal arcane marksman has spent significant time off the battlefield, in rigorous study of eldritch texts and spellcasting manuals. They have no eschewed their martial talents entirely, instead choosing to augment that talent with magical power delivered at a distance.
Spell Shots
You've learned a unique set of arcane maneuvers. You have access to all the Spell Shots listed below, but must spend time to prepare them. Spell Shot that are prepared can be used in the same way as any other maneuver. Each of these maneuvers enhances a ranged attack you make as part of the Attack action.
Spell Shot: Banish
This shot becomes imbued with abjuration magic. On a hit, you create a ward that hinders the target's attacks. Until the end of its next turn, any nonmagical weapon attacks made by the target don't add its Strength or Dexterity modifier to damage dealt.
Superiority. The target must succeed on a Charisma saving throw or be banished to a demiplane. While banished this way, its speed is 0 and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space.
Spell Shot: Brute Bane
This shot becomes imbued with necromantic magic. On a hit, an ethereal veil surrounds the target, preventing it from regaining hit points until the start of its next turn.
Superiority. The target takes an additional 1d8 necrotic damage. In addition, it must succeed on a Constitution saving throw. On a failed save, the target deals half as much damage with its weapon attacks until the start of your next turn.
Spell Shot: Bursting
This shot becomes imbued with evocation magic. On a hit, the projectile splinters and deals 1d4 force damage to another creature of your choice within 5 feet of the target.
Superiority. Instead of splintering, the projectile bursts. Each creature within 10 feet of the target takes 1d8 force damage.
Spell Shot: Charming
This shot becomes imbued with enchantment magic. On a hit, choose an ally you can see within 30 feet of the target. The affected creature has disadvantage on attack rolls against that ally until the end of its next turn.
Superiority. The target takes an additional 1d8 psychic damage. It must then succeed on a Wisdom saving throw or become charmed by the chosen ally.
Spell Shot: Grasping
This shot becomes imbued with conjuration magic. On a hit, the target must make a Strength saving throw. On a failed save, its movement speed is reduced by half until the end of its next turn.
Superiority. This shot deals an additional 1d8 slashing damage as brambles form around the target, which last for 1 minute. The target takes 1d8 slashing damage the first time it moves 1 foot each turn. The target or any creature that can reach it can use its action to remove the brambles early with a successful Strength (Athletics) check against your maneuver save DC.
Spell Shot: Ethereal
This shot becomes imbued with transmutation magic. The attack ignores all but full cover.
Superiority. Instead of choosing a target for this attack, this shot fires in a line that is 1-foot-wide and 30-feet-long. The shot passes harmlessly through objects and ignores cover. Make a single attack roll, and compare it to the AC of each creature in the area, to determine which creatures are hit by the attack. Each creature in the area, hit or miss, takes 1d8 force damage as well.
Spell Shot: Shadow
This show becomes imbued with illusion magic. On a hit, the creature suffers from disadvantage on ability checks that rely on sight until the start of its next turn.
Superiority. Each creature within 10 feet of the target must make a Wisdom saving throw. On a failed save, affected creatures take 1d8 psychic damage and are unable to see anything more than 5 feet away until the start of your next turn.
During a short or long rest, you can prepare up to two Spell Shot. You can prepare an additional Spell Shot maneuver at 7th, 10th, 15th, and 18th level.
The saving throw for these maneuvers is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier
Archer Lore
You gain proficiency in one of the following skills of your choice: Arcana, Nature, or Perception.
Utility Projectile (Level 7)
You can create useful, non-offensive effects by imbuing your shots with magic. You can use your action to imbue a thrown weapon or piece of ammunition and launch it at a point you can see within range of that weapon, creating one of the following effects of your choice:
Additional Spell Shot (Level 7)
At 7th level, you learn another Spell Shot option of your choice.
Curving Shot (Level 10)
When you make an attack roll with a Spell Shot maneuver and miss, you can use a bonus action to reroll the attack roll against a different target you can see within 30 feet of the original target.
Additional Spell Shot (Level 10)
At 10th level, you learn another Spell Shot option of your choice.
Celestial Shot (Level 15)
You can channel the divine magic of the sky into your shots. You can use your action to imbue a thrown weapon or piece of ammunition and launch it into the air, creating one of the following effects of your choice where the shot impacts, or after it has traveled 60 feet:
Additional Spell Shot (Level 15)
At 15th level, you learn another Spell Shot option of your choice.
Ever-Forceful Shot (Level 18)
When you roll initiative, you regain one use of superiority. Your Spell Shot arcane maneuvers deliver a more impactful blow. Creatures hit by the attack made as part of the maneuver take an additional 1d8 damage.
Additional Spell Shot (Level 18)
At 18th level, you learn another Spell Shot option of your choice.
Armiger
Armiger (Level 3)
Armigers take pride in their armor and learn to use it to deflect attacks that might otherwise prove lethal. Masters of defense, these fighters create, mend, and maintain their own shields and suits of armor. Where many warriors enter battle hoping to make quick work of their enemies, Armigers focus on outlasting their foes rather than quickly dispatching them.
Fighting Style
When you choose this archetype at 3rd level, you gain a defensive combat specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Ironclad
Also at 3rd level, you are practiced in the discipline of creating and maintaining armor. You gain proficiency with leatherworker's tools'24, smith's tools'24, and weaver's tools'24.
In addition, your ability to get the most out of your armor is represented by a pool of d6s equal to your fighter level. When you take damage other than psychic while you are wearing armor, you can roll one of these dice and reduce the damage you take by the result (to a minimum of 0).
You regain all expended dice in this pool when you finish a long rest'24.
Defensive Fighting (Level 7)
Starting at 7th level, you get a special reaction in addition to your normal reaction. You can use this special reaction only to make an opportunity attack or use a reaction granted by one of your Fighting Styles, and you can't use it on the same turn that you use your normal reaction. Once you use this special reaction, you can't use it again until the start of your next turn.
Mithrilclad (Level 10)
Starting at 10th level, the dice granted by your Ironclad feature become d8s. You also gain an additional fighting style of your choice from those listed at 3rd level for this archetype.
Ringing Rebuke (Level 15)
Starting at 15th level, when you use your Ironclad dice to reduce damage from a melee attack, the attacker takes bludgeoning damage equal to the result of the die.
Adamantclad (Level 18)
Starting at 18th level, the dice granted by your Ironclad feature become d10s.
Additionally, when you finish a short rest'24, you can choose to regain half your level in expended dice from your Ironclad feature. Once you regain dice in this way, you can't do so again until you finish a long rest'24.
Banneret
Banneret (Level 3)
Also known as warlords, sergeants, or knight-commanders, bannerets are leaders on the battlefield, commanding and inspiring their allies through their heroism. Bannerets are not generals who sit and command from afar, they command from the front, fighting alongside their soldiers and allies in the midst of battle.
Morale (Level 3)
You are able to inspire and bolster your comrades in battle, using special dice called morale dice. To do so, you use a bonus action on your turn to choose one creature other than yourself within 30 feet of you who can see or hear you. That creature gains one Morale die, a d4, and temporary hitpoints equal to your fighter level + your Charisma modifier.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one attack roll, weapon damage roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Morale die, but must decide before the DM says whether the roll succeeds or fails.
Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Morale die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
Once the Morale die is rolled, or the creature loses its temporary hitpoints, it is lost. If the creature's temporary hitpoints are overwritten by another source, the creature keeps the Morale die until rolled. A creature can have only one Morale die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.
Leadership (Level 3)
From 1st level, as an action you can cause your body to fall into a catatonic state for up to a minute, for which time your consciousness is transferred to your soul. You are aware of your surroundings as though you were in the soul's space. You can't take actions or reactions, but you can move the soul, which is ethereal and has a flying speed of 30 feet. For the duration, your soul can move up to 120 feet from you. You can end the effect at any time, causing your soul to immediately return to you. Once you have used this feature, you cannot do so again until you have finished a short or long rest.
Hold the Line (Level 7)
Beginning at 7th level, you can rally your allies even in the most dire of situations. When you use your Second Wind feature, you can expend one of your uses of Morale to rally your allies. When you do so, roll a morale die, and each friendly creature within 30 feet of you that can see or hear you regains hitpoints equal to the number rolled + your fighter level.
Additionally, when a friendly creature within 30 feet of you falls unconscious, you can use your reaction to expend one use of Morale and move up to your speed towards that creature. Roll a Morale die, the target regains hitpoints equal to the number rolled times the number of opportunity attacks you provoked by this movement (1, if no opportunity attacks were provoked).
Commander's Gambit (Level 10)
Starting at 10th level, you can lead your allies in daring assaults upon your enemies. As an action, you can expend one of your uses of Morale and make a weapon attack, rolling a Morale die and adding the number rolled to the attack roll. If the attack hits, you can immediately command your allies to attack. When you do so, choose a number of allies within 30 feet of you equal to your Charisma modifier (a minimum of 1). The chosen creatures can each use their reaction to make one weapon attack against the target.
Fearless Leader (Level 15)
Starting at 15th level, your fearless presence emboldens your allies. You, friendly creatures within 10 feet of you, and creatures with a Morale die from you can't be frightened while you are conscious.
Warlord (Level 18)
Beginning at 18th level, you are a dominating presence in battle, striking fear into your enemies and courage into your allies. Your morale dice become d6s.
Additionally, when you score a critical hit, the target becomes frightened of you until the start of your next turn, and you regain 1 use of Morale.
Banneret
Banneret (Level 3)
A banneret inspires greatness in others by committing brave deeds in battle. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, the banneret's actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Champion and Purple Dragon Knight
This subclass combines the Champion and Purple Dragon Knight martial archetypes into a single player option, replacing both of them at once.
Improved Critical
3rd-level Banneret feature
Your weapon attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Rallying Cry
3rd-level Banneret feature
You know how to inspire your allies to fight on past their injuries.
When you use your Second Wind feature, you can choose up to three allies within 60 feet of you. Each ally regains hit points equal to your fighter level, provided that the creature can see or hear you.
Graceful Leader (Level 7)
7th-level Banneret feature
You gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, Performance, Persuasion, or Survival.
Your strong willpower also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Additional Fighting Style (Level 10)
10th-level Banneret feature
You can choose a second option from the Fighting Style class feature.
Inspiring Surge (Level 10)
10th-level Banneret feature
When you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
Bulwark (Level 15)
15th-level Banneret feature
You can extend the benefit of your Indomitable feature to an ally. When an ally within 60 feet of you fails a saving throw, you can use your reaction and expend one use of Indomitable to allow the ally to reroll its saving throw.
Superior Critical (Level 15)
15th-level Banneret feature
Your weapon attack rolls score a critical hit on a roll of 18-20 on the d20.
Survivor (Level 18)
18th-level Banneret feature
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Barrier
Barrier (Level 3)
Warriors who draw power from the tropical waters, Barriers harness the primal magic of the reef to don a spiked armor made of living creatures. Because of their connection to the natural world and potent martial prowess, Barriers are commonly fielded as champions and defenders among coastal cultures for their unbreakable endurance and ability to defend their companions.
Mantle of Coral
Upon taking this archetype at 3rd level, you can use a bonus action on your turn to create a suit of magical living armor around you, which lasts for 1 minute. You can create this armor on top of any existing armor you are wearing. While you have this armor, you gain the following benefits:
Your AC can't be less than 16.
If a creature within 5 feet of you hits you with a melee attack, the creature takes 1d4 piercing damage. This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The first time a creature takes this damage on a turn, its speed is reduced by 10 feet until the end of its next turn.
You can use this feature twice, and regain all expended uses of it when you finish a short or long rest.
Expel Toxin
Also at 3rd level, you take on the natural healing properties of coral, and can use it to expel yourself of poisons. When you regain hit points using your Second Wind feature while your Mantle of Coral is active, your armor deals an additional 1d6 poison damage until the start of your next turn, and you become cured of one disease or poison affecting you.
Fed by the Sun (Level 7)
At 7th level you can draw upon the light of the sun to nourish and sustain yourself. If you spend 1 hour in bright sunlight, you regain hit points equal to your Constitution modifier (minimum of 1 hit point), and gain enough nourishment to sustain yourself for one day.
Bristling Defense (Level 10)
Starting at 10th level, when a creature within 5 feet of you that you can see hits you with a melee attack while your Mantle of Coral is active, you can use your reaction to conjure bristling spines from your armor. You halve the attack's damage against you, and the attacker takes additional damage from your armor equal to your fighter level.
Frenzied Swarm (Level 15)
Beginning at 15th level, you can manifest creatures of the reef from your living armor to aid you in battle. As an action while your Mantle of Coral is active, you can conjure a swarm of quippers, which appears in your space (the DM has the creature's game statistics).
When conjured in this way, the swarm can breathe air and water, has a flying speed equal to its swimming speed, and appears with temporary hit points equal to twice your fighter level. Additionally, the swarm adds your Constitution modifier to attack and damage rolls it makes, and its attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When the swarm deals damage to a creature, the creature's movement speed is reduced by 10 feet until the end of the creature's next turn.
The swarm obeys your verbal commands (no action required by you), and shares your initiative in combat, but takes its turn immediately after yours. The swarm disappears when it drops to 0 hit points or when your Mantle of Coral ends.
Once you use this feature, you can't use it again until you finish a long rest.
Barrier Reef (Level 18)
At 18th level, your Mantle of Coral increases in potency and protective power. When you activate your Mantle of Coral, you gain temporary hit points equal to your fighter level, which last until your Mantle of Coral ends. Additionally, the piercing damage from your armor increases to 2d4, and a creature that takes this damage has its movement speed reduced to 0 feet until the end of its next turn.
Barrier
Barrier (Level 3)
Warriors who draw power from the tropical waters, Barriers harness the primal magic of the reef to don a spiked armor made of living creatures. Because of their connection to the natural world and potent martial prowess, Barriers are commonly fielded as champions and defenders among coastal cultures for their unbreakable endurance and ability to defend their companions.
Mantle of Coral
Upon taking this archetype at 3rd level, you can use a bonus action on your turn to create a suit of magical living armor around you, which lasts for 1 minute. You can create this armor on top of any existing armor you are wearing. While you have this armor, you gain the following benefits:
Your AC can't be less than 16.
If a creature within 5 feet of you hits you with a melee attack, the creature takes 1d4 piercing damage. This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The first time a creature takes this damage on a turn, its speed is reduced by 10 feet until the end of its next turn.
You can use this feature twice, and regain all expended uses of it when you finish a short or long rest.
Expel Toxin
Also at 3rd level, you take on the natural healing properties of coral, and can use it to expel yourself of poisons. When you regain hit points using your Second Wind feature while your Mantle of Coral is active, your armor deals an additional 1d6 poison damage until the start of your next turn, and you become cured of one disease or poison affecting you.
Fed by the Sun (Level 7)
At 7th level you can draw upon the light of the sun to nourish and sustain yourself. If you spend 1 hour in bright sunlight, you regain hit points equal to your Constitution modifier (minimum of 1 hit point), and gain enough nourishment to sustain yourself for one day.
Bristling Defense (Level 10)
Starting at 10th level, when a creature within 5 feet of you that you can see hits you with a melee attack while your Mantle of Coral is active, you can use your reaction to conjure bristling spines from your armor. You halve the attack's damage against you, and the attacker takes additional damage from your armor equal to your fighter level.
Frenzied Swarm (Level 15)
Beginning at 15th level, you can manifest creatures of the reef from your living armor to aid you in battle. As an action while your Mantle of Coral is active, you can conjure a swarm of quippers, which appears in your space (the DM has the creature's game statistics).
When conjured in this way, the swarm can breathe air and water, has a flying speed equal to its swimming speed, and appears with temporary hit points equal to twice your fighter level. Additionally, the swarm adds your Constitution modifier to attack and damage rolls it makes, and its attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When the swarm deals damage to a creature, the creature's movement speed is reduced by 10 feet until the end of the creature's next turn.
The swarm obeys your verbal commands (no action required by you), and shares your initiative in combat, but takes its turn immediately after yours. The swarm disappears when it drops to 0 hit points or when your Mantle of Coral ends.
Once you use this feature, you can't use it again until you finish a long rest.
Barrier Reef (Level 18)
At 18th level, your Mantle of Coral increases in potency and protective power. When you activate your Mantle of Coral, you gain temporary hit points equal to your fighter level, which last until your Mantle of Coral ends. Additionally, the piercing damage from your armor increases to 2d4, and a creature that takes this damage has its movement speed reduced to 0 feet until the end of its next turn.
Barrow Guard
Barrow Guard (Level 3)
Command the Might of the Grave
Barrow Guards are warriors who harness the power of the dead, taking upon themselves spectral energies normally forbidden to the living. Some Barrow Guards are those returned from the dead through magical miracles or the whims of the gods. Others stand at the doors of sacred crypts, ready to push back any who attempt to desecrate the dead. No matter their origin, these stoic sentinels are unconcerned with matters of the living. They are separate, other, and duty-bound to their role as crypt-keepers, ensuring the dead—heroes and villains alike—remain at rest.
Death Knight
You house within you the lingering remnants of souls long-departed, and their knowledge and experience imbue you with necromantic energy. It is represented by Draugr Dice, which fuel powers you have from this subclass. The Barrow Guard Draugr Dice table shows the die size and number of these dice you have when you reach certain fighter levels.
| Fighter Level | Die Size | Number |
|---|---|---|
3rd | D6 | 4 |
5th | D8 | 6 |
9th | D8 | 8 |
11th | D10 | 8 |
13th | D10 | 10 |
17th | D12 | 12 |
Some of your powers expend a Draugr Die, as specified in a feature's description, and you can't use a power if it requires you to use a die when all your Draugr Dice are expended.
You regain one expended Draugr Die when you finish a short rest, and you regain all of them when you finish a long rest.
The save DC for any of your powers is 8 plus your Constitution modifier and proficiency bonus.
Dark Rider
As a bonus action, you manifest a ghostly steed that only you can mount. The steed uses the Warhorse stat block, but its creature type is Undead, it has resistance to bludgeoning, piercing, and slashing damage, and it can only take the Dash, Disengage, and Dodge actions. When the steed takes the Dash action, you can expend and roll a Draugr Die. During the movement from that action, the steed's speed increases by a number of feet equal to 5 times the number rolled. The steed vanishes after 1 hour, if reduced to 0 hit points, if you are incapacitated, or if you die.
Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Draugr Die (no action required) to restore your use of it.
Grave Guard
When you take damage, you can use your reaction to expend and roll a Draugr Die. Reduce the damage you take by the number rolled plus your Constitution modifier.
Soul Reaper
When you take the Attack action, you can forego one of your attacks to magically call forth ghostly hands around a creature within 60 feet of yourself. Expend and roll a Draugr Die. The target must make a Strength saving throw. On a failed save, it takes necrotic damage equal to the number rolled on the Draugr Die plus your Constitution modifier, and it has the grappled condition (escape DC = your Death Knight power save DC) for 1 minute. On a successful save, it takes half as much damage only.
Siphoning Souls (Level 7)
You can capture the fleeing essence of departing souls to glean knowledge and prowess. You gain the following benefits.
Mortal Coil
When an enemy that isn't a Construct or Undead within 30 feet of you dies, you can use your reaction to regain one expended Draugr Die.
Whisper of the Departed
When you make an ability check, you can expend and roll a Draugr Die and add the number rolled to the total.
Tomb Castellan (Level 10)
The powers of your Death Knight feature improve in the following ways.
Phantom Charger
The ghostly steed of your Dark Rider power now ignores Difficult Terrain. Additionally, when your steed takes the Dash, Disengage, or Dodge action, you can expend and roll a Draugr Die. Your steed magically teleports (with you if you're riding it) to an unoccupied space you can see within 60 feet of the steed. Each creature of your choice within 10 feet of the steed when it appears must succeed on a Constitution saving throw, taking Necrotic damage equal to the number rolled on the Draugr Die plus your Constitution modifier on a failed save or half as much damage on a successful one.
Death Knell
When you use your Grave Guard power in response to a creature damaging you, the creature takes Psychic damage equal to half the amount of damage the power reduced.
Spectral Shrieking
When a creature Grappled by your Soul Reaper power starts its turn, it takes Psychic damage equal to your Proficiency Bonus. When it does, you can take a Reaction to expend and roll a Draugr Die, adding the number rolled to the damage.
Grave Lord (Level 15)
You are no longer a mere vessel for spectral energy, but a lord of it. Your powers improve in the following ways.
On A Pale Horse
When you use your Dark Rider power, you can allow one creature of your choice to mount the steed in addition to you. Additionally, when you expend a Draugr Die during the steed's Dash action, it can move through solid objects and creatures as if they were difficult terrain (along with any riders). If the steed ends its turn inside a solid object, it and any riders take 1d10 force damage and are shunted to the nearest unoccupied space.
Sepulchral Shield
When you use your Grave Guard power, choose one of the triggering damage types. You have resistance to that damage type (including the triggering damage) until the start of your next turn.
Death Grip
A creature grappled by your Soul Reaper power is restrained until the grapple ends.
Might of the Necropolis (Level 18)
Your command of the secrets imparted to you is absolute. You gain the following benefits.
Eternal Vigil
You no longer suffer the effects of aging, you can't be magically aged, and you don't die of old age. In addition, you no longer require air, food, drink, or sleep.
Restless Dead
When you roll initiative, if you have fewer than 3 Draugr Dice, you regain expended dice until you have 3.
Battle Master
Battle Master (Level 3)
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
Student of War
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers
You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws
Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver
Maneuvers
The maneuvers are presented in alphabetical order.
Maneuver Options
3rd-level fighter optional feature
If you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters but also to characters who have a special feature like the Superior Technique fighting style or the Martial Adept feat.
Additional Maneuvers (Level 7)
At 7th level, you learn two additional maneuvers of your choice.
Additional Superiority Die (Level 7)
You gain another superiority die at 7th level.
Know Your Enemy (Level 7)
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Strength score
Dexterity score
Constitution score
Armor Class
Current hit points
Total class levels (if any)
Fighter class levels (if any)
Additional Maneuvers (Level 10)
At 10th level, you learn two additional maneuvers of your choice.
Improved Combat Superiority (d10) (Level 10)
At 10th level, your superiority dice turn into d10s.
Additional Maneuvers (Level 15)
At 15th level, you learn two additional maneuvers of your choice.
Additional Superiority Die (Level 15)
You gain another superiority die at 15th level.
Relentless (Level 15)
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Improved Combat Superiority (d12) (Level 18)
At 18th level, your superiority dice turn into d12s.
Battle Medic
Battle Medic Martial Archetype (Level 3)
Designed by Sam Becker
"I have been in situations where groups I have been assigned to don't have a source of magical healing, and some people take it upon themselves to do the dirty work of being the team medic for an outing. They are still capable warriors, as all adventurers should be. Their knowledge in medical practices have saved several lives. They've acted to patch up the wounded defenders of settlements and to care for the ones who barely return from the carnage of combat. At one point, I was miraculously brought back by one of these physicians. I thought I was gone, but perhaps fate has other plans for me. Even though they don't have any magical abilities to heal, I am grateful for those who persue this practice. I can be pretty brutal on their psyche, but they push through."
— Tyillah Valtyra
Medical Knowledge
You have been trained in the medical field extensively. You gain proficiency in the Medicine skill and with herbalism kits.
First Aid
You have learned to give immediate first aid to those who need it. You have a pool of d8s that you spend to fuel this healing. The number of dice in the pool is equal to your fighter level. As an action, you can heal one creature that you can see and touch, spending from the pool. The maximum number of dice you can spend at once equals your Wisdom modifier (minimum of one die).
Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
If you have a healer's kit on your person when you use this feature, you can expend one use of it to add your Wisdom modifier (minimum of 1) to the number of hit points a creature restores.
Your pool regains all expended dice when you finish a long rest.
Surgical Strike (Level 7)
At 7th level you have knowledge of vital points in a creature's body to strike. Once per turn, when you roll damage for a weapon attack and roll the highest number possible on at least one of the dice, you can roll one additional damage die and add the number rolled to the attack's damage roll.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a short or long rest.
Nerve Block Buffer (Level 10)
In the heat of the moment, you inject some numbing medicine to have someone feel less pain. Starting at 10th level when you use First Aid, you can give the creature you heal temporary hit points equal to the total amount of hit points restored. Once you use this feature, you can't use it again until you finish a short or long rest.
Don't Die On Me (Level 15)
Starting at 15th level you are able to get a fallen ally back in relative fighting shape. When you use First Aid on a creature that is at 0 hit points, instead of rolling, you use the maximum number possible for each die you spend.
Miracle Worker (Level 18)
You try to bring someone back from the clutches of death. You can try to resuscitate a creature who has been dead for no more than 10 minutes with 1 minute of work. You must expend two uses of a healer's kit you have on your person and make a DC 20 Wisdom (Medicine) check.
If the check is successful, the creature comes back to life with 1 hit point, but is unconscious for 1d6 hours. When the creature wakes up, they gain 1 level of exhaustion.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a long rest.
Big Game Hunter
Big Game Hunter (Level 3)
The inhospitable north is teeming with alpha predators, huge creatures that don't need vegetation to survive: their prey are the smaller creatures that prowl the tundra. Specialized hunters make these dangerous creatures their prey, training themselves in surviving in harsh conditions, dealing with hostile terrain, and tracking the large beasts to strike at the most opportune moments. These hunters might make copious amounts of coin from selling the beasts to an interested merchant, or they might lead less experienced hunters into the territory as a guide. Regardless, when a tremendous monster is bearing down on you, having a big game hunter can be the difference between life and death.
Cautious Attacker (Level 3)
When you choose this archetype at 3rd level, you are specially trained to fight massive foes. Gain the following benefits against creatures of Large size or larger:
Once during your turn, you can deal an additional 1d6 damage when you hit with a weapon attack. This increases to 1d8 at 10th level and 1d12 at 15th level.
You have advantage on ability checks made to escape from a grapple or avoid being trampled.
You have advantage on Strength or Dexterity saving throws triggered by nonmagical attacks of Huge or larger creatures.
Gain advantage on Intelligence (Nature) and Wisdom (Survival) checks when investigating their habitats.
Careful Defense (Level 7)
Starting at 7th level, you know the risks of a predator's devastating attacks, and you master the art of avoiding the most dangerous blows of your opponents. When you would suffer a critical hit by a foe's melee weapon attack, you can use a reaction to make the attack a normal hit instead. In addition, if the creature is Huge or larger, you can make a weapon attack against that creature as part of the reaction.
Coordinated Effort (Level 10)
At 10th level, you gain the ability to maximize the coordination of attacks with your allies. When you use Action Surge, all allies within 30 feet that can hear you may make a weapon attack as a reaction.
Beast Slayer (Level 15)
Starting at 15th level, you can use the extra damage dice from Cautious Attacker on each successful weapon attack rather than once per turn.
All or Nothing (Level 18)
Starting at 18th level, you learn how to make one last-ditch effort to bring down a foe. As a bonus action, you can expend up to 10 of your Hit Dice to bolster your next attack. If that attack hits, add the Hit Dice to the attack's damage. The Hit Dice are expended whether the attack hits or misses. These dice are not doubled on a critical hit. Immediately after the attack is resolved, you must make a Constitution saving throw with a DC of 10 + the number of Hit Dice expended. On a failed save, you fall unconscious with the effort for 1 minute. This ability cannot be used again until you complete a short or long rest.
Blade Breaker
Blade Breaker (Level 3)
Fighters who emulate the legends of the Blade Breaker strive to be the embodiment of change. Their blade and warrior's spirit are tools through which they project their will upon the world in the form of martial magic. Many who follow the Saga of the Blade Breaker are stubborn, and would sooner force reality itself to bend before their desires than change their ways. Some are idealists, who have a vision for a better world and would do anything to achieve it. Others are tyrants, and see the world as putty to be molded, and all its inhabitants as mere hindrances to their ultimate glory.
Martial Maneuvers
You have trained in the manner of heroes from the old sagas, and now you can perform certain martial maneuvers. A maneuver requires you to spend maneuver points to use it.
You know three maneuvers of your choice from the list below. You learn additional maneuvers at 5th, 9th, 13th, and 17th level. Each time you learn a maneuver, you can also replace one maneuver you know with a different one you can learn.
Maneuver Points
Channeling the heroes from the old sagas is no easy task, and your pool of maneuver points represents the limit of your abilities to do so. Your class level determines the number of maneuver points you have, as shown in the Maneuver Points column in the Blade Breaker Chart below. You regain all spent maneuver points at the end of a long rest.
Using Maneuvers
You can use one maneuver during each turn. Some maneuvers require concentration, as if concentrating on a spell, or certain conditions to use. Some maneuvers will require your target to make a saving throw to resist the maneuver's effects.
Martial Maneuver
Blade Breaker Maneuvers
These maneuvers can be used by anyone who studies the Blade Breaker saga. Tales of the Blade Breaker focus on his relentless determination, which granted him seemingly inexhaustible strength and a mystical ability to shape reality.
Stance of the Blade Breaker
At 3rd level, your martial training allows you to develop a battle stance, chosen from the list below. You gain an additional stance when you reach 7th, 10th, and 15th level in this class.
When you roll initiative, you can choose to enter one stance that you know. You can also change between stances you know as a bonus action.
Adamantine Bull
You crouch low to the ground, holding your weapon close to your body, prepared to charge. While in this stance, whenever a creature of your size or smaller hits you with a melee weapon attack, you can use your reaction to push it away. The creature that attacked you must succeed on a Strength saving throw or be pushed 5 feet away from you.
At 18th level, the creature is pushed up to 10 feet instead.
Iron Punisher
You hold your weapon overhead, preparing to bring your blade down like an executioner's axe, but leaving you open to attacks. While in this stance, your melee weapon attacks have advantage, but all attacks against you also have advantage.
Additionally, at 18th level, your melee weapon attacks deal an additional 2d6 damage while in this stance.
Steel Serpent
You shift your weight forward, poised to strike like a viper. While in this stance, your reach increases by 5 feet on your turn.
At 18th level, your reach increases even when it's not your turn.
Weightless Mithral
You shift your weight to the back of your feet and prepare to move at the slightest provocation. While in this stance, you have advantage on Dexterity saving throws.
Additionally, at 18th level, you can take the Dodge action as a bonus action.
Unyielding Determination (Level 7)
When you reach 7th level, your unshakable will allows you to persevere through any hardship. You have advantage on saving throws made during your turn.
Breaker of Minds (Level 10)
At 10th level, your prowess at shattering blades and armor extends to harming the will of your foes. If you are grappling a creature, you can spend a bonus action and up to 3 maneuver points. When you do, the grappled creature takes 1d6 psychic damage for each maneuver point you spent.
Adrenaline Rush (Level 15)
At 15th level, the thrill of battle resonates magically within your body. When you use your Second Wind, you also regain maneuver points equal to half your fighter level.
Blooded Clarity (Level 18)
At 18th level, when you become wounded, your senses heighten and your focus improves. While you have less than half your hit points, you add a d10 to the first attack roll or saving throw you make each turn.
Additionally, while you have less than half your hit points, maneuvers you use cost 1 less maneuver point to use (minimum 1 point).
Blood Archer
Blood Archer (Level 3)
Blood archers are cursed beings that should not exist. Birthed from nightmarish experiments by the Obitus Scholare, these hunters use a cursed method of archery, weaving their own blood into attacks to produce supernatural effects. Their powers come from tarblood, an amalgamation of hundreds of species' blood that was forcefully injected in the veins of hunters. Those who didn't die or go insane during the procedure became the first blood archers; only they and their descendants can wield this vicious power.
Blood Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn three Blood Shot options of your choice (see Blood Shot Options below).
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Blood Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn't involve an attack roll. You can use this feature a number of times equal to 1 + your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a short or long rest.
You gain an additional Blood Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Blood Shot Options
The Blood Shot feature lets you choose options at certain levels, which are presented here in alphabetical order. They are all magical effects. Some of the Blood Shot options require your target to make a saving throw; the DC is calculated as follows:
Blood Shot
Blood Archer Anatomy
At 3rd level, your body adapts to the tarblood within. You are immune to disease, have resistance to poison damage, and have advantage on saving throws against poison.
In addition, once you've fought a creature, you can relentlessly track it, sensing the blood of your prey. You have advantage on any Perception or Survival check you make to find a creature you've dealt damage to and has blood.
Blood Arrows (Level 7)
At 7th level, you gain the ability to create arrows with your blood. When you make a ranged attack using a shortbow or longbow, you can create a blood arrow in place of standard ammunition. Blood arrows are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, when you use your Blood Shot feature, you can add your Constitution modifier to the damage roll of the effect.
Blood Recall (Level 10)
At 10th level, you learn how to recall your arrows. When you make an attack roll with a blood arrow and miss, you can use a bonus action to reroll the attack roll against the original target, as the arrow flies back towards you.
Blood of Creation (Level 15)
Starting at 15th level, as an action, you can choose to sacrifice your lifeforce to reinvigorate control over your blood magic. You take necrotic damage equal to 1d10 + your Constitution modifier, which you cannot reduce in any way, and regain 1d4 uses of your Blood Shot.
Blood Shot Improvement (Level 18)
Each Blood Shot option also improves when you become an 18th-level fighter.
Blood Knight
Blood Knight (Level 3)
The archetypal Blood Knight employs their own flesh and blood in the slaughter of their enemies. To a Blood Knight, battle is everything. It isn't winning or losing that drives them so much as it is the opportunity for a good fight. And when they find that fight, they use everything they have to contest their opponent. They utilize blood sacrifices to cast spells and grant themselves additional offensive and defensive capabilities, though at a steep cost.
Hemomancy
(3rd-level Blood Knight feature)
Beginning when you choose this archetype at 3rd level, you gain the ability to cast hemomancy spells, detailed in chapter 3 of this companion.
Spell Slots
The Blood Knight table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.
During a short rest, you can choose to regain one of your blood knight spell slots. Once you do so, you can't do so again until you finish a long rest.
Spells Known of 1st-Level and Higher
You know two 1st-level hemomancy spells of your choice, chosen from the hemomancy spells detailed in chapter 3
The Spells Known column of the Blood Knight Spellcasting table shows when you learn more hemomancy spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the hemomancy spells you know with another hemomancy spell of your choice. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Constitution is your spellcasting ability for your blood knight spells, since your spells are powered through the resilience of your body. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a blood knight spell you cast and when making an attack roll with one.
Spell
Spell
Blood Well
(3rd-level Blood Knight feature)
Also at 3rd level, you gain a well of blood magic that is fueled through special dice called blood dice.
Blood Dice
You have two blood dice, which are d6s. A blood die is expended when you use it. You regain all of your expended blood dice when you finish a short or long rest.
You gain an additional blood die at 7th, 10th, and 15th levels.
Using Blood Dice
Blood dice can be utilized in two ways. As a bonus action, you can expend a blood die and regain a number of hit points equal to the number rolled. Also, when you hit a creature with an attack, you can choose to expend a blood die and add the number rolled to the attack's damage roll. If you do so, the attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Deathseeker (Level 7)
(7th-level Blood Knight feature)
Starting at 7th level, you gain advantage on any Wisdom (Perception) or Wisdom (Survival) check used to find a wounded creature.
Additionally, as a bonus action on your turn you can sacrifice 1 hit point to learn the general direction of every creature within 100 feet of you that has blood.
Improved Blood Well (Level 10)
(10th-level Blood Knight feature)
At 10th level, your blood dice turn into d8s.
Blood Rush (Level 15)
(15th-level Blood Knight feature)
Starting at 15th level, whenever you cast a hemomancy spell of 1st level or higher, you enter a blood rush. The blood rush lasts until the end of your next turn, and for the duration your speed is doubled, you have advantage on Dexterity saving throws, and you can Disengage as a bonus action.
Strength of the Wounded (Level 18)
(18th-level Blood Knight feature)
At 18th level, you gain increased power when wounded. Whenever you expend a blood die while below half your hit point maximum, you can add your Constitution modifier to the result.
Blood Knight
Blood Knight (Level 3)
The blood knight is the title given to an eldritch knight who chooses to delve into the taboo discipline of hemomancy, or the magic of controlling blood and life force. These warriors thrive in the heart of battle where the blood flows thickest, using it to enhance their offensive and defensive capabilities.
Combat Hemomancy
Starting at 3rd level when you choose this archetype, you gain access to a series of techniques that allow you to use the blood of your enemies to your advantage.
When you hit a creature with a weapon attack, you gain a special die called a blood die. This die is a d6. Each subsequent attack you hit with gains you an additional blood die to a maximum equal to your proficiency modifier.
You can expend a number of blood die to perform a number of hemomantic abilities described below. Each time an ability asks you to expend your blood dice, you can choose how many you want to roll and gain a benefit based on what you rolled. You do not gain blood dice from attacks that are modified by the blood dice.
Sense Life (Level 7)
At 7th level, you gain advantage on Wisdom (Perception) checks to spot and track enemies that have blood in their veins.
In addition, your ability to sense blood can be so precise that you have advantage on Wisdom (Insight) checks to tell if someone is lying to you.
Blood-Fueled Overdrive (Level 10)
At 10th level, when you use your Indomitable feature, you can expend one blood die and add it to the roll.
Hemomantic Precision (Level 15)
At 15th level, you have a very tight control over blood you spill. You can re-roll one blood die whenever you roll them for a hemomantic ability.
Blood Tyrant (Level 18)
At 18th level, when you hit a creature with an attack and have the maximum amount of blood dice, you can expend them all to paralyzed the target until the start of your next turn.
A creature with legendary resistances can use one to resist the effects of this ability.
Bodyguard
Bodyguard (Level 3)
Bodyguards are highly skilled fighters that hone their skills and reflexes to recognize and react to threats swiftly, warn others of danger, and if necessary, put themselves in harms way to protect their charges.
Anyone with the unflinching devotion to protect their allies can excel as a bodyguard. In the Forgotten Realms, the Masked Lords of Waterdeep often secure the services of bodyguards, as do many wealthy merchants traveling up and down the Sword Coast. In Eberron, the most famed and respected bodyguards in the Five Nations belong to House Deneith's Defenders Guild, followed closely by distinguished members of House Medani's Warning Guild.
Selfless Guardian
You have honed your reflexes to instinctively interpose yourself between your allies and danger. Whenever an ally you can see would take damage, you may move up to half your speed directly toward that ally as a reaction. This movement does not provoke opportunity attacks. If this movement brings you within 5 feet of your ally, you may choose to take the damage they would be dealt in their stead.
You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain all expended uses of it when you finish a short or long rest.
Threat Assessment
You develop a talent for instinctively recognizing hostile intentions. You gain proficiency in the Insight skill if you do not have it already. Whenever you make a Wisdom (Insight) check to determine whether a creature intends harm toward you or an ally you can see, treat a roll of 7 or lower on the d20 as an 8.
Vengeful Guardian (Level 7)
When you use Selfless Guardian, the next attack you make before the end of your next turn that hits the creature that triggered your reaction deals an additional 1d10 damage.
Always Vigilant (Level 10)
You can no longer be surprised and you have advantage on Initiative checks. As a reaction when you roll initiative, you can cause one ally that can hear you and who is surprised to no longer be surprised.
Enduring Guardian (Level 15)
When you use your Selfless Guardian feature, you immediately gain resistance to all damage until the end of your next turn, including the damage you take as part of your reaction. Additionally, when you roll initiative and have no uses of Selfless Guardian remaining, you regain one use of that feature.
Perfect Guardian (Level 18)
After you use your Selfless Guardian feature, until the end of your next turn, you may continue to choose to take any damage an ally adjacent to you would be dealt, instead of that ally.
Additionally, when you choose to take damage from an attack that hits an ally, you suffer no damage if the attack roll did not exceed your Armor Class.
Lastly, after using your Selfless Guardian feature, all of your attacks deal an additional 1d10 damage to creatures that attempted to deal damage to allies adjacent to you, until the end of your next turn.
Bonded Eldritch Knight
Bonded Eldritch Knight (Level 3)
The Bonded Eldritch Knight combines the martial mastery common to all fighters with the careful study of magic. They use magical techniques similar to those practiced by wizards, focusing their study on two of the eight schools of magic - abjuration and evocation. Abjuration spells grant a Bonded Eldritch Knight additional protection in combat, while evocation spells damage many enemies at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committting them to memory rather than keeping them in a spellbook.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips
You learn Booming Blade or Green-Flame Blade, and two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three first level spells, two of which you must choose from the evocation or abjuration school of any list. The third can be from any school of magic in the wizard spell list
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the spells you know from this subclass with another spell of your choice. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell
Spell
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between you and a melee weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must remain within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself it gains the following benefits:
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You cannot be disarmed of it unless you are incapacitated.
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If they are on the same plane you can summon it to your hand as part of the attack.
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It works as an arcane focus for any spell you cast that uses intelligence as a spellcasting ability.
You can have up to two bonded weapons, if you attempt to bond with a third weapon, you must break the bond with one of the other two.
Eldritch Recovery
When you use your Second Wind trait, you regain spell slots equal to half your proficiency bonus (rounded up), once per long rest.
War Magic (Level 7)
When you spend a spell slot on an abjuration spell you can make an attack with a bonded weapon.
Additionally, when you hit a creature with a bonded weapon, you can choose to give it disadvantage on its next saving throw against an evocation spell. This effect lasts until the end of your next turn, and you can affect creatures in this way a number of times equal to your proficiency bonus per long rest.
Indomitable Bond (Level 10)
The bond with your weapons is strengthened and helps you resist magic. When using your Indomitable trait to resist a spell or magical effect, add your Intelligence modifier to the roll (minimum +1) and gain resistance to any damage that comes from that spell or effect.
Eldritch Surge (Level 15)
When you use Action Surge you can teleport up to 30 feet to a place you can see and cast a cantrip that requires one action as a bonus action, before or after using the aditional action.
Improved War Magic (Level 18)
When you spend a spell slot on an evocation spell, add your Intelligence modifier to the attack and damage rolls with your bonded weapons until the end of your next turn (minimum +1).
When you spend a spell slot on an abjuration spell, you gain advantage on your next saving throw or ability check.
Bone Knight
Bone Knight (Level 3)
To a Karrn, the undead are weapons and a Bone Knight walks a line between life and death, training night and day to wield the ivory legions as they see fit. Bone Knights wield the power of necromancy and can grow armor and weapons from their own bones. Beyond this, there is an intuitive connection to the undead. Initially, this allows you to command a single undead soldier and arm yourself for battle from within. As your power grows, you can direct a legion of the dead, turning these mindless creatures into an effective fighting force.
Most Bone Knights served Karrnath in the Last War, fighting as part of the Emerald Claw or the Ebon Skull. However, the champions of the Blood of Vol have practiced these traditions for centuries and learn these skills through this faith. Whether your bonecraft was earned through devotion to faith or your own design, decide whether this is something you sought or a disturbing means to an end.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots
The Bone Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell inflict wounds and have a 1st-level and a 2ndlevel spell slot available, you can cast inflict wounds using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level cleric spells of your choice, two of which you must choose from the necromancy and transmutation spells on the cleric spell list.
The Spells Known column of the Bone Knight Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a necromancy or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a necromancy or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, and your power comes from devotion to your discipline. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one
Spell save DC
Spell attack modifier
Ivory Legionnaire
At 3rd level, you gain the aid of an undead warhorse skeleton to ride into battle. You also gain a skeleton protector that accompanies you on your conquest. It acts on your initiative and obeys your commands in battle.
Add your proficiency bonus to its attack rolls and damage rolls, as well as any saving throws it is proficient in, and it gains hit points equal to your fighter level.
If your mount or protector dies, you can spend 1 hour to reanimate each corpse, which you can do over the course of a short rest.
At 10th level, your skeleton protector becomes a dread warrior.
Bonecraft (Level 7)
Beginning at 7th level, your spiritual connection with the composition of the undead legion bestows your body with the gift to grow weapons and armor from within you to enhance your martial prowess on the battlefield.
The first time you create your armor or your weapon, you can expend a spell slot of 1st-level or higher to increase the effectiveness of either one of your armaments. When you do, until the end of your next long rest or until you die, the armor or weapons you create with this feature become magic items, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon. The bonus the item gains is equal to the level of the spell slot you spent when you created it for the first time.
Bonecraft Armor
You can use your action to encase yourself in a suit of segmented, bonecraft armor. When you do, your Armor Class becomes 10 + your Constitution modifier + your Proficiency bonus. While your bonecraft armor envelops you, you can't benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal. You remain protected in this way until you absorb the armor (no action required), or you die.
Bonecraft Weapon
You can use your bonus action to graft a weapon of hardened bone from your body in your empty hand. You can choose the form the weapon takes each time you grow it. Your bonecraft weapon becomes brittle and breaks if it is more than 5 feet away from you for 1 minute or more. It also crumbles to dust if you use this feature again, if you absorb the weapon (no action required), or if you die.
Master of the Ivory Banner (Level 10)
Beginning at 10th level, when you use your Second Wind feature, you add your proficiency bonus to the hit points you regain, and your undead allies within 60 feet of you gain temporary hit points equal to the total number you regain.
Marrow Strike (Level 15)
Starting at 15th level, when you hit a creature with a melee or ranged attack using your bonecraft weapon, you can expend one spell slot to cause the weapon to deal 1d10 extra damage to the target. This damage increases by 1d10 for each spell level higher than 1st, to a maximum of 4d10. The damage increases by 1d10 if the target is undead.
Grim Conscription (Level 18)
At 18th level, you prowess on the battlefield is respected by legions of undead. As an action, you can assume command of a number of undead creatures from a willing summoner or you can force any undead you can see within 30 feet of you to make a Charisma saving throw against your spell save DC or fall under your command. If a creature succeeds on this saving throw, you can't use this feature on it again. If it fails, it falls under your command and obeys your orders for the next 24 hours.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Your undead legion can't have a cumulative challenge rating greater than your Fighter level.
Once you use this feature, you can't do so again until you finish a short or long rest.
Bone Knight
Bone Knight (Level 3)
A bone knight, or an osteoth, is a warrior that has undergone an agonizing transmutation ritual, granting them the ability to fully control their bones. While this power is plainly disfiguring, it allows them to grow bone protrusions for weapons and armor, changing their skeleton's size and shape at will. Mastering this ability is a feat of endurance and creativity, resulting in a fighter whose most powerful weapon is not sheathed at their side, but sheathed within their flesh.
Many fighters believe the osteoth ritual is a mere myth, a flight of fancy traded around campfires. And yet, the process is indeed real, preserved among moldering tomes and in the minds of deranged wizards. With some resourcefulness, the procedure can be replicated with the contents of any alchemist's lab, with a generous fatality rate of nearly half.
Adamant Ivory
Starting when you choose this archetype at 3rd level, you can sprout plates of bone from your skin. While you aren't wearing any armor, your Armor Class equals 17. You can use a shield and still gain this benefit. At higher levels, your Armor Class increases as shown in the Adamant Ivory table.
Additionally, when you take bludgeoning, piercing, or slashing damage, you can use your reaction to shield yourself from harm. Expend a Hit Die, roll it, and decrease the damage taken by the number rolled.
| Fighter Level | Armor Class |
|---|---|
3rd | 17 |
5th | 18 |
10th | 19 |
18th | 20 |
Bone Blades
At 3rd level, you have total control over your skeletal structure, allowing you to sprout blades of jagged bone from each of your palms or wrists as you would draw a weapon. These bone weapons have your choice of the statistics of a longsword, shortsword, or scimitar. You can't be disarmed of these weapons. You can retract these weapons as you would sheathe a weapon.
Starting at 7th level, your blades are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, once per turn when you hit a creature with a bone weapon, you can expend a Hit Die to extend the bone into the target. Add the Hit Die and your Constitution modifier to the weapon's damage roll.
Hardy Constitution (Level 7)
By 7th level, your bones and their marrow have grown more robust, granting you a formidable healing factor. You regain all of your expended Hit Dice, rather than half of them, when you finish a long rest.
Restructure (Level 10)
Starting at 10th level, you can shift your skeletal structure as an action to transform your appearance. When you do so, you determine the specifics of the changes, including adjusting your height and weight, the shape of your face, the presence or absence of your teeth, your posture, and so on. You can even change your size from Medium to Small or vice versa. The extent of these changes only extends to your bone structure: you can't change your skin color, hair length, or clothing using this ability.
Improved Ivory (Level 15)
By 15th level, your bones are as hard as steel and as pliant as copper. When you expend a Hit Die to use your Adamant Ivory feature to reduce damage or use your Bone Blades feature to deal additional damage, you can expend two Hit Dice at once. You subtract the total from the bludgeoning, piercing, or slashing damage you take, or add the total and your Constitution modifier to the weapon's damage roll, respectively.
Master Osteoth (Level 18)
Starting at 18th level, when you roll initiative and have fewer than half your Hit Dice, you regain 1d6 Hit Dice. Additionally, on your turn, you can expend 3 Hit Dice to regain a use of your Second Wind feature, or expend 8 Hit Dice to regain a use of your Action Surge feature (no action required).
Bounty Hunter (Variant Fighter)
Bounty Hunter (Level 3)
Those who model themselves after the bounty hunter are those who feel as though their skill is worth its weight in gold. They are often contract mercenaries, or hold a strong grudge against those who sleight them. Either way, they excel at both tracking and hunting groups of creatures and those they study, doing so with great efficiency.
Favored Enemy
Choose either two types of favored enemy from the following list, or one type from the list and two races of humanoid (such as gnolls and orcs): abberations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You have advantage on all Wisdom or Intelligence checks related to your favored enemies, including but not limited to: tracking them, detecting them, intuiting or recalling information about them, and discerning their motives or intentions.
Hunter's Prey
Over the duration of a short rest, you can focus intently on a creature you've met and interacted with, or have significant enough information about to understand. This creature becomes a favored enemy for you until you know its been killed or you choose another prey.
In addition, any maneuver you use that affects a favored enemy that deals damage or includes an attack roll deals an extra 1d6 damage.
Prepared (Level 7)
When determining if creatures are surprised, you can't be surprised if at least one favored enemy is within 60 feet of you.
You have advantage on ability checks made to notice and avoid traps set by a favored enemy.
Allied Tactics (Level 10)
As a reaction, which you take when an ally you can see within 30 feet of you makes an attack roll against a favored enemy, you can give that ally advantage on their attack roll.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after completing a short or long rest.
Fortitude (Level 15)
You have advantage on saving throws and contested ability checks you make against nonmagical effects created by favored enemies. Additionally, you can't be charmed, frightened, or possessed by your favored enemies and have advantage on death saving throws you make while within 60 feet of a favored enemy that is hostile to you.
If damage from a favored enemy would reduce you to 0 hit points without killing you outright, it reduces you to 1 hit point instead. Once you benefit from this feature, you can't benefit from it again until you complete a long rest.
Foe Slayer (Level 18)
Once per turn, you can deal an additional 3d8 damage to a favored enemy with a weapon attack. If the target has 30 or less hit points after the damage is dealt, it immediately dies.
Brawler
Brawler (Level 3)
Brawlers use their bare fists and raw force as their first and best weapons in combat. Such warriors come from tough stock—prize fighters, outlanders, bouncers, and veterans—and have learned to hone their bodies into implements of war. Wherever a brawler goes, bruised and broken bodies follow. It doesn't matter whether they're tossing thugs around a tavern or going toe-to-toe with a red dragon, brute force always comes out on top.
Brawling
Starting at 3rd level, you've mastered a brutal, bloody-knuckle style of combat. You are proficient with improvised weapons and treat one-handed improvised weapons as if they had the Thrown (range 20/60) property.
Additionally, while you are unarmed or wielding an improvised weapon and you aren't wearing medium or heavy armor, you gain the following benefits:
You can use your Strength instead of your Dexterity when determining your AC.
Your unarmed strikes and improvised weapons deal improved damage and improve as you gain levels in this class, as shown on the following table.
| Fighter Level | Damage |
|---|---|
3rd | 1d6 |
5th | 1d8 |
11th | 1d10 |
17th | 1d12 |
Starting at 7th level, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Brute Force
Also at 3rd level, you can maneuver your opponents to gain a ruthless edge in combat. When you hit a creature with an unarmed strike or a melee attack using an improvised weapon, you can use your bonus action to attempt to grapple the target or deal an extra 1d6 damage.
This damage increases as you gain higher levels in this class. At 5th level, the extra damage you deal increases to 1d8 damage, at 11th level it increases to 1d10 damage, and at 17th level, it increases to 1d12 damage.
Imposing Physique (Level 7)
Starting at 7th level, you learn to speak more with your prodigious muscles instead of your words. You gain proficiency in the Intimidation skill, and you can use your Strength bonus instead of your Charisma bonus for Charisma (Intimidation) checks. Additionally, your capacities for carrying, lifting, pushing, and pulling are doubled.
Haymaker (Level 10)
At 10th level, you can put all your force into one blow. When you use the Attack action on your turn to make an unarmed strike, you can choose to forgo any additional attacks you could make with your action to make a single, devastating blow. For each attack you would give up in this way, you can add two extra damage dice to the attack's damage roll.
Owlbear Wrestler (Level 15)
Skullbreaker (Level 18)
Starting at 18th level, your blows are able to rattle even the greatest of foes. Once on each of your turns when you deal damage to a creature with an unarmed strike or an improvised weapon, you can choose to shatter their resolve. You gain resistance to any damage that creature deals to you until the start of your next turn.
Brawler Martial Archetype
Brawler (Level 3)
Brawlers are ferocious fighters who train in the art of unarmed combat. They utilize their fists, grappling techniques and quick reflexes as a means to defeat the even the toughest of foes. Fighters who train as brawlers do so under great physical strain, but come out of their training as living weapons of war.
Practical Pugilism
Starting at 3rd level, you master hand-to-hand combat and using whatever weapons happen to be at hand. As long as you are not wearing a shield, you gain the following benefits.
You are proficient with improvised weapons.
Your unarmed strikes deal bludgeoning damage equal to 1d4 + your Strength modifier instead of the normal damage for an unarmed strike. The damage of your unarmed strikes and improvised weapons increases to 1d6 at 7th level, and 1d8 at 15th level.
You can treat your fists as two light weapons for all appropriate abilities, actions, feats, and fighting styles. This allows you to make an extra unarmed strike with your bonus action when you take the Attack action.
Grappling Techniques (Level 7)
Starting at 7th level, you master the art of wrestling. You gain proficiency in the Athletics skill. You also have advantage on Athletics rolls made to initiate or maintain a grapple. As long as you are not wielding any weapons and not wearing a shield, you gain the following benefits.
When you make an opportunity attack against a creature, you can replace that attack with a special melee attack, a grapple.
When a creature tries to break your grapple and fails, you may use your reaction to make an unarmed strike against that creature.
If you take the dodge action while grappling, and a creature you can see, except a creature you are grappling, makes an attack against you and misses, you may use your reaction to force that creature to make a new attack roll against an enemy creature you are grappling.
Unyielding Brawn (Level 10)
Starting at 10th level, your constant training and lifting has strengthened and hardened your muscles. Your carrying capacity is doubled.
Ragdoll (Level 15)
Starting at 15th level, you learn to use grappled creatures that are the same size category as you or smaller as improvised weapons with the reach and thrown properties.
| Creature Size (Relative) | Thrown Range |
|---|---|
Same Size | 15/25 |
1 Size Category Smaller | 20/30 |
2 Size Categories Smaller | 25/40 |
3 Size Categories Smaller or More | 35/50 |
When you attack using a creature as an improvised weapon both the creature you are grappling and the target of your attack take damage from your damage rolls. You can use this feature three times, and you regain any expended uses when you finish a short or long rest.
Dragon Wrestler (Level 18)
Starting at 18th level, you learn the secret techniques of the dragon wrestlers. You can grapple creatures up to two size categories larger than you. If you are grappling a creature two size categories larger than you, your speed is halved.
In addition, you can move your full movespeed while grappling a creature up to one size category larger than you.
Brute (FF)
Foxfire's Brute Martial Archetype (Level 3)
Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.
Brute Force
Starting at 3rd level, you're able to strike with especially brutal force. Once per turn when you hit with a strength-based attack that you're proficient with and deal damage, the attack's damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.
| Fighter Level | Damage Increase |
|---|---|
3rd | 1d4 |
10th | 1d6 |
15th | 1d8 |
Brutish Durability (Level 7)
Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.
Whenever you make a saving throw you're not proficient in, roll 1d4 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.
Additional Fighting Style (Level 10)
At 10th level, you can choose a second option from the Fighting Style feature.
Devastating Critical (Level 15)
Starting at 15th level, when you score a critical hit with a melee attack, you may roll the damage dice twice and choose the higher result.
Survivor (Level 18)
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left.
Buccaneer
Buccaneer (Level 3)
Honing their martial skills in fierce ship-to-ship combat, buccaneers become skilled in both gun and blade, able to lay out opponents with savage shots, while resisting the worst that can be thrown at them.
Black Powder and Sailcloth
At 3rd level, you gain proficiency with gunsmith's tools and with water vehicles. You also have advantage on Strength (Athletics) checks made to climb or swim.
Bullet and Blade
At 3rd level, when you engage in two-weapon fighting with a light melee weapon that you're holding in one hand, you can use a pistol in your other hand in place of a light melee weapon to make the bonus action attack. While fighting in this fashion, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with the pistol. If your two-weapon fighting bonus action attack is made with a pistol, you can add your Dexterity modifier to the damage of that attack.
Gun Mastery
When you choose this archetype at 3rd level, you gain access to special maneuvers that can be enacted when the damage from your firearm attack causes a gunpowder burst (see the gunpowder weapon property in the Adventuring Gear chapter). In addition, the number of times you can roll burst damage on a single attack is 1 + your proficiency bonus.
Burst Maneuvers
You learn two burst maneuvers of your choice, which are detailed below. You can apply a burst maneuver as a reaction when you gain a burst on the damage roll of a weapon with the gunpowder property. The maneuver's effect is in addition to the extra damage dice from a burst. You can apply only one burst maneuver to any given attack, regardless of the number of bursts it has. If the maneuver calls for a saving throw, the DC equals:
Burst Maneuvers
You can use this reaction a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.
You learn one additional burst maneuver of your choice at 7th, 10th, and 15th level. Each time you learn new burst maneuvers, you can also replace one maneuver you know with a different one.
Burst Maneuvers
Deafening Blast
A creature within 5 feet of you when you fired the shot must succeed on a Constitution saving throw or be deafened for 1 minute. This creature doesn't need to be the target of the attack that caused the gunpowder burst.
Hobble
Your weapon's burst damaged the target's leg, wing, or other ambulatory limb. The target must succeed on a Dexterity saving throw or its speed is reduced by 10 feet until it receives magical healing or finishes a short or long rest. This effect is cumulative, but it can't reduce a target's speed to less than 5 feet.
Penetrating Shot
If your target is Large or smaller, the burst causes the shot to go through your target. If another creature is within 10 feet of the target, and a direct line can be drawn from the creature to you with the original target in between, then the new creature must succeed on a Dexterity saving throw or take damage as if hit by a normal attack from the weapon. This damage can't burst.
Powerful Shot
The target must succeed on a Strength saving throw or be knocked prone by the burst.
Pummel
The power of the burst empowers you to strike a nearby creature. You can make one melee weapon attack with a melee weapon you are wielding against a creature within your melee weapon's range.
Smoke Cloud
The shot produces a large amount of smoke, heavily obscuring your space until the start of your next turn.
Soft Spot
Your weapon's burst causes the target an extreme amount of pain. The target must succeed on a Constitution saving throw or be incapacitated until the start of your next turn.
Sudden Advance
The burst energizes you, causing you to leap into action. You can immediately move up to half your speed. This movement doesn't provoke opportunity attacks.
Unsteadying Shot
The burst destabilized the target. The target must succeed on a Strength saving throw or have disadvantage on all attacks until the start of your next turn.
Deck Fighter (Level 7)
At 7th level, your training keeps you nimble, allowing you to maintain balance and reflexive responses at the worst of times. When you fail a Dexterity saving throw, you can choose to succeed instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Seasoned Seadog (Level 10)
At 10th level, the damage you deal with gunpowder weapons can burst when a damage die results in either of the two highest numbers on the die (such as a 5 or 6 on a d6 or a 7 or 8 on a d8), instead of only the highest number on the die.
Unrelenting Spirit (Level 15)
Beginning at 15th level, if you are suffering from one of the following conditions at the start of your turn, you can end the condition as a bonus action: blinded, charmed, deafened, frightened, incapacitated, paralyzed, or stunned. Alternatively, you can use a bonus action to reduce your exhaustion level by 1. You can't use this feature again until you finish a short or long rest.
Vicious Marauder (Level 18)
At 18th level, you become a master of fighting with Bullet and Blade in the thick of combat. When you make a ranged attack with a pistol at a creature you can see within 5 feet of you, you have advantage on the attack roll if you already hit that creature with a melee weapon attack this turn. If you score a critical hit with this attack, you can apply up to two Burst Maneuvers to the attack, provided the damage had at least one burst.
Butcher
Butcher (Level 3)
Swish, swish, thunk. Swish, swish, thunk. These are the sounds of a butcher at work, swinging their tools through the air as they dismember and disembowel their raw materials. For a butcher, their tools are an extension of their own bodies, akin to the claws and fangs of a predator that allow them to rip through the flesh of their prey.
While many think lowly of butchers, few can appreciate the combination of brute strength, steady hands, and anatomical knowledge that it requires. After all, any animal can hack away at a piece of meat, but it takes a trained artisan to create the surgical cuts needed for this craft. The best butchers take pride in partaking in every aspect of preparing a carcass, including its creation by hunting and slaughtering the creature. These fighters launch themselves eagerly into battle, always enticed by the thought of fresh meat.
Tools of the Trade
When you choose this archetype at 3rd level, you learn to use your weapons the way you use your butcher's tools, creating a new range of techniques unseen by most other combatants. When you hit a creature with a melee weapon attack, you may choose to add an additional effect from one of the following, depending on what type of damage your weapon dealt. Each effect also improves when you become an 18th-level fighter. You may use this ability a number of times equal to your Strength modifier (minimum of once). You regain all expended uses upon finishing a short or long rest.
If an effect requires your target to make a saving throw, the DC is calculated as 8 + your Strength modifier + your proficiency bonus.
Anatomical Precision
Starting at 3rd level, due to your extensive knowledge of creature anatomy you have advantage on Harvest checks made to harvest beasts, dragons, giants, humanoids, and monstrosities. In addition, damage inflicted by your weapons do not contribute to ruining a creature's carcass under the particularly violent deaths rule.
Gruesome Blow (Level 7)
Starting at 7th level, you learn to combine your strength and bodily perception to make debilitating strikes that hamper your enemy's ability to function. If you score a critical hit on a melee weapon attack against a creature, that creature can't take reactions and can't make more than one melee or ranged attack during its turn regardless of its abilities or magic items until the start of your next turn. In addition, if they are concentrating on a spell at the time of being hit, that concentration immediately ends.
Butcher's Rhythm (Level 10)
Starting at 10th level, you become able to fight with the same methodical rhythm you use when carving a carcass on your table. If you make a successful weapon attack against a creature, your next weapon attack against that creature this turn is made with advantage so long as you do not move or take any other action or bonus action before making that attack.
Walking Slaughterhouse (Level 15)
At 15th level, you become so skilled with your butchering tools that you can wield them in both hands with ease. You gain the following benefits:
You wield all melee weapons as if they had the light property.
You are able to wield melee weapons with the two-handed property in one hand with no penalty.
You are always considered to be using two hands when wielding weapons, even when holding them in one hand.
Improved Tools of the Trade (Level 18)
Each effect improves when you become an 18th-level fighter.
Cavalier
Cavalier (Level 3)
The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Born to the Saddle
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Unwavering Mark
Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Warding Maneuver (Level 7)
At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Hold the Line (Level 10)
At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.
Ferocious Charger (Level 15)
Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.
Vigilant Defender (Level 18)
Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.
Cavalry
Cavalry (Level 3)
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Filter Tag
This archetype is designed with the assumption that you can readily acquire a horse by 3rd level, and that your mount is not acting independently from you, that you are directly controlling your mount as described in the second paragraph of Controlling a Mount on page 198 of the Player's Handbook.
Mounted Training
When you choose this archetype at 3rd level, you are trained to control a mount amidst the chaos of battle.
You gain proficiency in Animal Handling. Over the course of 2 hours you can designate a mount as your steed, which can be done during a rest. Your steed becomes trained to answer your commands without hesitation. While riding your steed, you can use your action to command it to use any of its actions.
For each level you gain after 3rd, your steed gains an additional Hit Die and increases its hitpoint maximum accordingly. (This benefit has no effect if another feature has already improved the creature's Hit Dice.)
Whenever you gain the Ability Score Improvement class feature from this class, your steed's abilities also improve. Your steed can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your steed can't increase an ability score above 20.
Your steed has advantage on saving throws to avoid falling prone and being frightened.
You can only have one steed at a time. If you designate a different mount as your steed, the original mount loses the ability score and Hit Dice increases, and the new mount gains them.
Persistence (Level 7)
Starting at 7th level, you and your steed have advantage on saving throws to resist exhaustion, and your steed gains proficiency in Constitution saving throws.
Additionally, you add double your proficiency bonus to Animal Handling checks involving your steed and similar creatures.
Mounted Fighting Style (Level 10)
At 10th level, you specialize into your personal style of mounted combat. Gain one of the following features of your choice.
Cataphract. While your steed is wearing barding, it gains a +1 bonus to AC and resistance to slashing damage from nonmagical attacks.
Jinete. While mounted on your steed and wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Keshik. While mounted on your steed, you can make one additional ranged weapon attack against a target within 15 feet of you as a bonus action when you take the Attack action on your turn.
Sowar. While mounted on your steed and wielding a shield, attacks against you from more than 10 feet away are made with disadvantage.
Uhlan. While mounted on your steed and wielding a heavy weapon or a lance, when you hit a creature smaller than your steed with a melee attack, it must succeed on a Strength saving throw or be knocked prone. The DC is equal to 8 + your proficiency bonus +your Strength modifier.
Quick Response (Level 15)
Starting at 15th level, while mounted on your steed, you gain advantage on initiative rolls and can't be surprised while you are conscious.
Indomitable Steed (Level 18)
Beginning at 18th level, your steed can reroll a saving throw that it fails. If it does so, it must use the new roll. Your steed can use this feature three times between long rests.
Elite Cavalry (Level 18)
At 18th level, you are the master of battlefield mobility. Your steed's movement speed increases by 15 feet, and you can use your bonus action to command your steed to take the Dash action.
Celestial Lancer
Celestial Lancer (Level 3)
Feared frontline warriors bearing lances and unique, streamlined armor, Celestial Lancers are famous for their Meteor Jump, a supernatural technique taught only to the rare few. The lancers trace their origins back to an order of dragon hunters who learned to leap above diving dragons and pin their wings with a swift, downward lance strike. This technique, combined with a suite of mystical powers drawn from the yawning sky, makes the lancers decisive warriors in the arena of vertical combat. Though Celestial Lancers may be hampered in claustrophobic dungeons, they excel underneath the open sky, where they can leap high and come crashing down for devastating impacts.
Lance Speciality
Beginning when you select this archetype at 3rd level, when you wield a lance, you do not suffer disadvantage when attacking creatures within 5 feet of you. However, you must still wield a lance two handed when not mounted.
Meteor Jump
Starting at 3rd level, you can perform a supernaturally high leap. Once on each of your turns, you can use 20 feet of your movement to perform a high jump reaching 10 feet in height. You need not move 10 feet immediately before making this jump, and do not provoke opportunity attacks while jumping or falling. You can land within 10 feet of where you began. At the end of a fall, subtract 10 feet from the distance you fell when calculating your falling damage.
The height you can jump and the distance you subtract when you fall increases as you gain levels in this class, as shown on the Meteor Jump table below.
| Fighter Level | Jump Height |
|---|---|
3rd | 10 feet |
5th | 20 feet |
11th | 30 feet |
17th | 40 feet |
Plunging Attack
Also at 3rd level, you can direct the momentum of gravity into your strike. Once on each of your turns, when you hit a creature with a melee weapon attack while falling, you can add 1d6 to the damage roll for every 10 feet you fell, up to a maximum of 5d6.
Apex Moment (Level 7)
Starting at 7th level, you gain the mystical ability to hang at the peak of your jump before you come plunging back down. When you use your Meteor Jump ability, you can choose to hover until the start of your next turn instead of falling immediately. When you do so, you can't use your Meteor Jump on your next turn.
Earthshaker (Level 10)
Beginning at 10th level, at the end of a fall of 20 feet or higher, you can use a bonus action to strike the earth like a meteor. Each creature in contact with the ground within 10 feet of where you land must succeed on a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Celestial Aura (Level 15)
By 15th level, you can draw mystical power from your connection to the open sky. When you use your Second Wind feature, you and each friendly creature you choose within 10 feet of you gain temporary hit points equal to your fighter level.
Comet Strike (Level 18)
Starting at 18th level, you plummet wreathed in flames like a devastating meteor. When you use your Earthshaker ability, a creature that fails its saving throw takes 4d6 fire damage, or half as much on a success. Additionally, when you roll initiative and have no uses of your Earthshaker feature left, you regain one use of that feature.
Champion
Champion (Level 3)
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete (Level 7)
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Additional Fighting Style (Level 10)
At 10th level, you can choose a second option from the Fighting Style class feature.
Superior Critical (Level 15)
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
Survivor (Level 18)
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Champion (Variant Fighter)
Champion (Level 3)
The archetypal champion focuses on the development of raw physical prowess honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows and overwhelm their foes.
Improved Critical
Your weapon attacks score a critical hit on a roll of 19 or 20.
Brute Advantage
You can have any maneuver you use that deals damage or includes an attack roll deal extra damage to one target equal to your Strength or Dexterity modifier (your choice), in addition to the maneuver's other effects.
Each creature can only be affected by this feature once each turn.
Remarkable Athlete (Level 7)
You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Additional Fighting Style (Level 10)
You can choose a second option from the Fighting Style class feature.
Superior Critical (Level 15)
Your weapon attacks score a critical hit on a roll of 18-20.
Survivor (Level 18)
At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half your hit points left. Art Credit: You don't gain this benefit if you have 0 hit points.
Chaplain
Chaplain (Level 3)
Militaries and mercenary companies often contain members of various clergies among their ranks. These chaplains typically come from religious sects whose tenets promote war, healing, peace, protection, or freedom, and they tend to the emotional and physical well-being of their charges. In the eyes of your companions, you are as much a counselor and spiritual leader as you are a fellow warrior.
Student of Faith
When you choose this archetype at 3rd level, you gain proficiency in the Insight, Medicine, or Religion skill (your choice).
Field Medic
Beginning at 3rd level, you can use an action to spend one of your Hit Dice and regain hit points. The hit points regained with this feature can be applied to yourself or to another creature you touch. Alternatively, you can heal another creature you touch when you spend Hit Dice to regain hit points during a short rest, instead of applying the regained hit points to yourself. If you are under an effect that increases the amount of healing you receive when spending Hit Dice, such as a spell or feat, that effect applies to the amount of hit points the target regains. Keep in mind, some effects that increase the healing of Hit Dice happen only when those Hit Dice are spent during a short rest, like a bard's Song of Rest (D6).
In addition, the number of Hit Dice you regain after a long rest is equal to half your total number of Hit Dice plus one. For example, if you have four Hit Dice, you regain three spent Hit Dice, instead of two, when you finish a long rest.
Rally the Troops (Level 7)
Starting at 7th level, you can use an action to urge your companions to overcome emotional and spiritual obstacles. Each friendly creature of your choice that can see or hear you (which can include yourself) ignores the effects of being charmed and frightened for 1 minute.
If a creature affected by this feature is already suffering from one of the conditions it can ignore, that condition is suppressed for the duration and resumes when this feature ends. Once you use this feature, you can't use it again until you finish a short or long rest.
Each target can ignore additional conditions when you reach certain levels in this class: one level of exhaustion and incapacitated at 10th level, up to two levels of exhaustion and stunned at 15th level, and up to three levels of exhaustion and paralyzed at 17th level.
Tend the Injured (Level 10)
At 10th level, if you spend Hit Dice to recover hit points during a short rest, any hit points regained that exceed your hit point maximum, or that of the creature being tended to, can be applied to another creature within 5 feet of you. In addition, you regain one spent Hit Die when you finish a short rest.
Rally Point (Level 15)
Beginning at 15th level, when a friendly creature you can see takes damage, you can use your reaction to move that creature up to its speed toward you. The creature can choose the path traveled, but it must end the movement closer to you than it started. This movement doesn't provoke opportunity attacks. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Hospitaler (Level 18)
At 18th level, you recover a number of spent Hit Dice equal to a quarter of your total Hit Dice when you finish a short rest. In addition, you recover all your spent Hit Dice when you finish a long rest.
Colossal Bully (Variant Fighter)
Colossal Bully (Level 3)
Those who model themselves after the archetypal bully like to throw their size—real or perceived—around, so to speak. They have a long history of picking on those smaller than them and have learned to exploit their difference in size.
Larger than Life
You can use your bonus action to manipulate your stature to become effectively larger than your usual size. While enlarged in this way, you gain the following benefits:
You count as one size larger, but your physical dimensions remain the same. Starting at 15th level, you count as two sizes larger.
You have advantage on Charisma (Intimidation) checks.
You can have maneuvers you use that affect creatures smaller than you deal 1d4 bludgeoning damage for each size category the target is smaller than you.
You must concentrate on this feature as though you were concentrating on a spell. This lasts 1 minute. It ends early if you are knocked unconscious, or if you lose concentration. You can also choose to end this feature on your turn, no action required.
You can use this feature a number of times equal to your proficiency bonus. You regain expended uses after completing a long rest.
Physique
You gain proficiency in Athletics. You can add double your proficiency bonus to Athletics checks you make when grappling, shoving, or tossing a creature.
Additionally, you can use your Strength modifier in place of your Charisma modifier for Intimidation checks.
Swing Hard (Level 7)
You are proficient with improvised weapons, which deal at least 1d6 + Strength modifier damage for you.
When you force a creature to move by shoving or tossing them, they take 1d8 + your Strength modifier bludgeoning damage if they collide with a surface or other creature before completing that movement.
Punitive Damages (Level 10)
As a reaction, which you take when a creature smaller than you deals damage to you, you can reduce the damage dealt by 1d4 for each size category they are smaller than you.
Overwhelm (Level 15)
Whenever you score a critical hit against or reduce a creature smaller than you to 0 hit points, you regain a use of your Larger than Life feature.
Forceful Leap (Level 18)
As an action on your turn, you can leap into a space within 20 feet that is either unoccupied or occupied by a creature smaller than you. Each creature within 15 feet of where you land must make a Strength saving throw against your maneuver save DC. They take 1d12 bludgeoning damage and are knocked prone on a failed saving throw, or half as much damage and no further effects on a successful one.
Creatures smaller than you within 5 feet of where you land have disadvantage on this saving throw, and any creature that is occupying the space where you land automatically fails.
Combat Medic
Combat Medic (Level 3)
A Combat Medic knows how to create carnage as well as any other fighter, but also learns to deal with the aftermath. These fighters know how to quickly assess a situation to determine where they are most needed, and how to use materials on hand for feats of medical skill that save lives.
Medical Training
When you choose this archetype at 3rd level, you gain proficiency in the Medicine skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make using the skill.
Battlefield Medicine
At 3rd level, you learn to treat wounds and ailments quickly and efficiently. Your medical expertise is represented by a pool of d6s. The number of dice in this pool equals your fighter level.
As an action, you can heal a willing creature within your reach, spending dice from the pool. The maximum number of dice you can spend at once equals half your fighter level. Roll the dice you spend, add them together, and restore a number of hit points equal to the total + your Wisdom modifier (minimum 1).
Alternatively, you can use an action and expend two dice from the pool to end one effect imposing the paralyzed, poisoned, or stunned condition on the target.
This dice pool regains one expended die whenever you finish a short rest, and all expended dice when you finish a long rest.
Doctor of War (Level 7)
Starting at 7th level, when you expend dice from your Battlefield Medicine pool as part of your action, you can make one weapon attack as a bonus action.
Triage Expert (Level 10)
At 10th level, you become an expert at quickly analyzing battlefield scenarios and maneuvering yourself to the places you're most needed. You have advantage on initiative rolls and can take the Dash action as a bonus action on your turn.
Battlefield Surgery (Level 15)
Starting at 15th level, whenever you finish a short rest, your Battlefield Medicine dice pool now regains a number of expended dice equal to your 1 + Wisdom modifier (minimum 2 dice).
Additionally, you can use your action and expend three of the dice from the pool to return a creature within 5 feet of you to life with 1 hit point, provided the target has died within the last minute. A creature returned to life this way suffers one level of exhaustion.
Angel of Mercy (Level 18)
Beginning at 18th level, when you roll to restore hit points with your Battlefield Medicine, you can add your Wisdom modifier (minimum 1) to each die rolled, rather than the total.
Additionally, your example of mercy diminishes your enemies' desire to harm you. When you end your turn without having made an attack roll or dealt damage to another creature this turn, attacks made against you have disadvantage until the start of your next turn.
Combat Medic
Combat Medic (Level 3)
Weather is a primal source of power, and no weather is more iconic than that of the howling winds of a tornado, the thunderous rebuke of a thunderstorm, or the torrential rainfall of a hurricane. While some sorcerers claim to harness the power of the storm, you know this to be a lie. The storm cannot be tamed—it is merely ridden and guided by a wise hand. You know the lullabies that can call and soothe the Combat Medic, and the anthems that summon a mighty tempest to take away the breath of those who deny its power.
Adepts of the Devourer are by far the most common practitioners of this circle, especially sahuagin and privateers. House Lyrandar's dragonmarked heirs often can manifest these powers, as do some humans of the Seren Islands. However, any sailor who lives on the seas and has sufficient respect for the Storm might learn to channel these abilities.
Though the nomads of the Tashana Tundra have little familiarity with the sea, their unique relationship with planar powers means that Fighters of the Storm are not unknown there.
Spellcasting
Beginning when you choose this archetype at 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn the spare the dying cantrip and can cast it as a bonus action. You also learn two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots
The Combat Medic Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell bless and have a 1st-level and a 2nd-level spell slot available, you can cast bless using either slot.
Spells Known of 1st-Level and Higher
You know three 1st level cleric spells of your choice. The Spells Known column of the Combat Medic Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell
Spell
First Aid
At 3rd level, you can quickly rush to the aid of those in need. You gain proficiency with the Medicine skill. If you were already proficient in Medicine, you can double your proficiency bonus when using this skill.
Additionally, your speed increases by 5 feet while you are wearing light armor or no armor.
Healing High
Starting at 3rd level, you become exhilarated after healing your allies. After you cast a spell that restores hit points to another creature, the next time you hit a creature with a melee attack within the next minute, your attack deals extra damage equal to half your fighter level.
Combat Nimbleness (Level 7)
Starting at 7th level, your long training with light armor has paid off, and you hardly feel the weight of your armor at all. When you are wearing light armor or no armor, you can take the Dash or Dodge action as a bonus action.
Healing Kicker (Level 10)
At 10th level, you deepen your knowledge of healing techniques. When you cast a spell that restores hit points to another creature, every target of that spell gains one of the following benefits of your choice:
Great Fortitude
The target gains advantage on the next Strength, Constitution, or Dexterity saving throw that it makes within the next minute.
Iron Will
The target gains advantage on the next Intelligence, Wisdom or Charisma saving throw that it makes within the next minute.
Lightning Reflexes
The next time the target is subjected to an effect that does damage within the next minute, it can use its reaction to halve the damage from that effect.
Power Attack
The target has advantage on all attack rolls until the end of its next turn.
If multiple creatures are healed by the same spell, the chosen effect applies to all of them.
Medical Evacuation (Level 15)
Starting at 15th level, you've learned how to harness residual healing energies to teleport allies to safety. When you cast a spell that restore hit points to another creature, you can teleport one willing target of that spell up to 60 feet to an unoccupied space that you can see.
Once you use this feature, you can't use it again until you finish a short or long rest.
Heroes Never Die (Level 18)
At 18th level, your allies have no fear of death in your presence. As a reaction, if another creature within 60 feet of you that you can see would drop to 0 hit points as a result of taking damage, you can cause it to drop to 1 hit point instead. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.
Combat Medic
Combat Medic (Level 3)
A Combat Medic knows how to create carnage as well as any other fighter, but also learns to deal with the aftermath. These fighters know how to quickly assess a situation to determine where they are most needed, and how to use materials on hand for feats of medical skill that save lives.
Medical Training
When you choose this archetype at 3rd level, you gain proficiency in the Medicine skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make using the skill.
Battlefield Medicine
At 3rd level, you learn to treat wounds and ailments quickly and efficiently. Your medical expertise is represented by a pool of d6s. The number of dice in this pool equals your fighter level.
As an action, you can heal a willing creature within your reach, spending dice from the pool. The maximum number of dice you can spend at once equals half your fighter level. Roll the dice you spend, add them together, and restore a number of hit points equal to the total + your proficiency bonus.
Alternatively, you can expend two of the dice from the pool to end one effect imposing the paralyzed, poisoned, or stunned condition on the target.
This dice pool regains one expended die whenever you finish a short rest'24, and all expended dice when you finish a long rest'24.
Doctor of War (Level 7)
Starting at 7th level, when you expend dice from your Battlefield Medicine pool as part of your action, you can make one weapon attack as a bonus action.
Triage Expert (Level 10)
At 10th level, you become an expert at quickly analyzing battlefield scenarios and maneuvering yourself to the places you're most needed. You can give yourself a bonus to your initiative rolls equal to your proficiency bonus, and you can take the Dash action as a bonus action on your turn.
Battlefield Surgery (Level 15)
Starting at 15th level, whenever you finish a short rest'24, your Battlefield Medicine dice pool now regains a number of expended dice equal to your proficiency bonus.
Additionally, you can use your action and expend three of the dice from the pool to return a creature within 5 feet of you to life with 1 hit point, provided the target has died within the last minute. A creature returned to life this way gains one level of exhaustion.
Angel of Mercy (Level 18)
Starting at 18th level, you excel at dodging attacks while you're focused on triage. When you end your turn without having made more than one attack roll or forced a creature to make a saving throw this turn, attacks made against you have disadvantage until the start of your next turn.
Commander
Commander (Level 3)
Between the nations of Westemär, Elyria, and Caspia there have been countless wars fought. Many great knights, valiant soldiers, and powerful combatants have tested their mettle against man and monster alike. Amongst the brave there are always those who are born to lead, and the Commander is just that. They stand at the front of battle, uniting their allies and leading the charge against their enemies.
Groomed for Leadership
You gain proficiency in the History and Persuasion skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Battle Commands
You can issue a battle command as a bonus action to an ally within 120 feet of you who can hear you. Choose one of the following commands:
Fight On! The target regains a number of hit points equal to 1d10 + your fighter level. The creature can't regain hit points from this command again until it finishes a short or long rest.
For Glory! The target can use their reaction to make a melee or ranged weapon attack.
Move It! The target can use their reaction to move up to their speed without provoking opportunity attacks.
Never Falter! The target recovers from one charmed or frightened condition. Once a creature benefits from this command, it can't do so again until it finishes a short or long rest.
Fearless Commander (Level 7)
Coordinated Command (Level 10)
When you issue a battle command on your turn, you can target two allies instead of one. You can give both the same command or a different command to each ally. Both targets must be within 120 feet of you.
Adaptive Strategy (Level 15)
When you issue a battle command, the targets gain advantage on their next attack roll or saving throw they make before the end of your next turn.
Call to Action (Level 18)
At 18th level, when you use your Action Surge ability, instead of taking an additional action yourself, one ally you can see can immediately take an additional turn immediately after you finish your turn.
Commander
Commander Archetype (Level 3)
Giving orders is second nature to a commander. These exemplary fighters lead their squadrons by inspiring their subordinates and bolstering their fighting prowess through the strength of their voices and their presence. As a result, the forces under their command can achieve incredible feats of battle, even when odds are stacked against them.
Commander's Orders
Starting at 3rd level, you can inspire others through the power of your commands. To do so, you use a bonus action on your turn to choose any number of creatures other than yourself within 60 feet of you who can hear you. Those creatures gain one Command die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check. The creature can wait until after it rolls the d20 before deciding to use the Command die, but must decide before the DM says whether the roll succeeds or fails. Once the Command die is rolled, it is lost. A creature can have only one Command die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Command die changes when you reach certain levels in this class. The dice becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Order of Charge (Level 7)
Starting at 7th level, you can expend one use of your Commander's Order ability to double the movement speed of the creatures you choose until the end of their next turn.
Order of Defense (Level 10)
Starting at 10th level, you can expend one use of your Commander's Order ability to allow the creatures you choose to gain and roll the Command die and add the number rolled to one saving throw.
Order of Attack (Level 15)
Starting at 15th level, you can expend one use of your Commander's Orders ability to allow the creatures you choose to gain and roll the Command die and add the number rolled to one attack roll.
Legendary Commander (Level 18)
Starting at 18th level, your Commander's Order can influence every friendly creature within 80 feet of you who can hear you, as well as yourself. Additionally, you can cast the command spell a number of times per day equal to your proficiency bonus (DC equals 8 + your Proficiency Bonus + your Charisma modifier) without expending a spell slot or material components.
Commander
Commander (Level 3)
Not all Fighters rely solely on themselves in battle, some use their knowledge of battlefield tactics to command their allies. Commanders are warriors who lead their soldiers from the front, issuing Commands and inspiring greatness in others by their own brave deeds. By their presence, a Commander can transform an unorganized militia into a deadly force.
Art of War
You have spent time studying not only the strategy and tactics of war but also the theory of politics. You gain proficiency in one of the following skills: History, Insight, Investigation, or Persuasion. Moreover, whenever you make an ability check with that skill, you treat a d20 roll of 7 or lower as an 8.
Tactical Orders
When you take the Attack action on your turn, you can issue one of the Orders from the list below in place of one attack. You can issue an Order to a willing creature within 30 feet, other than yourself, that can hear and understand you:
Defensive Order
The target of this Order can use its reaction to immediately take the Dodge action.
Maneuvering Order
The target of this Order can use its reaction to move up to its speed without provoking opportunity attacks.
Support Order
The target of this Order can use its reaction to immediately take the Help, Hide, Search, or Use an Object action.
Captains, Tacticians, & Warlords
The battlefield commander is an archetype that is conspicuously absent in 5e. This Archetype, along with the Warlord Class attempts to fill that niche.
Strategic Command (Level 7)
You rally your allies even as you fight. When you use Second Wind, you can choose three creatures within 30 feet that can hear you to regain hit points equal to your Fighter level.
Heroic Surge (Level 10)
Your action inspires your allies. When you use Action Surge, you can choose one creature within 30 feet that can hear you. As a reaction, it can move up to its speed without provoking opportunity attacks. At the end of this movement, it can make a single weapon attack as part of the same reaction.
Invigorating Orders (Level 15)
Your orders inspire greatness in those who fight alongside you. Whenever you issue an Order to a creature, it has advantage on the first weapon or spell attack roll that it makes within the next minute.
Legendary Commander (Level 18)
Your ability to inspire others and lead allies into battle rivals the great conquerors and commanders of legend. When you use Action Surge, your Heroic Surge can affect up to two creatures of your choice within 30 feet that can hear you.
Commando
Commando (Level 3)
A commando is a soldier of an elite light infantry or special operations force specialized in assault or unconventional high-value targets. Commandos differ from other types of special forces in that they primarily operate in covert combat, front-line reconnaissance, and raiding, rather than long range reconnaissance and unconventional warfare.
Tactical Aid
When you choose this archetype at 3rd level, as a bonus action, you can give advantage to an ally on the next ability check or attack roll against an opponent you can see within 30 feet of you. You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses of it when you finish a long rest.
Pre-Planning (Level 7)
Starting at 7th level, after spending 1 hour observing a specific location, you learn two pieces of information from the following options (your choice).
- Access
You discover a new way to access to the location. This can be an entry point such as an underground entrance through the sewers, an unlocked window in the 2nd floor, or the location of an item that can be used to enter (like a keycard).
- Alternative routes
You know some routes you can use to move within the location, such as the ventilation system or the underground tunnels.
- Dead Drop
You manage to get some of your equipment in a non-restricted area of the location, such as hidden inside a trash can in the laundry room or under a public bathroom sink. You can hide up to 20 lb. of equipment in one area within the location of your choice.
- Security Surveillance
You know the possible location of cameras, the security room, estimated number of guards, if there are metal detectors, ID checks, and so on.
Additionally, while you are in the area you've studied, you have advantage on initiative rolls for the next 12 hours or until you use this feature again.
Additional Fighting Style (Level 10)
At 10th level, you can choose a second option for the Fighting Style class feature.
Rapid Strike (Level 15)
Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
First Contact (Level 18)
At 18th level, if you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.
Corsair
Corsair (Level 3)
The wide-open ocean, the salty breeze, and the freedom of a ship—these are the things a corsair values more than anything else. Though an archetypal corsair is no less trained than their military counterparts, they prefer a more swashbuckling, charismatic approach to life, and take well to privateering, smuggling, exploring, and other self-directed work.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in the Sleight of Hand skill, if you did not already have proficiency.
Surprise Attack
At 3rd level, you've learned to strike foes when they least expect it. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of extra damage increases as you gain levels in this class. At 7th level, this damage increases to 2d6, at 11th level, this damage increases to 3d6, and at 15th level, this damage increases to 4d6.
Commandeer
At 3rd level, you can replace one of your attacks with an attempt to steal an item being carried by another creature. You can't attempt to steal an object that is being worn as clothing or armor, nor can you steal an object that is being held in one of the target's hands. Make a Dexterity (Sleight of Hand) check, opposed by the target's AC. On a success, you successfully steal that object. You must have a free hand to use this ability.
Three Sheets (Level 7)
Charmed Life (Level 10)
By 10th level, you can saunter into trouble and make it out unscathed, thanks to your considerable luck. You can gain advantage on one ability check, attack roll, or saving throw that uses Dexterity or Charisma.
Once you use this ability, you can't use it again until you finish a short or long rest.
Slippery Positioning (Level 15)
Starting at 15th level, whenever a hostile creature that you can see within 60 feet moves, you can move 5 feet without using your reaction or provoking opportunity attacks. On each round, you can use this ability a number of times equal to your Dexterity modifier.
Untouchable Swordsman (Level 18)
By 18th level, you are legendary with a cutlass. Whenever you hit a creature with your Surprise Attack, the target has disadvantage on attack rolls against you until the start of your next turn.
Cosmic Knight
Cosmic Knight (Level 3)
The extraordinary Cosmic Knights are fighters who can tap into their deep connection with the cosmos to manifest supernatural power. Sometimes referred to as void warriors or star fighters, these specialized combatants harness their attunement to the underlying forces of the multiverse to artfully weave their martial mastery with magical effects as they manipulate and devastate their foes.
Interstellar Intuition
When you choose this archetype at 3rd level, your affinity for constellations and the night sky grants you the following benefits:
You gain proficiency with navigator's tools.
You gain darkvision out to a range of 60 feet. If you already have darkvision from another source, its range increases by 30 feet.
You learn the dancing lights cantrip, and when you cast it, it requires no material components.
Cosmic Strike
At 3rd level, you learn to call upon the power of the cosmos to create magical effects. When you gain this feature you learn two Cosmic Strike options of your choice (see "Cosmic Strike Options"). You have three uses of this feature, and you regain all expended uses when you finish a short or long rest.
You learn an additional Cosmic Strike option of your choice when you reach certain levels in this class: 7th, 10th, and 15th level. Each option also improves when you become a 10th-level fighter.
Aetherspeak (Level 7)
When you reach 7th level, your connection to the multi-verse allows you to communicate with others across great distances, even to the farthest reaches of space. You can cast the sending, requiring no material components. When you cast it with this feature, your message always successfully arrives at your target, even if the target is on a different plane of existence than you.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Unassailable Spirit (Level 10)
By the time you reach 10th level, your sense of self has become strongly grounded in reality, helping you to resist effects that would usurp your personality or hurl you to other planes of existence. You gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence saving throws.
Planar Pursuit (Level 15)
At 15th level, your understanding of the inner workings of the multiverse allows you to slip alongside other creatures when they teleport. When a hostile creature that you can see within 120 feet of you travels to another plane of existence or teleports, you can use your reaction to follow that creature to its new location and make a melee weapon attack against it. On a hit, the target must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or return to its previous space. Hit or miss, you then return to your previous space.
In addition, when a willing creature you can see within 120 feet of you teleports no farther than 500 feet, you can use your reaction to travel alongside the creature, appearing within 5 feet of it.
Infinity Warrior (Level 18)
Starting at 18th level, your perfect attunement with the cosmos allows you to instinctively tap into your supernatural power. Once on each of your turns, you can forgo one of your attacks as part of the Attack action to use one of your Cosmic Strike options this turn without expending a use of your Cosmic Strike feature.
Couatl Herald
Couatl Herald (Level 3)
The Couatl Heralds were, or are, martial warriors whose intention was to neutralize threats without always resorting to deadly force. These combatants were a beloved symbol of peace in the once great city of Hearth, whose terrible destruction has been all but entirely lost to history. Perhaps you come from a long line of sequestered heralds who had escaped the city before its collapse, or maybe you found the age-old journals of one of the city's training officers. Regardless of how you come across this knowledge, training, and virtue, a true Couatl Herald defends the lives of all: regardless of their transgressions.
Agent of Mercy
When you choose this archetype at 3rd level, you understand that not every villain needs a bloody ending. You gain three motes of positive magic that can be used to fuel your interactions with other creatures. These motes are called mercy dice, which are d6s. You regain all of your expended mercy dice when you finish a short or long rest, and you regain 1 expended mercy die when you reduce a hostile creature to 0 hit points and choose to knock it out instead of killing it outright.
Whenever you make a Wisdom (Insight) check or Charisma check, you can choose to roll one or more of these dice and add the number rolled to the ability check. You can wait until after you roll the d20 before deciding to use a mercy die, but must decide before the GM says whether the roll succeeds or fails. Alternatively, you can roll a mercy die as a bonus action to gain temporary hit points equal to your Charisma modifier + the number you rolled on the die.
You keep a mercy die until it's either used or you kill an unconscious creature you had already spared. When you reach 10th level in this class, your mercy dice turn into d8s, and at 15th level, they turn into d10s.
In addition, your carefully placed strikes allow you to knock a creature out with either melee or ranged attacks.
One of the People
At 3rd level, you gain proficiency in the Persuasion and Insight skills.
Peacebringer (Level 7)
Starting at 7th level, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, you can use an action to cast the calm emotions spell, without expending a spell slot. The saving throw DC for the spell equals 8 + your proficiency bonus + your Charisma modifier. Once you cast this spell, you can't cast it again until you finish a short or long rest.
Calm Mind (Level 10)
By 10th level, you gain an additional way to regain mercy dice. When you successfully persuade a creature to stand down or deescalate an otherwise violent situation, you regain 1 mercy die. If multiple creatures are persuaded in this way, you regain 1 mercy die for each affected creature.
In addition, your mind is guarded against outside forces that would seek to sway your dedication. You can't be charmed or frightened.
Paragon (Level 15)
Starting at 15th level, you can have up to five mercy dice at a time. You've also learned how to lead your allies using magical words of empowerment. As a bonus action, you can command a creature you can see within 30 feet of you, spending a mercy die. When you do, roll the die. If the creature can hear you, it gains temporary hit points equal to your Charisma modifier + the number you rolled on the mercy die and can immediately use its reaction to move up to half its speed and make one weapon attack.
If a weapon attack made in this way reduces a creature to 0 hit points, that creature is magically knocked unconscious instead of killed outright by the attack.
Heraldic Enforcer (Level 18)
At 18th level, your training has taught you to strike with the magic and force of a mighty couatl. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d10 force damage to the target. When you deal this force damage, you can choose to spend a mercy die to add an additional 1d10 force damage to the attack.
In addition, if you choose to knock a creature out instead of killing it outright when you reduce it to 0 hit points, the target remains unconscious for 8 hours or until a creature friendly to you uses an action to shake it awake, even if the target regains hit points.
Crusader
Crusader (Level 3)
Archetypal Crusaders faithfully execute the will and enforce the ideologies of their deities, their martial prowess augmented by divine magic. Crusaders specialize in abjuration and evocation magic to better protect the allies of their god and destroy their god's enemies. A crusader's greatest ambition is to build an army of faithful devotees and bring the word of their deity to all.
Spellcasting
When you reach 3rd level, you augment your martial prowess with divine manifestations of your faith by casting spells. See Chapter 10 in the Player's Handbook for the general rules of spellcasting and Chapter 11 for the cleric spell list.
Additionally, choose a Divine Domain from among those available to the cleric class. Your choice affects the spells that you prepare, as well as features you gain later from this archetype.
Cantrips
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Preparing and Casting Spells
The Crusader Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these cleric spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest'24.
You prepare the list of cleric spells that are available for you to cast, choosing from among the abjuration and evocation spells on the cleric spell list. When you do, choose a number of those spells equal to your fighter level divided by 3, rounded up. The spells must be of a variety for which you have spell slots.
For example, if you are a 7th-level fighter, you have four 1st-level spell slots and two 2nd-level spell slots. Your list of prepared spells can include 3 spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest'24. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Domain Spells
Each domain has a list of spells — its domain spells — that you gain at certain fighter levels shown in the Crusader Domain Spells table. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells since your spells come from your devotion to your deity. You use Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell
Spell
Spellcasting Focus
You can use a holy symbol (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your cleric spells.
| Spell Level | Fighter Level Gained |
|---|---|
1st | 3rd |
2nd | 7th |
3rd | 13th |
4th | 19th |
5th | - |
Channel Divinity
At 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Silence Heathens and an effect determined by your Divine Domain's 2nd-level feature. Your fighter level counts as your cleric level for the purpose of your domain's Channel Divinity.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest before you can use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your spell save DC.
Starting at 15th level, you can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Silence Heathens
As an action, you present your holy symbol and speak a prayer censoring your foes. Each enemy within 10 feet of you that can see or hear you must make a Charisma saving throw. If the creature fails its saving throw, it is silenced for 1 minute. At the end of each of its turns, an affected creature can repeat the saving throw, ending the effects on a successful save.
A silenced creature can't produce verbal sounds or provide the verbal components for spells. Any feature that requires it to speak or otherwise make verbal sound is unusable while it is silenced.
Channel Divinity: March to War (Level 7)
Starting at 7th level, you can guide your compatriots through the worst terrain and toward your divine calling, using your Channel Divinity. As an action, choose a number of willing creatures within 30 feet of you that you can see up to your Wisdom modifier (minimum 1). You and each of the chosen creatures ignore difficult terrain and gain the benefits of the water walk spell for 1 hour. The duration ends early if you become unconscious or die, or if you choose to end it (no action required by you).
Glorious Bastion (Level 10)
Starting at 10th level, battling in your deity's name increases your divine resilience. When you take the Attack action and hit one or more creatures with weapon attacks, you have advantage on the next saving throw you make against one of those creatures' effects before the start of your next turn.
Divine Surge (Level 15)
Starting at 15th level, when you use your Action Surge, you burst with a corona of your deity's power. Enemy creatures within 10 feet of you each take 2d8 radiant damage, and you and allied creatures within 10 feet of you each regain 2d8 hit points.
Deity's Chosen (Level 18)
At 18th level, you gain your Divine Domain's 17th-level feature.
Crusader
Crusader (Level 3)
Many warriors swear Oaths to gods of battle and war, but not all are blessed with the divine abilities of Paladins or Clerics. Those who fight for the gods without their explicit blessing are known as Crusaders. These zealots stand as champions of divine causes, their fervent belief fueling their battle fury.
Crusaders serve many gods and causes, but they all have one thing in common; fanatical devotion to what they believe is right. Their belief is forged in the fires of devotion, and a Crusader will snap rather than bend.
Crusader's Ire
You mark your foes for divine judgment. As a bonus action, you can Mark a creature 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 use your reaction to make an opportunity attack.
When the creature forces you to make a saving throw, you can roll a d6, and add the result to your saving throw.
Your Mark lasts for 1 minute, or until the Marked creature is slain. Once you Mark a creature in this way you must finish a short or long rest before you can Mark another creature as the target of your Crusader's Ire.
Fanatical Disciple
You gain proficiency in Religion, and whenever you make an Intelligence (Religion) check related to the god or cause you serve you add double your proficiency bonus to your roll.
Optional Rule: Oathbreaker Paladins
Should a Paladin break or forsake their Oath in your game, the Crusader Archetype here can be used to represent a Paladin who has lost their divine power.
Renewed Fervor (Level 7)
Your fanaticism grants you bursts of fervor in battle. When you use Second Wind you regain the use of Crusader's Ire.
In addition, when you Mark a creature as the target of your 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 (Level 10)
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, instantly making one weapon attack against your attacker.
Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can use it again, but you instantly gain a level of exhaustion.
Righteous Judgement (Level 15)
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 target to 0 hit points you instantly regain the use of Crusader's Ire.
Legendary Crusader (Level 18)
When the target of Crusader's Ire target's 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.
Crusader
Crusader (Level 3)
Archetypal Crusaders faithfully execute the will and enforce the ideologies of their deities, their martial prowess augmented by divine magic. Crusaders specialize in abjuration and evocation magic to better protect the allies of their god and destroy their god's enemies. A crusader's greatest ambition is to build an army of faithful devotees and bring the word of their deity to all.
Divine Domain
When you choose this archetype at 3rd level, choose one divine domain from your chosen deity's list of eligible domains.
Spellcasting
When you reach 3rd level, you augment your martial prowess with divine manifestations of your faith by casting spells. See chapter 10 in the Player's Handbook for the general rules of spellcasting and chapter 11 in the same for the cleric spell list
Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level. Preparing and Casting Spells. The Crusader Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these cleric spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from among the abjuration and evocation spells on the cleric spell list. When you do, choose a number of those spells equal to your fighter level divided by 3, rounded up. The spells must be of a variety for which you have spell slots. For example, if you are a 7th-level fighter, you have four 1st-level spell slots and two 2nd-level spell slots. Your list of prepared spells can include 3 spells of 1st or 2nd level, in any combination. If you prepare the 1stlevel spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Domain Spells. Each domain has a list of spells (found in the Cleric section of the Player's Handbook)—its domain spells—that you gain at certain fighter levels shown in the Crusader Domain Spells table. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Preparing and Casting Spells. The Crusader Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these cleric spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from among the abjuration and evocation spells on the cleric spell list. When you do, choose a number of those spells equal to your fighter level divided by 3, rounded up. The spells must be of a variety for which you have spell slots.
For example, if you are a 7th-level fighter, you have four 1st-level spell slots and two 2nd-level spell slots. Your list of prepared spells can include 3 spells of 1st or 2nd level, in any combination. If you prepare the 1stlevel spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Domain Spells. Each domain has a list of spells (found in the Cleric section of the Player's Handbook)—its domain spells—that you gain at certain fighter levels shown in the Crusader Domain Spells table. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that isn't an abjuration or evocation spell on the cleric spell list, the spell is nonetheless a crusader spell for you.
Spellcasting Ability. Wisdom is your spellcasting ability for your crusader spells since your spells come from your devotion to your deity. You use Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a crusader spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus. You can use a holy symbol (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your crusader spells.
| Spell Levels | Fighter Level Gained |
|---|---|
1st | 3rd |
2nd | 7th |
3rd | 13th |
4th | 19th |
5th | — |
Channel Divinity
At 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Silence Heathens and an effect determined by your Divine Domain's 2nd-level feature. Your fighter level counts as your cleric level for the purpose of your domain's Channel Divinity.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest before you can use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your crusader spell save DC.
Beginning at 15th level, you can use your Channel Divinity twice between rests.
Silence Heathens. As an action, you present your holy symbol and speak a prayer censoring your foes. Each enemy within 10 feet of you that can see or hear you must make a Charisma saving throw. If the creature fails its saving throw, it is silenced for 1 minute. At the end of each of its turns, an affected creature can repeat the saving throw, ending the effects on a successful save.
A silenced creature can't produce verbal sounds or provide the verbal components for spells. Any feature that requires it to speak or otherwise make verbal sound is unusable while it is silenced.
March to War. Starting at 7th level, you can guide your compatriots through the worst terrain and toward your divine calling, using your Channel Divinity. As an action, choose a number of willing creatures within 30 feet of you that you can see up to your Wisdom modifier (minimum 1). You and each of the chosen creatures ignore difficult terrain and gain the benefits of the water walk spell for 1 hour. The duration ends early if you become unconscious or die, or if you choose to end it (no action required by you).
placeholder (Level 7)
Glorious Bastion (Level 10)
Beginning at 10th level, battling in your deity's name increases your divine resilience. When you take the Attack action and hit one or more creatures with weapon attacks, you have advantage on the next saving throw you make against one of those creatures' effects before the start of your next turn.
Divine Surge (Level 15)
Starting at 15th level, when you use your Action Surge, you burst with a corona of your deity's power. Enemy creatures within 10 feet of you take 2d8 radiant damage, and you and allied creatures within 10 feet of you regain 2d8 hit points.
Deity's Chosen (Level 18)
At 18th level, you gain your Divine Domain's 17thlevel feature.
Death's Chosen
Death's Chosen (Level 3)
A death's chosen is a fighter that turns its back against life and the living. Tainted by dark powers, a death's chosen combines necromantic abilities with martial prowess in order to become elite, unholy warriors of evil. Many of these hateful fighters pledge their lives to the service of a dark god or powerful undead. Others simply fuel their dark powers via evil acts and spiteful behavior.
Dread Power
3rd-level Death's Chosen feature
A pit of negative energy festers within your soul. This energy is represented by your Negative Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various dread powers you have, which are detailed below.
Some of your powers expend the Negative Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Negative Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Negative Energy die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Negative Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Negative Energy dice.
Unnatural Presence (Level 7)
7th-level Death's Chosen feature
As a bonus action, you can regain one expended Negative Energy die, but you can't do so again until you finish a short or long rest. In addition, you have mastered new ways to use your unholy powers, detailed below.
Vigor of the Chosen (Level 10)
10th-level Death's Chosen feature
Your powers taint you to be more like the undead you consort with. You gain resistance to necrotic damage, and if damage reduces you to 0 hit points, you can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.
Negative Energy Aura (Level 15)
15th-level Death's Chosen feature
You can surround yourself with a field of unholy energy. As a bonus action, you can create an aura out to a range of 10 feet from you that lasts for 1 minute or until you're incapacitated. Within this aura, hostile creatures can't regain hit points, can't benefit from resistance to necrotic damage, and take necrotic damage equal to your Charisma modifier (minimum of 1) if they end their turn there.
Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Negative Energy die to take it again.
Immortal Servant (Level 18)
18th-level Death's Chosen feature
At 18th level, you gain the following benefits:
You don't suffer from exhaustion, and you no longer age.
You are immune to disease, necrotic and poison damage, and the poisoned condition.
The range of your Negative Energy Aura increases to 30 feet.
Destiny Warrior
Destiny Warrior (Level 3)
Destiny is a cosmic force like any other, and for those attuned to the will of the cosmos can learn to adapt to the tides of fate. To be a Destiny Warrior, it is a balancing act of submitting to forces beyond your control but also to demand obeisance from the universe itself, and to allow your ego to impress itself upon causality itself. To achieve this can sometimes mean being the subject of prophecy, witnessing the changing of ages or being displaced in terms of time and space. To be a Destiny Warrior is a lonesome thing, but for those who walk this path there is often no choice in the matter.
Destiny Warriors are often highly individualistic and independent, as they are able to overcome obstacles alone that would certainly kill a normal mortal. They can range from resigned to a fate they may not understand or have control over, to highly egotistical individuals who believe themselves invincible.
Servant of Destiny
At 3rd level, you are able to enter a trance in which you attune with the forces of destiny that guide you, pushing to perform superhuman feats. When you take the Attack action on your turn, you may sacrifice one of your attack rolls to enter a destiny trance. Your weapon attacks now score a critical hit on a roll of an 18, 19, or 20. In addition, when you score a critical hit, instead of rolling each damage dice twice, you roll damage as normal and an additional effect will occur. Roll on the following table (d8) to determine what happens:
Destined Strike Table
If you take damage equal to or greater than your character level, you must pass a Charisma Save, the DC of which equals half the damage taken. On a failed save, you end your trance. The trance may also end if you are reduced to 0 hit points or are incapacitated. Otherwise, the trance lasts an hour. You are able to enter a trance a number of times equal to your proficiency modifier, and you regain all expended uses after a long rest.
Force of Ego
At 3rd level, you gain the ability to use the energy of your personality itself to affect your body. You use your Charisma modifier, instead of Constitution, for the purposes of hit point calculation (minimum of 1).
Duel of Fate (Level 7)
Once you reach 7th level, you can issue a challenge to a creature within 60ft as a bonus action. For the next minute, the creature has disadvantage on attacks against creatures other than you unless it passes a Charisma saving throw. The creature is able to repeat the save at the end of each of its subsequent turns. The DC for this save equals 8 + your proficiency bonus + your charisma modifier. The creature also cannot willingly move away from you unless forced. You can use this ability a number of times equal to your proficiency modifier. All uses are returned following a long rest.
Avatar of Fate (Level 10)
Upon reaching 10th level you begin to truly walk along your prophesied path, and become more resilient to obstacles that would otherwise kill you. When you take damage that would reduce you to 0 hit points or kill you, you are instead reduced to 1 hit point. You can benefit from this ability once per short rest.
Destined Victory (Level 15)
Upon reaching 15th level, the target of your Duel of Fate feature lends you power. When you finish your turn within 15 feet of the target of your Duel of Fate feature, you gain a number of temporary hit points equal to 5 + your Charisma modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Champion of Fate (Level 18)
At 18th level, you become a nigh-invincible champion. Upon activating your Avatar of Fate feature, instead of being reduced to 1 hit point, you instead are returned to half of your maximum hit points. In addition, you gain resistance to piercing, slashing, and bludgeoning damage until the end of your next turn.
Devout
Devout (Level 3)
An archetypical Devout bears a distinct resemblance to paladins and clerics, particularly in the way they present themselves. While they lack the divine magic offered by these classes, their divine fervor is far from lacking. A Devout fights for their deity, commonly acting as crusaders or, less commonly, inquisitors of the faith. These fighters come from all walks of life, united by their zealotry and unbreakable faith. In their training, they become capable combatants, devoted friends, and learned scholars of their faith. A Devout's way of life is arduous—they are always fighting for something, whether it be for their god, their companions, or simply for a moral cause.
Bonus Proficiency
At 3rd level, you gain proficiency in the Religion skill. If you already have this proficiency, you instead gain proficiency in another skill of your choice.
Zealot's Devotion
At 3rd level, you can devote yourself to a cause. This devotion is represented by your zealotry die, which starts as a d6 and increases in size as you level. It becomes a d8 at 7th level, a d10 at 10th level, and a d12 at 15th level. Starting at 18th level, you roll your zealotry die twice and take the higher of the two rolls.
As a bonus action, you can devote yourself towards either defender of kin or slayer of foes, which are described below. Both choices use your zealotry die as part of their effects, and your choice lasts until you choose a different one or are incapacitated.
Scholar of Evil and Good (Level 7)
The creatures of evil and good—aberrations, celestials, elementals, fey, fiends, and undead—are intricately connected with the dealings of the gods. By 7th level, you have learned much about these creatures, granting you advantage on any Charisma checks you make while interacting with them, and allowing you to add your proficiency bonus to any Wisdom, Charisma, or Intelligence save imposed by one of these creatures if you don't add your proficiency to that save already.
Surge of Faith (Level 10)
Starting at 10th level, using your Action surge also allows you to take an additional bonus action on your turn, and increases your speed by 15 feet until the end of the turn.
Endless Fervor (Level 15)
Beginning at 15th level, your Zealot's Devotion feature is improved. You gain a +1 bonus to your AC while defender of kin is active, and a +1 bonus to your weapon attack rolls while slayer of foes is active.
Deus Ex Machina (Level 18)
By 18th level, the gods have noticed your ceaseless devotion, and have taken interest in your fate. You have advantage on death saving throws, and you roll a d6 every time you finish a long rest. A roll of 6 means that your deity visited you in your dreams and truthfully answered one yes or no question of your choice.
Discordant
Discordant (Level 3)
In battle, blades clash and ring, shields break and snap, warriors yell and scream, and beneath it all, the sound of violence reigns supreme. One sound, however, stands out above the rest in your memory: the eternal song of the Perfect Chord, a manifestation of light and sound that bore witness to your conflict, collecting the cries of the wounded and the yells of the victors before vanishing once more. Inspired by this melody, you have dedicated your martial focus to the creation of dissonance, adjusting the vibrations of the universe to inflict a discordant cacophony of destructive power upon your adversaries. With weapons singing a tale of triumph and despair, you stand valiant before the chaos of everlasting war.
Ring the Blade
When you choose this archetype at 3rd level, you learn to make your blades sing with destructive energy. While you are wielding a melee weapon, you can use a bonus action to make it ring with sonorous power for one minute. If the weapon leaves your hand, it stops ringing.
While a weapon is ringing, it inflicts thunder damage instead of the normal type. Whenever a creature other than you starts its turn within 5 feet if you while your weapon is ringing, it takes thunder damage equal to your highest ability score modifier.
As an action while holding a ringing weapon, you can unleash this energy, generating sharpened edges of pure sound to lash out in all directions around you and causing the weapon to stop ringing. When you do this, each creature other than you within 15 feet of you takes thunder damage equal to the damage dice of the weapon plus your highest ability score modifier.
You can unleash the energy within a ringing weapon twice, and you regain these uses when you finish a short or long rest.
Starting at 7th level, unleashing this energy inflicts twice as much damage, and it inflicts three times as much damage at 15th level.
Hear the Silence
Also at 3rd level, you learn to stop noise around you by disrupting your own heartbeat. As a bonus action, you can cast silence centered on yourself. When cast in this way, it requires no verbal, somatic, or material components, lasts until the start of your next turn, and affects a 5-foot-radius sphere centered on you.
Defy Harmony (Level 7)
At 7th level, you move against the beat of the universe, like nails upon life's chalkboard. You gain proficiency in the Intimidation skill. When you wield a weapon that is ringing, your attacks with that weapon ignore disadvantage caused by your target being heavily obscured.
Shatter Syncronicity (Level 10)
At 10th level, you learn to further manipulate sound and silence. Friendly creatures within 15 feet of you gain resistance to thunder damage. When a hostile creature takes thunder damage as a result of starting its turn within 5 feet of you while your weapon is ringing, it becomes disrupted by eldritch vibrations that interfere with spellcasting. If it tries to cast a spell with a verbal component before the start of your next turn, it takes 2d10 thunder damage immediately after casting the spell. If this would cause it to make a concentration saving throw, it makes this saving throw with disadvantage.
Strike Unhindered (Level 15)
At 15th level, while your weapon is ringing, you can use a bonus action to take the Dash action. When you do, you automatically break free from any creature grappling you. After you use this bonus action, any creature or object other than you within 5 feet of you at any time during your turn takes thunder damage equal to your highest ability score modifier at the end of your turn.
As Perfect Imperfection (Level 18)
At 18th level, your path has taken you to the final measure, as you at last become the metronome of the Chord. Your heartbeat is as unstoppable as it is unpredictable, and your pulse thunders in your ears. Whenever you are below half your maximum hit points, you can unleash the energy within a ringing weapon without expending your use of the feature.
Whenever you are reduced to 0 hit points, you can choose to be reduced to 1 hit point instead. Once you do so, you can't do so again until you finish a long rest.
Dragoon
Dragoon (Level 3)
A mounted soldier's primary objective is to carve a swath through the enemy lines, breaking the ranks of footmen for his or her infantry to exploit. Dragoons are elite combatants, selected from the ranks of standard cavalry soldiers for their prowess in battle and exceptional mounted dexterity. Their specialized training focuses as much on scouting and survival as it does advanced unit tactics, creating warriors who are just as effective on their own as with the main body of an army.
A dragoon's effectiveness comes from seamlessly weaving a variety of weapons into mounted tactics in order to control the ebb and flow of the battlefield and halt any retreat.
While the refined techniques of the dragoon are typically employed by the regimented armies of humans, elves, and dwarves, there are tribes of barbarians and even wolf-mounted goblins that have cultivated a form of this style with their favored blade or axe.
Cavalry Weapons: Haft or Hilt
Issued upon the entrance to training, sabers are the typical dragoon's weapon of choice. These weapons share the length and weight of a longsword, with the curvature of a scimitar, and are designed to be light enough for use in one hand, but not for two-weapon combat. A cavalry weapon can be any one-handed weapon that deals bludgeoning, piercing, or slashing damage and doesn't have the light or finesse properties. When you choose this archetype at 3rd level, your cavalry weapon deals 1d8 damage, regardless of its damage die.
In trained hands, the saber is a graceful and deadly weapon but even a seasoned fighter might find them clumsy when dealing with its balance. Certain cultures dragoons might favor raiding axes or falchions but it is common practice for units to be familiar with the weapons and tactics of their counterparts.
Elevated Control
While cavalry traditionally refers to a mounted soldier on horseback, many armies cultivate whatever animal is best suited to the purpose in that region. While unusual, it isn't unheard of for camels, elephants, or even giant reptiles to serve such a purpose in wartime. When you choose this archetype at 3rd level, you have advantage on Wisdom (Animal Handling) and Charisma (Persuasion) checks made to influence any beast with the capacity to be used as a mount.
Versatile Combatant
At 3rd level, through rigorous training your mastery of cavalry weapons makes you effective in heavy armor, but even more so in medium or light armor, allowing a rakish freedom to press a tactical advantage in any situation. In exchange for heavy armor's protection, mounted or not, you gain maneuverability and precision. When wearing medium armor, you add double your Strength modifier to damage rolls with your cavalry weapon and your speed increases by 5 feet. While you're mounted, the speed of your mount also increases by 5 feet.
When unarmored, or wearing light armor, your proficiency bonus is doubled for any attack rolls you make with your cavalry weapon, in addition to the benefits of wearing medium armor, and your speed increases by an additional 5 feet, to a total of 10 feet. While you're mounted, the speed of your mount also increases in this way.
Additionally, when you use the Attack action to attack with a cavalry weapon, you can use a bonus action to attack with a loaded one-handed ranged weapon you are holding. Being within 5 feet of a hostile creature doesn't impose disadvantage on this ranged attack.
Line Breaker (Level 7)
At 7th level, you have learned to identify the break points in the enemy's line and can clear the way for your allies to follow. When you take the Attack action, you can forgo one of your attacks and use your Move action to move least 20 feet in a straight line. When you do so, each creature in your path must make a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, a creature is pushed 5 feet in a direction of your choice and falls prone.
Creatures have disadvantage on this saving throw if you are mounted.
Flanking Maneuvers (Level 10)
At 10th level, your battlefield awareness allows you to sense a retreat and cut it off as it happens. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack as part of the same reaction. This movement doesn't provoke opportunity attacks.
Starting at 18th level, if you make a melee attack against a creature, that creature can't make an opportunity attack against you for the rest of your turn.
Strategic Stride (Level 15)
Starting at 15th level, moving through difficult terrain costs you, or your mount, no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
While traveling for an hour or more while mounted, you gain the following benefits:
Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you're engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, or with up to nine other mounted creatures, you can move stealthily at a normal pace.
While tracking other creatures, you also learn their exact numbers, their sizes and how long ago they passed through the area.
Flanking Maneuvers Improvement (Level 18)
Starting at 18th level, if you make a melee attack against a creature, that creature can't make an opportunity attack against you for the rest of your turn.
Dragoon
Dragoon Archetype (Level 3)
Dragoons seek to emulate the fearsome aerial attacks and graceful agility of dragonkind. They traditionally wield polearms, as these weapons work well with the dragoon's mastery of distance in combat. Supernatural leaping abilities are gained through long meditation or dangerous rites of passage.
Soaring Leap (Level 3)
When you choose this archetype at 3rd level, you gain supernatural leaping skills. As a bonus action, you can jump up to 15 feet vertically and up to 30 feet horizontally without a running start and without provoking opportunity attacks. Each lateral foot you clear on the jump costs a foot of movement. Ignore the first 20 feet of falling damage you would take while making a soaring leap.
Trap Springer (Level 7)
Starting at 7th level, whenever a trap requires you to make a Dexterity saving throw, you can use your reaction to make a soaring leap out of harm's way, gaining advantage on the saving throw. You only perform the leap if you succeed on the saving throw.
Diving Attack (Level 10)
Starting at 10th level, you can hit harder while making a soaring leap. If you make a melee weapon attack against a creature while making a soaring leap towards it, you can gain advantage on the attack and deal an extra 1d4 damage if the attack hits. You can only use this feature once per turn.
Elemental Javelin (Level 15)
When you reach 15th level, choose cold, fire, or lightning. Once per turn, you can enhance a thrown weapon with your chosen elemental power as you throw it. Long range does not impose disadvantage on the attack, and the weapon deals an extra 1d4 damage of the chosen type if it hits.
Dragon Heart (Level 18)
At 18th level, you gain the fighting spirit of a dragon. You regain hit points equal to your fighter level + your Constitution modifier on a successful death saving throw. Once you use this feature, you cannot use it again until you finish a long rest.
Dragoon
Dragoon Archetype (Level 3)
Dragoons seek to emulate the fearsome aerial attacks and graceful agility of dragonkind. They traditionally wield polearms, as these weapons work well with the dragoon's mastery of distance in combat. Supernatural leaping abilities are gained through long meditation or dangerous rites of passage.
Soaring Leap (Level 3)
When you choose this archetype at 3rd level, you gain supernatural leaping skills. As a bonus action, you can jump up to 15 feet vertically and up to 30 feet horizontally without a running start and without provoking opportunity attacks. Each lateral foot you clear on the jump costs a foot of movement. Ignore the first 20 feet of falling damage you would take while making a soaring leap.
Trap Springer (Level 7)
Starting at 7th level, whenever a trap requires you to make a Dexterity saving throw, you can use your reaction to make a soaring leap out of harm's way, gaining advantage on the saving throw. You only perform the leap if you succeed on the saving throw.
Diving Attack (Level 10)
Starting at 10th level, you can hit harder while making a soaring leap. If you make a melee weapon attack against a creature while making a soaring leap towards it, you can gain advantage on the attack and deal an extra 1d4 damage if the attack hits. You can only use this feature once per turn.
Elemental Javelin (Level 15)
When you reach 15th level, choose cold, fire, or lightning. Once per turn, you can enhance a thrown weapon with your chosen elemental power as you throw it. Long range does not impose disadvantage on the attack, and the weapon deals an extra 1d4 damage of the chosen type if it hits.
Dragon Heart (Level 18)
At 18th level, you gain the fighting spirit of a dragon. You regain hit points equal to your fighter level + your Constitution modifier on a successful death saving throw. Once you use this feature, you cannot use it again until you finish a long rest.
Dragoon
Dragoon (Level 3)
The dragoon is a master of both ranged and mounted combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who combines extraordinary marksmanship with the superior mobility of a mount.
Bonus Proficiency
3rd-level Dragoon feature
You gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Investigation, Persuasion, or Performance.
Born to the Saddle
3rd-level Dragoon feature
Your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Skirmisher
3rd-level Dragoon feature
You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks. If you are mounted, you can use your reaction to allow the mount to move up to half its speeed instead.
Careful Eyes (Level 7)
7th-level Dragoon feature
You excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.
Rider's Intuition (Level 7)
7th-level Dragoon feature
While you are mounted and aren't incapacitated, your mount gains a bonus to saving throws equal to your proficiency bonus.
Crippling Shot (Level 10)
10th-level Dragoon feature
Your skill as a marksman allows you to land shots that debilitate your foes. Once per turn when you hit a creature with a ranged weapon attack, you can choose to cripple the creature until the end of your next turn. While crippled, the creature can't take reactions and has its speed reduced by 10 feet.
Evasion (Level 15)
15th-level Dragoon feature
You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Your mount also gains this benefit while you aren't incapacitated.
Volley (Level 18)
18th-level Dragoon feature
Starting at 18th level, you can use your action to make a ranged attack against any number of creatures within 20 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
You can apply your Crippling Shot to each creature you hit with this action.
Dragoon
Dragoon (Level 3)
Masters of spears, lances and polearms and adorned in uniquely crafted armor, Dragoon's have become legendary for their grace and power. Their intense training, said to have been passed down by the dragon riders of old, allows these warriors to leap unnaturally high into the air and strike their foes with deadly force from above. Sometimes the enemy is unaware of the Dragoon's presence until they see the shadow around them growing larger.
Lance Specialty
Beginning when you select this archetype at 3rd level, when you wield a Lance, you do not suffer disadvantage when attacking creatures within 5 feet of you. However, you must still wield a lance two handed when not mounted.
Velocity
At 3rd level, you can leap to incredible heights. You can expend your entire movement to leap into the air, up to a height of 10 feet per two fighter levels you possess, and land within 20 feet of where you originated.
Additionally, as long as you are conscious and wielding a melee weapon, all damage taken from falling is halved and you always land on your feet.
Jump
Beginning at 3rd level, when you leap into the air, you may use your action to strike a target beneath you. While falling to a location adjacent to a target, make a melee weapon attack with advantage against it. On a hit, the target takes an additional 1d6 damage of the same type as your weapon for every 10 feet you fall. Additionally, if you hit, you take no falling damage.
Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature twice between rests starting at 5th level, three times between rests starting at 10th level, and four times between rests starting at 15th level.
Lancet (Level 7)
Starting at 7th level, you gain the ability to drain a creature's energy with your strike. As a bonus action, when you hit a creature with a melee weapon attack you can choose to gain temporary hit points equal to half the damage dealt. After using this feature, you cannot use it again until you finish a short or long rest.
Tactical Jumps (Level 10)
At 10th level, you have learned how to augment your jumps. Choose one of the following features:
Terminal Velocity (Level 15)
Beginning at 15th level, as long as you are conscious and wielding a melee weapon, you cannot take damage as a result of falling.
Meteor Jump (Level 18)
Beginning at 18th level, as an action, you can leap hundreds of feet into the air, disappearing from sight, only to strike moments later with the force of a meteor. Until the start of your next turn, you are high in the air and immune to effects on the ground. On your next turn choose a single creature within 60 feet of the point you left to make a Dexterity saving throw with a Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier, your choice. If no such creature exists, you fall back to your original spot. The creature takes 10d10 damage of the same type as your weapon on a failed save and half as much on a successful one. You then land in a space adjacent to the target. After using this feature, you cannot do so again until you finish a long rest.
Drifter
Drifter (Level 3)
While most warriors hone their craft in organized schools of war or combat units, some mastered their combat skill in the wild. Known colloquially as Drifters, these solitary warriors can be found wandering from town to town, making a living hunting bounties - whether they be man, beast, or monster.
Wayward Soul
You have spent many days and nights scratching a living out in the wild. You gain proficiency in Perception or Survival, and when you make a check with either of these skills, you can treat a d20 roll of 7 or lower as an 8.
You have also learned the language of the criminal world. You can identify, read, and speak in Thieves' Cant.
Wrangler
You are especially adept at bringing your quarries in alive, though you have no qualms if they force you to take more extreme measures. As a bonus action on your turn, you can Mark a creature that you can see within 30 feet as your Quarry, granting you the following benefits:
When you make a Strength (Athletics) check to shove or grapple your Quarry, you have advantage on your roll.
As a reaction when your Quarry misses you with a melee attack, you can force it to make a Dexterity saving throw (Save DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, you can choose to knock it prone or to grapple the creature (if you have a free hand).
You have advantage on any Wisdom (Survival) or Wisdom (Perception) checks you make to track your Quarry.
The creature remains your Quarry indefinitely, but this Mark ends early if your Quarry is Hidden from you, you are incapacitated, or you Mark another creature as your Quarry.
Once you Mark a creature as your Quarry you must finish a short or long rest before you can Mark another creature.
Hair-Trigger (Level 7)
You can add your proficiency bonus to initiative rolls, and when you roll initiative and are not surprised, you can use your reaction to mark a creature as your Quarry.
Tenacious Pursuit (Level 10)
Once you have a foe in your sights it is rare that they escape your grasp. Once per turn when you make a weapon attack against your Quarry, you roll your damage dice twice and use the higher result.
Also, if you start your turn more then 30 feet away from your Quarry, you can take the Dash action as a bonus action on that turn. However, you must use the extra movement to end your turn closer to your Quarry then when you began.
Deadly Hunter (Level 15)
You are ruthless in combat against your chosen foes. Your weapon attacks against your Quarry score a critical hit on a roll of 19 or 20 on the d20.
Also, you can use Wrangler to Mark a creature as your Quarry up to three times, and you regain all expended uses of this feature when you finish a short or long rest.
Legendary Drifter (Level 18)
You are an unquestioned masterful hunter of creatures, both mortal and immortal. You gain the benefits listed below:
When you mark a creature as your Quarry, the Mark only ends if you mark another creature, or your Quarry is slain.
When you force your Quarry to make a saving throw, you can end the Mark to cause it to automatically fail.
You always know the direction of your Quarry so long as you are both on the same plane of existence.
Duelist
Duelist (Level 3)
An old question. Is it better to be quick or is it better to be heavily armored? Duelists say the former. Fighting on the edge of a knife, barely ducking under an axe, then swiftly but narrowly laying their foe open. Then on to the next duel.
Critical Contender
At 3rd level, your melee weapon attacks with weapons without the heavy property score a critical hit on a roll of 19-20.
Preemptive Attack
At 3rd level, while you are not wearing heavy armor, when a creature is about to make a melee attack against you can use your reaction to make a melee weapon attack against that creature before determining if their attack hits or misses.
Avoidance (Level 7)
At 7th level, you can take the Dodge action as a bonus action while you are not wearing heavy armor. You can use this feature a number of times equal to your Strength or your Dexterity modifier. You regain expended uses after finishing a short rest.
Improved Critical Contender (Level 10)
At 10th level, your melee weapon attacks with weapons without the heavy property score a critical hit on a roll of 18-20.
Devastating Critical (Level 15)
Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon's damage roll equal to your level in this class.
Live and Die by the Sword (Level 18)
At 18th level, when you have half your maximum hit points or less you can make a melee weapon attack with a weapon without the heavy property with advantage once per turn. Also you can use the Preemptive Attack feature once a turn without expending your reaction.
Duelist (Variant Fighter)
Duelist (Level 3)
The archetypal duelist has gained their skill in combat through their noble upbringing, taking the form of civilized one-on-one combat or a combination of crass overtures and flourish. Those who model themselves after this archetype combine fencing and bravado to entangle and distract foes, utilizing a final strike to put an end to cowards or punctuate whatever point they were making.
Taunt
Once per round after making a weapon attack against a creature, you can issue a taunt to them which lasts until the end of your next turn. When a taunted creature makes an attack or casts a spell that doesn't include you as a target, you can use your reaction to have them make a Wisdom saving throw against your maneuver save DC. On a failed save, the target takes 1d4 psychic damage and has disadvantage on the next attack roll it makes before the end of its turn.
Quick Retort (Level 7)
When making a Charisma (Intimidation) or Charisma (Persuasion) check, you add double your proficiency bonus if you are insulting or threatening that creature, or if that creature is taunted by you.
Improved Duelist (Level 10)
If you have successfully hit a creature with a weapon attack this round, that creature has disadvantage on any saving throw from the next maneuver you use against it before the start of its next turn.
Insolent Cur (Level 15)
When you use your Action Surge feature, you can spout a threat to any number of creatures within 20 feet that can see and hear you. Each creature affected must make a Wisdom saving throw against your maneuver save DC. Any creatures that fail this saving throw drop whatever they are holding and become frightened of you for 1 minute. A taunted creature makes this saving throw with disadvantage.
A creature can repeat this saving throw at the end of each of its turns, ending the frightened effect on a successful save.
Punishing Flourish (Level 18)
The next attack you make against a creature after you have successfully affected it with a maneuver deals an extra 2d8 + Charisma modifier damage.
Dungeoneer
Dungeoneer (Level 3)
Only fools would think to dive headfirst into an abandoned crypt filled with monsters and deathtraps, but it seems only fools emerge from such crypts laden with as much loot as they can carry. The archetypal dungeon delver is a veteran of such suicidal dungeon delves, and has become intimately familiar with the hazards therein. In the course of their adventures, such a dungeoneer will have adopted countless best practices, along with a litany of unproven superstitions which they believe keeps them alive. Principles from "always be the first one to hit the monster" to "never be the first one to touch a treasure chest" line a dungeoneer's journal. However, it's probably better to be paranoid and superstitious than lying at the bottom of a pit trap, incinerated by a fireball, or digested by a mimic.
Danger Sense
Beginning when you choose this archetype at 3rd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Kick In The Door
Also at 3rd level, you know how to charge through each chamber of a dungeon and come out alive. When you initiate combat by kicking down a door, diving in from overhead, crashing through a window, or any other suitably reckless tactic (as adjudicated by the GM), you have advantage on your initiative roll and on attacks you make during your first round of combat. You can't gain this benefit when you are surprised or when fighting creatures you can't see.
Dungeoneer's Intuition (Level 7)
By 7th level, you have a second sense for the unique hazards present in a dungeon. You have advantage on ability checks you make to detect shapechangers, traps, and unseen magical effects, and can make a check to detect such hazards even if you wouldn't normally make such a check.
Monster Kill (Level 10)
Starting at 10th level, when you hit an aberration, fey, fiend, monstrosity, or undead with a weapon attack, you can deal an extra die of damage to the target. You can use this ability three times, and regain all expended uses when you finish a short or long rest.
Lethality Prevention (Level 15)
By 15th level, you are a foremost expert in avoiding death. Whenever you would take damage in excess of 50 hit points but aren't killed outright, you can instead reduce the damage taken to 50 hit points.
Avoidance (Level 18)
Starting at 18th level, when you are subjected to an effect that allows you to make a Strength, Dexterity, or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Echo Knight
Echo Knight (Level 3)
A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.
Manifest Echo
3rd-level Echo Knight feature
You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
You can use the echo in the following ways:
As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
Unleash Incarnation
3rd-level Echo Knight feature
You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Echo Avatar (Level 7)
7th-level Echo Knight feature
You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
Shadow Martyr (Level 10)
10th-level Echo Knight feature
You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.
Once you use this feature, you can't use it again until you finish a short or long rest.
Reclaim Potential (Level 15)
15th-level Echo Knight feature
You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Legion of One (Level 18)
18th-level Echo Knight feature
You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.
In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.
Eldritch Knight
Eldritch Knight (Level 3)
The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic—abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell
Spell
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
War Magic (Level 7)
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Eldritch Strike (Level 10)
At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Arcane Charge (Level 15)
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Improved War Magic (Level 18)
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Ember Knight
Ember Knight (Level 3)
An ember knight employs martial techniques combined with potent fire magic. While ember knights are often mistaken for the more common eldritch knights at first glance, the source of an ember knight's magic comes from within, rather than from the study of magic. In this way they are comparable to sorcerers. While the potential to become an ember knight might be within someone from birth, this potential typically doesn't manifest until that person has a few battles under their belt. This event is generally referred to as an ember knight's "kindling," where they first begin to wield their fiery powers.
Once an ember knight "kindles," their skills become a desired commodity. Their presence can inspire fear in their opponents, and awe in their onlookers, as their fiery weapons and arrays of burning embers sow death and destruction. Many become mercenaries, or even leaders of mercenary groups, and their services are often highly sought after. Anyone that employs an ember knight finds them to be worth their price.
Flameborn
Starting at 3rd level, you can use a bonus action to imbue fire magic into a weapon you wield. Until the weapon leaves your possession or you end this feature using another bonus action, the weapon's damage type becomes fire damage and it sheds bright light in a 10-foot radius and dim light 10 feet beyond that.
Also, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range instead increases by 60 feet. Your darkvision is unusual: everything you see in darkness is in a shade of red.
Ember Magic
Also at 3rd level, you can use a bonus action to allow fiery power to swell within you. When you activate this feature, and at the start of each of your turns for the next minute, you roll a d8. This die increases to a d10 at 10th level and a d12 at 18th level. You conjure a number of embers equal to the number rolled. These embers float around you until they are spent or until they vanish at the start of your next turn.
You have two uses of this feature, and you regain all expended uses of it when you finish a long rest. You gain an additional use at 7th level and one more at 15th level.
The embers conjured by this feature can be spent to fuel the following abilities:
Ember Strike
When you hit a creature with an attack, you can cause any number of your conjured embers to fly at the attack's target. The target takes 1 fire damage for each ember you spend.
Propelling Blasts
On your turn, you can spend any number of your conjured embers to propel yourself with blasts of fire (no action required). You can fly up to 5 feet for every ember spent.
Smoke Pillars
On your turn, you can spend any number of your conjured embers to create pillars of smoke (no action required). For each ember spent, you create a cloud of thick smoke that fills a 5-foot diameter, 10 foot high cylinder centered on a point you can see within 30 feet of you. The smoke heavily obscures its area, and lasts until the start of your next turn.
Swift Spark (Level 7)
At 7th level, the fire within you energizes your spirit. Your speed increases by 10 feet, and you gain proficiency in Dexterity saving throws. If you already have this proficiency, you instead gain proficiency in another saving throw of your choice.
Improved Ember Magic (Level 10)
At 10th level, the three abilities associated with your Ember Magic feature improve as follows:
Ember Strike
You can cause another creature of your choice within 5 feet of the target to also take 1 fire damage for every ember spent.
Propelling Blasts
This flight doesn't provoke opportunity attacks.
Smoke Pillars
In the radius of your darkvision, you can see through the smoke pillars as if they were only lightly obscured.
Fiery Surge (Level 15)
Starting at 15th level, your Action Surge becomes imbued with fire magic. When you use your Action Surge, your speed increases by 10 feet until the end of the turn. While this speed increase lasts, your movement doesn't provoke opportunity attacks, and you can choose to leave behind a trail of fire where you step. The trail is 5 feet wide, follows your movement, and lasts until the start of your next turn. A creature other than you that enters the trail for the first time on a turn or ends its turn there takes fire damage equal to your fighter level.
Pyromancer Adept (Level 18)
At 18th level, you gain resistance to fire damage, and the minimum number of embers you can gain on a turn from your Ember Magic feature equals your Constitution modifier.
Ember Knight (V1)
Ember Knight (Level 3)
Ember Knight V1 was reworked to make it less reliant on fire damage, and improve its gameplay.
An ember knight employs martial techniques combined with potent fire magic. While ember knights are often mistaken for the more common eldritch knights at first glance, the source of an ember knight's magic comes from within, rather than from the study of magic. In this way they bare some resemblance to sorcerers. While the potential to become an ember knight might be within someone from birth, this potential typically doesn't manifest until that person has a few battles under their belt. This event is generally referred to as an ember knight's "awakening," where they first begin to wield their fiery powers.
Ember knights make for impressive combatants, capable of clearing out groups of enemies with the explosive blades they conjure, or merely cutting down their foes with weapons wreathed in flame. Their presence can inspire fear in their opponents, and awe in their onlookers.
These warriors can easily find employment in times of war, where their magical capabilities can be used to wade through the tides of battle. Many become mercenaries, or even leaders of mercenary groups, and their services are often highly sought after. Anyone that employs an ember knight finds them to be worth their price.
Gifted Pyromancer
At 3rd level, you learn the control flames cantrip. Your spellcasting ability for this cantrip is Constitution, and you can choose to cast it as a bonus action, rather than an action.
Flame Wielder
Also at 3rd level, the pyromantic magic within you lets you imbue flames into your weaponry. This feature has 3 uses when you gain it, and the number of uses increases as you gain levels in this class. The feature has 4 uses at 7th level, 5 at 10th level, 6 at 15th level, and 7 at 18th level. You regain all expended uses when you finish a short or long rest. You can spend these uses in the following ways:
Burning Blade
As a bonus action, you can spend a use of this feature to ignite a weapon you're holding for 10 minutes. While the weapon is ignited, it deals an additional 1d4 fire damage on a hit, and emits bright light in a 10-foot radius and dim light 10 feet beyond that.
Bursting Blade
When you take the Attack action, you can choose to forgo one or more of your attacks. For each attack you forgo, you must spend a use of this feature to summon a fiery blade and send it streaking towards a point that you can see within 60 feet of you. The blade explodes upon reaching its destination, destroying the blade, igniting unattended flammable objects within the area, and forcing each creature within 5 feet of the blade to make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, a creature takes 2d8 fire damage. If a creature is in the area of multiple explosions, that creature makes separate saving throws for each explosion.
Explosive Impacts (Level 7)
Starting at 7th level, the blades you summon with your Flame Wielder feature become more powerful. The radius of a blade's explosion increases from 5 feet to 10 feet, and a creature that succeeds on its save takes half damage, rather than none.
Beginning at 15th level, the explosion radius is further increased to 15 feet.
Flameborn (Level 10)
By 10th level, your body has become used to working with and wielding fire. You gain resistance to fire damage, and any fire damage you deal ignores fire resistance.
Also, you can use your bonus action to regain all expended uses of your Flame Wielder feature. Once you do so, you can't do so again until you finish a long rest.
Fiery Surge (Level 15)
Beginning at 15th level, your Action Surge becomes imbued with fire magic. When you use your Action Surge, your speed increases by 10 feet until the end of the turn. While this speed increase lasts, your movement doesn't provoke opportunity attacks, and you can choose to leave behind a trail of fire where you step. The trail is 5 feet wide, follows your movement, and lasts until the start of your next turn. A creature other than you that enters the trail for the first time on a turn or ends its turn there takes fire damage equal to your fighter level.
Master Pyromancer (Level 18)
Starting at 18th level, you have become one with the fiery powers you control, allowing you to harness some of them at-will. You gain the following benefits while you are conscious.
You gain immunity to fire damage.
At the end of each of your turns, you can choose to release a wave of fire that deals 1d8 fire damage to each creature of your choice within 5 feet of you.
The Burning Blade feature of Flame Wielder can be activated without expending a use, and its damage die is 1d6.
Ember Knight (V2)
Ember Knight (Level 3)
Ember Knight V2 was reworked because the first rework strayed too far from the original flavor and thematics, which most people preferred.
An ember knight employs martial techniques combined with potent fire magic. While ember knights are often mistaken for the more common eldritch knights at first glance, the source of an ember knight's magic comes from within, rather than from the study of magic. In this way they are comparable to sorcerers. While the potential to become an ember knight might be within someone from birth, this potential typically doesn't manifest until that person has a few battles under their belt. This event is generally referred to as an ember knight's "kindling," where they first begin to wield their fiery powers.
Once an ember knight "kindles," their skills become a desired commodity. Their presence can inspire fear in their opponents, and awe in their onlookers, as their flying, molten blades sow death and destruction. Many become mercenaries, or even leaders of mercenary groups, and their services are often highly sought after. Anyone that employs an ember knight finds them to be worth their price.
Gifted Pyromancer
At 3rd level, you learn the control flames cantrip. Your spellcasting ability for this cantrip is Constitution, and you can choose to cast it as a bonus action, rather than an action.
Molten Blades
Also at 3rd level, you can conjure magical blades of molten energy. This feature has 4 uses when you gain it, and the number of uses increases to 5 at 7th level and 6 at 15th level. You regain all expended uses when you finish a short or long rest.
As a bonus action, you can spend one or more of these uses to summon a molten blade for each use you spend. Each blade floats around you until its destroyed, or until its dismissed. You can dismiss one or more blades as a bonus action, allowing you to regain a use of this feature for each blade that's dismissed.
As long as you have at least one of these blades summoned, you gain the following benefits:
The blades are considered martial melee weapons with which you are proficient. They deal 1d4 slashing + 1d4 fire damage on a hit, and have the finesse property and either the light or reach property (your choice for each blade). The blades float, and therefore don't need to be held, but attacks with them are otherwise made normally, and can benefit from the dueling fighting style if you aren't using two-weapon fighting with them. To use two-weapon fighting with the blades, you must have two blades with the light property summoned at once, and you must not be wielding a shield.
When a creature you can see within 30 feet of you misses you with an attack, you can use your reaction to command a blade to counterattack. Make a melee weapon attack with the blade against your attacker. This attack is as described in the first bullet point, except its reach is increased to 30 feet and it deals 1d6 bonus fire damage on a hit. After it counterattacks, the blade is destroyed.
When a creature you can see within 30 feet of you hits you with an attack, you can use your reaction to command a blade to parry. Your AC is increased by 3 against that attack, potentially causing the attack to miss you. After it parries, the blade is destroyed.
Flameborn (Level 7)
By 7th level, your body has become imbued with fire. You gain resistance to fire damage and gain darkvision out to a range of 60 feet. If you already have darkvision, its range instead increases by 60 feet. Your darkvision is unusual: everything you see in darkness is in a shade of red
Master of Blades (Level 10)
Starting at 10th level, you become more adept at counterattacking and parrying with the blades summoned by your Molten Blades feature. The features are improved as follows:
Counterattack
When you command a blade to counterattack and hit, you can choose to detonate the blade in a fiery burst. If you do so, each creature in a 5-foot-radius around the target, other than the target, must succeed on a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or take 2d6 fire damage.
Parry
When you command a blade to parry, the initial AC bonus against the triggering attack is increased to 5, and you also gain a +3 bonus to your AC until the start of your next turn.
Fiery Surge (Level 15)
Beginning at 15th level, your Action Surge becomes imbued with fire magic. When you use your Action Surge, your speed increases by 10 feet until the end of the turn. While this speed increase lasts, your movement doesn't provoke opportunity attacks, and you can choose to leave behind a trail of fire where you step. The trail is 5 feet wide, follows your movement, and lasts until the start of your next turn. A creature other than you that enters the trail for the first time on a turn or ends its turn there takes fire damage equal to your fighter level.
Pyromancer Adept (Level 18)
Starting at 18th level, you have become one with the fiery powers you control, allowing you to harness some of them at-will. You gain the following benefits while you are conscious.
As a bonus action, you can begin propelling yourself through the air with flames. Until the end of the turn, you have a flying speed equal to your walking speed.
At the end of each of your turns, you can release a wave of fire that deals 2d4 fire damage to each creature of your choice within 5 feet of you.
Executioner
Executioner (Level 3)
Tyrants and kings can slaughter whoever they want. But a public execution can subdue a rebellion with a single death, which saves them time and effort. When despots need a garish death with all the ceremony that accompanies it, they call upon an Executioner.
These inexorable warriors excel in delivering finishing blows to weakened foes, and cut through the weak or helpless without a second thought. Their unnerving presence and grim efficiency terrifies enemy and ally alike. Some executioners are no longer human at all, but undead incarnations of vengeance who terrorize the innocent or punish the wicked.
Guillotine Cut (Level 3)
When you choose this archetype at 3rd level, you master killing blows against the cowering and helpless.
You have advantage on attack rolls against frightened creatures.
When you make a melee weapon attack against a frightened, paralyzed, prone, or restrained creature and have advantage on the attack roll, you can choose to roll normally. If the attack hits, you deal the maximum possible damage on the weapon's damage dice, rather than rolling.
You can also use your bonus action to shove a creature prone thrice per short or long rest.
Death's Gaze (Level 3)
Also at 3rd level, the look in your eyes after a kill makes the blood run cold.
Once on your turn when you reduce a creature with a Challenge Rating of 1 or higher to 0 hit points, you can choose a hostile creature within 60 feet of you that can see you and stare at it, marking it for death.
The marked target and each creature within 10 feet of it must make a Wisdom saving throw with a DC equal to the damage taken by the creature you killed. A creature that fails its saving throw is frightened of you until the end of its next turn.
Executioner's Hood (Level 7)
Starting at 7th level, you become a faceless representation of death when you conceal your identity. So long as your face is concealed—such as with a helmet, hood, or mask—you have advantage on Charisma (Intimidation) checks.
Illusions that change your appearance but don't cover your new appearance's head do not grant this advantage.
You also gain proficiency in torturer's implements.
Part the Crowd (Level 10)
At 10th level your grim turn toward your next target after a kill makes fearful bystanders instinctively step aside.
A target that fails its save against your Death's Gaze feature becomes frightened of the marked creature, as well as you. The marked creature is not frightened of itself.
When a frightened creature starts its turn, it must move 10 feet away from the marked target. It will only move as long as it can do so safely (such as without moving into a hazardous area or provoking opportunity attacks).
Ominous Advance (Level 15)
Starting at 15th level, you can use your reaction when a creature you see becomes frightened, prone, or restrained to move up to your speed toward it.
If you end this movement within reach of the creature, you can make one melee weapon attack against it.
Killing Spree (Level 18)
Starting at 18th level, you can choose to become impossible to escape when you take the Attack action, lasting until the end of your turn.
Before you make a melee attack, you can teleport to an unoccupied space within 5 feet of a creature that you can see or hear within 60 feet of you that is frightened, prone, or restrained.
If a target survives an attack you make against it in this state, it is paralyzed until the end of your turn.
You can use this feature once, and must complete a short or long rest before you do so again.
Falconer
Falconer (Level 3)
The Falconer is a fighter that forms a bond with a trained bird of prey. Falconers and their partners use teamwork and simple magic to support each other and fight side-by-side.
Not every Falconer partners with a falcon: many use other birds, such as hawks or owls. Some even bond with stranger beasts, like ravens, gulls, or parrots, adopting the traditions of the first Falconers with the birds of their native homelands.
Trained Falcon
At 3rd level, you gain the companionship of a trained falcon (see the trained falcon stat block). The falcon is friendly to you and your companions, and it obeys your commands.
In combat, your falcon shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you use a bonus action on your turn to command it to use the Attack action with its talons attack, or the Dash, Disengage, Help, Hide, or Search action.
When your falcon is reduced to 0 hit points, it makes death saving throws as a player character would. When your falcon finishes a short or long rest, it regains all its hit points. If you lose your falcon, you can obtain another one by spending 8 hours bonding with a similar beast that isn't hostile to you. You can't have more than one trained falcon at a time.
Bird of Prey
Starting at 3rd level, when you hit a creature with an attack, you can mark it as prey for your falcon until the start of your next turn. The first time your falcon hits a marked creature with an attack on its turn, it deals an extra 1d4 damage.
This extra damage increases by 1d4 when you reach 7th level in this class, and again at 15th level and 18th level.
Harrier (Level 7)
Starting at 7th level, your falcon harries your enemies. When your falcon hits a creature with its talons, the target can't take reactions until the start of your next turn.
Falcon's Eye (Level 7)
Also at 7th level, you gain the beast sense spell, and you can cast it on your falcon at will, without expending a spell slot.
Tailwind (Level 10)
Starting at 10th level, when you use your Second Wind while your falcon can see or hear you, your falcon gains temporary hit points equal to 1d10 + your fighter level, and it can use its reaction to move up to half its speed.
Falcon's Dive (Level 15)
Starting at 15th level, you and your falcon can escape certain area effects, such as a black dragon's acid breath or a wall of fire spell. When you or your falcon are subjected to an effect that allows you to make a Dexterity saving throw to take half as much damage, you and your falcon take no damage on a successful saving throw, and only half damage on a failure.
Bird of War (Level 18)
Starting at 18th level, your falcon can attack twice, instead of once, when it uses its talons on its turn. If your falcon makes both attacks against different targets, it can use your Bird of Prey feature to deal extra damage to both targets.
Fencer
Fencer (Level 3)
Fencers are highly skilled duelists and swordmasters. These quick-footed warriors forego the usual heavy armor that most fighters wear, in favor of unfettered movement and flexibility. Fencers have a flair for style and panache, and usually seize victory with a cunningly precise strike that leaves their foes baffled, and shortly thereafter, bleeding.
Some fencers are rumored to be unsavory rakes and scoundrels, while many others are featured in songs and chronicles as heroes with a bold and audacious air. Some of these seedy rumors and heroic retellings might actually refer to the same person!
Dashing Swordfighters
Many of the Fencer's features described here make extensive use of Charisma, an ability score not usually considered very important to fighters. If you plan to take this subclass at 3rd level, consider putting your two highest ability scores in Dexterity and Charisma.
Bonus Proficiency
Fencers often train in more diverse skill sets than is typical for fighters. You gain proficiency in one of the following skills of your choice: Acrobatics, Deception, Intimidation, Performance, Persuasion.
Precise Flourish
You have incorporated stylistic flair into your fighting style that masks your deadly precision. When you make a melee weapon attack with a finesse weapon wielded in one hand, and have nothing in your off-hand, you may spend a Precision Die, a d8, to roll it and add the result to the attack roll. You may also perform a flourish that confounds or hinders the target. You may decide to roll the Precision Die, and declare which flourish you perform, after seeing the result of your attack roll, but you must do so before you know whether the attack hits or misses.
You have a number of Precision Dice equal to your Charisma modifier, and regain all spent Precision Dice when you finish a short or long rest.
The DC of a flourish's saving throw is equal to 8 + your proficiency modifier + your Charisma modifier. On a successful save, the target becomes immune to all of your flourishes until it finishes a short or long rest. You may choose any of the below flourishes:
Befuddling Routine
You incorporate such complex movements in your attack routine that your opponent is left briefly unsure of its next move. The target of your attack must make an Intelligence saving throw. On a failure, it's speed is reduced to 0 until the end of its next turn.
Demoralizing Feint
You use your attack to cleverly disguise a feint that leaves your opponent looking foolishly outmatched. The target of your attack has disadvantage on the next attack roll it makes before the start of your next turn.
Disarming Sweep
The target of your attack must succeed on a Dexterity saving throw or drop one item of your choice that it is holding. As a reaction, you may choose to either catch the creature's dropped item in your off-hand, or fling it up to 15 feet away.
Unfettered Defense
You incorporate your sense of panache into your flexible defensive style. While you are wearing no armor and not wielding a shield, your AC equals 11 + your Dexterity modifier + your Charisma modifier.
Additionally, when you reach 10th level in this class, you gain proficiency in Dexterity saving throws while you are wearing no armor nor wielding a shield.
Audacious (Level 7)
Your bold nature and reputation lends you an audacious air. Whenever you roll a Dexterity (Acrobatics) check or any Charisma skill check, you may spend a Precision Die to roll it and add its result to your ability check. You may decide to roll the Precision Die after seeing the result of your ability check, but before you know whether it succeeds or fails.
Parry and Retort (Level 7)
When you are wielding a finesse weapon in one hand and have nothing in your off-hand, and another creature hits you with a melee attack, you may spend a Precision Die as a reaction to roll it and add its result to your AC against that attack, potentially causing the attack to miss.
If the creature's attack does miss, you may immediately make a melee weapon attack against the creature. If your attack hits, you don't add your ability modifier to the damage roll, unless that modifier is negative.
Improved Precision (Level 10)
Your Precision Dice turn into d10s.
Enduring Precision (Level 15)
When you roll initiative and have no Precision Dice remaining, you regain one Precision Die.
Excellent Precision (Level 18)
Your Precision Dice turn into d12s.
Field Medic
Field Medic (Level 3)
Certain Fighters specialise more in the welfare of their fellow combatants. These fighters have been trained to use a healer's kit to the best of their abilities, while actively involved in combat.
Medic
When you choose this archetype at level 3, you gain expertise in the Wisdom (medicine) skill if you don't have it already.
Healer
Also at 3rd level, you can heal damaged creatures, granting you the following benefits:
Healer Points
You gain 3 healer points, which can be expended on various patch ups. You regain all healer points on a Long Rest. You gain 1 more healer point for each time you level up your fighter class.
Patch Ups
You choose three Patch Ups of your choice and can choose two more additional Patch Ups of your choice when you reach fighter level 7, 10, and 15. All patch ups can be used as a Bonus Action.
Additionally, each time you gain a level, you may exchange one Patch Up for another.
Patch Up Options
The Patch Ups are presented in alphabetical order:
Cure Disease and Poison
As a Bonus Action expend 1 Healer Point to touch a creature, to reattempt one saving throw to overcome being Poisoned or Diseased.
Dispel Magic
As a Bonus Action touch one creature that is affected by a magical effect, to attempt to remove one active spell effect. Expend 1 to 9 Healer Points. When you do so, you can instantly dispel a spell of a level that equals to an amount of 1 + the spell's level. If you are unable to instantly dispel it, make a Wisdom Ability Check. The DC equals 12 + the spell's level.
First Aid
As a Bonus Action expend 1 Healer Point to quickly grab and use herbs or medicine to double your own speed until the start of your next turn.
Improved Potions
As a Bonus Action expend 1 Healer Point to administer one potion of healing (of any rarity), that you own. Instead of d4s use d6s for this potion.
Invigorating Salts
As a bonus action expend 1 to 5 Healer Points to touch a creature to give them Temporary Hit Points equal to 1d10 + your Wisdom modifier. For each healer point after the 1st, the Temporary Hit Points gained increases by 1d10.
Patch Up Attachment
As a Bonus Action attach another Patch Up, you know, to a piece of ammunition, melee or thrown weapon. You Healer Points points equal to 1 + the cost of the other patch up. When a creature hits another creature with a weapon or ammunition with an attachment, they take no damage but gain the effect of the Patch Up instead.
Ammunition and weapons lose the effect of this attachment after being used or at the end of a Short or Long Rest.
Restore Composure
As a Bonus Action expend 1 Healer Point to touch a creature to have them reattempt one saving throw to overcome being Charmed, Frightened, Mind Controlled, or Possessed.
Restore Health
As a Bonus Action expend 1 to 9 Healer Points to touch a creature that is not dying, to restore Hit Points equal to 2d8 + your Wisdom modifier. For each Healer Point after the 1st, the healing increases by 1d8.
Restore Life
As a Bonus Action expend one to 9 Healer Points to touch a dying creature , to restore Hit Points equal to 2d6 + your Wisdom modifier. For each Healer Point after the 1st, the healing increases by 1d6.
Restore Lifeforce
As a Bonus Action expend 2 Healer Points to touch a creature to undo a maximum Hit Points reduction, equal to 1d4 + your Wisdom modifier.
Restore Movement
As a Bonus Action expend 1 Healer Point to touch a creature to have them reattempt one saving throw to overcome being Paralyzed, Slowed, or Stunned.
Restore Vision and Hearing
As a Bonus Action expend 1 Healer Point to touch one creature to have them reattempt one saving throw to overcome being Blinded or Deafened.
Strengthen Attack
As a Bonus Action expend 3 Healer Points to touch one creature to give them advantage on either weapon or spell attacks, of your choice, until the start of your next turn.
Strengthen Body
As a Bonus Action expend 2 Healer Points to touch one creature to give them advantage on ability checks and saving throws using one of Strength, Dexterity, or Constitution, of your choice, until the start of your next turn.
Strengthen Will
As a Bonus Action expend 2 Healer Points to touch one creature to give them advantage on ability checks and saving throws using one of Charisma, Intelligence, or Wisdom, of your choice, until the start of your next turn.
Wake Me Up
As a Bonus Action expend 1 Healer Point wake a creature, you can touch, that has fallen Unconscious. Additionally, that creature may use their reaction to stand up and make an attack roll.
Preserver of Life (Level 7)
Starting at 7th level, you know how to prevent an ally from dying better than anyone else. You can use a Bonus Action to stabilise a creature using a Healer's Kit or a medicine check.
Additionally, when you stabilise a creature using an Action, they regain 1 Hit Point.
Battle Healer (Level 10)
Starting at 10th level, you are able use your Patch Ups abilities as part of your attacks. Whenever you make the Attack Action, you can replace one of your attacks with a Patch Up feature.
Additionally, whenever you allow another creature to reattempt a saving throw with a patch up feature, they can add your Wisdom modifier to that saving throw result.
Mass Healer (Level 15)
Starting at 15th level, you can use your action to expend all remaining charges of a Healer's Kit to restore Hit Points to one creature you can touch. For each charge used you can restore 1d12 Hit Points.
Once you use this feature, you cannot do so until you finish a Long Rest.
True Field Medic (Level 18)
Starting at 18th level, you regain 5 spent Healer Points whenever you roll Initiative.
Flame Dancer
Flame Dancer (Level 3)
The archetypal flame dancer, by means often unknown, has the ability to cover themselves and their weapons in flame. For some, this is through an esoteric breathing technique. For others, this is a strange magical gift. The performance art of fire-eating can lead some to develop these abilities in mundane ways. Many fire genasi and ember dwarves often embrace this archetype, honing their innate flame magic in battle.
Flame Stance
Starting at 3rd level, you can wreathe your body, armor, and weapons in magical flames. You can use a bonus action on your turn to enter the flame stance and burst into flames for 1 minute. The flames do not harm you or anything you are holding or carrying, and they can't be extinguished.
While in this stance, you shed bright light in a 15-foot radius and dim light for an additional 15 feet, you have resistance to cold damage and fire damage, and when you hit a target with a ranged weapon attack using a thrown weapon or with a melee weapon attack, the attack deals 1d6 bonus fire damage. If you're wielding the weapon in two hands, roll the fire damage twice and use the higher result. You can't deal this bonus damage to each creature more than once per turn.
Also, while you are in this stance, you deal 1d6 fire damage at the start of each of your turns to any creature whose space you are fully within, to any creature that you are grappling, and to any creature that is grappling you. If you're fully within a creature's space and one of you is grappling the other one, you deal the creature maximum fire damage instead of rolling.
You can use this ability up to three times, and you regain all expended uses when you finish a long rest. When you reach 10th level, the number of times you can use it increases to four, and it increases again to five when you reach 18th level. The damage dice increase to d8s when you reach 7th level, and they increase again to d10s at 15th level.
Alight in Flame (Level 7)
At 7th level, you learn a trick to sparkle with the glow of flame, helping you hold the attention of others.
You can use your action to make yourself glow with flame for 1 minute. You shed bright light in a 10-foot radius and dim light for an additional 10 feet, and you have advantage on Charisma (Intimidation) Charisma (Performance) and Dexterity (Sleight of Hand) checks when influencing those that can see you. However, you also have disadvantage on Dexterity (Stealth) checks.
You can only use this ability up to a number of times equal to your Constitution modifier (minimum of once1 and you regain all expended usages when you finish a long rest.
Fire-Breathing (Level 10)
At 10th level, you learn how to turn your breath into fire as you exhale. You can cast the produce flame cantrip at-wil requiring only verbal components.
You can also cast burning hands at a spell slot level equal to your fighter level divided by 3, expending no spell slots and requiring only verbal components. Once you have done so, you cannot do so again until you finish a short or long rest.
Your attack bonus with these spells equals your Constitution modifier + your proficiency bonus, and your spellcasting DC for these spells equals 8 + your Constitution modifier + your proficiency bonus.
Ignition Strike (Level 15)
Starting at 15th level, when you hit a creature with a melee weapon attack or deal a creature fire damage, you can choose to light it ablaze. Until a creature takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns.
You can use this ability twice, and you regain both uses when you finish a short or long rest.
Ignition Master (Level 18)
Starting at 18th level, if you roll initiative and you have no uses of your Ignition Strike feature remaining, you regain one usage. Also, your fighter class features that deal fire damage ignore resistance to fire damage.
Great Combustion (Level 18)
At 18th level, you gain the ability to ignite living air and transmute the power within into heat. When you would roll fire damage, if one of the targets of that damage is an elemental of the air subtype, you can choose before you roll to maximize up to a number of those damage dice equal to your Constitution modifier (minimum of 1).
Frost Wolf
Frost Wolf (Level 3)
The blizzard subsides temporarly, letting the citizens gaze in awe, as two men stand the middle of the frozen fields, unbothered The winds come back howling, everyone is looking for protection from this unyielding frost. Yet, there they remain, their hunt must continue.
Frost wolves are said to herald from the deep north, where freezing temperatures are an everyday occurence, and nature seems hell-bent on ending all life. They have learned to harness the power of this unending winter, and their fighting style mimics the predatory animals that thrive in this environment. Little else is known about these warriors.
Keen Senses
At 3rd level your senses begin to sharpen, you gain proficiency in either Survival or perception.
Winter Steel
Winter flows in you, allowing you to empower your weapons momentarily. At 3rd level, as a bonus action you can empower one of your melee weapons with frost. Until the end of your turn, melee weapon attacks with that weapon deal an additional 1d4 cold damage. In addition everytime you wound creatures with this cold damage their movement speed is reduced by 5ft, to a minimum of 0, until the start of your next turn, as ice covers and slows them.
Beastly Intuition (Level 7)
At 7th level, your animalistic instincts sharpen, you can add your proficiency bonus to your initiative checks. In addition you gain resistance to cold damage.
Pack Tactics (Level 10)
At level 10, you know how to work with your pack. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Frozen Blood (Level 15)
At 15th level, you are the embodimement of the unending winter. You become immune to cold damage. In addition the ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you, and doens't affect allies. You can activate this effect at will (no action required).
Blizzard Strike (Level 18)
At 18th level ou can hurl yourself like the blizzard. As an action you rush forward and strike. Choose a creature within 30ft of you, it must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constituion modifier) or be hit by the full force of your strike. On a failure, a creature takes 6d8 bludgeoning damage and 6d8 cold damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. You then appear within 5ft of the creature.
Once you use this feature, you can't use it again until you finish a short or long rest.
Gladiator
Gladiator (Level 3)
You've turned life or death combat into a form of entertainment. While other fighters focus on honing their skills to get the job done, gladiators combine martial prowess with crowd-pleasing. The only thing you love more than a good fight is a big audience cheering you on. You've learned to challenge your opponents to one-on-one combat and leverage your natural showmanship for advantage in combat.
Entertainer
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Athletics, Intimidation, Performance, or Persuasion. Additionally, you learn one language of your choice.
Mano-a-Mano Mark
Starting at 3rd level, you can issue a challenge to a foe that makes it hesitate to engage your allies. When you hit a creature with a weapon attack, you can mark the creature for 1 minute. This effect ends early if you attack another creature, become incapacitated or die, or someone else marks the creature.
If the creature makes an attack against a creature other than you, you have advantage on all weapon attacks against the creature until the end of your next turn. Additionally, you gain a special reaction that you can use once each round to make one weapon attack against the marked creature when it moves out of your reach or attacks a creature other than you. You cannot use this special reaction and your normal reaction on the same turn.
Roar of the Crowd (Level 7)
Starting at 7th level, when you take the Attack action on your turn, you can use a bonus action to showboat for your allies. When you do, choose a number of hostile creatures within 15 feet up to the number of friendly creatures within 15 feet. The chosen creatures must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or take psychic damage equal to 1d6 + your fighter level.
You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses of it when you finish a long rest'24.
Build the Heat (Level 10)
Starting at 10th level, when you deal damage to the target of your Mano-a-Mano Mark, you roll twice and use the higher result. When the target of your Mano-a-Mano Mark deals damage to a creature other than you, it rolls the damage twice and uses the lower result.
Big Finish (Level 15)
Starting at 15th level, when you deal damage to a creature with a weapon attack and its remaining hit points immediately afterward are equal to or less than your fighter level + your Charisma score, you learn that fact and can choose to reduce the creature's hit points to 0.
Once you use this feature, you can't use it again until you finish a short or long rest.
Signature Move (Level 18)
Starting at 18th level, you have mastered a signature move that entertains any audience and dispatches your opponents with brutal efficiency. When you learn this feature, name your signature move and determine what it looks like. As an action on your turn, you can use your signature move.
When you use your signature move, you do the following in any order:
Move up to twice your base walking speed. During this movement, your jumping distances are tripled.
Gain temporary hit points'24 equal to your fighter level + your Charisma score.
Take the Attack action. Your final weapon attack as part of the Attack action has advantage and deals additional damage equal to your Charisma score.
You can use your signature move once. You regain its use when you roll initiative.
Gladiator
Gladiator (Level 3)
Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.
Arena Expert
3rd-level Gladiator feature
You gain proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Insight, Intimidation, or Performance.
Spectacle Fighter (Level 7)
7th-level Gladiator feature
You have mastered the use of brawn to awe spectators and to intimidate your foes. Whenever you make a Charisma (Intimidation) or Charisma (Performance) check, you gain a bonus to the check equal to your Strength modifier.
In addition, you gain advantage on saving throws against being frightened.
You're Next (Level 10)
10th-level Gladiator feature
You can make an example out of your victims in order to demoralize your enemies. When you make a melee weapon attack against a creature, if you score a critical hit or reduce the creature to 0 hit points, you can force each creature of your choice within 30 feet of the victim to make a Wisdom saving throw (DC 8 + your Charisma modifer + your proficiency bonus). On a failed save, a creature is frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you must finish a short or long rest before you can use it again.
Cull the Weak (Level 15)
15th-level Gladiator feature
You are immune to being frightened, and you have advantage on attack rolls against creatures that are frightened.
Gladiator
Gladiator (Level 3)
The violent showmen of bloodsport, and the avatars of slaughter, archetypal gladiators revel in battle. More than that, they transform killing into performance art. The crucible of fighting pits and coliseums produce gladiators in droves, but only the most merciless and popular survive to make their reputation and escape as free men. As such, free gladiators often have as much celebrity as they do a genuine love of brutality.
Sidebar: Gimmick
Most successful gladiators perform in the coliseum with some kind of theme to boost crowd appeal. For example, you might wear furs to look like a werewolf, or you may fight with a showy but impractical exotic weapon. Whatever gimmick you choose, it's a vitally important part of your gladiatorial persona and should be reflected in your Personality Traits.
Appeal to Audience
At 3rd level, if there is a non-combative audience watching you fight, once per turn, you can gain a bonus to a melee attack roll equal to the number of people in the audience, up to a maximum of your Charisma modifier.
Brazen Defense
At 3rd level, even if you fight with little armor, your panache in combat makes you challenging to hit. While unarmored, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
Bloody renown (Level 7)
By 7th level, your reputation as a deadly combatant precedes you. You have advantage on Charisma (Intimidation) checks against humanoid creatures that have heard of your fighting prowess.
Robilar's Gambit (Level 10)
At 10th level as a bonus action, you can enter a special fighting stance. Until the beginning of your next turn, each time a creature within your reach attacks you, it has advantage on its attack roll, but provokes an Opportunity Attack from you when it hits you, which you can make without expending a reaction.
Crowd Favorite (Level 15)
By 15th level, when you hit with a melee attack, you can add your Charisma modifier to your damage roll.
Execution (Level 18)
At 18th level, when you hit with a melee attack, you can deal maximum damage in addition to the damage roll. This attack ignores damage resistance. After using this ability, you must complete a short or long rest before using it again.
Gladiator
Gladiator (Level 3)
You've turned life or death combat into a form of entertainment. While other fighters focus on honing their skills to get the job done, gladiators combine martial prowess with crowd-pleasing. The only thing you love more than a good fight is a big audience cheering you on. You've learned to challenge your opponents to one-on-one combat and leverage your natural showmanship for advantage in combat.
Entertainer
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Athletics, Intimidation, Performance, or Persuasion. Additionally, you learn one language of your choice.
Mano-a-Mano Mark
Starting at 3rd level, you can issue a challenge to a foe that makes it hesitate to engage your allies. When you hit a creature with a weapon attack, you can mark the creature for 1 minute. This effect ends early if you attack another creature, become incapacitated or die, or someone else marks the creature.
If the creature makes an attack against a creature other than you, you have advantage on all weapon attacks against the creature until the end of your next turn. Additionally, you gain a special reaction that you can use once each round to make one weapon attack against the marked creature when it moves out of your reach or attacks a creature other than you. You cannot use this special reaction and your normal reaction on the same turn.
Roar of the Crowd (Level 7)
Starting at 7th level, when you take the Attack action on your turn, you can use a bonus action to showboat for your allies. When you do, choose a number of hostile creatures within 15 up to the number of friendly creatures within 15 feet. Chosen creatures must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or take psychic damage equal to 1d6 + your fighter level.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it once you finish a long rest.
Triage Expert (Level 10)
At 10th level, you become an expert at quickly analyzing battlefield scenarios and maneuvering yourself to the places you're most needed. You have advantage on initiative rolls and can take the Dash action as a bonus action on your turn.
Big Finish (Level 15)
Starting at 15th level, when you deal damage to a creature with a weapon attack and its remaining hit points immediately afterward are equal to or less than your fighter level + your Charisma ability score, you can choose to reduce the creature's hit points to 0.
Once you use this feature, you can't use it again until you finish a short or long rest.
Signature Move (Level 18)
Starting at 18th level, you have mastered a signature move that entertains any audience and dispatches your opponents with brutal efficiency. When you learn this feature, name your signature move and determine what it looks like. As an action on your turn, you can use your signature move.
When you use your signature move, you do the following in any order:
Move up to twice your base movement speed. During this movement, your jumping distances are tripled.
Gain temporary hit points equal to your fighter level + your Charisma ability score.
Take the Attack action. Your final weapon attack as part of the Attack action has advantage and deals additional damage equal to your Charisma ability score.
You can use your signature move once. You regain its use when you roll initiative.
Gladiator Slave
Gladiator Slave (Level 3)
As an honest response, we pay for the violence of our ancestors.
Slaves of many different races and backgrounds populate the many cities of the Underdark, tasked with laborious jobs, little to no food and even less respect. Some of these unfortunate creatures are chosen to be gladiators for the noble houses' amusement. Fighting in large savage coliseums, they are expected to show no mercy and destroy everything that stands in their path if they ever hope to be released. These surviving brutes specialize in raw face-to-face combat, fighting men and ravenous monsters, only the most versatile endure the violent games of the Underdark.
Bonus Proficiencies
3rd-level Gladiator Slave feature
You gain proficiency with Smith's tools and Weaver's tools.
Master of the Sport
3rd-level Gladiator Slave feature
You learn how to craft special weapons that only Gladiator Slaves are proficient with. Each weapon requires 8 hour of labor and 10 gold worth of materials to craft.
Gladiator's Net. You can craft a special net made of metallic mesh. When you use a bonus action to attack with this net, your action and reaction are not restricted and may be used to make attacks normally.
In addition, if a creature attacks this net and hits it (AC 13), the net is thrown to the ground but is not destroyed. Using an action to free a creature from this net requires a successful DC 13 Strength check.
Gladiator's Trident. You can craft a special trident that has a chain connected to the base of the trident that runs to a manacle. While the manacle is attached to your wrist, you can throw the trident up to 60 feet without suffering disadvantage for throwing at long range. You can also use an Object Interaction to pull the trident back to yourself after being thrown.
Gladiator's Gladius. You can craft a special short sword that deals 1d8 piercing or slashing damage (your choice). While wielding a gladius in each hand, you gain a +1 to AC.
Runaway (Level 7)
7th-level Gladiator Slave feature
You can take the Dash action as a bonus action. When you do so, Opportunity Attacks against you are made with disadvantage.
Additional Fighting Style (Level 10)
10th-level Gladiator Slave feature
You learn one additional Fighting Style option of your choice. The one you choose must be different from any fighting styles you already have.
Steel Yourself (Level 15)
15th-level Gladiator Slave feature
When you are hit by a melee or ranged weapon attack, you can use your reaction to gain a +2 bonus to your AC against that attack, potentially turning the hit into a miss.
Killing Blow (Level 18)
18th-level Gladiator Slave feature
Once on your turn, after you hit a creature with a melee attack, you can cause that creature to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). If the creature has 100 hit points or fewer after taking damage from your melee attack, it dies. A creature with legendary actions that fails this saving throw gains a point of exhaustion instead of dying.
You can use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Gravity Knight
Gravity Knight (Level 3)
Giant celestial bodies spiral throughout the multiverse. When two of these bodies come within close proximity, they begin to orbit one another due to gravitational energy. There is immense gravitational energy between them that can cause tides and even be used magically. Gravity knights are able to tap into this energy and harness a small bit of it to alter gravity around them.
Celestial Exploit
Starting when you choose this archetype at 3rd level, you are able to harness and alter the gravitational energy of celestial masses orbiting your planet to preform celestial exploits. To use an exploit, you must use your bonus action and choose one of the following abilities to preform.
Crushing Strike
You bolster the gravitational force of your blows. The next time you take the Attack action this turn, you gain a bonus 1d6 to weapon attack rolls you make as part of that action. This die changes to 1d8 at 10th level and 1d10 at 18th level.
Gravitational Block
You wrap a small piece of gravitational energy around yourself in hopes to weigh down oncoming attacks. Roll 1d6, until the start of your next turn, you gain a bonus to your AC equal to the number rolled. This die changes to 1d8 at 10th level and, 1d10 at 18th level.
Light Footing
You lighten your own gravitation pull. Until the start of your next turn, you gain a 20 foot bonus to your speed and have advantage on Strength and Dexterity saving throws. The bonus to your movement speed increases to 30 feet at 10th level and 40 feet at 18th level.
You can use this feature two times. You regain all expended uses of it when you finish a short or long rest. Starting at 7th level, you can use it three times between rests.
Lower
Also at 3rd level, you can cast the feather fall spell once without providing material components. You regain the ability to do so again after you finish a long rest. Wisdom is your spellcasting ability for this spell.
Lift (Level 7)
Beginning at 7th level, your connection to gravitational forces takes some weight off your shoulders. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Passive Exploit (Level 10)
Starting at 10th level, when you roll initiative and have no uses of Celestial Exploit remaining, you regain 1 use.
Light Swing (Level 15)
Starting at 15th level, once per turn, when you take the Attack action and hit a single creature with two weapon attacks as part of that action, you can make an additional weapon attack as part of the same action.
Force of Gravity (Level 18)
Starting at 18th level, your blows drop crushing weight onto your foes. When you take the Attack action, you can choose to imbue your attacks with extra forces of gravity. If you do so, weapon attacks you make as part of that action deal an additional 1d10 force damage and reduce the target's movement speed by 5 feet until the end of its next turn.
Once you use this feature, you can't do so again until you finish a long rest.
Guardian
Guardian (Level 3)
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 Stance
So long as you are wielding a shield, you can use a bonus action to enter a Guardian Stance that lasts indefinitely. It ends if you are incapacitated, you doff your shield, or you end it as a free action. It grants you the benefits below:
Your speed is reduced by 10 feet.
Creatures of your choice within 5 feet of you gain a +1 bonus to their Armor Class.
As a reaction, when a creature within 5 feet of you is hit by an attack, you can become the target of that attack, taking the damage if the attack would hit you.
You can make a Shove attack as a bonus action.
Warrior Smith
You gain the skills to maintain your arms and armor so that you may defend your allies to the best of your ability. You gain proficiency in leatherworker's and smith's tools.
During a long rest, you can spend 1 hour using either set of tools to reinforce one shield or a set of armor you touch. This object grants its wearer a special +1 bonus to its Armor Class until the end of your next long rest.
Rallying Wind (Level 7)
You inspire your allies to hold their position against all odds. When you use Second Wind while in your Guardian Stance, creatures of your choice within 5 feet of you that can see or hear you gain temporary hit points equal to your Fighter level.
Stalwart Defender (Level 10)
You are strongest when standing side by side, and shield by shield, with your allies. You gain the following benefits:
You gain a +1 bonus to your Armor Class for each friendly creature within 5 feet of you that is not incapacitated.
You cannot be moved against your will or knocked prone while you are in your Guardian Stance.
Both you, and friendly creatures within 5 feet of you, have advantage on Strength and Constitution saving throws while you are in your Guardian Stance.
When you roll initiative you can immediately enter your Guardian Stance as long as you are not surprised.
Improved Stance (Level 15)
You improve your defensive technique to better defend those who stand beside you. When you are in Guardian Stance, you grant creatures of your choice within 5 feet the benefits of half cover, in place of the +1 Armor Class bonus.
Legendary Guardian (Level 18)
You are a master Guardian and a near-supernatural shield to defend the weak. The range of all your Guardian features increase to include any creature of your choice within 15 feet.
Guerrilla
Guerrilla (Level 3)
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.
Survivalist
You are an expert at overcoming natural obstacles. You gain proficiency in two skills of your choice from the following list: Athletics, Perception, Stealth, or Survival.
When you reach 7th level, you choose two skills from the list above. If you are not proficient in a chosen skill you gain proficiency. If you are already proficient in a chosen skill you can add double your proficiency bonus to any ability check that you make with that skill.
Adaptable Superiority
You have trained to utilize a special selection of Maneuvers, similar to a Battle Master. You gain the following features
Maneuvers
You learn three Maneuvers of your choice from those available to the Battle Master. You can use only one Maneuver per attack. You learn another Maneuver of your choice at 7th, 10th, and 15th level in this class.
Versatility
At the end of a long rest, you can replace one Maneuver you know with another Maneuver of your choice.
Superiority Dice
You have four Superiority Dice, which are d6s for you. To use one of the Maneuvers you know, you must expend a Superiority Die as part of your attack. You regain all expended Superiority Dice when you finish a short or long rest. You gain one additional Superiority Die at 10th level and another Superiority Die 18th level (for a total of 6).
Saving Throws
Some Maneuvers require your target to make a saving throw to resist the Maneuver's effects. Your Maneuver saving throw DC is calculated as follows:
Maneuver
By Land or Sea (Level 7)
You have trained to succeed in any environment. At 7th level, and again at 15th level you gain one of the following features:
Alpine Combatant
You have trained for battle at great heights. You gain a climbing speed equal to your walking speed, and when you fall, you can use your reaction to reduce any falling damage by an amount equal to your fighter level.
Marine Combatant
You prepare for amphibious combat. You gain a swimming speed equal to your walking speed, and you can hold your breath for up to 1 hour underwater.
Adaptable Fighting Style (Level 10)
You can adapt your style of fighting to better counter your enemies. When you finish a long rest, you can replace one Fighting Style you know with another Style of your choice.
Unwavering (Level 15)
You are remarkably hardy, even compared to other Fighters. When you use Second Wind you gain the following benefits:
You regain one of your expended Superiority Dice.
Your level of exhaustion, if any, is reduced by 1.
You gain a bonus to the next Strength, Dexterity, or Constitution ability check or saving throw you make within the next minute equal to your Superiority Die.
Legendary Guerrilla (Level 18)
There is nothing that can stand between you and your goals should you have time to prepare. You can use your Adaptable Fighting Style feature at the end of each short or long rest.
Moreover, when you roll initiative and are not surprised, you gain one of the following benefits of your choice:
You gain temporary hit points equal to your level.
You can instantly move up to your walking speed.
Gunslinger
Gunslinger (Level 3)
You are a one of a rare new breed of fighters in the world. Gunslingers master the use of firearms as they wrestle with their place in society, wander the world, and settle personal grudges. These fighters use new technology to do battle, but the reasons they fight are timeless. Gunslingers live by a code, though whether that code gives them free reign to terrorize the local town or demands they protect it at all costs depends on the path they choose for themselves. When you live and die by the gun, you're a Gunslinger.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with one gaming set of your choice and with tinker's tools. In addition, you learn one language of your choice.
True Grit
At 3rd level, a life of getting by depending on no one but yourself has given you a deep reserve of grit. You have 3 grit points. You can expend a grit point to power deeds (special abilities gunslingers learn), including the following:
Fan the Hammer. Once per turn when you make a ranged weapon attack with a six shooter and miss, you can expend 1 grit to make another attack with a six shooter as part of the same action.
Fast Hands. You can expend 1 grit when you take the Attack action to ignore the loading property of black powder weapons this turn.
Iron Sights. You can expend 1 grit before you make a ranged weapon attack using a black powder weapon to gain advantage on the attack roll.
You regain an expended grit when you score a critical hit using a black powder weapon. You regain all expended grit when you complete a short or long rest
Wild Stallion (Level 7)
Starting at 7th level, you can perform a 10-minute ritual to cast the find steed spell. Charisma is your spellcasting ability for this feature.
Sown Oats (Level 10)
Starting at 10th level, your maximum number of grit points increases by your Charisma modifier (minimum +1). In addition, you have to make a hard choice about which side of the law you fall on. You must choose to gain the Black Hat or White Hat deed.
Black Hat. When you make a Deception, Intimidation, or Stealth ability check you can spend 1 grit to gain advantage on the roll.
White Hat. When you make an Investigation, Insight, or Persuasion ability check you can spend 1 grit to gain advantage on the roll.
Trick Shot (Level 15)
Starting at 15th level, when a creature you can see makes a ranged weapon attack, you can use your reaction to shoot the attack out of the air. You may choose to do so after the d20 roll is made but before the DM says whether the attack succeeds or fails. When you do, make a weapon attack with a black powder weapon. If your result is greater than the triggering attack result, the triggering attack misses.
Deadeye (Level 18)
Starting at 18th level, weapon attacks you make with a black powder weapon score a critical hit on a roll of 19 or 20.
End of the Road (Level 18)
Starting at 18th level, you gain a new deed based on your choice of Sown Oats deed. If you chose Black Hat, you gain the Hero Stopper deed. If you chose White Hat, you gain the Villain Dropper deed.
Hero Stopper. When you score a critical hit with a black powder weapon, you can expend 1 grit to roll your attack's damage dice three times and add them together, instead of twice as normal for a critical.
Villain Dropper. When you score a critical hit with a black powder weapon, you can expend 1 grit. If you do, all attacks against that creature before the start of your next turn have advantage
Gunslinger
Gunslinger (Level 3)
You are one of a rare new breed of fighters in the world. Gunslingers master the use of firearms as they wrestle with their place in society, wander the world, and settle personal grudges. These fighters use new technology to do battle, but the reasons they fight are timeless. Gunslingers live by a code, though whether that code gives them free reign to terrorize the local town or demands they protect it at all costs depends on the path they choose for themselves. When you live and die by the gun, you're a gunslinger.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with one gaming set of your choice and with tinker's tools'24. In addition, you learn one language of your choice.
True Grit
At 3rd level, a life of getting by depending on no one but yourself has given you a deep reserve of grit. You have a number of grit points equal to 1 + your proficiency bonus. You can expend a grit point to power deeds (special abilities gunslingers learn), including the following:
Fan the Hammer
Once per turn when you make a ranged weapon attack with a six shooter and miss, you can expend 1 grit point to make another attack with a six shooter as part of the same action.
Fast Hands
You can expend 1 grit point when you take the Attack action to ignore loading of black powder weapons this turn.
Iron Sights
You can expend 1 grit point before you make a ranged weapon attack using a black powder weapon to gain advantage on the attack roll.
You regain an expended grit when you score a critical hit using a black powder weapon. You regain all expended grit points when you complete a short or long rest.
Wild Stallion (Level 7)
Starting at 7th level, you can perform a 10-minute ritual to cast the find steed spell. Charisma is your spellcasting ability for this feature.
Sown Oats (Level 10)
Starting at 10th level, your maximum number of grit points increases by 2. In addition, you have to make a hard choice about which side of the law you fall on. You must choose to gain the Black Hat or White Hat deed.
Black Hat
When you make a Deception, Intimidation, or Stealth ability check, you can spend 1 grit point to gain advantage on the roll.
White Hat
When you make an Investigation, Insight, or Persuasion ability check, you can spend 1 grit point to gain advantage on the roll.
Trick Shot (Level 15)
Starting at 15th level, when a creature you can see makes a ranged weapon attack, you can use your reaction to shoot the attack out of the air. When you do, make a weapon attack with a black powder weapon. If your result is greater than the triggering attack result, the triggering attack misses.
Deadeye (Level 18)
Starting at 18th level, weapon attacks you make with a black powder weapon score a critical hit on a roll of 19 or 20 on the d20.
End of the Road (Level 18)
Starting at 18th level, you gain a new deed based on your choice of Sown Oats deed. If you chose Black Hat, you gain the Hero Stopper deed. If you chose White Hat, you gain the Villain Dropper deed.
Hero Stopper
When you score a critical hit with a black powder weapon, you can expend 1 grit point to roll your attack's damage dice three times and add them together, instead of twice as normal for a critical.
Villain Dropper
When you score a critical hit with a black powder weapon, you can expend 1 grit point. If you do, all attacks against that creature before the start of your next turn have advantage.
Gunslinger
Gunslinger (Level 3)
Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or polearm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.
However, some minds couldn't stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.
This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker's Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely intricate and experimental firearms are only available through crafting.
Firearms: Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker's Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed next to the price.
Firearms: Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master's Guide. Firearms are ranged weapons.
Reload
The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire
Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon's Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker's Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon's misfire score by 1.
Explosive
Upon a hit, everything within 5 ft. of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Gunslinger Firearms
Adept Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponent using your firearms.
Trick Shots
You learn two trick shots of your choice, which are detailed under "Trick Shots" below. Many trick shots enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 7th, 10th, 15th and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit
You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM's discretion). You regain all expended grit points after a short or long rest.
Saving Throws
Some of your trick shots require your targets to make a saving throw to resist the trick shot's effects. The saving throw DC is calculated as follows:
Trick Shot
Gunslinger: Trick Shots
Quickdraw (Level 7)
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Rapid Repair (Level 10)
Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
Lightning Reload (Level 15)
Starting at 15th level, you can reload any firearm as a bonus action.
Vicious Intent (Level 18)
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
Hemorrhaging Critical (Level 18)
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Haste Knight
Haste Knight (Level 3)
Live fast, and die well! The battle cry of Haste Knight squadrons. They come from nowhere, streaking across battlefield as blurs and leaving behind waves of shattered carcasses. A small group of these warriors is all it takes to turn the tides of war, and they do so in a blink of an eye. Haste Knights learn to unlock their body's full potential by pushing themselves well beyond a normal person's physical limits.
One Step Ahead
3rd-level Haste Knight feature
You are noticeably quicker and more agile than most, as such, you always have the following benefits:
You don't take damage from falling 20 feet or less.
You can add your Proficiency Bonus to your initiative rolls.
Your movement speed is increased by 10 feet as long as you are not wearing heavy armor.
Adrenal Surge
3rd-level Haste Knight feature
You have taken the first step in training your body to push past its normal limits. As a bonus action, you can go into a high-speed, adrenaline-fueled state. When you do, you gain the following benefits for a number of rounds equal to your Constitution modifier:
You gain the benefits of the Dash Action on the turn you activate this effect.
Whenever you use your movement on your turn, you become invisible while you are moving. As soon as you stop moving, end your turn, or take any action, you immediately become visible again.
If you are wielding a weapon in your off-hand, you can make 1 additional attack with that weapon as a part of your attack action on your turn, instead of using your Bonus Action.
Once on each of your turns, if you move at least 15 feet in a straight line before attacking a creature, you can make that attack roll with advantage.
Enhanced Adrenal Surge (Level 7)
7th-level Haste Knight feature
You have taken the first step in training your body to push past its normal limits, As a bonus action, you can go into a high-speed, adrenaline-fueled state, When you do, you gain the following benefits for a number of rounds equal to your Constitution modifier:
If you are not wearing heavy armor, you have advantage on dexterity saving throws.
You may take 1 additional action on each of your turns. This action can only be used to take the Attack Action (one weapon attack only), the Dash Action, or Use an Object Action.
Felid Reflexes (Level 10)
10th-level Haste Knight feature
You can tap into your haste like abilities for brief instances, making it nearly impossible to contain you or catch you off-guard. You have advantage on ability checks and saving throws to prevent or end the grappled, prone, and restrained conditions.
Furthermore, if a creature imposes one of these conditions on you from an attack and there is no saving throw, you can make a skill check to prevent the condition. You choose to make either an Acrobatics or Athletics check, and if the skill check is equal to or higher than the damage the creature delt, you take the damage as you would normally but no additional effects occur.
Preventative Measures (Level 15)
15th-level Haste Knight feature
While using your Adrenal Surge feature, you gain a new way of using your additional action from that feature. You can now choose to hold your additional a and potentially make an attack of opportunity. Ifa hostile creature within 5 feet of you attacks either you or an ally, you can use your reaction to make an attack of opportunity against that creature. This attack occurs immediately before the creature's attack takes place. If you succeed on your attack roll, that creature immediately misses with their attack.
Extreme Conditioning (Level 18)
18th-level Haste Knight feature
Your body has become accustomed to the constant strain and toll you place on yourself, As such you gain the following benefits:
You always have advantage on Initiative rolls.
You no longer suffer the wave of lethargy at the end of your Adrenal Surge feature.
Your Constitution score increases by 2 and your Constitution maximum also increases by 2.
Hero of Legacy
Hero of Legacy (Level 3)
Pauldric Parsons, the man history knows as the First Legacy, was a man of simple means and humble origins. Despite being a poor wheat farmer, Pauldric was the mortal son of a forgotten but not yet powerless god of the Sun and Harvest. During a raid on his lands by orcish invaders which threatened his land, his home, and family, his godly blood took hold of his mortal form, and he smashed through the oncoming horde with ease. Parsons took up the name Legacy to honor his godly parentage, and devoted the remainder of his amazingly long life to destroying the forces of evil.
Since then, the children and descendants of the Parsons line have upheld Pauldric's Legacy: once or twice a generation, a child would display a feat amazing strength or impossible prowess, and once identified they would be trained to fight and use their strength for good. Though the bloodline has split thousands of ways over the ages, those with a deep connection to the Legacy still exist, and with the right training can bring their powers to fruition and forge their own Legacy.
Fortitude
Starting at 3rd level, while you are both unarmored and not wielding any weapons or a shield, your AC equals 10 + your Strength Modifier + your Constitution modifier. Additionally, your unarmed strikes deal 1d4 bludgeoning damage, and increase in damage you gain levels in the fighter class, as shown on the Fortitude Unarmed Strike table below.
Starting at 7th level, your unarmed strikes also count as magical for the purposes of bypassing damage resistance.
| Fighter Level | Unarmed Strike |
|---|---|
7th | 1d6 |
10th | 1d8 |
15th | 1d10 |
18th | 1d12 |
Galvanize
Starting at 3rd level, you learn how to bolster your allies to boost their power in combat. As an action on your turn, you can inspire your allies, causing you and each friendly creature within 30 feet of you to deal additional damage equal to 1d4 + your Charisma modifier on all weapon or spell attacks until the start of your next turn. At 5th level, when you use this ability, you may make a single unarmed strike as a bonus action, and at 10th level this ability effects all friendly creatures within 60 feet.
Danger Sense (Level 7)
Starting at 7th level, you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Motivational Charge (Level 10)
At 10th level, as an action on your turn, you can move up to your movement speed towards a hostile creature you can see and make a single unarmed strike against that creature. If you hit, you and all friendly creatures within 60 feet of you heal an amount of hp equal to 1d8 + your Charisma modifier.
Next Evolution (Level 15)
At 15th level, while you are not wearing medium or heavy armor you gain a fly speed equal to your normal movement speed, and your movement speed increases by 10 feet.
Superhuman Durability (Level 18)
At 18th level, you gain resistance to non-magical bludgeoning, piercing, and slashing damage. As an action on your turn, you can gain immunity to a single damage type of your choice until the start of your next turn.
Hoplite
Hoplite (Level 3)
The hoplite is a warrior whose singular prowess and skill can defy even the most overwhelming odds. They are a hero among lesser warriors, the champion of a great army or a band of mighty myrmidons. The hoplite's discipline and tenacity set them apart from other fighters. They excel at both holding a defensive line and breaking from their ranks to weave through a battlefield, devastating multiple foes.
Phalanx Tactics
Starting at 3rd level when you choose this archetype, you learn how to lead others to defend themselves as a phalanx unit. If you move half your speed or less on your turn, at the end of your turn, you and allies within 5 feet of you, receive a +1 bonus to AC until the start of your next turn. If you are wielding a shield, you and these allies gain +2 bonus to AC instead. A creature can only benefit from this feature from one Fighter at a time.
Linebreaker
Starting at 3rd level, your learn to overwhelm foes with vicious attacks. If no allies are within 5 feet of you, as a reaction to hitting a creature with a melee weapon attack, you can immediately make an additional melee attack with your shield or the butt of your weapon. The weapon's damage die for this attack is a d4 + your Strength or Dexterity modifier and it deals bludgeoning damage. A creature damaged by this attack has disadvantage on attacks against you until the start of your next turn.
Sure Stride (Level 7)
Starting at 7th level, your base walking speed is increased by 10 feet and you cannot be shoved or knocked prone. Allies within 5 feet of you have advantage on saving throws against effects that would shove them or knock them prone.
Hero's Advance (Level 10)
At 10th level you learn to close on enemies with surprising speed and coordination. As a bonus action, you may move up to half your speed and make one weapon attack against a target you have not already attacked this turn. Allies within 5 feet of you may use their reaction to move up to the same distance but must end their movement within 5 feet of you.
Comrades in Arms (Level 15)
Beginning at 15th level, when a creature within 5 feet of you misses you or a friendly creature with a melee attack, you can use your reaction to make a melee weapon attack agaisnt the attacking creature.
Ruthless Cadence (Level 18)
By 18th level your speed and skill have become unsurpassed. Any hit you score against a creature that is at its hit point maximum is a critical hit. Additionally, when you score a critical hit with a weapon attack, you deal additional damage equal to your fighter level.
Hoplite Soldier
Hoplite Soldier (Level 3)
The rank-and-file warriors of large cities are sometimes trained to fight in large armies of identically-outfitted soldiers called hoplites. Hoplites fight behind heavy shields, which have notches to accommodate the use of spears and javelins. Additionally, they may carry a sword called a xiphos for close quarters combat. Hoplites are famous for the use of the phalanx formation, which allows many soldiers to band together closely, benefiting from the protection of their neighbor's shield.
Optional Fighting Style: Hoplite
When you select your fighting style at 1st level, you may choose this one. While you are wielding a shield, you are alert to attacks made against nearby allies. Whenever a creature attacks an ally standing within 5 feet of you with a melee attack, you may use your reaction to make a melee opportunity attack against the offending creature.
Phalanx (Shield Wall)
Starting when you choose this archetype at 3rd level, you can use a bonus action to activate your Shield Wall ability. You may use this ability once, and you regain the ability to do so after completing a long rest.
- Shield Wall.
Spear Mastery (Level 7)
Starting at 7th level, your damage dice with spears, tridents, and javelins increases to d8 (d10 when wielded with two hands), and your melee attack range with these weapons is increased to 10 feet. When you make an attack with one of these weapons, you may use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
Disciplined Defense (Level 10)
Starting at 10th level, you are practiced at using your shield to intercede and protect allies. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to add your proficiency bonus to the target's AC until the beginning of your next turn. You must be wielding a shield.
Shield Buster (Level 15)
Starting at 15th level, your attacks score a critical hit on a roll of 19 or 20. When you score a critical hit with a melee weapon, you knock away your target's shield if they are wielding one. The shield lands in a free space up to 10 ft. away. If your target is not wielding a shield, then they suffer an additional d6 damage from the sheer force of your weapon attack.
Phalanx Wrecker (Level 18)
Starting at 18th level, you have become a whirling machine of death in close quarters combat. When you take the Attack action, you can forgo one of your attacks to make a single melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Hoplite Soldier
Hoplite Soldier (Level 3)
The rank-and-file warriors of large cities are sometimes trained to fight in large armies of identically-outfitted soldiers called hoplites. Hoplites fight behind heavy shields, which have notches to accommodate the use of spears and javelins. Additionally, they may carry a sword called a xiphos for close quarters combat. Hoplites are famous for the use of the phalanx formation, which allows many soldiers to band together closely, benefiting from the protection of their neighbor's shield.
Optional Fighting Style: Hoplite
When you select your fighting style at 1st level, you may choose this one. While you are wielding a shield, you are alert to attacks made against nearby allies. Whenever a creature attacks an ally standing within 5 feet of you with a melee attack, you may use your reaction to make a melee opportunity attack against the offending creature.
Phalanx (Shield Wall)
Starting when you choose this archetype at 3rd level, you can use a bonus action to activate your Shield Wall ability. You may use this ability once, and you regain the ability to do so after completing a long rest.
- Shield Wall.
Spear Mastery (Level 7)
Starting at 7th level, your damage dice with spears, tridents, and javelins increases to d8 (d10 when wielded with two hands), and your melee attack range with these weapons is increased to 10 feet. When you make an attack with one of these weapons, you may use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
Disciplined Defense (Level 10)
Starting at 10th level, you are practiced at using your shield to intercede and protect allies. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to add your proficiency bonus to the target's AC until the beginning of your next turn. You must be wielding a shield.
Shield Buster (Level 15)
Starting at 15th level, your attacks score a critical hit on a roll of 19 or 20. When you score a critical hit with a melee weapon, you knock away your target's shield if they are wielding one. The shield lands in a free space up to 10 ft. away. If your target is not wielding a shield, then they suffer an additional d6 damage from the sheer force of your weapon attack.
Phalanx Wrecker (Level 18)
Starting at 18th level, you have become a whirling machine of death in close quarters combat. When you take the Attack action, you can forgo one of your attacks to make a single melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Houndmaster
Houndmaster (Level 3)
Houndmasters are skilled warriors who have found a way to befriend a spectral canine companion. These fighters are often exceptional team players and work well with groups. They cause panic and confusion in the ranks of enemies with harrying bites and blows. Houndmasters grow in strength alongside their hound and eventually develop an unbreakable bond. Some scholars believe that parts of the hound's soul and the soul of its master mingle together to build this bond.
Hunting Hound (Level 3)
At 3rd level, you obtain a loyal, spectral hound that aids you in and out of battle. The hound uses the statistics for a wolf with some modifications based on your level. The hounded uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, your hound also adds your proficiency bonus to its AC and to its damage rolls. Your hound gains an additional d8 hit die at 5th, 7th, 11th, 13th, 15th, 17th, and 19th level.
The hound obeys your commands as best it can. It rolls initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, it acts on its own.
If killed, you can revive the hound by casting a ritual that takes 1 hour and uses 50 gp worth of reagents.
Using a Real Hound (Level 3)
Some tables might find the slightly mystical aspect of this archetype lacks the genuine love between person and animal. In this instances, they should feel free to substitute the spectral hound for a real one. The archetype's abilities function identically except in the way that a hound is replaced upon death.
A new hound can be purchased or captured. If purchased, it typically costs at least 5 gp. Over the next month, the houndmaster makes a DC 15 Wisdom (Animal Handling) check at the end of each week. If the houndmaster succeeds on at least three of these checks, the hound becomes a loyal companion.
Set-up strike (Level 7)
At 7th level, you and your hound become a masterful team. Weapon attacks you or your hound make against prone creatures deal 1d6 bonus damage of the same type as the weapon used.
Guard Dog (Level 10)
Beginning at 10th level, your hound gains the Protection Fighting Style. It does not need to use a shield to use this Fighting Style.
Pack Tactician (Level 15)
Starting at 15th level, you and your hound are a lethal combination. While you and your hound are within 30 ft. of each other, both of your weapon attacks score a critical hit on a roll of 19-20.
Life Debt (Level 18)
At 18th level, when you or your hound are reduced to 0 hit points or fewer by an attack, the act of violence deeply affects you or your companion. You or your hound gain advantage on all attack rolls against the creature that reduced you or your hound to 0 hit points or fewer, gain resistance to bludgeoning, piercing, and slashing damage, and deal 2d6 extra damage with your weapon attacks for 1 minute.
Once used by either you or your hound, this feature cannot be used until you both complete a long rest.
Jewelist
Jewelist (Level 3)
As rare and scintillating as the precious stones they work with, fighters with the tongue-in-cheek title of "jewelist" precisely cut down both gem and enemy. Very often born into wealth, they are polymaths who mastered diplomacy and tactics before turning their eye to unlocking mysteries of the mineral. Their multifaceted mind is their finest tool: with it they have mined the deep magics of light and memory from the gems they adorn themselves with. With the perfect plan envisioned in their mindseye, a jewelist can adapt confidently, turning in whichever direction glitters the light of victory
Appraisal
You have a practiced eye for seeing the minute flaws in objects and people. You choose to gain proficiency in either the Insight or the Investigation skill. You are also proficient with jeweler's tools.
Multifaceted
You create a unique jewel, called a mindseye, used for storing information and matter. The mindseye is a Tiny magical item. As long as your mindseye is on your person, you can use an action to store items you are wearing or carrying within the facets of the gem. You can store as many items at once as you like, as long as they are one of the following types of item: weapons, armor, shields, ammunition, clothing, tools, bags, currency, or magic items that are worn (such as rings). A magic item attuned to you remains attuned while stored inside the gem, unless your attunement ends for another reason. The gem can hold up to 250 pounds total, not exceeding a volume of 32 cubic feet. If necessary, you can replace your mindseye over a long rest using jeweler's tools and a gemstone worth at least 50gp. If a previous mindseye still existed somewhere, it shatters when you complete a new one, releasing any items stored inside.
As a bonus action while your mindseye is on your person, you can summon any number of items from within it. Weapons summoned from the gem can be wielded by you or carried. You also choose if any armor or shields summoned from the gem are donned by you, or carried. If necessary, summoned items magically replace any that you are currently wearing or wielding. Any items replaced in this way are either stored within the gem or fall to the ground (your choice).
You can summon items stored from within your mindseye a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Stratagem
You retain tactical clarity in the crucible of battle by recording strategies within your mindseye ahead of time. Over 1 minute while your mindseye is on your person, you can create a stratagem to store inside it. The stratagem must consist of one action, specifying any equipment required for the action to take place. For example, you could create a stratagem consisting of the Attack action using a longsword.
With your mindseye on your person, you can use your reaction at any time to move up to half your speed and execute your stratagem, causing the action readied within the gem to immediately take place. If you choose to move as part of executing your stratagem, you can decide if the action occurs before, during, or after your movement.
curs before, during, or after your movement. If the conditions for a stratagem to be executed are not possible - for example, you aren't wielding the longsword you specified the Attack action with - then it cannot be executed.
If a stratagem is already stored within your mindseye, it is overwritten when you create a new one.
Once you execute your stratagem, you must complete a long rest before you can do so again.
Diamond Edge (Level 7)
You hone your mobile armory to the same crystalline sharpness as your mind. Any weapons carried by you or stored within your mindseye at the end of a long rest become magical for the purposes of overcoming resistances and immunities while you wield them. This benefit lasts until the start of your next long rest.
Advanced Stratagem (Level 7)
Your skill in etching information grows ever more precise. When you are creating a stratagem to store inside your mindseye, one additional creature of your choice that remains within 5 feet of you for the duration can store its own stratagem at the same time, following the same conditions that you follow. When you execute your stratagem and the creature is within 30 feet of you, it can choose to use its reaction to move up to half its speed and execute its own stratagem immediately after yours is resolved.
The number of creatures that can join you in creating and executing a stratagem in this way increases to two starting at 10th level, and to four starting at 18th level. If multiple creatures wish to execute their stratagems following your own, you choose the order in which their reactions are taken.
Prismatic Defense (Level 10)
At 10th level, your mindseye gains additional protective properties. When you summon items using your Multifaceted feature, you are briefly surrounded by a gem-like shield of hard light that refracts magic. Until the start of your next turn, you have advantage on saving throws against spells, and any creature making a spell attack against you has disadvantage on the attack roll. If you succeed on a saving throw against a spell or a spell attack misses you, an additional effect might occur, as determined by rolling a d3:
1
Some of the spell's energy is converted into a dazzling gleam of destructive force. Each creature within 30 feet of you must make a DC 15 Constitution saving throw, taking 1d6 radiant damage per level of the spell on a failed save, or half as much damage on a successful one.
2
The spell's energy refracts through your defense and flashes brightly from one of its facets. Each creature in a 15-foot cone originating from you must make a DC 15 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the end of each of its turns, the creature can make a Constitution saving throw. On a success, the effect ends.
3
If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only you, it has no effect and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Fatal Flaw (Level 15)
By locating and exploiting its weakest point, you can shatter an enemy's defense. As part of the Attack action, you can make an Intelligence (Investigation) or a Wisdom (Insight) check against the AC of a creature you can see. If you succeed, you can target the creature's flaw, adding your proficiency bonus twice, instead of once, to attack rolls you make against it until the end of your turn. The target has vulnerability to the damage of the first attack you make that successfully hits it before the effect ends.
Once you use this feature, you must complete a short or long rest before you can do so again.
Perfect Stratagem (Level 18)
As part of the same reaction you use to execute a stratagem, you can expend one use of your Multifaceted feature to summon any equipment you have stored within your mindseye. If one of your allies executes its own stratagem when you have opened your mindseye in this way, it can also summon any equipment it chooses stored within your mindseye, instantly equipping it or replacing its own equipment as detailed in your Multifaceted feature.
Juggernaut
Juggernaut (Level 3)
Juggernauts are simple warriors who rely on their own durability to overcome their enemies. Some juggernauts combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.
Adrenaline Rush
3rd-level Juggernaut feature
When you use your Action Surge or Second Wind feature, you experience a surge of energy until the end of your next turn. For the duration, your speed is doubled, your movement is unaffected by difficult terrain, spells and other magical effects can't reduce your speed, and you have advantage on all Strength and Dexterity checks.
Continue Forward (Level 7)
7th-level Juggernaut feature
If you are grappled by one or more creatures that are no more than one size larger than you, your speed is halved, rather than reduced to 0, and the creatures can't forcibly drag or carry you. Instead, you drag these creatures along with you when you move.
Unyielding (Level 7)
7th-level Juggernaut feature
When you are subjected to an effect that would move you, knock you prone, or both, you can use your reaction to be neither moved nor knocked prone.
Brutish Durability (Level 10)
10th-level Juggernaut feature
Your toughness allows you to shrug off assaults that would devastate others.
Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.
Indestructible (Level 15)
15th-level Juggernaut feature
You can withstand even the most debilitating effects, such as a green dragon's poisonous breath or a circle of death spell. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Unstoppable (Level 18)
18th-level Juggernaut feature
When you use your Adrenaline Rush feature, you gain the following additional benefits for the duration: you have advantage on all saving throws, and you have resistance to one damage type of your choice.
Kensai
Kensai (Level 3)
The archetypical Kensai is an honorable swordsman, possessing great power and mastery over her single chosen weapon. An expert in controlling her life energies, a Kensai imbues her chosen weapon with her own Chi and bonds to it, allowing her to wield it with greater finesse than a normal warrior.
Extension of Body
Beginning when you choose this archetype at 3rd level, you may attune to a weapon that you are proficient with by meditating for 24 hours. By imbuing a weapon with your own Chi, the weapon forms a special link with you and becomes your signature weapon. You may only have a single signature weapon at a time. It is now considered a magical weapon which grants a +1 bonus to attack rolls. Additionally, if you can see your weapon and it is within 30 feet, you may have your signature weapon fly to your hand as a bonus action. If you try to make an attack with any weapon other than your signature weapon, you may not apply your proficiency bonus to attacks.
Extension of Soul (Level 7)
At 7th level you learn to extend your Chi to affect others. You gain advantage on Charisma (Persuasion) and Charisma (Deception) checks while you are within 5 ft. of your signature weapon if you are proficient in these skills. After using this ability to gain advantage on a roll, you cannot use it again until you complete a short or long rest.
Extension of Blade (Level 10)
At 10th level, through countless battles and days of maintenance, you have gained the ability to wield your weapon with precise control. You may now apply an additional half your proficiency bonus (rounded down) to attack rolls using your signature weapon.
Power Surge (Level 15)
At 15th level as a bonus action, you can channel your Chi to guide your blade. While wielding your signature weapon, you may double your proficiency bonus to attack rolls and add your proficiency bonus to damage with your signature weapon for the rest of the round. After using this ability, you cannot use it again until you complete a short or long rest.
Extension of Mind (Level 18)
At 18th level, you can impart a shard of your consciousness into your signature weapon as a 1 hour ritual requiring concentration and grant it sentience for 1 day. While your signature weapon has sentience, by closing your eyes and concentrating on your weapon as an action, you can enter a Zen State for one minute. Until you lose concentration or choose to end the Zen State as a bonus action, you have blindsight with a range of 30 feet and cannot use your normal sight. You move at half speed and cannot be surprised. While in a Zen state, you may not attack normally, though you can launch a single precise attack each round. As an action, you may make a single weapon attack with advantage using your signature weapon. If this attack hits, you may add your total attack bonus as damage to your damage roll. You may not use Power Surge if you are in a Zen State. After you enter a Zen state, you may not enter it again until you complete a long rest.
Legionary
Legionary (Level 3)
A legionary follows the techniques of close-quarters combat developed by soldiers fighting shoulder to shoulder with their allies. This style of fighting spread far and wide, finding an honored place among the armies and mercenary companies of other races. True legionaries scoff at the image of the storybook hero standing alone against impossible odds, knowing together they can face any danger and emerge victorious.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in the Insight, Nature, or Survival skill (your choice).
Coordinated Fighting
Starting at 3rd level, you learn techniques and strategies for close-quarter combat. On your first attack each round, you gain a +1 bonus to the attack and damage rolls if at least one friendly creature is within 5 feet of you.
Move As One
At 3rd level, at any point while moving on your turn, you can command a number of willing, friendly creatures within 5 feet of you up to your proficiency bonus to move with you. Each creature that chooses to move with you can use a reaction to move up to its speed alongside you, remaining within 5 feet of you while moving. This movement doesn't provoke opportunity attacks. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.
Massed Fighting (Level 7)
Starting at 7th level, you learn better techniques and strategies for fighting closely alongside your allies. On your first attack each round, you gain a +1 bonus to the attack and damage rolls for each friendly creature within 5 feet of you, up to a maximum bonus equal to your proficiency bonus.
In addition, when you use your Action Surge feature, each friendly creature within 15 feet of you (except you) gains a +2 bonus to AC and to Dexterity saving throws for 1 minute.
Tactical Positioning (Level 15)
At 15th level, moving through a hostile creature's space is not difficult terrain for you, and you can move through a hostile creature's space even if it is only one size larger or smaller than you. As normal, you can't end your move in a hostile creature's space.
Cooperative Strike (Level 18)
Starting at 18th level, when you use the Attack action and attack with a weapon while at least one friendly creature is within 5 feet of you, you can use a bonus action to make one additional attack with that weapon.
Light Bearer
Light Bearer (Level 3)
They bring light in a frozen world of darkness, and never let it go.
Body of Light
Beginning at 3rd, you are able to use your own body to pave the way in darkness. On your turn, you can illuminate your body (no action required), shedding bright light in a 10ft radius, and dim light 10ft beyond that. This light illuminates any darkness.
Bright Shield
At 3rd level, you have learned to protect your allies wielding light itself. When a friendly creature you can see is hit by an attack, you can use your reaction to defend them with a shield of light. The target gains a +3 bonus to their AC until the beginning of your next turn, including against the triggering attack. You can use this feature a number of times equal to your proficiency modifier per short rest.
Light of Hope
At 3rd level, you know the light cantrip and you can cast it without verbal or material components. Constitution is your spellcasting ability for this spell Additionally, if you target a weapon you're wielding with this cantrip, the weapon's damage becomes radiant for the duration of the spell or until you let go of it.
Inescapable Dawn (Level 7)
At 7th level you cannot be blinded.
In addition, You can cast the daylight spell a number of times per long rest equal to your proficiency bonus. Constitution is your spell casting modifier for this spell When you cast the spell with this ability, any creature of your choice in the radius of the light must make a Constitution saving throw when the spell is casted initially, or be blinded for 1 minute. An affected creature can repeat the saving throw at the end of each of their turn.
Shining Heart (Level 10)
Beginning at level 10, the light that burns inside of you shelters you and others. You gain resistance to radiant and fire damage. As an action you can touch an ally and give them these resistances for 1 minute, it ends early if you use this ability on another creature.
Improved Body of Light (Level 15)
Starting at 15th level your Body of Light feature dispels any magical darkness that comes in contact with the light, without requiring ability checks. In addition if an ally begins their turn in contact with the light you shed, they gain a number of temporary Hit point equal to your proficiency bonus.
Blazing Sun (Level 18)
At 18th level you unleash the light in your body. You can cast the sunburst spell once per short rest, Constitution is your spell casting modifier for the spell
Living Crucible
Living Crucible (Level 3)
Fighters who become Living Crucibles have discovered an external means of power. While most other fighters train in martial traditions or study the art of war, Living Crucibles hone their craft of alchemy and prepare their body to endure compounds poisonous to others. In exchange for this rigorous physical and mental preparation, these fighters are able to temporarily push their bodies past their natural limits. Under the influence of their alchemical compounds these fighters can see in darkness, enhance their speed, inure themselves to magical attacks, and more.
Compound Creator
When you choose this archetype at 3rd level, you learn to create alchemical compounds toxic to others but empowering to you.
Creating Compounds
You learn three compounds of your choice, which are detailed under "Compounds" below. You can create any number of these compounds you know by using alchemist's supplies and spending 10 minutes to create them. These compounds remain potent until the end of your next long rest, after which time they become inert and have no effect.
You learn two additional compounds of your choice at 7th, 10th, and 15th level. Each time you learn new compounds, you can also replace one compound you know with another one.
Consuming Compounds
As a bonus action you can consume a single compound using this feature. You can safely consume a number of compounds up to 1 + your Constitution modifier (minimum of 1). Each compound you consume after that causes you to gain a level of exhaustion. When you finish a long rest, you regain the ability to safely consume compounds. You can benefit from multiple compounds at the same time, but taking the same compound more than once provides no additional effects.
The benefits associated with each compound apply only to you. Any other creature that consumes one of your compounds must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or become poisoned for 1 minute.
Compounds
Student of Alchemy
Also at 3rd level, you gain proficiency with alchemist's supplies. Your proficiency bonus is doubled for any ability check that uses this proficiency.
Quick Creation (Level 7)
At 7th level, once per long rest you can use a bonus action to quickly create and consume one compound that you already know how to make.
Living Cauldron (Level 10)
At 10th level, the number of compounds you can safely consume increases to 3 + your Constitution modifier (minimum 1).
At 18th level, the number of compounds you can safely consume increases to 5 + your Constitution modifier (minimum 1).
Toxin Transmutation (Level 15)
At 15th level, you can use a bonus action to end one effect causing you to be poisoned. When you do, you gain temporary hit points equal to your level in this class.
Living Catalyst (Level 18)
At 18th level, when you finish a long rest you can choose to replace one compound you know with another one.
Living Nightmare
Living Nightmare (Level 3)
First it was an accident, a hunter dying on a battlefield, in dire need of a transplant. The clerics used what they could find and unknowingly grafted accursed flesh onto the dying man, yet, not only did he survive, he rose again stronger than ever before.
It was that day the Radiant Church knew that they found a power rivalling that of the very god they worshipped. They took these experiments further, ordering the Obitus Scholare to harness that power. The desperate fight against the scourge demanded urgent results; no act was too sacred nor debauched. And so, the accursed Luyarnha gave birth to living nightmares, monsters of its own creation.
The experiments have since stopped: indeed, it was far too common to see those grafted with eldritch flesh lose their humanity and turn into the very monsters they were supposed to eradicate. Yet some remain, a few fortunate hunters who retain their sanity, or perhaps, who have yet to awaken their true powers.
Awakened Mutation
Starting at 3rd level, the powers within your eldritch flesh begin to awaken. You forever lose proficiency with shields and heavy armor, as your ever-changing body cannot hold on to them.
Your flesh hardens and your reflexes grow, empowered by other-wordly ichor. While you are not wearing any armor, your Armor Class equals 11 + your Dexterity modifier + your Constitution modifier.
Eldritch Weaponry
Also at 3rd level, as a bonus action, you can mutate your body, transforming it into various weapons of destruction. They count as simple melee weapons for you, and you add your Strength modifier to the attack and damage rolls when you attack with them, as normal. When you use these weapons, you drop any items you are holding with those limbs. Some of the Living Nightmare features require your target to make a saving throw; the DC is calculated as follows:
Living Nightmare
You choose the weapon's form each time you make an attack roll:
Stinger
One of your limbs grows into a razor-sharp blade. It deals 1d8 piercing damage on a hit. When you take the Attack action to attack with it on your turn, you can use a bonus action to turn another limb into a Stinger and strike with it, making a single additional attack.
Hammer Arm
Your arms turn into a black-tinted bone club. On a hit, it deals 2d6 bludgeoning damage and you can choose to push the target 5 feet away.
Tendinous Lash
One of your limbs replaces its bones with tough coiled ligaments, allowing it to stretch a disturbing distance without breaking. It deals 1d4 slashing damage on a hit and has a reach of 15 feet. In addition, the first time on a turn you deal damage with your lash, the target must succeed on a Strength saving throw against your Living Nightmare save DC or be knocked prone as the limb sweeps their feet.
Alternatively, you can transform your limb into a shield:
Sinister Aegis
Whenever you are targeted by an attack that you can see, you can use your reaction to temporarily turn one of your arms into a fleshy shield, gaining a +2 bonus to AC until the start of your next turn.
In addition, your eldritch flesh is capable of devouring some magical items to gain their properties. As part of a short or long rest, you can devour the following types of magic items, absorbing their properties:
A maul; its properties are added to your Hammer Arm.
A whip; its properties are added to your Tendinous Lash.
A shield; its properties are added to your Sinister Aegis.
If you absorb another magical item of the same type, the previous magic item of that type is destroyed.
Macabre Appetite (Level 7)
At 7th level, you can use the voracious hunger that dwells within your accursed body to devour the corpses of your foes and mend your flesh. When you stand within 5 feet of the corpse of a creature that has died less than 1 week ago, you can use your action to touch it and let your eldritch appendages devour it. You regain a number of hit points equal to the creature's CR (minimum of 0, rounded down). In addition, for the next 24 hours, you can use an action to assume the creature's appearance and voice, though none of your game statistics change. You stay in the new form until you use an action to revert to your true form or until you die.
After 24 hours, or if you consume another creature, you lose the ability to take the appearance of the consumed being.
Ascended Being (Level 10)
At 10th level, your eldritch powers give you access to powers mortals can only dream of. Whenever you consume a creature with your Macabre Appetite, you also inherit all their memories from the last week before their death.
In addition, as a bonus action, you can grow a pair of eldritch wings, giving yourself a flying speed of 30 feet for 1 minute. You can use this bonus action a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
GM Note:
If you want to make this subclass more sinister, limit the use of this feature to once per short or long rest, or until the player devours a humanoid of CR 1 or higher.
Nightmarish Weaponry (Level 15)
At 15th level, your body enters its next stage of evolution. The weapons you wield now have the power to annihilate all who stand in your way. Once on each of your turns when you make use of your Eldritch Weaponry, you can strain your body to generate a more violent eldritch power, replacing one of your attacks:
Stinger
You can replace one of your Stinger attacks. Instead, each creature in a 30-foot cone in front of you must succeed on a Dexterity saving throw against your Living Nightmare save DC or take damage equal to 3 hits from your Stinger.
Hammer Arm
You can replace one of your Hammer Arm attacks. Instead, you smash the ground below you, causing quakes and sending fragments flying. Each creature within 20 feet of you must succeed on a Dexterity saving throw against your Living Nightmare save DC or take damage equal to 2 hits from your Hammer Arm and be knocked prone.
Tendinous Lash
You can replace one of your Tendinous Lash attacks, swiping those around you instead. Each creature within 15 feet of you must succeed on a Strength saving throw against your Living Nightmare save DC or take damage equal to 1 hit from your Lash, be pulled 10 feet in a straight line towards you, and be restrained until the start of your next turn.
You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and can't do so again until you finish a long rest.
Eldritch Contamination (Level 18)
Starting at 18th level, you can temporarily infect creatures with the nightmare that lives within you, turning them into puppets. You can cast the dominate monster spell, requiring no components, and your spellcasting ability for the spell is Constitution. Once you use this feature twice, you can't do so again until you finish a long rest.
Mage Hand Magus
Mage Hand Magus (Level 3)
Blades sweeping around in dramatic arcs, propelled by ghostly, disembodied hands—the Mage Hand Magi are truly a force to be reckoned with. While wizards are content to use mage hand to retrieve their wands and open doors from across the room, the cantrip's potential has always been clear for warriors: a deft mage hand can afford dozens of feet between a soldier and their foe, letting them deal a killing blow without raising a fingertip. Mage Hand Magi have mastered this cantrip through practice and discipline, elaborating a trick pioneered by warmages into a deadly fighting style of twin hovering blades. The most skilled can even manifest a warhand, a grand fist of magical wrath with which to crush their enemies.
Mage Hand Master
Starting at 3rd level, when you choose this archetype, you learn the mage hand cantrip if you did not know it before. You can cast it with the following improvements:
You can cast and control mage hand as a bonus action.
You summon two separate hands when you cast it, and you can control one or both of them when you use the spell.
The spell's duration is indefinite, ending only when you are knocked unconscious or you choose to end it.
Your mage hands are stronger than normal, capable of lifting a combined weight in pounds equal to 5 x your fighter level, and they are dexterous enough to perform any ability check you could normally perform with your hands.
Combat Hands
At 3rd level, you have learned to use your mage hands in combat. While you are holding nothing in your hands, your mage hands can wield weapons: each can wield a single one-handed weapon, or together they can wield a two-handed weapon.
When you take the Attack action on your turn, you can make one or more of your attacks through your mage hands against targets you can see within their reach. You can add your Intelligence modifier, instead of your Strength or Dexterity, to the attack and damage rolls. A mage hand not wielding a weapon can be used to punch a creature within 5 feet of it, dealing 1d6 force damage on a hit.
Handy Maneuvers (Level 7)
Starting at 7th level, you can use your mage hands to perform a number of combat maneuvers or tricks. While they aren't wielding weapons, you can use both of your hands together to grapple or shove a creature. When you do so, you add your Intelligence modifier to the Strength (Athletics) check.
Additionally, you can use your reaction to make an opportunity attack with one of your hands when a creature leaves its reach.
Warhand (Level 10)
Starting at 10th level, when you cast mage hand, you can form one of them into a much more powerful construct called a warhand. Your warhand is identical to the hand summoned by the spell arcane hand, except that you must use its abilities as an action instead of a bonus action. Intelligence is your spellcasting ability for this spell. When you use any of the warhand's abilities, you can use a bonus action to make a single attack with your other mage hand.
Handglide (Level 15)
By 15th level, while two summoned mage hands or a warhand are within 5 feet of you, the hands can hold you aloft and carry you to your destination. You have a flight speed equal to your walking speed while the hands carry you.
Heavy Handed (Level 18)
Starting at 18th level, you can summon two warhands instead of mage hands when you cast the mage hand spell. You can use the abilities of both warhands as part of the same action on your turn.
Magitech Hero
Magitech Hero (Level 3)
The archetypal Magitech Hero is a warrior who possesses a sophisticated suit of magical armor which can be upgraded and modified, making them extremely versatile and dangerous combatants. Some upgrades make the Hero a towering machine of war, others a craven shadow on the wall, and others still a flying mechanical wonder, capable of firing beams of energy from his eyes and palms. No matter the configuration, Magitech Heroes are a formidable force.
Magictech Armor
At 3rd level you gain a suit of magic armor from your church (or family, clan, king, or other organization as appropriate for your character). You may choose any type of armor that you are proficient with. It is of masterwork quality, but is otherwise typical of armor of that type. At any time you may return to any church of your order, and they will provide you with the facilities needed for you to repair, improve, or enchant it, though you must still pay for materials and other associated costs.
Magitech Armor is more powerful than a regular magic item. Only an antimagic field and areas of "dead magic" suppress it's abilities, rendering it mundane masterwork armor until the magic suppression ends. When suppressed by an Anti-Magic Field or similar effect, you also lose any abilities gained from Magitech Upgrades.
Magitech Upgrade
At 3rd level, you may select any two Magitech Upgrades for which you meet the prerequisites. You may not use one of the Upgrades selected at 3rd level as a prerequisite for the other. You may select an additional upgrade at 7th, 10th, 15th, and 18th level.
Magitech Upgrades apply only while you wear your Magitech Armor. Upgrades that cast a spell require no verbal or somatic components. If an Upgrade calls for a saving throw, the DC is equal to 8 + your proficiency bonus + your Intelligence modifier. Your magitech level is equal to your fighter level.
Magitech Upgrade (Level 7)
You may select an additional upgrade at 7th level.
Magitech Upgrade (Level 10)
You may select an additional upgrade at 10th level.
Magitech Upgrade (Level 15)
You may select an additional upgrade at 15th level.
Magitech Upgrade (Level 18)
You may select an additional upgrade at 18th level.
Magus
Magus (Level 3)
There exist knights and warriors who have a close connection to the realm of ghosts and spirits. Known as Ghost Knights, these fighters study methods of combining martial prowess with illusion and necromancy magic, with illusion magic providing special abilities and haunting images while necromancy grants the ability to channel dark magic. Combined with this magic, Ghost Knights develop abilities to see and enter the Ethereal Plane, and eventually can become incorporeal themselves.
Spellcasting
When you reach 3rd level, you learn how to compliment your martial capabilities with the ability to cast spells.
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
The Magus Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Choose two schools of magic. You know three 1st-level wizard spells of your choice, two of which you must choose from the two schools of magic that you selected on the wizard spell list.
The Spells Known column of the Magus Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be from one of the two schools of magic that you chose, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be from one of the two schools of magic that you chose, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and rigorous practice. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
| Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | — | — | — |
4th | 2 | 4 | 3 | — | — | — |
5th | 2 | 4 | 3 | — | — | — |
6th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
9th | 2 | 6 | 4 | 2 | — | — |
10th | 2 | 7 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 3 | — | — |
12th | 3 | 8 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
15th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Arcane Armaments
At 3rd level, you learn to imbue magic into weaponry, shields, and armor.
As a bonus action, you imbue a single weapon, shield, or suit of armor for up to 8 hours.
When you imbue magic into a weapon, while the effect is active, attacks from this weapon deal an additional 1d4 force damage. Should your weapon leave your grip, the magic fades immediately. Magic imbued on a weapon thrown fades directly after the attack is complete. This amount increases to 1d6 at 10th level, and 1d8 at 18th level.
When you imbue magic into a shield or armor, choose one of the following damage types: acid, cold, fire, force, lightning, or thunder. While the effect is active, you gain resistance to the chosen damage type. Should your shield leave your grip or you take off your armor, the magic fades immediately. You can have two resistances at a time at 10th level.
You can only have up to one item imbued with magic in this way at a time. When you imbue a second item with magic, the magic immediately fades on the first imbued item.
Esoteric Knowledge (Level 7)
At 7th level, you have developed an even stronger understanding of magic. You gain proficiency in the Arcana skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses Arcana. You receive this benefit regardless of the skill proficiency you gain from this feature.
Improved Arcane Armaments (Level 10)
By 10th level, your ability to imbue magic into weapons, shields, and armor has improved. When using your Arcane Armaments feature, you can now have up to two items imbued with magic at a time.
Focused Caster (Level 15)
By 15th level, while you are concentrating on a spell, your concentration can't be broken as a result of taking damage from a weapon attack.
Magic Combatant (Level 18)
By 18th level, you have mastered the art of casting spells while in the fray of battle. Creatures within 5 feet of you have disadvantage on saving throws against your spells, and you have advantage on spell attack rolls made against targets within 5 feet of you.
Magus
Magus (Level 3)
The archetypal Magus combines the martial mastery common to all fighters with a careful study of magic. Magi use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic—abjuration and evocation. Abjuration spells grant a Magus additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These magi learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn three cantrips: booming blade or green-flame blade, as well as two other cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Magus Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Magus Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell
Spell
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. A shield is also a valid option, and is treated as a weapon for the sake of this feature. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Additionally, the bonded weapon can be used as a spellcasting focus for your wizard spells, and you can perform somatic components of spells while wielding it.
You can have up to two bonded weapons, and can summon one or both at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Spellstrike
Also at 3rd level, you learn to channel your magic through your bonded weapon. When you cast booming blade or green-flame blade with your bonded weapon as a material component, the cantrip gains the following benefits for you:
Its range is equal to your bonded weapon's reach.
You can temporarily change the cantrip's damage type with a type that appears in another cantrip you know, which magically alters the cantrip's formula for this casting only.
Spell Combat (Level 7)
At 7th level, you learn to intertwine your wizard spells with your weapon attacks. Whenever you take the Attack action on your turn, you can replace one of those attacks with a wizard cantrip you know, as though you were a 5th level caster.
As you gain levels in this class, you can replace additional attacks to increase a cantrip's strength. At 11th level you can replace 2 attacks to cast a cantrip as an 11th level caster, and at 20th level you can replace 3 attacks to cast as a 17th level caster.
Arcane Accuracy (Level 10)
Beginning at 10th level, you learn to capture a sliver of magic energy whenever you cast a spell, and use it to guide your attacks. Whenever you cast a wizard spell of 1st level or higher, you gain a bonus to the first weapon attack roll on your next turn equal to the slot level expended.
Arcane Charge (Level 15)
Starting at 15th level, you learn to magically propel yourself whenever you access the weave. Whenever you cast a wizard spell of 1st level or higher on your turn, you can teleport up to 20 feet to an unoccupied space you can see, plus an additional 10 feet for each slot level above 1st. You can teleport before or after you cast the spell.
Improved Spell Combat (Level 18)
At 18th level, you learn to incorporate your more complex wizard spells into your fighting style. Whenever you take the Attack action on your turn, you can cast a wizard spell of 1st level or higher instead of a number of your attacks. For each slot level, you must forgo a single attack (1 attack for 1st level, 2 attacks for 2nd level, etc.). You can only cast one spell per turn in this way.
Marauder
Marauder (Level 3)
All raiders seek glory in battle and the spoils that come from a life full of successful raids. Yet only a few live long enough to achieve these aims.
A marauder demonstrates leadership via small skirmishes at first and slowly they build upon their reputation. As their glory rises, so do their opportunities.
The marauder understands how to control any battlefield they find themselves upon, from the deck of a ship being tossed by a foul storm to the wind-tossed tundra of the north. They minimize their own losses while inflicting great damage upon their enemies.
A true leader leads by ferocious stubbornness and the marauder is no exception.
Control the Battlefield
Starting when you choose this archetype at 3rd level, you may attempt to shove a creature as a bonus action, and if the creature you are trying to shove is already prone, you automatically succeed on your check to shove them. In addition, when you shove a creature and choose to push them, you can push them up to 10 feet away instead of 5 feet.
Withdraw
Starting at 3rd level, when you take damage from a melee attack, you may use a reaction to move 10 feet away from the attacker without provoking opportunity attacks. The attacker may then use their reaction to move 10 feet directly towards you. Their movement can provoke opportunity attacks as it normally would.
Clear the Decks (Level 7)
Starting at 7th level, you may use an action to strike the ground. All creatures within 5 feet must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. A creature that fails the saving throw is pushed 10 feet from you and knocked prone.
Rampage (Level 10)
Starting at 10th level, whenever an allied creature within 10 feet of you (this includes you) reduces a creature to 0 hit points with an attack, they may take a bonus action to move up to half their speed and make another attack.
Enhanced Rampage (Level 15)
Starting at 15th level, your Rampage feature's effective range widens to 30 feet. Additionally, any affected allies may roll a d6 and add the result to any attack rolls they make.
End the Threat (Level 18)
Starting at 18th level, you use a bonus action to shout a command to your companions to attack a specific target. Any allies within 30 feet of you that hear you may use their reaction to move half of their movement and make an attack (spell, ranged, or melee) against the target you specified.
You may use this feature a number of times equal to your proficiency bonus. You regain all expended uses after you finish a long rest.
Marksman
Marksman (Level 3)
While all Fighters learn to draw a bow or hurl a javelin, those trained as Marksmen dedicate their lives to mastering ranged weapons of all types. Often, their deadly skills are backed up with an unmistakable swagger and unshakable confidence. Relying on their innate talents and signature grit, there are few challenges a true Marksman cannot overcome.
Elite Training
Your specialized Marksman training has enhanced your reaction times. When you make a Dexterity ability check or saving throw, you can roll a d6 and add it to your roll. You can use this feature after you roll, but before you know if your roll is a success or failure.
You can grant yourself this bonus a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.
Steady Aim
You can quiet your body so as to fire with deadly accuracy. If you start your turn and are not surprised or incapacitated, you can choose to Focus, which applies the features listed below until the end of your current turn:
Your speed is reduced to 0 feet.
You have advantage on attack rolls with ranged weapons until you hit a target with a ranged weapon attack.
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.
Gunpowder & Firearms
If your game uses the optional rules for firearms from Chapter 9 of the Dungeon Master's Guide, and your Marksman has been exposed to the inner workings and operation of such weapons, you are proficient with all simple and martial firearms.
Cunning Shot (Level 7)
Your reflexes are almost supernaturally fast. You add your proficiency bonus to your Initiative rolls while conscious.
You have also learned to identify and exploit even the smallest weak points in your enemy's defenses. Your attacks with ranged weapons ignore resistance to piercing damage.
Reposition (Level 10)
When you use Second Wind, your walking speed increases by 10 feet, and any opportunity attacks against you are made at disadvantage until the end of your current turn.
Reliable Shot (Level 15)
You make even impossible shots with ease. Your normal and long range for your ranged weapon attacks increases by a number of feet equal to 10 times your Fighter level.
In addition, once per turn, when you have advantage on a ranged weapon attack, you can forgo advantage and make one additional ranged weapon attack against that creature.
Legendary Marksman (Level 18)
Your marksmanship is supernatural in its precision. When you use Focus, the benefits last for 1 minute, and you have advantage on all ranged weapon attacks for the duration. This effect only ends early if you move more than 10 feet in one turn, or you are incapacitated.
Also, when you use your Elite Training feature, you gain a bonus to that ability check or saving throw equal to 2d6.
Marshal
Marshal (Level 3)
Order. Discipline. Steadfastness. These cornerstones of your education served you well on the battlefield. Most Marshals are graduates of the famous Rekkenmark Academy in Karrnath, and though the war closed its doors to non-Karrns, graduates of previous generations passed on their traditions to talented students in their own nations. Rarely, a folk hero might rise from the masses, an icon to rally the common people despite having no formal instruction in the art of war. These uniquely talented individuals can change the face of a battle, with the grit to remain standing and commanding their allies in face of overwhelming odds.
Force of Personality
When you choose this archetype at 3rd level, your presence motivates your companions to greater discipline and alertness. Any friendly creature within 60 feet of you who can see and hear you gains advantage on initiative rolls.
Rejuvenate Spirits
At 3rd level, you rally your allies to fight longer than they thought possible. If you take the Attack action on your turn, you can use a bonus action to choose one willing creature within 60 feet of you that can hear you. That creature can immediately use its reaction to spend one Hit Die and heal itself by rolling the die, adding its Constitution modifier and your Charisma modifier, and regaining a number of hit points equal to the total (minimum of 1).
Starting at 7th level, when you target a creature with this feature, it can also move up to half of its speed without provoking opportunity attacks.
When you reach certain levels in this class, the maximum number of Hit Dice creatures can spend when targeted with this feature increases by 1, increasing at 7th level (2 Hit Dice), 10th level (3 Hit Dice), 15th level (4 Hit Dice), and 18th level (5 Hit Dice).
Battlefield Awareness (Level 7)
Starting at 7th level, your guard never falls, and you cannot be surprised while you are conscious.
In addition, your increased awareness grants you proficiency with Dexterity saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Steel Your Hearts (Level 10)
Starting at 10th level, your words and actions inspire your companions to new heights. Friendly creatures within 60 feet of you that can hear you have advantage on saving throws against being charmed or frightened while you are conscious.
In addition, when you use your Second Wind feature, choose a number of creatures up to your Charisma modifier (minimum of one) within 60 feet of you that can hear you. They gain temporary hit points equal to the hit points you regain with your Second Wind feature. These temporary hit points last until they take a short or long rest.
Clashing of Blades (Level 15)
Starting at 15th level, you can bolster your allies to strike out at their foes with renewed vigor. When a creature within 60 feet of you that can hear you takes the Attack action, you can use your reaction to grant it one additional attack as part of that action. At 20th level, you grant creatures two additional attacks, instead of one, when you use this feature.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.
Rally the Troops (Level 18)
At 18th level, you are the bastion that holds the line. When you use your Action Surge feature, select a number of creatures equal to half of your Charisma modifier (rounded down) within 60 feet of you that can see and hear you. They can use their reaction to immediately take an additional action as if it were their turn. As part of that action, they can't make more than 2 weapon attacks, and any spells cast must be of 5th level or lower.
Martial Artist
Martial Artist (Level 3)
While some Fighters train in military academies or schools of war, others learn to fight in remote dojos. Generally known as Martial Artists, these elite Fighters hone their bodies into deadly weapons. Whether masters of hand-to-hand combat or street fighters, these warriors are peak physical specimens.
Iron Physique
You have learned to take a hit better than most and prefer to absorb blows rather than dodge. You can use your Constitution modifier, in place of your Dexterity, when calculating your Armor Class in light and medium armor.
Moreover, if you are not wearing any armor or wielding a shield, your Armor Class is equal to 10 + your Dexterity modifier + your Constitution modifier.
Martial Arts
Your body itself is a deadly weapon. You gain proficiency with improvised weapons, and whenever you make an improvised weapon attack or an unarmed strike you gain these benefits:
You can roll a d6 in place of the damage die for that attack if the normal damage die was not already higher.
You can use your Dexterity, in place of your Strength, for your attack and damage rolls.
When you take the Attack action on your turn and make only improvised weapon attacks or unarmed strikes, you can make a Shove or Grapple attack as a bonus action.
Counter (Level 7)
You have learned to exploit every opening your foe gives you. When a creature that you can see within your reach misses you with an attack, you can use your reaction to make one unarmed strike, improvised weapon, Shove, or Grapple attack against your attacker. When you do so, you have advantage on the attack roll or Strength (Athletics) check.
Evasive Footwork (Level 10)
Unbreakable (Level 15)
You have learned to take hits that would be deadly to weaker heroes. When a creature you can see hits you with an attack that would drop you to 0 hit points, but not kill you outright, you can expend one of your Hit Dice to drop to 1 hit point.
Legendary Martial Artist (Level 18)
Your fists have become weapons of legend. When you score a critical hit against a target with an unarmed strike, and the target has 50 hit points or fewer, you can choose to instantly reduce it to 0 hit points. Once you use this feature you must finish a short or long rest before you can use it again.
Master of Hounds
Master of Hounds (Level 3)
Since the dawn of civilization, beasts have worked alongside mortals. Most notable of these domesticated animals is the dog. The earliest hunters worked in tandem with these loyal beasts, sharing food and fire. Some Fighters still take up this mantle and train Loyal Hounds to adventure by their side.
Loyal Hound
You have completed the training of a Loyal Hound. Your Hound is friendly to you and obeys commands. It uses the Loyal Hound stat block, that uses your proficiency bonus (PB) in several places.
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 your bonus action to command it to take an action from its stat block, or another action. When you take the Attack action, you can command your Hound to take the Attack action in place of one of your attacks. If you are incapacitated, your Loyal Hound can act on its own to defend you.
If your Hound is reduced to 0 hit points, it makes death saving throws like a player character would. If your Hound dies, your skills allow you to find a canine-like creature and train it as a Loyal Hound over the course of a long rest, at which point, that creature uses the Loyal Hound stat block.
Packleader
You gain proficiency in Animal Handling, and add double your proficiency bonus to any Wisdom (Animal Handling) checks related to dogs, canines, or other similar creatures.
Loyal Hounds & other Canines
Depending on your table and game setting, there are many creatures that could be a Loyal Hound.
In most mundane settings, your Loyal Hound is most likely going to be a dog, wolf, or similar four-legged canine creature. In a fantastical game, any quadruped beast or monstrosity could be trained as a Loyal Hound. Talk to your DM about options!
Iron Jaws (Level 7)
Your Hound has been infused with a portion of your own fighting spirit. Your Hound's Bite and Maul attacks ignore resistance to nonmagical piercing and slashing damage.
In addition, any creature that is at least one size smaller than your Hound has disadvantage on its Strength saving throw to resist your Loyal Hound's grapple.
Steadfast Companion (Level 10)
You can face any foe so long as your Hound is by your side. Your Hound has advantage on any saving throw it is forced to make so long as it is within 30 feet and can see or hear you.
Also, whenever you use Second Wind, your Loyal Hound also regains hit points equal to #$prompt_number:min=1,title=Enter your Fighter level,default=10$#|1d10 + your Fighter level.
Canine Fury (Level 15)
Your commands inspire wild fury. Whenever you command your Loyal Hound to take the Attack action, it can make two Maul attacks, or one Maul attack and one Bite attack.
Hound of Legend (Level 18)
Thanks to your training, your Hound has come to rival the great beasts of legend. When you use Action Surge, your Hound also gains one extra action on that turn.
Moreover, your Loyal Hound's Strength and Dexterity scores each become 18, thereby increasing the bonus to hit and damage of both its Bite and Maul attacks by +2 each.
Mercenary
Mercenary (Level 3)
The archetypal Mercenary has no interest in fame, power, or glorious causes. A Mercenary fights for anyone willing to pay. Accustomed to long hours, rough treatment, pitiful equipment, and unreliable wages, mercenaries tend to be embittered by their experiences. Most struggle to raise their station, and will never achieve more than the dirty, short life of an expendable soldier.
This archetype defies time and place; mercenaries have existed since time immemorial. It includes ninja, ronin, landsknechts, varangians, purbiya, medjays, and wandering gunslingers, as well as employees of modern private military companies. Forced to fight without magical prowess or quality gear, all Mercenaries are resourceful students of strategy and dirty tricks, willing to use any tactic to get the job done.
Mercenary Specialty (Level 3)
No one, not even your fellow mercenaries, cares why you fight. Only your skills differentiate you from your peers. Consider how you developed your talents as a Mercenary before you became an adventurer, and the role you occupied within a larger organization (if you belonged to one). Roll on the Mercenary Specialties table or choose a result based on your chosen Fighting Style to determine your former duties.
| d12 | Fighting Style | Role |
|---|---|---|
1 | Archer | |
2 | Cavalry | |
3 | Infantry | |
4 | Scout | |
5 | Enforcer | |
6 | Bodyguard | |
7 | Bounty Hunter | |
8 | Escort | |
9 | Instructor | |
10 | Assassin | |
11 | Ceremonial Guard | |
12 | Spy |
Scrapper (Level 3)
When you choose this archetype at 3rd level you master methods of adjusting your equipment, position, and movement to your advantage.
When you would move, you can expend all your movement to move 5 feet without provoking opportunity attacks.
In addition, you do not need to use the object interaction you receive as part of your turn to draw or sheathe your weapons, and you gain two object interactions on your turn (up to two).
Finally, you can sacrifice your equipment's integrity to end a fight before you can come to harm:
When you take damage, you can use your armor to gain resistance to one of the damage types indicated by the triggering attack, reducing the damage taken from that attack.
When you land a hit with a weapon you are proficient in, you and your fighter level to the damage roll.
You can use each of these options once per turn.
When you use one of these options, the affected weapon or armor takes a permanent and cumulative -1 penalty to its Armor Class or attack and damage rolls. If this penalty drops to -5, the object is destroyed. Ranged attacks after all ammunition is consumed and the weapon, and the ammunition is destroyed after one use.
Magical items and items made of supernatural materials such as adamantine or mithral are not broken. Instead, once these items reach a -5 penalty, they maintain that penalty, lose any magical properties, and cannot be used to activate its feature. When you finish a long rest, the penalty on these items decreases by 1. If you are proficient with a set of tools that corresponds to a damaged piece of nonmagical equipment, you can spend an hour as part of a short or long rest to reduce its penalty by 1.
Solo Operative (Level 7)
Starting at 7th level, you become a master of adventuring in harsh conditions with limited resources. You require half as much food and water to survive and are immune to all diseases. You automatically succeed on all Wisdom (Medicine) checks to stabilize dying creatures and Small or smaller creatures, including most coins, gems, and art objects only count half their weight against your carrying capacity.
Stall Tactics (Level 10)
At 10th level, you can reposition to increase your chances of survival. When an enemy misses you with a melee attack, you can use your reaction to move 5 feet without provoking attacks of opportunity when a hostile creature misses you with a melee attack.
When you do so, you can use your reaction to make one weapon attack against the attacker or attempt to grapple or shove it. You choose whether you do so before or after you move.
Tactical Retreat (Level 15)
Starting at 15th level, you can use the rush of energy from your Second Wind feature to move up to your speed without provoking opportunity attacks after you regain hit points.
You have advantage on the next weapon attack you make before the end of your turn.
Critical Moment (Level 18)
Beginning at 18th level, you choose the point in initiative in which you take your turn each round at any point during the round, including during another creature's turn. You cannot take two turns in a row, such as going last in one round and first in the round immediately after.
Mercenary
Mercenary Archetype (Level 3)
Those who offer their martial skills for hire face various challenges with each mission. Their most essential skills are surviving any threat, standing their ground in any situation they face, and overcoming their foes. A good mercenary is always prepared for the unexpected and will creatively improvise a solution to meet the requirements of the battle. Most of the large mercenary companies operate out of the Drayl City States where this type of warfare based on swords-for-hire has long-established traditions.
Iron Will
Starting at 3rd level, you become focused and confident. You gain advantage on saving throws against being charmed and frightened.
Ready for Anything (Level 7)
Starting at 7th level, you learn to be prepared for the unexpected. When targeted by a spell or effect, you can take a reaction to gain advantage on the saving throw.
Versatile Fighting Style (Level 10)
Starting at 10th level, you become experienced with all kinds of weapons and fighting styles. You can swiftly change your style of fighting to fit the challenge temporarily. You can't benefit from the same Fighting Style option more than once. Choose one of the following options at the beginning of your turn:
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Mettle (Level 15)
Starting at 15th level, you have become skilled in resisting several types of threats. Choose two abilities in which you don't have a saving throw proficiency. You gain proficiency in saving throws made with the chosen abilities.
Get the Job Done (Level 18)
Starting at 18th level, you can overcome threats with ease. Instead of rolling, you can choose to succeed on a saving throw automatically. Once you use this feature, you can't use it until you finish a short or long rest.
Meteor Knight
Meteor Knight (Level 3)
Meteor knights can exercise a limited degree of control over the gravity around them. These fighters command a growing collection of missiles and other debris that float around them, using it to mercilessly pelt targets beyond their reach or launch veritable hailstorms of meteorites. While a meteor knights abilities are magical in nature, such powers are often manifested from a connection to the astral sea rather than from arcane study. Knights of the highest order, or those who fill the role of leader in their community, may sometimes be referred to as Lode Stars.
Satellite Mastery
Beginning at 3rd level when you choose this archetype, you can magically bind a number of missiles to you up to your proficiency bonus. You can bind a missile, such as a dart, sling bullet, crossbow bolt, or similar object to you using an action. You must be touching the object to bind it. If you bind another missile when you already have the maximum number bound to you, a different missile of your choice ceases to be bound. A bound missile is called a satellite.
You can mentally command any number of satellites to hover and orbit around your body or drop into your hand, quiver, or similar container. Doing so can be done in place of drawing or stowing a weapon.
While you have at least one satellite orbiting you, you can use a bonus action to make a ranged spell attack with it, sending it magically hurtling toward a target that you can see within 30 feet of you. Intelligence is your ability modifier for this attack, and you are proficient with it. On a hit, the satellite deals bludgeoning or piercing damage (depending on the shape of the missile) equal to 1d4 + your Intelligence modifier. Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attack rolls with this feature. When you reach 10th level in this class, the range of this spell attack increases to 60 feet.
You can use an action to cause all satellites within 120 feet of you to return to you, flying back into your orbit or into your open hand or similar container you are carrying (your choice).
The damage of your satellites increases when you reach certain levels in this class: 10th level (1d6) and 18th level (1d8).
Reduce Gravity
Also at 3rd level, you can cause the pull of gravity on you to lessen. You learn the feather fall and jump spells. At 10th level in this class, you also learn the levitate spell. When you cast one of these spells, you can target only yourself, and the spell does not require material components. You can cast each of these spells once with this feature, and once you cast a spell in this way, you can not do so again until you finish a long rest.
When you reach 15th level in this class, you can cast the feather fall and jump spells at will. The spells must still target only yourself.
Course Correct (Level 7)
Starting at 7th level, your control over your bound missiles can be exerted over others that come near you. When a launched missile that you can see (and is light enough to be a satellite for you) comes within 10 feet of you, you can use your reaction to attempt to alter its course or ensnare it. Make a contested Intelligence check against the original attack roll, adding your proficiency bonus to the check. On a success, you can choose a new target for the attack within 10 feet of the original one, using the original attack roll to determine whether or not it hits the new target. Alternatively, on a success, you can cause the missile to become a satellite for you, ending your bond to another satellite if necessary.
Improved Satellite Mastery (Level 10)
At 10th level, you can return a satellite to your orbit when it misses its mark. Once on each of your turns when you miss with a ranged spell attack roll using a satellite, you can cause it to immediately fly back and return to your orbit (no action required).
In addition, all satellites within 120 feet of you return to your orbit when you use your Action Surge. They return to your orbit either before or after the additional action.
Increase Gravity (Level 15)
By 15th level, you have learned how to briefly adjust the way that gravity affects you, increasing your sturdiness and reducing that of your enemies. You have advantage on any ability check or saving throw you make to resist being pushed, pulled, or knocked prone.
In addition, when you shove a creature, you can also add your Intelligence modifier to the ability check.
Satellite Barrage (Level 18)
At 18th level, you can send a simultaneous bombardment of your orbiting satellites. Once on your turn, you can use an action to make any number of ranged spell attacks with your satellites, up to the number of orbiting ones you have.
Meteor Knight
Meteor Knight (Level 3)
Fighters who fight like falling stones, Meteor Knights are uniquely specialized in utilizing blunt weaponry to their maximum effectiveness. Fighters of this school typically prefer maces, warhammers, and mauls, although some utilize staves and clubs to resounding effect.
Heavy Hitter
Starting at 3rd level, you learn how to accelerate the impact of your blows for maximum effect. Once per turn, whenever you deal more than 10 damage to a creature with a melee attack using a weapon that deals bludgeoning damage, you can force it to make a Strength saving throw or suffer one of the following effects:
The creature is knocked prone.
The creature is pushed 10 feet away from you.
The creature drops one object of your choice that it is holding, which lands at its feet.
The DC for these saving throws is equal to 8 + your proficiency bonus + your Strength modifier.
Brace for Impact
Starting at 3rd level, you learn to brace against otherwise devastating blows. As a reaction to taking more than 10 damage, you can hold strong against the impact and reduce the damage by 1d10. This increases to 2d10 at 10th level, 3d10 at 15th level, and 4d10 at 18th level.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Starstruck (Level 7)
At 7th level, you can daze an opponent with your blows. Whenever you hit a creature with a melee attack using a weapon that deals bludgeoning damage, you can force it to make a Constitution saving throw against your Heavy Hitter save DC. On a failed save, it becomes stunned until the end of its next turn.
You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Meteor Shower (Level 10)
At 10th level, you shrug off blows with a shower of sparks. When you reduce damage from a melee weapon attack using your Brace for Impact feature, the attacker takes fire damage equal to the damage reduced.
Impact (Level 15)
At 15th level, you learn to channel your strikes in a destructive wave. As an action, you can slam the ground with a weapon that does bludgeoning damage. Each creature within 10 feet of you that is not behind total cover must make a Dexterity saving throw against your Heavy Hitter save DC. A creature takes 4d10 bludgeoning damage and is knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one.
If you use this feature immediately after falling, the damage dealt by this feature increases by 1d6 for every 10 feet you fell.
Rock Body (Level 18)
At 18th level, your physical form has become accustomed to the heat and shock from your style of combat. You gain immunity to fire damage and bludgeoning damage from nonmagical attacks.
Meteor Knight
Meteor Knight (Level 3)
Fighters who fight like falling stones, Meteor Knights are uniquely specialized in utilizing blunt weaponry to their maximum effectiveness. Fighters of this school typically prefer maces, warhammers, and mauls, although some utilize staves and clubs to resounding effect.
Heavy Hitter
Starting at 3rd level, you learn how to accelerate the impact of your blows for maximum effect. Once per turn, whenever you deal more than 10 damage to a creature with a melee attack using a weapon that deals bludgeoning damage, you can force it to make a Strength saving throw or suffer one of the following effects:
The creature is knocked prone.
The creature is pushed 10 feet away from you.
The creature drops one object of your choice that it is holding, which lands at its feet.
The DC for these saving throws is equal to 8 + your proficiency bonus + your Strength modifier.
Brace for Impact
Starting at 3rd level, you learn to brace against otherwise devastating blows. As a reaction to taking more than 10 damage, you can hold strong against the impact and reduce the damage by 1d10. This increases to 2d10 at 10th level, 3d10 at 15th level, and 4d10 at 18th level.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Starstruck (Level 7)
At 7th level, you can daze an opponent with your blows. Whenever you hit a creature with a melee attack using a weapon that deals bludgeoning damage, you can force it to make a Constitution saving throw against your Heavy Hitter save DC. On a failed save, it becomes stunned until the end of its next turn.
You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Meteor Shower (Level 10)
At 10th level, you shrug off blows with a shower of sparks. When you reduce damage from a melee weapon attack using your Brace for Impact feature, the attacker takes fire damage equal to the damage reduced.
Impact (Level 15)
At 15th level, you learn to channel your strikes in a destructive wave. As an action, you can slam the ground with a weapon that does bludgeoning damage. Each creature within 10 feet of you that is not behind total cover must make a Dexterity saving throw against your Heavy Hitter save DC. A creature takes 4d10 bludgeoning damage and is knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one.
If you use this feature immediately after falling, the damage dealt by this feature increases by 1d6 for every 10 feet you fell.
Rock Body (Level 18)
At 18th level, your physical form has become accustomed to the heat and shock from your style of combat. You gain immunity to fire damage and bludgeoning damage from nonmagical attacks.
Monster Hunter
Monster Hunter (Level 3)
The Monster Hunter is a master of both ranged and mounted combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who combines extraordinary marksmanship with the superior mobility of a mount.
Monster Slayer
3rd-level Monster Hunter feature
Whenever you hit a weapon attack with advantage against a creature, you can cause the weapon to deal twice as much damage. This doesn't double any damage from an additional source, such as the Divine Smite paladin feature, the Sneak Attack rogue feature, or the Great Weapon Master and Sharpshooter feats. If this attack was made against an aberration, a fey, a fiend, or an undead, the target's speed is also reduced to 0 until the end of your next turn.
You have three uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
Supernatural Expert
3rd-level Monster Hunter feature
You gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, Perception, Religion, or Survival. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, Deep Speech, Infernal, or Sylvan.
Hunter's Mysticism (Level 7)
7th-level Monster Hunter feature
Your study of the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells.
Supernatural Assault (Level 7)
7th-level Monster Hunter feature
The weapon attacks you make against aberrations, fey, fiends, and undead count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Cripple Monster (Level 10)
10th-level Monster Hunter feature
When you use your Monster Slayer feature on a creature, the target also suffers disadvantage on attack rolls and ability checks until the end of your next turn. Additionally, if the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
Hunter's Resilience (Level 15)
15th-level Monster Hunter feature
You gain proficiency in Intelligence, Wisdom, and Charisma saving throws. When you use your Indomitable feature to reroll one of those saving throws, you have advantage on saving throws of the same type until the end of your next turn.
Final Hour (Level 18)
18th-level Monster Hunter feature
When you roll initiative and have no uses of Monster Slayer remaining, you regain one use of it. Additionally, when you use Monster Slayer to deal damage to an aberration, fey, fiend, or undead, the target also suffers disadvantage on all saving throws until the end of your next turn.
Monster Hunter
Monster Hunter (Level 3)
As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror.
| d6 | Method |
|---|---|
You track your quarry to their lair, and strike them where they feel safest | |
You watch closely for long periods of time, making sure to memorise their every movement | |
You find them when they are weakest, alone, or distracted | |
You use poisons or the environment to your advantage, reserving combat for a last resort | |
You work as a team to trap the enemy in a stronger position for yourself | |
You collect as much information as you can, basing your approach on the most successful methods |
Hunter's Teachings
3rd-level Monster Hunter feature
When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception.You also gain proficiency with the Herbalism kit.
Hunter's Quarry
3rd-level Monster Hunter feature
Beginning at 3rd level, your training allows you to prepare to face a number of foes on better footing. At the end of a long rest, you can designate one of the following creature types as your quarry: aberrations, celestials, dragons, fey, fiends, giants, monstrosities, or undead. Designating your quarry requires at least 1 hour of study and mental exercises. Until you choose a different quarry, you have advantage on Dexterity (Stealth) checks to avoid detection from creatures of that type, and you have advantage on Wisdom (Perception) checks made to detect their presence.
Additionally, the first time you make a weapon attack against a creature on a turn, you can gain a bonus to the attack or damage roll equal to half your fighter level. You can't use this feature against that creature again until you complete a short or long rest. Once you reach 18th level in this class, you can use this feature twice against the same creature before you must complete a rest.
Hunter's Mysticism
3rd-level Monster Hunter feature
At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells. In addition, you gain the ability to speak one Exotic Language of your choice.
Perceive Peril (Level 7)
7th-level Monster Hunter feature
At 7th level, you always know when you are in the lair of a legendary creature. Additionally, if you spend at least 1 minute observing or interacting with another creature outside of combat while you can see its true form, you learn if it has any legendary actions and what they are.
Stalker's Vision (Level 10)
10th-level Monster Hunter feature
At 10th level, you learn to focus your supernatural magics and gain better insight into your prey. As an action you can project your mind's eye outwards. The nearest creature with your quarry's creature type within 500 feet of you must make a Wisdom saving throw (DC equal to 8 + your Proficiency bonus+ your Wisdom modifier). If it fails, you can see and hear through its senses for 1 minute, until it takes damage from you, or until you end it as a bonus action. You are blinded and deafened to your own surroundings for the duration. If the creature succeeds on its saving throw, or once the effect ends, it is immune to this effect for the next 24 hours. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses after you finish a long rest.
Slaying Strike (Level 15)
15th-level Monster Hunter feature
Starting at 15th level, you learn to target your quarry's weak point with great ferocity. When you use your Hunter's Quarry feature to gain a bonus to your attack roll and hit, the creature is also knocked prone. Alternatively, if you use your Hunter's Quarry feature to gain a bonus to your damage roll and hit, the creature is paralyzed until the end of the turn or until it next takes damage.
Hunter's Quarry improvement (Level 18)
18th-level Monster Hunter feature
Once you reach 18th level in this class, you can use Hunter's Quarry to gain a bonus to the attack or damage roll twice against the same creature before you must complete a rest.
Unending Hunt (Level 18)
18th-level Monster Hunter feature
Beginning at 18th level, when you attack a creature with a weapon on your turn, you can immediately move or jump up to half your speed without provoking opportunity attacks.
Moon Knight
Moon Knight (Level 3)
The moon has been a symbol of truth and cycles throughout history. A Moon Knight is a warrior who has trained to draw power and act in accordance to the moons phases. Some celestials who call the moon their home grant power to those who act in accordance with the moons cycles and light.
Lunar Phase
When you choose this Archetype at 3rd level, you temper your body and blade with the grace of the moons light. Whenever you finish a long rest, you can choose what lunar phase you draw power through: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can utilize a martial power as listed below;
Full Moon
Your weapon attacks deal an additional 1d6 radiant damage.
New Moon
You can take the Dash action as a bonus action.
Crescent Moon
After complete a long rest or adopting this phase you gain temporary hit points equal to your fighter level plus your Constitution modifier.
Echo of Moonlight
Also at 3rd level, when you reach 0 hit points the moon takes vengeance on the creature that felled you. Moonbeam is casted centered on that creature. The cast of this spell does not require concentration and cannot harm you or your allies, if you are incapacitated, you can control this at the start of each of your turns. Once this feature is activated it cannot be activated again until you finish a long rest.
Moon Lore
Finally, at 3rd level, you learn some of the secrets of the moon. You gain proficiency in either the Arcana, Nature, or Religion, and you learn the celestial language.
Waning Moon (Level 7)
At 7th level, as day turns to night and the moon shifts so can you shift your lunar phase. When you use your Second Wind feature you can shift your Lunar Phase.
Warrior of Silver Light (Level 7)
Also, at 7th level, you learn the moonbeam spell. When casting this spell, you can use your Constitution modifier for the spell save DC and cast it at a spell level equal to your proficiency modifier. You can cast this spell once at 2nd level, after which you must wait until after a long rest to cast it again.
Solstice (Level 10)
At 10th level, the long nights filled with blood and moonlight have forged you into a powerful lunar warrior. You gain addition benefits while in each lunar phase;
Full Moon
You have advantage on saving throws against being charmed or frightened.
New Moon
When you take the dash action, you can turn invisible as per the rules of the invisibility spell while you remain moving.
Crescent Moon
You have resistance to radiant and necrotic damage.
Bridge of Light (Level 15)
At 15th level, the blessings of the moons light lifts your soul and grants you boons while bathed in such light. While under open sky you have a flying speed equal to your walking speed and you shine with silvery starlight shedding bright light up to 30 feet.
Lunarian Envoy (Level 18)
At 18th level, you can call upon an emissary of the moon to aid you. You can cast this spell summon celestial once as a 5th level spell, and regain the ability to do so whenever you complete a long rest. While the celestial spirit is present, you gain the benefits of all of your lunar phases at once.
Notable Champion
Notable Champion (Level 3)
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Improved Critical
Your weapon attacks reduce their critical range by one, for example they are critical on a 19 or 20, plus when you critically hit with a weapon attack you can regain an amount of health equal to 1d6 + your constitution modifier. You can regain life with this trait a number of times equal to your proficiency modifier per long rest.
Notable Fighting Style
Fighting styles obtained from your fighter traits receive the following improvements:
- Notable Archery
- Notable Blind Fighting
- Notable Defense
- Notable Dueling
- Notable Great Weapon Fighting
- Notable Interception
- Notable Protection
- Notable Superior Technique
- Notable Thrown Weapon Fighting
- Notable Two-Weapon Fighting
- Notable Unarmed Fighting
Critical Versatility (Level 7)
When landing a critical hit, you can apply one of the following effects depending on the base damage type of the weapon used:
- Bludgeoning
The attacked creature has disadvantage on saving throws and skill checks until the end of its next turn.
- Slashing
You can choose a number of creatures that are within range of your weapon equal to your proficiency, they also receive the effects of the attack plus slashing damage equal to your strength or dexterity modifier.
- Piercing
The attacked creature loses all movement and reactions until the start of your next turn.
You can use this trait a number of times equal to your proficiency bonus, and you regain all uses on a short or long rest.
Additional Notable Fighting Style (Level 7)
At 10th level, you can choose a second option from the Fighting Style class feature.
Remarkable Athlete (Level 10)
Stay on Top (Level 10)
When you score a critical hit with a weapon attack, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type.
Superior Critical (Level 15)
Starting at 15th level, The critical range of your weapon attacks is reduced by 2.
Comeback (Level 15)
When using Indomitable you can keep any of the results. Additionally, your Second Wind feature increases his healing by 1d10.
Survivor (Level 18)
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 10 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Phoenix Knight
Phoenix Knight (Level 3)
A Phoenix Knight has looked into myth and drawn inspiration from it. They have a burning passion for combat and protecting those closest to them. Through intense training and careful practice, they have learned how to channel this inner fire into something tangible.
These fighters know how to harness their fire in order to retaliate against foes and heal friends. As their mastery grows, they can cauterize wounds with their flames and even emit powerful waves of heat.
Those who mimic a phoenix have a fondness for flame and warmth. They relish sunlight and bonfires. They sometimes find themselves staring into fire, imagining enemies igniting and the wounds of allies cauterizing within the popping embers and dancing flames. Sometimes, if they stare hard enough, they can almost see feathers amid the ashes.
Aura of Flame
The spark you ignited inside you sometimes bursts, warming your body and burning those who would wish you harm. As a bonus action, you can cause small embers to dance across your body for 1 minute. Once per turn, when a creature damages you with a melee attack, you can deal fire damage to them equal to your Constitution modifier (minimum 1).
You can increase the light that the embers emit at will, creating bright light within 5 feet and dim light for 5 feet beyond that.
In addition, creatures without resistance or immunity to fire damage have disadvantage when grappling you, and you have advantage when trying to break out of the grapple.
You can use this feature once per short or long rest. Beginning at 10th level, you can use this feature twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Phoenix Tears (Level 7)
You begin to understand how to control the fire that you weave into your techniques, tapping into it in order to aid your allies. As a bonus action, you can spend one Hit Die to heal a creature within 5 feet of you. Roll the die, add your Constitution modifier, and the creature regains a number of hit points equal to the total (minimum of 1).
Tempered Skin (Level 10)
Your skin has grown used to the fire that burns across it. You gain resistance to fire damage.
From the Embers (Level 15)
Just as a phoenix rises from ashes, so too do you rise more easily from death. The revivify, raise dead, and reincarnation spells require no material components to revive you.
In addition, when you succeed on a death saving throw or are stabilized while unconscious, you can regain hit points equal to your level in this class. Once you have used this feature, you may not do so again until you finish a long rest.
Fan the Flames (Level 18)
Your mastery over the fire that inhabits your body has grown to such an extent that you can project the flames outward. While your Aura of Flame is active, any hostile creature that starts its turn within 10 feet of you must succeed on a Constitution saving throw, or else take an amount of fire damage equal to your Constitution modifier (minimum of 1).
In addition, your mastery over your own flames protects you from external sources. You gain immunity to fire damage.
Prescient Knight
Prescient Knight (Level 3)
The prescient knight is the culmination of long years of study, practice, and dedication to the craft of combat divination by those seeking the ultimate martial expression of that art. Their ability to meld martial prowess with combat divination makes them a formidable force on the field of battle.
Except as noted below, prescient knights function as fighters.
Bonus Proficiency
When you choose this archetype, you become proficient in the Arcana skill.
Reactive Echo
When choosing this archetype, your ability to anticipate the actions of your foes allows you to take a second reaction during a round in which you use your Action Surge.
Spellcasting
At 3rd level, you gain the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Prescient Knight Spellcasting table indicates how many spell slots you have available for casting spells wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
| Fighter Level | Cantrips Known | Spells Known | Spell Slots per 1st Level | Spell Slots per 2nd Level | Spell Slots per 3rd Level | Spell Slots per 4th Level |
|---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | - | - | - |
4th | 2 | 4 | 3 | - | - | - |
5th | 2 | 4 | 3 | - | - | - |
6th | 2 | 4 | 3 | - | - | - |
7th | 2 | 5 | 4 | 2 | - | - |
8th | 2 | 6 | 4 | 2 | - | - |
9th | 2 | 6 | 4 | 2 | - | - |
10th | 3 | 7 | 4 | 3 | - | - |
11th | 3 | 8 | 4 | 3 | - | - |
12th | 3 | 8 | 4 | 3 | - | - |
13th | 3 | 9 | 4 | 3 | 2 | - |
14th | 3 | 10 | 4 | 3 | 2 | - |
15th | 3 | 10 | 4 | 3 | 2 | - |
16th | 3 | 11 | 4 | 3 | 3 | - |
17th | 3 | 11 | 4 | 3 | 3 | - |
18th | 3 | 11 | 4 | 3 | 3 | - |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Spells Known of 1st-Level and Higher
The Prescient Knight Spellcasting table shows how many spells are known at 1st level and higher. When choosing this martial tradition, you learn three 1st-level spells. You are limited in your selection to wizard spells of the divination and abjuration schools. Additionally, you can choose any divination spell with a casting time of 1 reaction or 1 bonus action, whether or not it's on the wizard spell list. You learn additional spells as you progress; newly learned spells have the same school and list restrictions as your original spells. Whenever you gain a level, you can replace one spell you know with another from among those spells you can know.
Spellcasting Ability
Intelligence is your spellcasting ability. Use your Intelligence modifier when making an attack roll with a spell and when determining you spell saving throw DC.
Spell
Spell
Martial Caster
At 3rd level you can cast spells having a somatic component while you are wielding a weapon and/or shield, provided you are proficient with those items.
Constant Vigilance (Level 7)
Beginning at 7th level, you have a preternatural awareness of your surroundings in times of duress. If you are surprised but not incapacitated at the start of combat, you can use your Action Surge to negate surprise for yourself and take a normal turn plus one additional action (for the Action Surge) in the first round of combat. Additionally, using your Action Surge this way allows you to give sufficient warning to your allies who are within 15 feet of you so they can also start taking reactions after your turn.
Evasion (Level 10)
At 10th level, your foreknowledge of events to come allows you to position yourself in the most advantageous manner. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and half damage if you fail.
Anticipatory Strike (Level 15)
At 15th level, your connection to threads of fate strengthens, providing greater insight into the movements and actions of your opponents. When you use an Action Surge, you have advantage on attack rolls and a +2 bonus to your AC until the end of your next turn.
Action Free of Thought (Level 18)
At 18th level, your martial mastery of combat divination is such that you are able to react to your opponent without conscious thought and with minimal physical effort. During combat, you can take one reaction every turn instead of one per round.
Prescient Knight
Prescient Knight (Level 3)
The prescient knight is the culmination of long years of study, practice, and dedication to the craft of combat divination by those seeking the ultimate martial expression of that art. Their ability to meld martial prowess with combat divination makes them a formidable force on the field of battle.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Prescient Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
The Prescient Knight Spellcasting table shows how many spells are known at 1st level and higher. When choosing this martial tradition, you learn three 1st-level spells.
You are limited in your selection to wizard spells of the divination and abjuration schools.
Additionally, you can choose any divination spell with a casting time of 1 reaction or 1 bonus action, whether or not it's on the wizard spell list.
You learn additional spells as you progress; newly learned spells have the same school and list restrictions as your original spells.
Whenever you gain a level, you can replace one spell you know with another from among those spells you can know.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell
Spell
Reactive Echo
When choosing this archetype, your ability to anticipate the actions of your foes allows you to take a second reaction during a round in which you use your Action Surge.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in Arcana
Martial Caster (Level 3)
At 3rd level you can cast spells having a somatic component while you are wielding a weapon and/or shield, provided you are proficient with those items.
Constant Vigilance (Level 7)
Beginning at 7th level, you have a preternatural awareness of your surroundings in times of duress.
If you are surprised but not incapacitated at the start of combat, you can use your Action Surge to negate surprise for yourself and take a normal turn plus one additional action (for the Action Surge) in the first round of combat.
Additionally, using your Action Surge this way allows you to give sufficient warning to your allies who are within 15 feet of you so they can also start taking reactions after your turn.
Evasion (Level 10)
At 10th level, your foreknowledge of events to come allows you to position yourself in the most advantageous manner. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and half damage if you fail.
Anticipatory Strike (Level 15)
At 15th level, your connection to threads of fate strengthens, providing greater insight into the movements and actions of your opponents. When you use an Action Surge, you have advantage on attack rolls and a +2 bonus to your AC until the end of your next turn.
Action Free of Thought (Level 18)
At 18th level, your martial mastery of combat divination is such that you are able to react to your opponent without conscious thought and with minimal physical effort. During combat, you can take one reaction every turn instead of one per round.
Primaris Lieutenant
Primaris Lieutenant Martial Archetype (Level 3)
Primaris Lieutenants are the best, I can't wait for them to release more! They're honestly the best thing the Adeptus Astartes have at their disposal and make you wonder why you need captains or chapter masters at all!
Combat Tactics
Starting at 3rd level you can use your bonus action to use one of the Combat Tactics detailed below. You can do this twice and regain expended uses after you finish a short or long rest.
With me, as one!
You may, after hitting a target with an attack, use your bonus action to choose up to 3 friendly creatures you can see to gain a +2 bonus to attack rolls against a target that's already been hit by your attack.
Focus Fire!
You gain +2 bonus to attack rolls against a target that's already been hit by an ally this round.
Rally to me brothers!
Choose up to 3 friendly creatures you can see, they all gain temporary hit points equal to 1d10 + your Charisma modifier (minimum of 1).
Hold the line!
Choose up to 3 friendly creatures you can see which may include yourself; if a hostile creature comes within 5 feet of one of these creatures, said creature may use their reaction to make a single melee attack against the creature before the end of your next turn.
You gain two additional uses of this feature at 10th level and another two uses at 18th level.
Weapon Drills (Level 7)
At 7th level you've trained extensively with a very particular set of weapons. You gain a +1 bonus to attack and damage rolls made with longswords, light crossbows, heavy crossbows and hand crossbows.
This bonus increases to +2 at 15th level.
Additional Combat Tactics (Level 10)
At 10th level you gain two additional uses of your Combat Tactics feature.
Know No Fear (Level 10)
At 10th level you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
Improved Weapon Drills (Level 15)
Starting at 15th level your bonus from Weapon Drills increases to +2.
Gene-forged Might (Level 15)
Starting at 15th level once per turn when you score a critical hit you can make one additional attack with the same weapon.
Additional Combat Tactics (Level 18)
At 18th level you gain two additional uses of your Combat Tactics feature.
Tactical Precision (Level 18)
At 18th level your battle prowess allows you and your close allies to strike true against the enemy. You and allied creatures within 10ft. of you can roll the damage dice for their weapon attacks twice and choose the higher result.
Psi Warrior
Psi Warrior (Level 3)
Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.
As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.
Psionic Power
3rd-level Psi Warrior feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Psionic Energy dice.
Telekinetic Adept (Level 7)
7th-level Psi Warrior feature
You have mastered new ways to use your telekinetic abilities, detailed below.
Guarded Mind (Level 10)
10th-level Psi Warrior feature
The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.
Bulwark of Force (Level 15)
15th-level Psi Warrior feature
You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.
Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.
Telekinetic Master (Level 18)
18th-level Psi Warrior feature
Your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.
Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.
Pugilist
Pugilist (Level 3)
Pugilists live by their fists, bare-knuckle warriors who do not hesitate to throw hands if the situation demands it. They know the intense, close, violent intimacy of melee, and they operate unapologetically in that space. Whether in fighting pits by the docks to make some extra coin, in the king's grand arena as champions of quarreling nobles, or in the employ of local merchants in need of seemingly weaponless guards, pugilists can be found in all rungs of society. Pugilists take pleasure in a battle hard won and thrill in the energy of the fight rather than in a kill. They can often be found celebrating or having drinks with a former opponent hours after the fight, regardless of the bout's winner.
Unarmed Warrior
When you choose this archetype at 3rd level, you learn to use your fists, knees, elbows, head, and feet to attack your opponents. You gain the following benefits while you are not wearing heavy armor and while you are not wielding weapons or a shield:
Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. Your unarmed strike damage increases as you reach higher levels. The d6 becomes a d8 at 10th level and a d10 at 18th level.
When you use the Attack action to make one or more unarmed strikes, you can make one unarmed strike as a bonus action.
Pugilists and Magical Unarmed Strikes
Unlike monks and their ki, pugilist fighters don't naturally have a means of making unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Some magic items, such as the cestus (see the Magic Items chapter) or the swolbold wraps (see Vault of Magic), specifically make unarmed strikes magical, but not every campaign includes magic weapons or magic items.
As a GM, if you are running a game in a high-magic setting and would like to give a pugilist player character the opportunity for their unarmed strikes to count as magical, we recommend allowing the pugilist to utilize the magic in their magic items. The pugilist must be attuned to the item, and the item must be worn on the hands, arms, or feet, such as gloves, a ring, bracers, or boots. The amount of magical bonus the pugilist receives depends on the rarity of the item. An uncommon magic item allows the pugilist's unarmed strikes to count as magical, a rare magic item gives the pugilist a +1 bonus to attack and damage rolls, and very rare and legendary magic items give +2 and +3 bonuses, respectively.
Resilient Fighter
Starting at 3rd level, you learn to endure great amounts of physical punishment. You add your Constitution modifier (minimum of 1) to any death saving throw you make. In addition, you can use Second Wind a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.
Uncanny Fortitude (Level 7)
Beginning at 7th level, if damage reduces you to 0 hit points, you can make a Constitution saving throw with a DC: of 5 + the damage taken, unless the damage is from a critical hit. On a success, you drop to 1 hit point instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
In addition, when you use Second Wind, you now regain hit points equal to 1d10 + your fighter level + your Constitution modifier.
Debilitating Blow (Level 10)
At 10th level, when you hit one target with two unarmed strikes in the same turn, you can use a bonus action to force the target to make a Constitution saving throw:
Debilitating Blow
On a failure, the target has disadvantage on the next attack roll, ability check, or saving throw it makes before the start of your next turn.
Withstand Death (Level 15)
At 15th level, when you are reduced to 0 hit points, you can use Second Wind as a reaction, provided you have uses of Second Wind remaining. You can decide to use this reaction before or after your Uncanny Fortitude feature triggers.
In addition, when you make a death saving throw and roll a 1 on the d20, it counts as one failure instead of two.
Opportunistic Brawler (Level 18)
Starting at 18th level, you might not look for a fight around every corner, but you're ready in case one happens. You have advantage on initiative rolls.
In addition, when a creature you can see enters a space within 5 feet of you, you can make one opportunity attack against the creature. This opportunity attack must be made with an unarmed strike. You have a number of reactions each turn equal to your proficiency bonus, but these reactions can be used only to perform opportunity attacks.
Purple Dragon Knight
Purple Dragon Knight (Level 3)
Purple Dragon Knights are warriors of the Order of the Purple Dragons. Pledged to protect the crown, they take the fight against evil beyond the kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers. Their name comes from Thauglor, an ancient black dragon whose scales faded from ebony to violet as it matured.
A Purple Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious warband.
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Restriction: Knighthood Only
Purple Dragon Knights are tied to a specific order of Cormyrean knighthood. This restriction exists for the Forgotten Realms. It might not apply to your DM's setting or their version of the Realms. Your DM can lift this restriction, and rename this subclass to Banneret.
Battlefield Commander
When you choose this archetype at 3rd level, you learn how to command your allies on the battlefield, allowing them to move in coordination with your words. You can use a bonus action to give an order to another creature within 60 feet of you that can hear you, though it must use its reaction to gain the order's benefit.
You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.
Royal Envoy
A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.
At 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, Performance, or Persuasion.
Rallying Cry (Level 7)
When you reach 7th level, you learn how to inspire your allies to fight on past their injuries.
As a bonus action, you can cause up to three creatures of your choice within 60 feet of you to regain hit points equal to 1d6 + your fighter level, provided that the creatures can see or hear you. You can also choose yourself with this feature.
Once you use this feature, you can't use it again until you finish a short or long rest.
Rousing Commands (Level 10)
By the time you reach 10th level, the directives you give your allies stir them to greater action. When you use your Battlefield Commander feature, the creature you command gains an additional benefit, depending on which course of action you order it to take.
You can now use the Battlefield Commander feature a number of times equal to your proficiency bonus.
Challenging Oath (Level 15)
Beginning at 15th level, you can issue a challenge against a creature within 60 feet of you as a bonus action, as you swear an oath to take this foe down, provided that it can see or hear you. For 1 minute or until you lose consciousness, the target has disadvantage on attack rolls against creatures other than you, and your attack rolls against the target have advantage and will score a critical hit on a roll of 19 or 20.
Once you use this feature, you can't use it again until you finish a long rest.
Unfalling Legion (Level 18)
Starting at 18th level, your presence is so inspiring that it can bring people back from the brink of death. When you or a creature within 60 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to cause them to drop to 1 hit point instead, provided they can see or hear you.
Once a creature has benefitted from this feature, they cannot do so again until they finish a long rest.
Purple Dragon Knight (Banneret)
Purple Dragon Knight (Banneret) (Level 3)
Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond the kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers.
A Purple Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Restriction: Knighthood
Purple Dragon Knights are tied to a specific order of Cormyrean knighthood.
Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights.
Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.
When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
Royal Envoy (Level 7)
A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.
At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.
Inspiring Surge (Level 10)
Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
Bulwark (Level 15)
Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
Inspiring Surge (Level 18)
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
Quartermaster
Quartermaster (Level 3)
Every successful adventurer comes to know the importance of teamwork, but none value it more than the Fighters known as Quartermasters. Rather than improve their own individual abilities, these supportive warriors work to help companions reach their potential. Always putting the needs of their allies first, they keep their team in top condition with fresh Rations.
Down to Earth
You have mastered the skills to provide. You gain proficiency with cook's utensils, land vehicles, and in Animal Handling. Moreover, when you make an ability check that uses one of these proficiencies, you treat a d20 roll of 7 or lower as an 8.
Rations
You are able to prepare potent morsels of food that keep your allies in peak condition. At the end of each long rest, you can prepare a number of these Rations equal to your Constitution modifier (minimum of 1) from the list at end of this subclass.
As a bonus action, you can eat a prepared Ration, or feed a Ration to a creature within 5 feet. Consuming a Ration ends any current Ration effects on that creature. Any Rations you have prepared become inert at the end of your next long rest.
Food For Thought
The appearance, ingredients, and taste of Rations are as varied as the Quartermasters that prepare them. Some are delicately crafted pastries, others are gruesome foodstuffs made of monster parts, and others brew a variety of liquid potion Rations.
Whether monster chef or battle alchemist, all Quartermasters' Rations have the same effects.
Dependable (Level 7)
You make sure your allies have the supplies and support that they need to thrive. Starting at 7th level, you can take any of the special actions below as bonus action on your turn:
Administer
You administer a potion or other consumable item to a willing or unconscious creature within 5 feet.
Arm
You give a weapon, item, or any ammunition you are carrying to a creature within 5 feet. The creature can then equip the given item, and stow one item as a free action.
Encourage
You take the Help action, targeting a creature of your choice within 10 feet that can see or hear you.
Wrangle
You make a Wisdom (Animal Handling) or a land vehicles check to control a mount or cart you are riding.
Quick Ration (Level 10)
You have greatly improved the speed at which you prepare Rations. You can use a bonus action on your turn to create a Ration of your choice, eating it or feeding it to a creature within 5 feet of you as part of that same bonus action. Any Rations created in this way expire after 1 minute.
You can create a Quick Ration 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 (Level 15)
You are always ready to support your companions with a Ration. If you have no Rations remaining when you roll for initiative, you can prepare one Quick Ration of your choice.
Iron Stomach (Level 18)
Your experiments with Rations have toughened your body. Your Constitution score, and maximum Constitution score, increase by 2, and you are immune to the poisoned condition.
In addition, you are always under the effects of one Ration of your choice with a duration of at least 1 minute. You can change the Ration effect at the end of each short or long rest.
Radiant Pikeman
Radiant Pikeman (Level 3)
You were a member of an order of knights dedicated to a deity of sun and light. You know that next to your deity's favor, a soldier's greatest strength is their comrades. You wield a spear, glaive, halberd, or other polearm as a piercing ray of sunlight against your enemies.
Formation Tactics (Level 7)
At 7th level, you bolster your allies when fighting shoulder to shoulder. While you have an ally within 5 feet of you who isn't incapacitated, you can use a bonus action to take the Help action to assist that ally's attack roll or their next Strength (Athletics) or Dexterity (Acrobatics) check.
Foe of Darkness (Level 10)
Beginning at 10th level, your faith and training make you a daunting foe of dark creatures. Once per turn, you can have advantage on an attack roll or ability check made against a fiend, undead, or creature of shadow.
Give Ground (Level 15)
The Sun's Protection (Level 18)
At 18th level, you have advantage on saving throws against spells. If you fail a saving throw against being charmed or frightened, you can choose to succeed instead. You can use this feature a number of times equal to half your proficiency bonus. You regain all expended uses when you finish a long rest.
Renegade
Renegade (Level 3)
What defines a Renegade is not simply the weapon they wield, or the ways they fight. A renegade, above all else, is a fighter of sly charm and swagger. With brash cockiness in spades, renegades build their own custom firearms to perfectly suit their own larger-than-life personalities. Particularly well-funded renegades may even have personalized Hextech weapons, but such folk are rare among the scoundrels of Bilgewater.
Don't mistake their boasting for an empty facade—folk who underestimate a renegade's flashy gunplay tend to wind up dead.
Scoundrel's Wit
Starting at 3rd level, you gain proficiency with the two of the following skills: Deception, Persuasion, or Sleight of Hand.
Gunfighter Form
Additionally, when you choose this archetype at 3rd level, you begin constructing a custom firearm that suits your unique brand of renegade style. This process begins by selecting the form upon which to base your weapon. Choose one of the following options; each form grants you a new ability and unlocks certain upgrades you can add to your weapon at higher levels.
Pistoleer
Favoring speed and style over raw power, a renegade who adopts the Pistoleer form wields a small flintlock handgun. As an action on your turn, you can target a creature within 30 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 1d6 + your Dexterity modifier.
The number of shots you can fire during a single action increases when you reach higher levels in this subclass: two shots at 5th level, three shots at 11th level, and four shots at 20th level. The shots can target the same creature or different creatures. Make a separate attack roll for each shot.
Sniper
Armed with a large two-handed firearm, a renegade who adopts the Sniper form can inflict massive damage in a single shot. As an action on your turn, you can target a creature within 120 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 1d10 + your Dexterity modifier.
You deal extra damage while using this form when you reach higher levels, dealing damage equal to 2d10 + your Dexterity modifier at 5th level, 4d10 at 11th level, and 6d10 at 20th level.
Weapon of Choice
Through a combination of salvaging stolen pieces of arcane technology and sheer rakish ingenuity, you can customize your firearm with various upgrades. When you choose this archetype at 3rd level, pick one minor upgrade and one major upgrade from the Firearm Upgrades list at the end of this subclass. If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade.
You gain one additional minor upgrade at 5th level, and one additional major upgrade at 10th level.
Saving Throws
Some of these upgrades require your targets to make a saving throw to resist the effect. The saving throw DC is calculated as follows:
Firearm Upgrade
Cunning Shot (Level 7)
Starting at 7th level, you learn to exploit a foe's weak spots, even if they appear to have none. The damage dealt by your firearm, including damage dealt via Firearm Upgrades, ignores resistances and immunities.
Grin and Bear It (Level 10)
At 10th level, you can brace yourself in the heat of battle, even when gravely wounded. When you use your Second Wind feature, your AC gains a +1 bonus and your movement speed increases by 10 feet until the start of your next turn.
Right Gun for the Job (Level 15)
At 15th level, your skill with your firearm can adapt to any situation. When you finish a long rest, you can replace any of your Firearm Upgrades with a different one, though you cannot have more than two major upgrades equipped at a time. You must still meet the prerequisite of an upgrade in order to benefit from it.
Light 'Em Up (Level 18)
At 18th level, you learn to channel the volatile force of your firearm's black powder into a single concussive blast. As a bonus action, you can either throw or set down a small explosive. If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 60 feet away as another bonus action.
When detonated, each creature within a 15-foot radius of the explosive must make a Dexterity saving throw, taking 12d6 force damage on a failure and half as much on a success. The DC for this saving throw is equal to your Firearm Upgrade DC.
Once you use this feature, you cannot use it again until you complete a short or long rest.
Renegade
Renegade (Level 3)
What defines a Renegade is not simply the weapon they wield, or the ways they fight. A renegade, above all else, is a fighter of sly charm and swagger. With brash cockiness in spades, renegades build their own custom firearms to perfectly suit their own larger-than-life personalities. Particularly well-funded renegades may even have personalized Hextech weapons, but such folk are rare among the scoundrels of Bilgewater.
Don't mistake their boasting for an empty facade—folk who underestimate a renegade's flashy gunplay tend to wind up dead.
Scoundrel's Wit
Starting at 3rd level, your audacity only matches your wit, as a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).
In addition you gain proficiency with the one of the following skills: Deception, Persuasion, or Sleight of Hand.
Gunfighter Form
Additionally, when you choose this archetype at 3rd level, you begin constructing a custom firearm that suits your unique brand of renegade style. This process begins by selecting the form upon which to base your weapon. Each form grants you a new ability and unlocks certain upgrades you can add to your weapon at higher levels. Choose one of the following options:
Pistoleer
Favoring speed and style over raw power, a renegade who adopts the Pistoleer form wields a small flintlock handgun. As an action on your turn, you can target a creature within 30 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 1d6 + your Dexterity modifier. The number of shots you can fire during a single action increases when you reach higher levels in this subclass: two shots at 5th level, three shots at 11th level, and four shots at 20th level. The shots can target the same creature or different creatures. Make a separate attack roll for each shot.
Sniper
Armed with a large two-handed firearm, a renegade who adopts the Sniper form can inflict massive damage in a single shot. As an action on your turn, you can target a creature within 120 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 2d6 + your Dexterity modifier. You deal extra damage while using this form when you reach higher levels, dealing damage equal to 4d6 + your Dexterity modifier at 5th level, 7d6 at 11th level, and 10d6 at 20th level.
Weapon of Choice
Through a combination of salvaging stolen pieces of arcane technology and sheer rakish ingenuity, you can customize your firearm with various upgrades. When you choose this archetype at 3rd level, pick one minor upgrade and one major upgrade from the Firearm Upgrades list at the end of this subclass. If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade.
You gain one additional minor upgrade at 5th and 15th level, and one additional major upgrade at 10th level. When you gain a level in this class you can swap upgrades for upgrades of the same tier.
Saving Throws
Some of these upgrades require your targets to make a saving throw to resist the effect. The saving throw DC is calculated as follows:
Firearm Upgrade
Cunning Shot (Level 7)
Starting at 7th level, you learn to exploit a foe's weak spots, even if they appear to have none. The damage dealt by your firearm, including damage dealt via Firearm Upgrades, is considered magical for the purposes of resistances and immunities and ignores resistances.
Grin and Bear It (Level 10)
At 10th level, you can brace yourself in the heat of battle, even when gravely wounded. When you use your Second Wind feature, your AC gains a bonus equal to your Intelligence modifier, your movement speed increases by 20 feet, and you don't trigger attacks of opportunity until the start of your next turn.
Right Gun for the Job (Level 15)
At 15th level, your skill with your firearm can adapt to any situation. When you finish a long rest, you can replace any of your Firearm Upgrades with a different one, though you cannot have more than two major upgrades equipped at a time. You must still meet the prerequisite of an upgrade in order to benefit from it.
In addition your handling of firearms is disturbing to the common folk, you gain proficiency in Intimidation. If you are already proficient, you can instead double your proficiency bonus for any ability checks made using Intimidation.
Light 'Em Up (Level 18)
At 18th level, you learn to channel the volatile force of your firearm's black powder into a single concussive blast. As a bonus action, you can either throw or set down a small explosive. If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 60 feet away as another bonus action.
When detonated, each creature within a 15-foot radius of the explosive must make a Dexterity saving throw, taking 12d6 force damage on a failure and half as much on a success. The DC for this saving throw is equal to your Firearm Upgrade DC.
Once you use this feature, you cannot use it again until you complete a short or long rest.
Rift Knight
Rift Knight (Level 3)
Certain beings have always been susceptible to sensing or exploiting the power that exudes from cracks between or beyond the planes. Some creatures decide to take advantage of this innate prowess, bringing the dimensional and gravitational skills they employ to bear upon the battlefield.
Understanding that distance from one's target and their opponents' movement are often the greatest disadvantages that many warriors face, Rift Knights train to teleport across short ranges and control how well a foe can maneuver. This is accomplished to great effect, as these fighters are respected across the multiverse for their unique martial skill.
Rift Steps
Starting at 3rd level, you can use a bonus action to immediately teleport up to a number of feet equal to your speed to an unoccupied space that you can see. If you move 0 feet from the space you teleport to by the end of your turn, you can teleport back to the space you originated from (no action required). You also deal an additional 1d6 force damage on the first successful attack you make against a creature until the end of your turn after using this effect.
You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses of this feature when you finish a short or long rest.
Ablative Inertia
Also at 3rd level, each hostile creature that starts its turn within 10 feet of you must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier or have their speed reduced by 10 feet until the end of their turn. If at least one creature fails this saving throw, your speed is increased by 10 feet until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses of this feature when you finish a short or long rest.
Sever Potential (Level 7)
At 7th level, a creature that fails the saving throw against your Ablative Inertia feature has disadvantage on the first attack roll they make until the end of their turn.
Warp Pulse (Level 10)
Beginning at 10th level, you can create a minor gravitational warp in the area around you. You can use a bonus action to force each creature within 10 feet of you to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier or be moved up to 10 feet toward or away from you (your choice) and fall prone.
You can use this feature once, after which you can't use it again until you finish a short or long rest.
Rift Strikes (Level 15)
At 15th level, you deal an additional 1d6 force damage on the first successful attack you make against a creature after using your Rift Steps feature until the end of your turn.
Further Beyond (Level 18)
Upon reaching 18th level, you can use an action to become an embodiment of cosmic force for 1 minute, strengthening many of the features from this subclass. While in this form, you can teleport up to double your speed with your Rift Steps feature, failing the saving throw from your Ablative Inertia feature slows a creature by up to 20 feet, while also giving you up to 20 feet of speed, and your Sever Potential feature causes a creature that fails the saving throw against your Ablative Inertia feature to also have disadvantage on the next saving throw they make until the end of their next turn.
You can use this feature once, after which you can't use it again until you finish a long rest.
Royal Guard
Royal Guard Archetype (Level 3)
Guards who serve at the Royal Palace or protect monarchs must pass a rigorous selection process. They are evaluated both for their physical and martial skills as well as their loyalty and ability to work as part of a unit. Royal guards are trained to be alert and fight in formation, taking advantage of each other's movement and position in combat. The royal guards' most skilled, legendary commanders have been said to wield their weapons as if they were extensions of their bodies.
Alert on Duty
Starting at 3rd level, you can focus your attention to notice movement. Designate a 10 square foot area. If you stay in this area for 10 minutes, you can double your proficiency bonus and gain advantage on Wisdom (Perception) skill checks made to notice creatures.
Coordinated Strike (Level 7)
Starting at 7th level, you can use your combat training to coordinate your attacks with your allies. Once per turn, you gain advantage on your first melee attack roll against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't Incapacitated.
Coordinated Shot (Level 10)
Starting at 10th level, you can spot the exact moment to release a shot while your ally occupies your target. Once per turn, you gain advantage on your first ranged attack roll against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't Incapacitated.
Swift Strike (Level 15)
Starting at 15th level, your combat reactions become effortless. You gain an extra reaction that doesn't count towards your single use in the turn and that you can use only to make an attack roll, but only when your reaction is triggered.
Divert Strike (Level 18)
Starting at 18th level, you become one with your weapon, being able to deflect melee attacks. As a reaction, when targeted by a melee ttack made by a creature within 5 feet of you that you can see, you can try to negate the attack. You must make a melee attack roll contest against the melee attack roll of the creature. On a success, you negate all damage from the creature's attack.
Rune Knight
Rune Knight (Level 3)
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.
Bonus Proficiencies
3rd-level Rune Knight feature
You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.
Rune Carver
3rd-level Rune Knight feature
You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
| Fighter Level | Number of Runes |
|---|---|
3rd | 2 |
7th | 3 |
10th | 4 |
15th | 5 |
The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
Giant's Might
3rd-level Rune Knight feature
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
You have advantage on Strength checks and Strength saving throws.
Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Runic Shield (Level 7)
7th-level Rune Knight feature
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Additional Rune Known (Level 7)
7th-level Rune Knight feature
You learn an additional Rune.
Great Stature (Level 10)
10th-level Rune Knight feature
The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.
Additional Rune Known (Level 10)
10th-level Rune Knight feature
You learn an additional Rune.
Master of Runes (Level 15)
15th-level Rune Knight feature
You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Additional Rune Known (Level 15)
15th-level Rune Knight feature
You learn an additional Rune.
Runic Juggernaut (Level 18)
18th-level Rune Knight feature
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
Runeguard
Runeguard (Level 3)
The runeguard seeks the magical power within ancient languages, and to hasten the speed of their blade and strengthen of their armor by imbuing them with the power of these runes.
Master Runes
When you choose this archetype at 3rd level, you learn five master runes; Ild (fire), Kalt (frost), Ond (spirit), Stein (Stone), and Vind (wind). While these names are known to you as the basis for empowering your equipment, their application continues to require diligent study, constant trial, and repeated error to evoke the unique properties from each variant invocation.
Runecraft
At 3rd level, you learn augmentations that utilize the master runes to enhance your martial prowess. Their effects are based on how you invoke them, generating defensive properties to thwart your foes' advance or deal decisive blows.
Ritual Crafting
Each runic combination must be inscribed and empowered into your equipment over the course of 8 hours, which can be done during a long rest. Each piece of equipment must be within your reach throughout the ritual, at the conclusion of which, you infuse a part of your being into the runes, causing them to glow slightly with your own spiritual essence.
The rune's power fades if it moves more than 100 feet away from you and can't be used by anyone other than you.
Runic Augmentations
You learn three runic augmentations of your choice, which are detailed under "Runic Augmentations" below. Each augmentation is specific to its master rune; for instance, if you learn the Sokn augmentation of the Ild master rune, you don't gain the ability to use the Sokn augmentation with other master runes unless you also learn that specific combination.
Once you activate one of your runic augmentations, you must finish a short or long rest before you can use it again.
You learn two additional augmentations at 7th, 10th, 15th, and 18th level. Each time you learn new augmentations, you can choose to replace one you already know with a different one.
The Runic Augmentations can be viewed here.
Augmentation Activation
During your turn, you can activate a single runic augmentation by focusing on the rune's power. You can activate one of these augmentations on your turn using your bonus action to empower your attacks (Sokn), your reaction to entrench your defenses (Vard) or skillfully enhance another ability (Hagr) with your action.
Activating a rune requires concentration, which lasts a number of rounds equal to your proficiency bonus + your Constitution modifier (minimum of 3). While you concentrate on a rune, you can cast spells but you can't concentrate on a rune and a spell at the same time. You gain the ability to concentrate on two runes at once at 10th level.
Saving Throws
Some of your runic augmentations require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
Runic
Runescript
At 3rd level, you gain proficiency in the Arcana and Religion skills. Additionally, you double your proficiency bonus when making Intelligence checks that involve identifying magical writing, such as arcane sigils or divine text.
Additional Runic Augmentations (Level 7)
At 7th level, you learn two additional runic augmentations of your choice.
Eyes of the Arcanist (Level 7)
Starting at 7th level, if you spend at least 1 minute observing the flow of magic in the immediate area, you can detect familiar patterns in the weave. The DM tells you the general location of magic writing used in rite or ritual within 60 feet of you, whether active or dormant, and you know the type (arcane, divine, or otherwise) of any script you sense but not its exact purpose or power. You can use this feature a number of times a day equal to your proficiency bonus.
Additional Runic Augmentations (Level 10)
At 10th level, you learn two additional runic augmentations of your choice.
Sentinel's Reckoning (Level 10)
Beginning at 10th level, you can unleash the energy of your runes to devastating effect by shouting the command word Tal as an action (see "Tal" under Runic Augmentations). Choose one Tal effect from the runes you have active, and all active augmentations go dormant until you finish a short or long rest. You can still use other augmentations you have yet to activate. Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 15th level, you can use this feature twice before a rest, but only once per turn.
Additional Runic Augmentations (Level 15)
At 15th level, you learn two additional runic augmentations of your choice.
Additional Runic Augmentations (Level 18)
At 18th level, you learn two additional runic augmentations of your choice.
Runic Mastery (Level 18)
At 18th level, you can have three runes activate and you no longer need to concentrate on your runic augmentations.
Samurai
Samurai (Level 3)
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Elegant Courtier (Level 7)
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Tireless Spirit (Level 10)
Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
Rapid Strike (Level 15)
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Strength before Death (Level 18)
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can't use it again until you finish a long rest.
Scofflaw
Scofflaw (Level 3)
A fighter who hits hard and fights dirty, the Scofflaw balks at the ideals of honor and tradition, doing what they need to survive. Rules are made to be broken, and the Scofflaw extends this logic to their fighting style. Using every trick at their disposal to gain the upper hand against their foes, the Scofflaw cows their enemy into submission, or overwhelms their defenses with a single cheap shot.
Scofflaws eventually trust their notorious reputation to do much of the work for them, gaining the ability to cause foes to quake with a single threat. Scofflaws are a diverse bunch that run the gamut from graceful yet deadly knaves to bruiser thugs. What ties them together is their belief that there's no such thing as a bad win.
Bonus Proficiency
When you choose this Martial Archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Deception, Insight, Intimidation, Sleight of Hand, or Stealth. Alternatively, you may learn Thieves' Cant.
Intimidating Banter
At 3rd level, you are adept at integrating insults and barbs into your fighting style. So long as you are in combat, you may choose to use Strength or Dexterity to make Charisma ability checks.
Brutal Brawler
At 3rd level, your tavernside scuffles have honed your ability to deal damage with just about anything that's handy. You have proficiency with improvised weapons, and treat any improvised weapon you handle as if it has the finesse quality.
Additionally, whenever you hit with an improvised weapon, you may spend a bonus action to break it over your opponent. Doing this destroys the weapon, but deals the maximum number each of the weapon's damage dice could deal to the target. Any additional dice added to the attack's damage roll are not affected by this ability.
At 10th level, the improvised weapons you wield become even more lethal in your hands. When you spend your bonus action to break an improvised weapon over your opponent, add an additional 2d6 to the weapon's base damage dice.
At 18th level, you have advantage on attacks you make with improvised weapons.
Misdirection (Level 7)
At 7th level, you are adept at using words and gestures to taunt or fake-out your opponent, turning their lack of composure against them. This allows you to goad your foe into swinging in ways that can cause them to strike their allies, or which leave them open to a counterattack. As a bonus action you can misdirect an opponent within 5 feet of you. The target must succeed on an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failure, they must spend their reaction to attack a creature of your choice within 5 feet of them. If no other creatures are present within 5 feet of them, they waste their reaction attacking the air where you once were.
In order for you to misdirect a creature in this way they must be able to see, hear, or otherwise be able to understand you.
Blindside (Level 10)
At 10th level, you are truly skilled at exploiting the openings you create in combat, hitting off-guard opponents with precise blows that are swift and deadly. You may use this technique against any creature that hasn't yet taken a turn in combat, or who you have successfully misdirected this turn. You may also apply this technique to any attack roll you make with advantage. On a hit, you exploit an opening in the target's defenses, dealing an extra 5d6 points of damage. Once you use this ability, you can't use it again until you have taken a short or long rest.
At 15th level, the damage dealt by your blindside increases to 7d6.
At 18th level the damage dealt by your blindside increases to 9d6. If you have no uses of this ability at the beginning of combat on your turn, you regain one use of it.
Infamy (Level 15)
At 15th level, your reputation precedes you, making it easy for you to strike fear into the hearts of anyone foolish enough to oppose you. As part of your Attack action, you can utter deadly threats to a single target within 30 feet of you, causing them to become frightened of you for 1 minute on a failed Wisdom saving throw. An affected target may repeat this saving throw at the end of each of their turns, ending the effect on a success. The DC for this saving throw is 8 + your proficiency bonus + your Strength or Dexterity modifier. A creature who has witnessed or heard tales of your ruthlessness makes this saving throw with disadvantage.
In order for you to use this feature, a creature must be able to see, hear, or otherwise be able to understand you.
Two For Flinching (Level 18)
At 18th level, you have perfected the art of exploiting your opponent's weakness. Whenever you take the attack action against an opponent you have successfully misdirected this turn, or an opponent that is afflicted by a condition, you may make one additional attack against that opponent. You may only use this feature once per round.
Scrapper
Scrapper (Level 3)
Some fighters hone their combat skills through sheer discipline and endless hours of training. They study tactics and techniques developed by time-honored experts in the art of war, and aspire to join their ranks.
You are not one of those fighters.
Scrappers learn to defend themselves on the street and in the tavern, fighting dirty and grabbing whatever's at hand for a weapon. They're probably grinning the whole time, too, except for when they're spitting out teeth.
Makeshift Arsenal
When you choose this archetype at 3rd level, you gain proficiency with improvised weapons. When you deal damage with an improvised weapon, you can choose to deal an amount of damage equal to 2d4 + your Strength modifier instead of the amount normally dealt by such a weapon.
After dealing damage, you can deal an additional 1d4 damage if you declare that the blow has shattered, splintered, or otherwise broken the improvised weapon beyond further use. You cannot do this if the improvised weapon is a magic item.
At 11th level, this extra damage increases from 1d4 to 1d8.
Dirty Fighting
Only fools fight fair. At 3rd level, you learn a few dirty tricks you can use in combat. When you hit a creature with a melee weapon attack, you can use one dirty trick as long as you aren't wielding a weapon with the Two-Handed property and aren't wearing heavy armor.
You have a number of trick points equal to twice your proficiency bonus. When you use a dirty trick, you expend one or more trick points, each of which deals an additional 1d6 bludgeoning damage to the target as part of the attack. The maximum number of trick points you can expend on a single dirty trick cannot exceed your proficiency bonus. You regain all expended trick points when you complete a short or long rest.
If a dirty trick requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength modifier.
Low Blow
The defender must succeed on a Constitution saving throw or fall prone if it is your size or smaller. This trick has no effect against creatures with more than four legs.
Go For the Eyes
The defender must succeed on a Dexterity saving throw or become blinded until the end of its next turn. This trick has no effect on creatures without eyes.
Smash Nose
The defender must succeed on a Wisdom saving throw or be unable to take reactions until the start of its next turn. This trick has no effect on creatures without a face.
Swagger
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Heave-Ho (Level 7)
Starting at 7th level, you can use your action to throw a creature you're grappling. If they're smaller than your size, you can throw them a number of feet equal to your Strength score. If they're your size, you can throw them half that distance. If they're one size larger than you, you throw them a number of feet equal to your Strength modifier (minimum 1 foot). The creature falls prone and takes bludgeoning damage equal to your Strength modifier, plus 1d8 bludgeoning damage for every 5 feet you threw it, rounded down. If the creature would strike an object, structure, or other creature, the struck target must succeed on a Dexterity saving throw or else take an equal amount of damage. The thrown creature then stops moving. If the struck target is the same size as or smaller than the thrown creature and fails the saving throw, it is also knocked prone.
Read the Room (Level 7)
You're always expecting a fight. Starting at 7th level, when you spend at least 1 minute observing your immediate environment and the creatures in it, you learn certain details likely to be of use in the event that violence breaks out. The environment must be a confined space, such as a room, or an open space in an urban setting.
Ask the DM up to three of the following questions, and they must respond truthfully.
Which creatures here have notable combat training or experience?
Which creatures here are a danger to me or my allies?
Which creatures here have more hit points than I do?
Who's in charge here?
What's useful to me here?
What's my best way out of here?
In addition, if a fight breaks out in that environment within the next hour, you have advantage on your initiative roll and cannot be surprised.
Shake It Off (Level 10)
While you are conscious, you can spend 1 or more trick points as a bonus action on your turn and gain 1d4 temporary hit points for each point spent this way. You can also spend 3 trick points on your turn to make a saving throw against one effect on you that a successful saving throw can end.
I Could Do This All Day (Level 15)
Starting at 15th level, if you have no trick points remaining when your turn begins, you regain one trick point.
Sucker Punch (Level 18)
Starting at 18th level, you know it's a fight when everyone else thinks it's still a conversation. When you roll initiative, you can spend 3 trick points to immediately make a melee attack against one creature you can see within 5 feet of you. If the attack hits and you use a dirty trick, the creature has disadvantage on its saving throw.
Seafarer
Seafarer (Level 3)
The seafarer has gone by many a name, depending on the nature of their time upon the sea. Mariner, bluejacket, sea dog — all of these hearty sailors are tied together by a life on the waters and the trials it puts one through. The seafarer is not always the most practiced fighter, but what they lack in expertise they make up for in camaraderie. A sailor knows how to bond with their fellow crew to finish a task, and their shanty songs keep morale high through even the roughest battle.
Sailor's Life
When you choose this archetype at 3rd level, you gain proficiency with water vehicles and navigator's tools'24. In addition, you have a swimming speed equal to your walking speed and you can hold your breath for twice as long as normal.
Sea Shanties
Starting at 3rd level, you can sing sea shanties to spur your allies into rhythmic cooperation. As a bonus action, you can start a shanty which lasts for 1 minute, or until your concentration is broken (as if concentrating on a spell) or you stop singing (no action required). When you do, and at the start of each of your turns while you are singing, each friendly creature within 30 feet of you that can hear you can use its reaction to join in. A creature that joins your shanty, whether by singing, drumming an accompanying beat, or moving in step with the rhythm, gains the benefits of the shanty until the start of your next turn. Whenever you start a shanty, you choose which of the following songs to sing.
Roll the Tide Along
A song of moving forward under any circumstances. Each creature participating in this shanty has advantage on Dexterity saving throws and cannot be knocked prone or pushed against its will.
Drunken Sailor's Morning
A song of enduring pain and consequences. Each creature participating in this shanty has advantage on Constitution saving throws and gains temporary hit points'24 equal to your fighter level each time it joins the shanty.
Forget Not Your Mates
A song of recalling past friends and experiences. Each creature participating in this shanty has advantage on Intelligence saving throws and reduces the damage it takes from spells by an amount equal to your proficiency bonus.
Blood Red Sirens
A song of working through oncoming terrors. Each creature participating in this shanty has advantage on Wisdom saving throws and is immune to the charmed and frightened condition while participating.
Haul, Ye Wayfarers
A song of camaraderieship and shared labor. Each creature participating in this shanty has advantage on Charisma saving throws and a +1 bonus to AC if it is within 5 feet of another friendly creature that isn't incapacitated.
Once you use this feature to sing a shanty, you can't use it again until you finish a short or long rest. You can use this feature twice between short or long rests starting at 15th level.
Sound of the Sea (Level 7)
Starting at 7th level, you gain proficiency in the Performance skill and your proficiency bonus is doubled for any ability check you make using that skill. In addition, when you make a Constitution saving throw to maintain concentration on a sea shanty, you can add a bonus equal to your Charisma modifier (minimum +1) to the roll.
Working Song (Level 10)
Starting at 10th level, when a creature, including yourself, is participating in your sea shanty, it can add a bonus equal to your Charisma modifier (minimum +1) to an attack roll, damage roll, or saving throw it makes. Once it adds this bonus to a roll, it cannot do so again until the start of its next turn.
Deep Lungs (Level 15)
Starting at 15th level, the range of your Sea Shanties increases to 60 feet. In addition, you can hold your breath for a number of hours equal to your Constitution modifier (minimum 1).
Anchoring Bonds (Level 18)
Starting at 18th level, you can use a bonus action while concentrating on a sea shanty to allow each creature participating in your sea shanty to make one melee weapon attack against a creature within range or move up to half its speed (no action required by the participant).
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest'24.
Shadow Knight
Shadow Knight (Level 3)
Fighters touched by the plane of shadow itself reign supreme in the dark. These warriors, called Shadow Knights, cloak themselves in darkness to become elusive phantoms on the battlefield. With each strike, they unleash the dark and chilling powers of the realm of shadow, sowing fear and uncertainty in the hearts of their enemies. While evil often thrives in darkness, Shadow Knights have no singular motivation, and simply use the powers of darkness as they would a sword or shield.
Dark Gaze
When you choose this archetype at 3rd level, you're touched by the plane of shadow. You can see normally in dim light and darkness both magical and nonmagical to a distance of 60 feet.
Manifest Shadow
Starting at 3rd level, you can use a bonus action to manifest an object made of solid darkness ("shadowstuff") in your hand. If the object isn't a weapon, it can be no larger than 1 foot on a side and weigh no more than 5 pounds, and its form must be that of a nonmagical object that you've seen.
If the object is a weapon, you can choose the form that it takes, although it must be a melee weapon. You are proficient with it while you wield it. Its damage die is a d8 (adding your Strength or Dexterity modifier to the damage roll as normal) or a d10 if you wield it with both hands, and it deals psychic damage to any creature it hits; the weapon is harmless against objects and structures. The weapon has the finesse, light, and thrown properties (range 20/60), and when you use it to hit a nonmagical light source (such as a lamp or torch), the light is extinguished. In addition, when you use the weapon to attack a target that's in dim light or darkness, you make the attack roll with advantage, and attacking it at long range doesn't impose disadvantage on the roll.
If you drop the shadow object or throw it, it dissipates at the end of the turn. Otherwise, the object dissipates when you use this feature again or when you command it to dissipate (no action required). You can use a bonus action to cause the object to reappear in your hand.
Shadowcasting
Also at 3rd level, you can create special magical effects using shadowstuff. If the effect requires a saving throw, it uses a DC of 8 + your Wisdom modifier + your proficiency bonus.
- Shadowbite:
Immediately after hitting a target with a shadow weapon, you can force it to make a Constitution saving throw. The target has disadvantage on the saving throw if you had advantage on the attack roll against it. On a failed save, the target takes an extra 1d8 psychic damage, and the next attack roll it makes before the end of your next turn is made with disadvantage.
- Umbral Coating:
You can use a bonus action to coat a physical weapon you're holding in shadowstuff. For the next hour, that weapon has the thrown property (range 20/60), and you can use a bonus action to magically return the coated weapon to your open hand. Furthermore, the weapon counts as a shadow weapon for the purposes of triggering any of the features from this subclass.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it whenever you finish a short or long rest.
Umbral Warrior (Level 7)
By 7th level, armor you wear no longer imposes disadvantage on your Dexterity (Stealth) checks, and you have advantage on Dexterity saving throws while in dim light or darkness.
Improved Shadowcasting (Level 10)
Starting at 10th level, whenever you use an action to use a Shadowcasting option, you can use a bonus action to make a single weapon attack with a shadow weapon you're holding. In addition, you gain the following three Shadowcasting options:
- Cloak of Shadow:
You can use an action to choose up to four creatures that you can see within 20 feet of you. For the next hour, those creatures have advantage on Dexterity (Stealth) checks.
- Darkness:
You can use an action to cast the darkness spell.
- Eyes of the Dark:
You can use a bonus action to choose up to four creatures that you can see within 20 feet of you. For the next hour, those creatures gain the benefits of your Dark Gaze feature.
Shadow Sneak (Level 15)
Starting at 15th level, whenever you hit a target with a shadow weapon, you can immediately teleport to an unoccupied space within 5 feet of it and turn invisible. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't do so again until you finish a short or long rest.
Cover of Darkness (Level 18)
By 18th level, the shadows you take refuge in protect you: you're considered to have half cover whenever you're in dim light or darkness.
Shield Bearer
Shield Bearer (Level 3)
To be a shield bearer is to carry the symbol of your cause and a ward against foes at all times. Those who follow this path view their shield as a symbol of power and seek to incorporate it into their fighting style.
The shield bearer with their shield must learn to attend any part of the battle and carry themselves amongst both common folk and noble courts to embody their cause.
Heraldric Tradition
The symbols depicted on a shield bearer's shield are not just powerful in their own right. Symbols, imagery and heraldry are all important mechanisms that tie a warrior to the wider world; representing their connections to other groups or beings in the world or representing a personal choice or strongly held conviction.
Consider deciding the tradition your character's heraldry represents - images or symbols that hold a special link to your character's background or convictions. Think about how this tradition might affect your character's actions.
| d6 | Tradition |
|---|---|
Personal. Your symbols represent the values you seek to embody; the scales of justice, the ringing of coins, the power of a crown. | |
Mortal. Your symbols tie to the shared heritage or culture of a mortal race such as the great walls of a city or the flag of a righteous king. | |
Fey. Your symbols invoke the power and beauty of the archfey, figures of fable and myth; strange beasts half glimpsed in twilight or folk of unnatural beauty. | |
Monstrous. Your symbols invoke the aspects of the monsters of your world; the dragon's flaming maw, a medusa's gaze or the many heads of a hydra. | |
Planar. Your symbols are those of the planes that surround the mortal world; hosts of angels in glowing bastions, cackling fiends upon a throne of skulls. | |
Strange. Your symbols are strange or drawn from esoteric means; random sprays of blood marring a bronze aegis, a mirrored constellation, a piece of every enemy you have slain. |
Shield Fighter
3rd-level Shield Bearer feature
Beginning at 3rd level, you treat shields as martial melee weapons that deal 1d6 bludgeoning damage and have the light and thrown (range 30/60) properties. You can don or doff a shield with no action required when you use it to attack.
Aegean Technique
3rd-level Shield Bearer feature
Also at 3rd level you develop a technique that transforms your shield into a versatile weapon. You gain the following benefits:
Canny Hurl
You can make shove attacks with your shield when you throw it.
Angled Toss
When you throw your shield you can elect to have it ricochet (from a nearby object or the target) and travel up to 60 feet away from the target. If you return the shield to a space within your reach you can catch it as long as you are not incapacitated and have a hand free.
Herald of Arms (Level 7)
7th-level Shield Bearer feature
At 7th level you gain proficiency with painter's supplies.
You can spend your light activity during a long rest to use painter's supplies to add heraldry to your shield. You can only maintain heraldry on one shield and a shield can only have one heraldic icon.
When you add heraldry to your shield choose one of the heraldic icons below for the heraldry to represent.
Dreadful Power
Your heraldry invokes terrifying might. You can brandish your shield at an opponent who can see you as an action. This action can replace one of your attacks when you take the Attack action. They must succeed a Wisdom saving throw against your (Charisma) Intimidation score or become frightened until the end of your next turn.
As long as your shield bears this herald you have proficiency in Charisma (Intimidation) and advantage on Charisma (Intimidation) checks to argue with noble courts.
Inspiring Presence
Your heraldry inspires wonder in those around you. As an action you brandish your shield and grant you or a friendly creature within 30 feet temporary hit points equal to your Charisma modifier (minimum 1). This action can replace one of your attacks when you take the Attack action. That creature also has advantage on saving throws to avoid becoming frightened or charmed for 1 minute.
As long as your shield bears this herald you have proficiency in Charisma (Persuasion) and advantage on Charisma (Persuasion) checks to inspire others.
Gracious Poise
Your heraldry recalls graceful perfection. As long as you bear this icon opportunity attacks against you have disadvantage.
As long as your shield bears this herald you have proficiency in Wisdom (Insight) and advantage on Wisdom (Insight) checks to avoid a social faux pas.
Aegean Mastery (Level 10)
10th-level Shield Bearer feature
At 10th level you become a master of your technique. You gain the following benefits:
Hefty Toss
Your shoves and thrown weapon attacks deal additional damage equal to your proficiency bonus.
Carom Master
When you make multiple thrown weapon attacks you can elect to have each additional attack after the first use the location of the previous target as the starting position for the throw. You can use this ability to strike targets outside your line of sight.
Heraldic Expertise (Level 15)
15th-level Shield Bearer feature
At 15th level your insight into the role of heraldry and its symbolic power becomes clearer. You gain proficiency with alchemist's supplies.
Each of your heraldic icons gains the following additional features:
Dreadful Power
As an action you force each creature of your choice that can see you in a 30 foot cone to succeed a Wisdom saving throw against your (Charisma) Intimidation score or become frightened until the end of your next turn.
Inspiring Presence
When you use this icon you can also elect to grant the target the benefits of the bless spell for the following minute. You can't use this feature again until you finish a short or long rest.
Gracious Poise
While you bear this icon your speed increases by 10 feet. As a reaction after a creature performs an opportunity attack against you can make a weapon attack targeting that creature. This attack deals additional damage equal to your Charisma modifier (minimum +1).
Living Icon (Level 18)
18th-level Shield Bearer feature
At 18th level you become a living icon. You can change your heraldic icon as part of a short rest.
Each of your icons grants you new power. As an action, you can gain the benefits of each of the following spells once per day from your icon;
Finally, you gain the service of a devoted warrior who wishes to study under you. Should you die, your warrior will replace you; abandoning every part of their old identity to be subsumed by your icon.
This effect is normally identical to a reincarnate spell though it operates at your DM's discretion. After you have used this feature you cannot use it again for a number of days equal to 2d12 minus your Charisma modifier (minimum 2 days).
Shieldbearer
Shieldbearer (Level 3)
A Shieldbearer is a versatile warrior who uses a shield for both defense and offense. Amid the chaos of battle, they stand stalwart to protect their allies, smash their way through a legion of foes, or fling their shield through the air with extraordinary strength and accuracy. Even the simplest disk of wood or metal becomes a powerful weapon in the hands of a Shieldbearer.
If a feature requires a saving throw, your:
Shieldbearer
Shieldbash
3rd-level Shieldbearer feature
You strike your enemies with your shield as easily as any blade. You can use your shield as a simple melee weapon that deals bludgeoning damage equal to 1d8 + your Strength modifier on a hit. You can don or doff your shield on your turn without taking an action to do so.
Your shield's damage die increases to 1d10 at 7th level, and 1d12 at 15th level.
Counterstrike
3rd-level Shieldbearer feature
While a foe is distracted by their own attack, you can deal a mighty blow. When a creature within 5 feet of you attacks you or one of your allies, you can use your reaction to make a melee attack against them with your shield. On a hit, the attack deals one extra die of damage and the target has disadvantage on the next attack roll they make before the end of their next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.
Shield Toss (Level 7)
7th-level Shieldbearer feature
You learn to hurl a shield with exceptional might and precision. For you, a shield is a weapon with the thrown property with a normal range of 30 feet and a long range of 60 feet. On a hit, it deals the same damage as a melee attack using your Shieldbash feature. If you roll a 20 on this ranged attack roll, the target is stunned until the end of their next turn. If the attack hits and you can make another attack this turn, you can use your next attack to bounce the shield off the first target and target another foe you can see within 10 feet of the original target, making another ranged attack roll to determine if it hits. You can bounce the shield more than once if each attack hits and you have attacks remaining on this turn.
At the end of the turn, your shield returns to you. You can catch it if you have a free hand; otherwise, it lands at your feet.
Optional Rule: Missed the Mark
Safeguard (Level 10)
10th-level Shieldbearer feature
Following the rhythm of combat, you elegantly inter-weave offense and defense. When you take the Dodge action while wielding a shield, you can make a melee attack (no action required), then choose one creature within 5 feet of you to protect. Until the start of your next turn, any attack roll made by a creature you can see against the protected creature has disadvantage. The benefit ends early if you are incapacitated or if you are more than 5 feet away from the protected creature.
Improved Counterstrike (Level 10)
10th-level Shieldbearer feature
The extra damage from your Counterstrike feature increases to two extra damage dice, instead of one. Additionally, when you hit a creature with your Counterstrike feature, they have disadvantage on all attack rolls (not just one) until the end of their next turn.
Aegis of the Brave (Level 15)
15th-level Shieldbearer feature
Your mighty attacks control the battlefield and smash aside your foes' defenses. Once on each of your turns when you hit a creature with your shield, you can force them to make a Strength saving throw. On a failed save, you choose one of the following effects:
If the target is Large or smaller, they are shoved up to 10 feet away from you.
The target drops one item of your choice that they're holding, which lands at their feet.
The next attack against the target before the start of your next turn has advantage.
In addition, thanks to your practiced reflexes, ranged weapon attacks against you have disadvantage while you are wielding a shield.
Stalwart Guardian (Level 18)
18th-level Shieldbearer feature
You've tempered your skills in the heat of battle and emerged victorious. When you use your Safeguard feature to take the Dodge action, you can make up to two melee attacks as part of that action (instead of one). Moreover, when you hit a creature with your Counterstrike feature, they must succeed on a Constitution saving throw or be stunned until the start of their next turn.
Shieldbearer
Shieldbearer (Level 3)
As a shieldbearer, you are a warrior of metal and grit. You are a mobile fortress, dedicated to shrugging off blows and defending your allies in harms way. You are capable of turning mundane shields into powerful battering rams, and can single-handedly make way for your allies to turn the tide of battle.
Improved Protection
When you choose this archetype at 3rd level, you gain the Protection option from the Fighting Style class feature. If you already took that option, you can instead choose a different one.
Your version of the Protection fighting style has a range of 10 feet, instead of 5, provided that your speed is not 0. When you use your reaction in this way, you can move up to 10 feet to a space within 5 feet of the attacked target, which does not provoke opportunity attacks. Even if the triggering attack hits, the damage the target takes is reduced by an amount equal to 1d4 + the shields total bonus to AC. This damage is reduced by an additional d4 when you reach certain levels in this class: 7th level (2d4), 10th level (3d4), 15th level (4d4), and 18th level (5d4).
In addition, you gain a special reaction that you can take on any creatures turn, even if you have already used your normal reaction, but no more than once per turn. You can use this special reaction only to use your Protection fighting style, and you can not use it on the same turn that you take your normal reaction. You can use this special reaction twice, and you regain all expended uses of it whenever you finish a short or long rest.
Shield Bash
Also at 3rd level, you can use a shield you are holding to make melee weapon attacks. You are proficient with it, and you add your Strength modifier to its attack and damage rolls. Its damage is bludgeoning, and its damage die is a d6. If your shield grants you a magical bonus to AC, such as a +1 shield, that bonus is also applied to any attack and damage roll you make using the shield in this way.
In addition, shields have the thrown property for you (despite not being considered weapons), and they have a normal range of 20 feet and a long range of 60 feet. You can also don or doff a shield using a bonus action, and if you throw one you are wielding in this way, you can doff it as part of the attack.
Lastly, if you are wielding only a shield and no other weapons, your shield is considered to be a weapon for you, in addition to being armor.
Battering Ram (Level 7)
At 7th level, you can use your shield to force your way through any obstacle. When you make a Strength check to break down a door or similar barrier using your shield, you gain a bonus to the check equal to 2 + your shields total bonus to AC.
In addition, when you move at least 20 feet in a straight line toward a Large or smaller target and then immediately hit it with an attack, that target must also make a Strength saving throw. The DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, the target is knocked prone and takes 1d6 bludgeoning damage. If the target is an object or structure, the extra bludgeoning damage is doubled. You must be wielding a shield.
Active Defense (Level 10)
Starting at 10th level, you can ready yourself to leap into defensive action. Your Protection fighting style can now be used to impose disadvantage on an attack roll made by a creature attacking you, instead of only your allies. When an attacker misses a target as the result of you using this Fighting Style option, you can immediately make one melee attack with your shield against the attacker as part of that reaction, provided that the attacker is within 5 feet of you.
You can also use the special reaction from your Improved Protection feature three times between rests, instead of twice.
Master of Protection (Level 15)
By 15th level, your Protection fighting style has a range of 15 feet, instead of 10, and you can move up to 15 feet when using your reaction in this way, instead of 10. You can also use the special reaction from your Improved Protection feature four times between rests, instead of three times.
Impenetrable Taunt (Level 18)
At 18th level, you can use an action to let loose a raucous taunt. Each hostile creature of your choice within 30 feet of you must make a Wisdom saving throw, provided that it can hear you. The DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, a creature falls for the taunt. An affected creature remains taunted for 1 minute or until it takes damage from a creature other than you. A taunted creature has disadvantage on attack rolls against targets other than you for the duration. For each creature affected by the taunt, you gain a +1 bonus to AC, up to a maximum of +5.
A taunted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can not do so again until you finish a short or long rest.
Skeletal Blade
Malleable Physique (Level 3)
You have the power to manipulate your skeleton, shifting your proportions, height, and appearance. As an action, you can alter your form, becoming up to 1 foot taller or shorter and changing your facial features by altering the shape of your skull.
You must remain in a form that has the same basic arrangement of limbs, and you cannot change the colour of your eyes, hair, or skin. Otherwise, the extent of the transformation is up to you.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check (DC equals 8 + your Constitution modifier + your proficiency bonus).
This transformation persists until you use your action to end it or until you begin a long rest. You can use this feature a number of times equal to your Constitution modifier (minimum of once), regaining all expended uses when you finish a long rest.
Skeletal Form (Level 3)
The control you wield over your own skeleton allows you to harness it as a weapon. As a bonus action, you can extrude your bones through your flesh to form armour, entering a Skeletal Form for 1 minute. You can end this form early as a bonus action, returning to normal.
Once you use this feature, you cannot do so again until you finish a short or long rest.
While in your Skeletal Form, you gain a +1 bonus to AC and one other benefit of your choice from the list below.
Your reach increases by 5 feet.
Your unarmed strikes are considered magical and deal piercing damage equal to 1d8 plus your Strength modifier instead of the bludgeoning damage usual for an unarmed strike.
Your walking speed increases by 10 feet.
You gain a climbing speed equal to your walking speed.
You gain temporary hit points equal to your Constitution modifier at the start of each of your turns (minimum of 1).
As a bonus action while in your Skeletal Form, you can change your skeleton again, exchanging your current benefit for a new one.
The bonus to your AC increases when you reach certain levels in this class: to +2 at 10th level and to +3 at 15th level.
Osseous Prodigy (Level 7)
You have learned to reduce the fortifications of your external skeletal armour to enhance yourself in other ways. When you enter your Skeletal Form or use your bonus action to exchange a benefit, you can reduce the bonus to AC granted by that feature (to a minimum of +0) to gain a number of additional benefits listed in your Skeletal Form feature for the duration of your transformation equal to the AC bonus you sacrificed.
Once you use this feature, you cannot do so again until you enter your Skeletal Form again.
Skeletal Knight (Level 10)
Your mastery of your skeleton allows you to focus it into more powerful forms. When you enter your Skeletal Form, you can choose one of the following additional benefits:
You sprout skeletal wings and gain the ability to magically fly. You gain a flying speed equal to your walking speed, and you can hover.
You gain resistance to cold, lightning, necrotic, and poison damage.
When you hit with a melee attack, the attack deals an extra 1d8 necrotic damage.
When a creature starts its turn grappled by you, it takes 2d12 piercing damage.
One With Nothing (Level 15)
Your skeleton is empowered with regenerative magic. If you are reduced to 0 hit points while in your Skeletal Form, your transformation ends, and you are reduced to 1 hit point instead.
Once you use this feature, you cannot do so again until you finish a long rest.
Living Weapon (Level 18)
When you enter your Skeletal Form, you gain two additional benefits for the duration of your transformation, which can be chosen from either the Skeletal Form or Skeletal Knight features.
Slayer (Livestream)
Slayer (Level 3)
A slayer is a fighter who specializes in bringing down the mightiest monsters wth a few, resounding blows. Some slayers target specific types of monsters, such as dwarven giant slayers who patrol the mountain's peaks or human dragon slayers who train to defeat wyrms of all types.
Martial Exploits
Starting at 3rd level, you gain the ability to use your tactical acumen and physical prowess to achieve astounding feats of martial skill.
You gain the ability to use martial exploits. You gain uses of martial exploits based on your fighter level, as shown in the Martial Exploits table. You retain all expenses uses when you complete a long rest.
You can apply the benefits of only one exploit to any given attack. If more than one exploit applies to an attack, you select which one to use. Some exploits require a creature to make a saving throw. The DC for such a save is 8 + your proficiency bonus + your Strength modifier.
| Level | Uses |
|---|---|
3 | 3 |
4-6 | 5 |
7-9 | 7 |
11-12 | 9 |
13+ | 10 |
Slayer's Exploits
When you reach 3rd level, you gain several martial exploits that allow you to lay low even the mightiest foe. The ability to use a martial exploit to land a telling blow. You gain the Adamantine Bones, Bell Ringer, and Masterful Strike exploits.
Adamantine Bones
You focus your mind and grit your teeth, pushing aside pain and drawing on wellsprings of energy that blot out the pain of your wounds.
During your turn, you can expend a martial exploit to gain temporary hit points. You gain temporary hit points equal to 5 times your proficiency bonus.
Bellringer
You take careful aim at your foe's head or other sensitive point, unleashing a brutal attack that knocks the target senseless.
You can expend a martial exploit when you hit with a melee weapon attack. The target of the attack must make a Constitution saving throw. If it fails, it is paralyzed. At the end of each of its turns, it can make a Constitution saving throw to end this effect.
Masterful Strike
You strike with overwhelming strength and accuracy, battering aside your foe's defense to deliver a deadly strike.
When you make an attack, you can expend a martial exploit and roll a number of d6s equal to your proficiency bonus.
If the attack misses, you learn the target's AC and can use the result of one or more d6s of your choice as a bonus to your attack roll, possibly turning the miss into a hit. Any remaining dice are used as a bonus to your weapon's damage roll.
Slayer's Diplomacy (Level 7)
Starting at 7th level, you blend your martial talent with the softer skills needed to navigate the world. If you are holding a weapon when you make a Charisma (Intimidation) check, you gain a bonus to the roll equal to your proficiency bonus. You use your weapon to assist in your check, such as pole vaulting with your staff, using your sword to aid your balance, or menacing an enemy with a bloodied flail.
Superior Exploits (Level 10)
Starting at 10th level, your mastery of your exploits allows you to maximize their effectiveness.
Improved Adamantine Bones
When you use Adamantine Bones, you gain advantage on all saving throws until the end of your next turn.
Improved Bell Ringer
If a target successfully saves against your Bell Ringer exploit or the attack misses, you can choose to not expend the use of your exploit. If you do so, you cannot use Bell Ringer again until the start of your next turn.
Improved Masterful Strike
You now roll d8s instead of d6s when using Masterful Strike.
Bloodthirsty Rush (Level 15)
Starting at 15th level, you strike with speed and certainty that catches others off guard. When rolling initiative, you add your proficiency bonus to the roll.
Overwhelming Momentum (Level 18)
Starting at 18th level, when you miss a foe with a melee attack, your next attack this turn against that target gains advantage.
Soldier of the Seasons
Soldier of the Seasons (Level 3)
Nature finds many protectors to its forests, mountains, and seas. Druids, rangers, and even some orders of paladins have sworn an oath to protect the beautiful and life-giving things of the world Soldiers of the Seasons have also made this vow. The world comes in cycles, and fighters that make this promise draw on the world's course for power.
The Petals of Spring
Starting at level 3, the vibrant spirit of spring leaves you confident and cheerful. You learn the druidcraft cantrip. Additionally, you gain a special use of your Second Wind feature. You can use your Second Wind to gain temporary hitpoints equal to your fighter level. While you have these temporary hitpoints, you can add a d4 to attack rolls and saving throws (cannot stack with bless spell).
Summer's Radiance (Level 7)
The unfettered summer energy leaves you bold and confident. Starting at level 7, when you make a Charisma check, you can choose to make it at advantage. You can do this a number of times equal to your Charisma modifier, and which recovers after a long rest. You also gain resistance to fire damage.
Autumn's Harvest (Level 10)
The beginning of autumn marks the start of harvest. At level 10, you can magically produce food for a number of creatures 1 + your Charisma modifier at the end of a short rest. Each person gains temporary hitpoints equal to your Charisma modifier + half your fighter level, and have advantage on the first attack roll, skill check, and saving throw until your next short rest. Once you have used Autumn's Harvest, you cannot do so again until you have finished a long rest.
The Winds of Winter (Level 15)
Winter's icy touch freezes everyone it touches. Starting at level 15, whenever you use your Action Surge, you create a cold breeze that emanate out from you in a 30 foot radius. Creatures of your choice must make a Constitution saving throw or take damage equal to 1d10 + your fighter level + your Charisma modifier and have their movement speed reduced to zero. If they succeed, they take half damage, and their movement speed is reduced by half. Additionally, you gain resistance to cold damage.
Spell
Sentinel of the Four Seasons (Level 18)
Starting at level 18, you can channel the four seasons into your form as an action, granting you the following benefits for the next minute:
- Gift of Spring
The positive energy of spring revitalizes your body. At the start of each of your turns you gain 5 hp if you are not at 0 hp.
- Gift of Summer
Summer's flame emboldens your attacks. Weapons you wield become lit, dealing extra fire damage equal to your Charisma modifier.
- Gift of Autumn
The autumn breeze is an ever present reminder of change. When you see a creature within 30 feet of you make a roll at disadvantage or advantage, you can let them roll at normal. As part of that reaction, you can choose another creature (including yourself). The first roll they make on their turn is made at advantage (if the original creature was rolling at disadvantage) or disadvantage (if the original creature was rolling at advantage).
- Gift of Winter
The persistent chill of winter can cause even the toughest to stop in their tracks. You emanate an aura of cold within 20 feet of you. Creatures of your choice must expend 2 feet of movement for every foot they move while in your aura. Additionally, if you use your Winds of Winter trait, creatures in the aura automatically fail their saving throw.
Once you use this feature, you can't use it again until you finish a long rest.
Sons of The Angel
Sons of The Angel Martial Archetype (Level 3)
The Sons of The Angel are noble and fierce fighters that hide a dark and terrible secret. Whilst appearing as one of the more upstanding heritages they're cursed with an unending thirst for blood that gives rise to rumours amongst those who would dare speak ill about them.
Rapid Strikes
Starting at 3rd level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Fighting Spirit (Level 7)
Starting at 7th level your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
The Red Thirst (Level 10)
At 10th level, after killing an enemy in melee make a Wisdom saving throw with a DC of 5, on a failed save you're filled with blood thirst and you must use your next action to consume the flesh and blood of the slain, gaining 1d6 hit points when doing so. The DC for the throw goes up to DC10 after three days of not consuming blood.
Without Relent, Without Remorse (Level 15)
Starting at 15th level, as a reaction when an enemy creature leaves your area of engagement, you may forgo your attack of opportunity to follow the creature up to half your movement speed and then make your attack if they're still in range to do so. However you cannot voluntarily take cover or go prone in combat.
Martial Prowess (Level 18)
Starting at 18th level, you gain a +2 bonus to attack rolls in melee. Additionally your melee weapon attacks score a critical hit on a roll of 18, 19 or 20 if you have advantage on the attack.
Sons of The Crimson King
Sons of The Crimson King Martial Archetype (Level 3)
The Sons of The Crimson King are renown wizards, lore-masters of the arcane arts and practitioners of dangerous magicks. They possess an arrogance and hubris in their arcane abilities that may well be their undoing.
Guiding Tutelary
At 3rd level you gain proficiency in the Arcana and History skills.
Additionally you gain a tutelary, a celestial, fey or fiend familiar that exists on the astral plane who is controlled by the Dungeon Master. Once a day during a short rest you can meditate and ask it three questions; the Dungeon Master has discretion if the answers are true or false, obvious or cryptic and whether or not your tutelary would actually know the answers you seek.
Spell Scrolls (Level 7)
At 7th level you gain the ability to create spell scrolls. You may possess a number of them equal to your Intelligence modifier (minimum of 1); if you create an additional scroll above your limit, you choose which of the pre-existing scrolls is destroyed.
When you find a wizard spell, you can copy it to a spell scroll if you can spare the time to decipher and copy it. For each level of the spell, the process takes 1 hour and costs 25 gp. The cost represents material components you expend making the scroll and the fine inks you need to record the spell itself.
When you copy a spell from an existing spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll being copied from is destroyed.
Arcane Awakening (Level 10)
At 10th level you begin to unlock your true magical potential, learning to reach into the warp and weave of the unseen world to draw forth power.
Cantrips
You learn one cantrip of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at 13th level, 16th level and 19th level.
Spell Slots
The Sons of The Crimson King Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 17th level, you have three 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 10th level, you know one 1st-level spell of your choice from the wizard spell list. You learn one additional spell from the wizard spell list each time you gain a level.
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 and must come from the same school of magic as your spells of 1st level and higher. When you reach 16th level, for example, you learn a new wizard spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots and the same school of magic as your spells of 1st level and higher.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC
Spell attack modifier
Finally when you cast a spell you risk the chance that your magic becomes unstable and uncontrollable, damaging you and others around you. When you cast a spell of 1st level or higher, roll an Intelligence save with a DC equal to 5 + the spell slot level being used.
On a failed save the spell still takes place but you cause a surge in wild magic, after resolving the spell's effects roll on the Wild Magic Surge table to determine the effects. In addition you take a number of d10 equal to the spell's level in psychic damage.
Psychic Weaponry (Level 15)
At 15th level you can use a melee weapon you are holding as a spellcasting focus.
Additionally you can use your bonus action when holding a melee weapon to imbue it with magical power by expending a spell slot. The next hit with that melee weapon deals an additional 1d8 psychic damage per spell slot level used. The magical power in the weapon fades after 1 minute if not used or as soon as you are no longer holding the melee weapon.
Arcane Discipline (Level 18)
At 18th level you gain a bonus depending on what school of magic you've chosen for your spells.
Abjuration
You can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you can't create it again until you finish a long rest.
Conjuration
While you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
Divination
Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Enchantment
When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.
Evocation
You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Illusion
You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
Once you use this feature, you can't use it again until you finish a short or long rest.
Necromancy
You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.
Transmutation
You add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.
Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
Sons of The Drake
Sons of The Drake Martial Archetype (Level 3)
The Sons of The Drake are master craftsmen who claim their lineage descends from the dragons themselves. They focus on who they can save before what they can fight and are generally held in high regard for their consideration towards common-folk during conflicts.
Draconic Bloodline
At 3rd level you can speak, read and write Draconic, you gain resistance to Fire damage and weapons that cause Fire damage do twice as much Fire damage when wielded by you.
Hammer and Anvil (Level 7)
At 7th level if you are attacking an enemy with a warhammer or maul when they are flanked by a wall or one of your allies with a shield the weapon damage you roll is doubled.
Helping Hand (Level 10)
At 10th level if you use the Help action to aid an ally's melee attack while you're wielding a warhammer or maul, you knock the target's defence aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll.
Forgemaster (Level 15)
Starting at 15th level your knowledge with the forge and the arts of smithing allow you to upgrade your weapons and armor to be more effective.
For each level you want to upgrade the weapon the process takes 3 hours and costs five times the item's value in gold. The cost represents the materials required to improve the weapon; for each level of upgrade a weapon gains a +1 to its attack and damage rolls or a piece of armour gains +1 to its AC.
The maximum number of levels you can upgrade a weapon is 2; at 18th level the maximum increases to 3.
Forgemaster (Level 18)
At 18th level the maximum number of levels you can upgrade a weapon with your Forgemaster feature increases to 3.
The Unbound Flame (Level 18)
Starting at 18th level you can use your bonus action to ignite a melee weapon you are holding, once ignited it deals an extra 2d6 fire damage for 1 minute and is considered a magic weapon.
Creatures hit by your weapon while this feature is active must succeed a Constitution saving throw with a DC of 8 + your proficiency + your Constitution modifier at the start of their next turn or take an additional 2d4 fire damage.
You regain the use of this feature when you finish a long rest.
Sons of The Gorgon
Sons of The Gorgon Martial Archetype (Level 3)
The Sons of The Gorgon value strength above all else, resenting even their own enhanced flesh and preferring the cold certainty of steel; going so far as coat their own hands with plates of mithril to show their devotion.
Manus Tenet Ferrum
Starting at 3rd level you take part in the Manus Tenet Ferrum, a ritual which coats your hands and forearms in segments of magic-infused mithril. You add double your Strength modifier to your unarmed attack's damage rolls.
At 10th level this also applies to two melee weapons of your choice that you have proficiency with.
Metallurgy Master (Level 7)
At 7th level you gain proficiency smith's and tinker's tools and gain advantage on Knowledge (Intelligence) checks relating to metallurgy and to identify types of metal.
Stand and Fight (Level 10)
Starting at 10th level you cannot voluntarily take cover or go prone in combat and cannot voluntarily take the disengage action.
Vengeful Strike (Level 15)
Starting at 15th level when you hit with an opportunity attack using a warhammer, mace or maul the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Inviolate Armour (Level 18)
At 18th level whilst wearing heavy armour you can negate non-magical damage from ranged attacks. When hit by a ranged attack, roll 2d8 and subtract the number rolled from the attack's damage. This reduction is done before any applicable resistances or vulnerabilities are taken into account. However you suffer a -1 penalty to your initiative value.
Sons of The Hydra
Sons of The Hydra Martial Archetype (Level 3)
Little is known about the Sons of The Hydra, rumours persist that there is only one in existance at any time, despite tales to the contrary, undoubtedly they indulge in deception and subterfuge on a machiavellian scale.
The Many Heads of The Hydra
When you choose this archetype at 3rd level you always, whenever you're asked your name by someone whom you do not trust, simply reply: "I am one of many." or some other thematic variation there upon. Your true name is kept secret or is simply forgotten.
You gain proficiency in the Deception skill, disguise kits, and forgery kits. Additionally you have advantage on rolls to disguise yourself as someone of the same race.
Mutable Tactics (Level 7)
At 7th level you may choose one bonus from the following list:
You may dash as a bonus action.
You may disengage as a bonus action.
You gain proficiency in the Stealth skill or your proficiency bonus is doubled for any ability check you make if you are already proficient.
You may use your reaction to make an attack against a creature that enters your reach.
You gain a +1 to attack and damage rolls with melee weapons you are proficient with.
You gain a +1 to attack and damage rolls with range weapons you are proficient with.
You gain +2 to Initiative rolls.
Moving through non-magical difficult terrain does not cost extra feet of movement.
You gain proficiency in Dexterity saving throws.
You gain proficiency in Intelligence saving throws.
You gain proficiency in Wisdom saving throws.
You gain proficiency in Charisma saving throws.
Your proficiency bonus is doubled for any ability check you make in one skill you have proficiency in.
You gain a new skill from those listed in the class features.
You may change your selection when you finish a long rest.
At 15th level you may choose a second bonus from the list, you may not choose the same bonus more than once.
Deadly Improvisation (Level 10)
At 10th level you become proficient with Improvised Weapons and can use your bonus action to grapple a target hit with an improvised weapon or unarmed attack.
Mutable Tactics (Level 15)
At 15th level you may choose a second bonus from the list in your Mutable Tactics feature; you may not choose the same bonus more than once.
Sever One Head... (Level 15)
Starting at 15th level when you take damage you can use your reaction to cast mirror image. Whilst the spell is active you gain a +1 bonus to your damage rolls for every duplicate you have remaining.
You regain the use of this feature once you finish a long rest.
Blood of The Primogenitor (Level 18)
Starting at 18th level you can use your action to unleash the Blood of The Primogenitor. For 1 minute you gain a +2 bonus to your Strength and Constitution scores, you can make a single additional attack on your turn as a bonus action, and your weapon attacks score a critical hit on a roll of 19 or 20. Any hitpoints gained by the increase to your Constitution modifier are added to your temporary hitpoints rather than your hitpoint maximum.
You regain the use of this feature once you finish a long rest.
Sons of The Iron
Sons of The Iron Martial Archetype (Level 3)
The Sons of The Iron are bonded by a mutual brotherhood forged by their own hatred and bitter paranoia. Masters of long range and siege warfare they are as cold and hard as their name implies. Chanting 'The Unbreakable Litany' as they methodically cut down their foes without remorse.
Vicious Weaponry
Starting at 3rd level when wielding a flail, a maul or a warhammer, you can prepare yourself to extend your swing to sweep over targets' shields as a bonus action on your turn. Until the end of this turn, your attack rolls with these weapons gain a +2 bonus against any target using a shield.
Siege Expert (Level 7)
At 7th level you gain proficiency with smith's tools and mason's tools. You also gain advantage on Intelligence checks relating to offensive siege warfare.
Hammer of Iron (Level 10)
Starting at 10th level whenever you have disadvantage on a melee attack roll you make with a flail, a maul or a warhammer, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but if the higher of the two d20 rolls would have hit.
Iron Within, Iron Without (Level 15)
At 15th level you have advantage on saving throws against being charmed.
Additionally you gain the following benefits while you are wielding a shield:
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Artillery Volley (Level 18)
At 18th level you do not have disadvantage when attacking a target beyond a weapon's normal range. If you're attacking a target beyond a weapon's normal range you can make a single additional attack against the same target as a bonus action.
Sons of The Khan
Sons of The Khan Martial Archetype (Level 3)
The Sons of The Khan are often recruited from the nomad tribes that inhabit the steppes of their homeland. Their savage fury is tempered by a fierce sense of honour and justice, as they engage in lightning fast cavalry strikes to run down their foes.
Skilled Rider
At 3rd level you gain proficiency with the Animal Handling skill and Vehicles (Land). You are able to move normally both on foot and on a mount through non-magical difficult terrain. Additionally you make take the dash action as a bonus action.
Born to the Saddle (Level 7)
Starting at 7th level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Mounted Superiority (Level 10)
At 10th level you gain advantage on melee attack rolls with scimitars and glaives against any unmounted creature that is smaller than your mount if you yourself are mounted.
Vigilant Defender (Level 15)
At 15th level you can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Ferocious Charger (Level 18)
At 18th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line towards a creature and hit it with a melee attack on your turn, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.
Sons of The Lion
Sons of The Lion Martial Archetype (Level 3)
The Sons of The Lion hail from a region of dense and dark forests brimming with dangerous and deadly beasts; the Sons of The Lion form Knightly Orders that hunt down and slay these vile beasts to protect their towns and villages from the slaughter wrought by the denizens of the forests.
Knightly Hunters
At 3rd level you gain hooded robes designed to be worn over your armour in addition to your starting equipment. You also have significant training in tracking, hunting, and slaying a certain type of enemy. Choose a type of enemy: aberrations, beasts or monstrosities. You have advantage on Wisdom (Survival) checks to track your chosen enemies, on Intelligence checks to recall information about them and on attack rolls made against them.
You also choose one additional enemy type, at 10th and 18th level.
Watcher in the Dark (Level 7)
Starting at 7th level when you make an opportunity attack with longswords or greatswords, you make it with advantage.
You also gain advantage on Wisdom (Insight) checks and advantage on Intelligence (Investigation) checks.
Knightly Hunters Improvement (Level 10)
At 10th level you may choose an additional enemy type for your Knightly Hunters Feature.
The Unbroken Sword (Level 10)
At 10th level you can parry one enemy melee attack as a reaction whilst holding a longsword or greatsword, granting a bonus to your AC equal to your proficiency against the attack whilst you are holding the weapon.
Knightly Swordsmanship (Level 15)
At 15th level your skill with the sword grants you a +2 bonus to attack and damage rolls with longswords and greatswords.
Knightly Hunters Improvement (Level 18)
At 18th level you may choose another additional enemy type for your Knightly Hunters Feature.
Precision with the Blade (Level 18)
At 18th level your melee weapon attacks with greatswords and longswords score a critical hit on a roll of 18, 19 or 20 and you can re-roll damage die of 1 or 2 but must take the second roll.
Sons of The Lupercal
Sons of The Lupercal Martial Archetype (Level 3)
The Sons of The Lupercal are considered the first and foremost amongst their many kin. They are a formidable force that often form the tip of the spear for a attacking army, poised to drive deep into the enemy's throat and cut off their head in a swift and decisive move.
Adaptable
When you take this archetype at 3rd level you gain two extra skill proficiencies from the list of skills presented under class features, or you may choose one of your skill proficiencies; your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
Pile In! (Level 7)
At 7th level you gain a +2 bonus to attack and damage rolls with melee weapons against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Merciless Fighter (Level 10)
At 10th level you can use your bonus action to make a single unarmed strike.
Additionally at the end of a creature within your reach's turn, you can use your reaction to make a single unarmed strike against that creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Close Combat (Level 15)
At 15th level being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
Additionally when you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a one-handed ranged weapon you are holding.
Bone Breaker (Level 18)
Starting at 18th level when you score a critical hit with a melee attack you may attempt to cripple your foe. The creature must succeed a Constitution saving throw with a DC of 8 + your proficiency + your Strength modifier or be incapacitated, have their movement reduced to 5 ft. and be knocked prone. This effect remains until they are healed by a spell such as greater restoration.
Sons of The Night
Sons of The Night Martial Archetype (Level 3)
Drawn from the worst cutthroats and criminals in the land, the Sons of The Night are cruel and callous murderers who decorate their armour with the bones and flayed skin of their enemies, stalking the shadows like supernatural predators.
Selfish Blood
When you take this archetype at 3rd level you can use your bonus action to dash if you used your action to disengage.
Throwing Daggers (Level 7)
At 7th level if you have a dagger in your inventory you can use your bonus action to throw the dagger at a creature within 10ft with advantage on the attack roll.
Night Terrors (Level 10)
At 10th level you gain proficiency in the Stealth and Intimidation skills. If you are already proficient in one of these skills, your proficiency bonus is doubled for that skill.
Cruel Counter (Level 15)
Starting at 15th level when you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use your bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary weapon. The weapon's damage die for this attack is a d6, and the attack deals bludgeoning damage.
A Talent for Murder (Level 18)
At 18th level you gain +2 bonus to attack and damage rolls against a creature if the number of your allies who aren't incapacitated within 5 feet of the creature is greater the number of the creature's allies who aren't incapacitated within 5 feet of the creature.
Sons of The Phoenician
Sons of The Phoenician Martial Archetype (Level 3)
Perfectionists through and through, be it in martial warfare or the arts, the Sons of the Phoenician strive to be the best at what they lay their hands to, creating some of the finest duellists and artisans.
Artistic Indulgence
At 3rd level you gain proficiency in two artisan's tools from the following list: Calligrapher's supplies, Glassblower's tools, Jeweller's Tools, Painter's Supplies, Potter's Supplies, Woodcarver's tools, or any musical instrument.
Fighting Style (Level 7)
At 7th level you gain an additional fighting style from the list. You may not choose the same fighting style twice.
At 15th level you may choose another additional fighting style.
Martial Pride (Level 10)
At 10th level you gain a +2 bonus to attack rolls when you're attacking a creature in melee that has a challenge rating (or level) equal to or higher than your level.
However you take a -2 penalty to attack rolls against creatures with a challenge rating (or level) lower than a quarter of your level. This bonus or penalty is cumulative with a fighting style.
Fighting Style (Level 15)
At 15th level you gain an additional fighting style from the list. You may not choose the same fighting style twice.
Fast Reflexes (Level 15)
At 15th level you've honed your reactions and gain a +5 bonus to your Initiative.
The Maru Skara (Level 18)
At 18th level your weapon attacks score a critical hit on a roll of 18, 19 or 20.
Sons of The Praetorian
Sons of The Praetorian Martial Archetype (Level 3)
The Sons of The Praetorian are masters in the art of fortress building, the work of their craft is nigh impregnable and has stood undaunted for thousands of years much like the Sons themselves.
Unfaltering Fire
At 3rd level you gain advantage on saving throws against being frightened. Additionally if you're in three-quarters cover you can use your bonus action to make a single additional ranged attack if you took the attack action on your turn. Starting at 15th level this also includes half cover.
Fortress-Craft (Level 7)
At 7th level you gain proficiency with carpenter's tools and mason's tools. You also gain advantage on Intelligence checks relating to defensive siege warfare.
Steady Marksman (Level 10)
At 10th level you gain advantage on ranged attacks whilst in at least three-quarters cover. At 18th level this also includes half-cover.
Firing Drill (Level 15)
Starting at 15th level if you move 0ft on your turn you gain a +2 bonus to attack and damage rolls with crossbows (light, heavy, hand, etc) and you ignore the loading quality of crossbows with which you are proficient.
Phalanx (Level 18)
Starting at 18th level you can use your action to plant your shield in the ground to create a 5ft wide by 4ft tall area of half cover as long as your shield is big enough to provide that size of cover (at your DM's discretion). This cover lasts until the shield is either destroyed or uprooted as a bonus action on your turn.
Sons of The Raven
Sons of The Raven Martial Archetype (Level 3)
The Sons of The Raven are dark mannered and brooding, their sombre nature belying their true power. Masters of fast, harrowing attacks that are over as swiftly as they begin, leaving only death behind.
Hit and Run
At 3rd level you've learnt how to use quick retreats between your attacks to avoid danger. You may disengage as a bonus action.
Silence (Level 7)
At 7th level you gain proficiency in the Stealth skill and armour no longer imposes disadvantage to Stealth checks.
Death By A Thousand Cuts (Level 10)
Starting at 10th level, while you are wielding a separate melee weapon with the light property in each hand you gain a +2 bonus to attack rolls with those weapons.
Untouchable (Level 15)
Starting at 15th level you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated and are aware of the attacker.
Nevermore (Level 18)
When you reach 18th level you know how to strike subtly and exploit a foe's distraction. Once per turn, if you have advantage on your first attack roll using a weapon with the light property, you can deal three times the damage rolled; this only applies to your first attack and not any subsequent attacks on your turn.
Sons of The Reaper
Sons of The Reaper Martial Archetype (Level 3)
The Sons of The Reaper are macabre masters of poison and decay. Revelling in their resistance to toxins even other astartes cannot handle and delighting in the rot and ruin they bring to others, their unwavering advance cutting down their quarry like the very scythes they wield.
Manreaper
At 3rd level you gain proficiency with Manreapers, a large and vicious scythe weapon. You can spend 1 hour and 10gp to craft a warpick into a Manreaper. Resembling a large scythe it now deals slashing damage instead of piercing and it gains the versatile (1d10) property. If you are wielding it with two hands you may make your attack at disadvantage to target up to three creatures that are within 5 feet of you and adjacent to each other.
Toxic Obsession (Level 7)
At 7th level you gain proficiency with the poisoner's kit and you can apply poison to a weapon or 10 pieces of ammunition as a bonus action on your turn. The poison applied also retains its potency for as long as the item remains in your possession.
Portents of Rot (Level 10)
At 10th level you gain immunity to Poison damage and you are immune to the Poisoned and Frightened conditions.
At 18th level you also gain resistance to Necrotic damage.
Implacable Advance (Level 15)
At 15th level your movement speed can never be decreased below 5 feet. Effects that would cause you to be unable to move, like the Paralyzed condition, will still stop you from moving.
Portents of Rot (Level 18)
At 18th level you also gain resistance to Necrotic damage.
Plaguebringer (Level 18)
At 18th level you can use your bonus action to enchant your weapon. For one minute your attacks deal extra Necrotic damage equal to half the damage rolled (rounded down).
Additionally a creature hit by your attacks while this feature is active must succeed on a Constitution saving throw at the start its turn or become poisoned and take 2d8 Poison damage; the save has a DC of 8 + your Constitution modifier. On a successful save the creature is not poisoned and takes half of the poison damage.
You can regain the use of this feature when you finish a long rest.
Sons of The Regent
Sons of The Regent Martial Archetype (Level 3)
The Sons of The Regent are empire builders in their entirety, priding themselves on the small dominion they carved themselves in the land. Trained in squad warfare they fight alongside one another with almost supernatural precision.
Combat Tactics
Starting at 3rd level you can on your turn use your bonus action to use one of the Combat Tactics detailed below. You can do this a number of times equal to a quarter of your level (rounded down, to a minimum of 1). Expended uses replenish on a short rest.
With me, as one!
You may, after hitting a target with an attack, use your bonus action to choose up to 3 friendly creatures to gain advantage on their attack rolls against the target hit by your attack until the end of their next turn.
Focus Fire!
You gain advantage on attack rolls against a target that's already been hit by an ally's attack this round.
Rally to me brothers!
Choose up to 3 friendly creatures, they all gain temporary hit points equal to 1d8 + your Charisma modifier (minimum of 1).
Hold the line!
Choose up to 3 friendly creatures which may include yourself. If a hostile creature comes within 5 feet of one of these creatures, said creature may use their reaction to make a single melee attack against the creature.
And They Shall Know No Fear (Level 7)
At 7th level you have advantage on Wisdom saving throws that would cause you to become frightened or flee from a hostile creature.
At 15th level this includes Charisma saving throws.
Know Your Enemy (Level 10)
At 10th level you gain advantage on Knowledge (Arcana) and Knowledge (Nature) checks to identify the weaknesses of an enemy.
And They Shall Know No Fear (Level 15)
At 15th level you also have advantage on Charisma saving throws that would cause you to become frightened or flee from a hostile creature.
Diverse Training (Level 15)
Starting at 15th level, you can add half your proficiency bonus, rounded down, to 2 skills of your choice from the list under class features that you are not proficient with.
Coup De Grâce (Level 18)
At 18th level you can make a Coup De Grâce attack. The target of this attack requires a head. Using your action make a single attack roll with a weapon. On a hit, the target makes a Constitution saving throw with a DC equal to 8 + the difference between your attack roll and the target's AC. If they fail the save they are dealt a mortal blow, such as a decaptiation, are reduced to 0 hitpoints and die outright. If they succeed they take five times the damage rolled for the attack you used. You can use this feature once per long rest.
Sons of The Slaughterer
Sons of The Slaughterer Martial Archetype (Level 3)
The Sons of The Slaughterer are bloodthirsty and barbaric, bordering on the outright insane. Primal gladiators of raw violence that revel in bloodshed, they're eventually driven to madness by the Butcher's Nails boring into their brains. They make terrifying opponents that leave naught but rent and riven corpses in their wake.
Manus Tenet Ferrum
Starting at 3rd level you may re-roll dice rolls of 1 on damage dice for melee weapon attacks, however you must accept the second roll even if it is worse. At 10th level you may also re-roll dice rolls of 2 as well.
Murderous Rage (Level 7)
At 7th level magic-infused metal rods known as the Butcher's Nails are implanted into your brain. When you kill an enemy you must make a Wisdom saving throw with a DC equal to 5 + the number of creatures you've reduced to 0 hit points since you last finished a long rest.
On a failed save you enter a Murderous Rage, gaining advantage on Strength checks and Strength saving throws, 1d4 bonus damage to melee attacks which goes up to 2d4 at 15th level. You also gain resistance to non-magical bludgeoning, piercing and slashing damage. On your turn you must move as far as you can towards the nearest enemy creature in range, and use your attack action against it. If there are no hostile creatures within view then any creature (including friendly creatures) within view becomes your target. If you are unable to attack a target after using your full movement you must use your action to dash towards the target; if this enables you to reach your target you can make one melee attack at disadvantage as a bonus action. If you are unable to attack a target on your turn you take 1d8 psychic damage. Attacks against you have advantage.
Your murderous rage ends if: Your rage has lasted 1 minute and you have not attacked a creature on your previous turn, you are knocked unconscious by any means or if you've not attacked any creatures during your last two turns. If any of these conditions are met at the end of one of your turns, your Murderous Rage ends and you take 2d8 psychic damage. Murderous Rage can only occur once per short rest.
Violence Incarnate (Level 10)
Starting at 10th level when you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Unstoppable Monster (Level 15)
Starting at 15th level when you are reduced to 0 hit points but not killed outright, you instead remain on 1 hit point and gain 1d12 + your Constitution modifier in temporary hit points, entering a Murderous Rage if you're not already in one. You can't use this feature again until you finish a long rest.
The Eightfold Path (Level 18)
At 18th level when you take the attack action and make at least one melee attack, you may make two additional attacks with a bonus action.
Due to their continued effects on your brain the Butcher's Nails increase your aggression even further, your Murderous Rage is no longer limited to once per short rest and the DC for the wisdom saving throw you take when killing an enemy is now 10 + the number of enemies you've reduced to 0 hit points since you last finished a long rest.
Sons of The Wolf King
Sons of The Wolf King Martial Archetype (Level 3)
The Sons of The Wolf hail from the frozen wilds teeming with packs of winter wolves, they are outwardly savage and seem little better than the creatures from which they draw their name-sake. However behind this ruse lies a fierce cunning and loyalty few other Astartes could match.
Headstrong
Starting at 3rd level when you move at least 10 feet towards a creature and take the attack action against it on your turn, you gain a +2 bonus to melee attack rolls made against that creature until the end of your turn.
Environmental Adaptation (Level 7)
At 7th level your enhanced body has adapted to the cold, making you noticeably very hirsute. You gain a resistance to Cold damage.
Runes of Warding (Level 10)
At 10th level you decorate your armour with runes and totems of warding, a custom from the tribes native to the The Wolf King's homeland. Once a day you can gain advantage on a saving throw against a spell or halve the damage from a spell attack against you.
Pack Tactics (Level 15)
Starting at 15th level you gain advantage on an attack roll against a creature if at least one of the your allies is within 5 feet of the creature and the ally isn't incapacitated.
Howl of Winter (Level 18)
When you reach 18th level you feel now more than ever the beast lurking inside you. As a bonus action you may emit a blood curdling howl, dropping any weapons or shields you are holding as you unleash the wolf within. For the next minute your unarmed strikes deal 1d4 + your Strength modifier in slashing damage. You may only use your unarmed strikes when you take the attack action, but the number of attacks you make is doubled.
Additionally you gain a bite attack that deals 1d6 + your Strength modifier in piercing damage; you can use this bite attack as a bonus action.
Once you use this feature, you must finish a long rest before you may use it again.
Sons of The Word
Sons of The Word Martial Archetype (Level 3)
The Sons of The Word are fanatics and zealots, contrary to the other Sons who are largely secular the Sons of the Word embrace the polar extremes of faith with fervour, channelling their devotion into every action.
Divine Devotion
When you choose this archetype at 3rd level you gain a holy symbol of either a lawful good deity or a chaotic evil deity (your choice). You also gain proficiency in the Persuasion and Religion skills.
Banishment (Level 7)
At 7th level when you successfully hit a creature with a melee attack roll using a simple weapon that deals bludgeoning damage or a morningstar, you can try to push the creature back. The creature makes a Strength saving throw with a DC of 8 + your proficiency + your Strength modifier, on a failed save the creature is pushed 15 feet away from you and knocked prone.
You can use this feature a number of times equal to your Strength modifier (minimum of 1). You regain any expended uses of this feature once you finish a short or long rest.
Zealous Crusader (Level 10)
At 10th level you gain a number of zeal dice equal to your Charisma modifier (minimum of 1), which are d4s. You can roll a die and add the number rolled to one ability check, attack roll, damage roll, or saving throw you make.
Alternatively, when an attack roll is made against you, you can use your reaction to roll the Zeal die and add the number rolled to your AC against that attack, after seeing the roll but before knowing whether it hits or misses.
A zeal die is expended when you use it. You regain all of your expended zeal dice when you finish a long rest. At 18th level your Zeal dice are now d6s.
Undaunted (Level 15)
At 15th level your tenacity and fervent faith spreads to others, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
The Power of Faith (Level 18)
At 18th level you can use you action to pray to your deity for help. On your turn roll a d20 and add your Charisma modifier against a DC equal to your Charisma score.
On a success you add your Charisma modifier (minimum of 1) to either: your AC and saving throws if the deity you chose is lawful good or your attack and damage rolls if the deity you chose is chaotic evil.
You need to finish a long rest before you can use this feature again.
Space Marine
Space Marine (Level 3)
Grunts, warhounds, mudstompers; they go by many names, but every great armada in the 'verse is supported whole-cloth by its men and women on the ground. Among those brave soldiers, only a scarce few have the incredible strength, tenacity, and raw guts to join the ranks of the elite space marines. These super soldiers are bolstered by an arsenal of weapons and a suit of powerful and adaptable armor, called an impulse frame, which grants them every advantage possible over their opponents.
Bonus Proficiencies
Starting at 3rd level, you gain proficiency with the Piloting skill.
Impulse Frame
When you select this archetype at 3rd level, you gain access to the space marine's most valuable piece of gear: a suit of magically-powered armor known as an impulse frame. An impulse frame is a suit of environmentally- sealed heavy armor made of exotic alloys. While wearing your impulse frame, you gain the following benefits:
Composite Plating
Your AC is 16, if it was not already higher.
Impulse Pack
Your suit has an integrated jet booster, allowing you a limited form of flight. You can use your bonus action to take off, granting you a flight speed equal to the remainder of your movement until the end of your turn. You must begin and end your movement on the ground, otherwise you fall.
Life Support Systems
Your impulse frame counts as a life suit.
Your impulse frame is a magic item which is permanently attuned to you and does not count against your total number of attuned magic items. You can integrate a different suit of armor into your impulse frame by spending 100 gp worth of materials and 24 hours of construction time. Doing so confers the armor's AC and magical properties (if any) to your frame. You can integrate only one suit into your frame at a time.
If your impulse frame is destroyed, it can be rebuilt with 10 days of work and 1,000 gp in materials.
Bug Hunter (Level 7)
Starting at 7th level, you gain proficiency in the Perception and Survival skills if you did not have them before, and gain advantage on checks using those skills when tracking or spotting aberrations or monstrosities.
Squad Leader (Level 10)
Starting at 10th level, you gain an upgrade to your impulse frame. Choose one of the following:
Heavy Frame
Your suit is reinforced with adamantine-composite metal. While wearing your impulse frame, your AC is 19, if it was not already higher. Additionally, you have advantage on Strength checks and Strength saving throws while wearing it.
Marauder Frame
When you take off in your frame in combat, you can double your flight speed until the end of the turn. Once you use this ability, you can't fly using your frame until you move 0 feet on one of your turns. Additionally, opportunity attacks made against you while you are flying have disadvantage.
Skirmish Frame
Once per turn, you can deal extra damage to a creature you hit with a melee weapon attack. This damage equals 1d4 for every 10 feet you have moved on your turn, up to a maximum of 6d4.
Expert Marksman (Level 15)
Starting at 15th level, when you make an attack with a blaster, you score a critical hit on a roll of 19 or 20.
Mobile Commander (Level 18)
At 18th level, you gain an upgrade to your impulse frame. Choose from one of the following:
Dragon Frame
You embed elemental manipulation technology into your suit. Choose a damage type from: acid, cold, fire, or lightning damage. While wearing your impulse frame, you have resistance to that damage type, and your weapon attacks deal an additional 1d6 damage of that type.
Overshield
Your suit gains a regenerating field of ablative force. While wearing your impulse frame, you have a pool of 30 temporary hit points. As long as you haven't taken damage for 5 rounds (30 seconds), you regain 5 temporary hit points to this pool at the start of each of your turns.
Wraith Frame
You can use your frame to cast the spell invisibility without using a spell slot. If you end this spell early by attacking a creature, that attack deals an additional 4d6 damage.
Squarkmaster
Squarkmaster (Level 3)
Squarkmasters are specialized fighters that dance around their foes using a set of long scimitar-like weapons, known as goose-blades. These weapons are light and nimble, allowing the bearer to deflect blows and drift across the battlefield with all the grace and precision of a goose in flight.
Goose-Blade Fighting Style
Starting at 3rd level, you have a set of two goose-blades—special light melee weapons that resemble sharpened goose feathers. The goose blades are light weapons with the finesse property, and deal 1d8 slashing damage on a hit. You are proficient with these blades, and have a +1 bonus to your AC when you dual-wield them. Additionally, you choose one of the Goose-Blade Fighting Styles, detailed below. You can choose another Goose-Blade Fighting Style when you reach 10th level in this class.
Winged Maneuvers (Level 7)
At 7th level, you learn the ability to use your goose-blades to perform acrobatic maneuvers as if they were wings. When you move, you can use your bonus action to flourish your goose-blades and gain a flight speed equal to your movement speed, which lasts until you stop moving. If you end your turn in the air within this ability, you rapidly descend to the ground, but take no fall damage, provided you are still wielding both goose-blades.
Channeled Goose-Blades (Level 7)
Your goose-blades count as magical for the purposes of overcoming immunity and resistances to nonmagical damage.
Feathery Deflection (Level 10)
You gain the ability to use your goose-blades to deflect incoming attacks. When you would be hit by a weapon attack that you can see, you can use your reaction to make an attack roll against the incoming blow. If the total of your attack roll matches or exceeds that of the incoming attack, you successfully deflect the blow and take no damage from the attack.
Squarkmaster's Flourish (Level 15)
You learn how to perform a Squarkmaster's Flourish, circumventing a creature's defenses to strike where they are weakest. When you take the Attack action on your turn and hit a creature with one of your goose-blades, you can use your reaction to flourish the blade, carving into your opponent with goosely ferocity and causing a deep wound that reduces your target's AC by 2 until the end of your next turn.
Goose-Blade Mastery (Level 18)
You have mastered the art of using goose-blades in combat, becoming a whirling dervish of flashing blades and evasive strikes. When you are wielding both goose-blades and are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. In addition, when you make an attack roll using your goose-blades, you can treat a d20 roll of 9 or lower as a 10. You can use this feature a number of times equal to your Dexterity modifier (minimum of 1). You regain all expended uses when you finish a short or long rest.
Stance Master
Stance Master (Level 3)
Moving with uncommon grace, the archetypical Stance Master uses quick reflexes and practiced forms to adapt to threats. These fighters make the most of every opportunity to ensure that they—and their allies—live to see tomorrow.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in the Acrobatics and Performance skills.
Stances
Starting at 3rd level, you learn to adopt different stances to defend yourself. Prepare three of the stances listed at the end of this feature, which you can change whenever you finish a long rest.
Whenever you roll initiative, end your turn, or use your normal reaction, choose one of your prepared stances. You then remain in that stance until you choose a different one.
You can only activate the chosen stance and gain its effects by using a special reaction you have, called a stance reaction. Once you use your stance reaction, you can't use it again until the start of your next turn.
When not in combat, you can activate any of your prepared stances as a reaction, without needing to choose one to be in beforehand. While in combat, you also gain a benefit associated with that stance for as long as you remain in it, provided you aren't incapacitated.
Stance Options
Bracing Stance
When you're hit by an attack, you can use your stance reaction to reduce the damage you take by an amount equal to half your level in this class (rounded up). While in this stance during combat, you gain a +1 bonus to AC.
Deflecting Stance
When you're hit by a ranged weapon attack, you can use your stance reaction to make an attack roll using a weapon you're holding. If your attack roll is higher than the triggering one, the attack misses you as you deflect it. While in this stance during combat, ranged weapon attacks against you are made with disadvantage.
Guarded Stance
When you're forced to make a Strength, Dexterity, or Constitution saving throw, you can use your stance reaction to gain advantage on the save. While in this stance during combat, you gain a +1 bonus to saving throws.
Nimble Stance
When a creature moves to a space within 5 feet of you, you can use your stance reaction to immediately move up to half your speed without provoking an opportunity attack from the triggering creature. While in this stance during combat, your speed is increased by 5 feet.
Protective Stance
When a creature makes an attack against you or another creature within 5 feet of you, you can use your stance reaction to impose disadvantage on the attack roll. While in this stance during combat, you can take the Help action using a bonus action.
Reversal Stance
If a creature no more than one size larger than you within 5 feet of you attempts to grapple you or physically knock you prone and fails, you can use your stance reaction to immediately attempt to grapple the attacker or shove it, respectively. While in this stance during combat, creatures have disadvantage on ability checks and saving throws against being grappled or shoved by you.
Tripping Stance
When a Large or smaller creature that you can see moves within 5 feet of you, you can use your stance reaction to force that creature to make a Dexterity saving throw. The DC for this save equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, the creature is knocked prone. While in this stance during combat, you can't be knocked prone.
Swift Stances
Also at 3rd level, you can use your normal reaction at any time to rapidly change what stance you're in. You can use this feature three times, and you regain all expended uses of it when you finish a short or long rest.
In addition, when your normal reaction is triggered as a result of taking the Ready action, you can act using a stance reaction instead of your normal one. If the trigger occurs again before the start of your next turn, you can't act on it a second time. Furthermore, if you later gain the Extra Attack feature and take the Ready action to ready a weapon attack, you can make multiple attacks when the action is triggered as though it were during your turn.
Flexible Agility (Level 7)
By the time you reach 7th level, you're quick on your feet and surprisingly agile. Your speed increases by 10 feet, and whenever you make a Dexterity (Acrobatics) or Charisma (Performance) check, you can treat a d20 roll of 9 or lower as a 10.
Furthermore, if you're wielding a longsword or weapon that has finesse, that weapon also has light for you, provided that you aren't holding it with two hands.
Improved Stances (Level 10)
At 10th level, you gain the following benefits:
You gain a second stance reaction: you can only use one stance reaction per turn.
Immediately after you use a stance reaction to activate a stance, you can change your stance to another one you have prepared.
Whenever you activate a stance, you can use your normal reaction immediately afterward to make a melee attack with a weapon or an unarmed strike.
Mixed Forms (Level 15)
Starting at 15th level, you can prepare a fourth stance whenever you finish a long rest. This stance is special: you can always activate its benefits, even if you're currently in a different stance.
In addition, you can change one of your other three prepared stances whenever you finish a short rest. Once you change a prepared stance in this way, you can't do so again until you finish a long rest.
Dancing Strikes (Level 18)
By 18th level, you can make a melee attack with a weapon or an unarmed strike as part of using a stance reaction. You make this attack before or after activating the stance (your choice each time).
Star Player
Star Player (Level 3)
Prerequisite: Proficiency in Athletics
Some siegeball players are born to make it into the history books. Thanks to tireless practice and exercise, they can outrun, outlast, and outplay their competition consistently. Normally, a team only needs one archetypical star player to have a historic season, since such a player can carry even a mediocre to the highest rungs of a tournament. Though these incredible athletes might find success in other areas, from dungeoneering to military service, they are most at home in a siegeball arena, knocking down towers and players alike.
Undefeatable Athlete
By 3rd level, your sporting prowess is legendary. You can add double your proficiency bonus to Strength (Athletics) checks you make.
Additionally, you have advantage on saving throws you make against becoming exhausted.
Legendary Feat
At 3rd level, when you make a Strength check, saving throw, or an attack roll with a melee weapon that you make using Strength, you can reroll the die and must use the new roll. Once you use this ability, you can't use it again until you finish a long rest. Starting at 15th level, you can use this ability again when you finish a short or long rest.
World Renown (Level 7)
By 7th level, your athletic reputation precedes you wherever you travel. You have advantage on Charisma (Persuasion) checks you make against creatures that have heard of your sporting history.
Well of Fortune (Level 10)
Starting at 10th level, you have 1 luck point, which you can spend to gain advantage on an ability check, attack roll, or saving throw. You can only have one luck point at a time and regain your luck point when you finish a long rest.
You can also regain your luck point by saving up your luck from fortunate events. When you score a critical hit on an attack roll against a hostile creature, you can choose to make it a normal hit and gain a luck point instead. The attack still hits, but does not deal critical damage.
Extraordinary Athletics (Level 15)
Starting at 15th level, you can consistently outperform your opponents. Whenever you make a Strength check, you can treat a d20 roll of 9 or lower as a 10. Additionally, melee weapon attacks that you make using Strength do not automatically miss when you roll a 1.
Well of Fortune (Level 18)
Starting at 18th level, when you spend a luck point on a roll, you can treat the d20 roll as a 20.
Steel Hawk
Steel Hawk (Level 3)
Powerful, nimble soldiers from the mountain city of Heavensteppe, Steel Hawks use explosive bursts of speed to launch themselves great distances in order to reach faraway threats. Despite their often heavy armor, those who follow this archetype leap and strike with the agility of seasoned assassins, becoming every inch the fearsome birds of prey their name would suggest.
Launch
When you choose this archetype at 3rd level, you learn to magically launch yourself with a mighty leap. While standing on a solid surface, you can use a bonus action to leap horizontally, vertically, or a combination of both, up to a combined distance that totals no more than 15 feet. For example, you can choose to leap 10 feet horizontally and 5 feet vertically, potentially allowing you to avoid a dangerous trap or barricade blocking your path. When you reach 7th level in this class, the leap's distance can total up to 30 feet instead.
You can't use this feature if your speed is 0, and if you leap completely horizontally, you still leap 1 foot off the ground. Leaping in this way doesn't provoke opportunity attacks, and if you fall immediately after using this feature, you can subtract up to 30 feet from the fall when calculating falling damage.
You can use this feature three times, and you regain all expended uses of it when you finish a short or long rest. Beginning at 7th level, you can use this feature four times between rests, and beginning at 15th level, you can use it five times between rests.
Leaping in this way can also strengthen your strikes by using the force of your momentum. If you make a melee weapon attack immediately after using Launch, you have advantage on the attack roll, and if the attack hits, the target takes an extra 1d8 damage of the weapon's type. At 10th level, this extra damage becomes 1d10, and at 18th level, it becomes 1d12. The attack can be made immediately after you land at the end of the leap or during the leap's movement.
Nimble Lancer
Starting at 3rd level, you are remarkably light on your feet and capable of counterbalancing even some of the most awkward of equipment. Lances have the versatile property for you while you're not mounted, dealing 1d8 piercing damage on a hit when held with one hand and 1d12 piercing damage when wielded with two. When you use your Launch feature and immediately hit with a melee attack using a lance, it counts as if you're wielding it with two hands.
If you hit a creature within 5 feet of you using a lance, you can immediately move up to 5 feet away from it, without provoking an opportunity attack from the target. You must be standing and have movement remaining in order to move in this way.
Bird Caller
Also at 3rd level, you learn to identify common birds by their calls, and you have advantage on Wisdom (Animal Handling) checks when interacting with any beast that has an innate flying speed. In addition, you gain the ability to cast the animal messenger spell, but only as a ritual and only targeting a beast that has an innate flying speed.
Steel Grace (Level 7)
Starting at 7th level, wearing armor doesn't impose disadvantage on your Dexterity (Stealth) checks. In addition, whenever you make a Dexterity saving throw, you can use your Launch feature as a reaction. When you do so, you take no damage if you succeed on the saving throw, and only half damage if you fail.
Eagle Eye (Level 10)
Beginning at 10th level, your attack made immediately after or during your Launch scores a critical hit on a roll of 19 or 20. If you hit a flying creature with this attack, it must also make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, its speed is reduced to 0 feet until the start of its next turn.
In addition, you gain proficiency in the Perception skill if you don't already have it, and your proficiency bonus is doubled for any Wisdom (Perception) check you make that relies on sight.
Predatory Instinct (Level 15)
Starting at 15th level, you have advantage on initiative rolls, and when you roll initiative and have no uses of Launch remaining, you regain one use.
Improved Launch (Level 18)
Starting at 18th level, when you hit a creature with a melee weapon attack immediately after or during your Launch, it must also succeed on a Strength saving throw (save DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
In addition, you can push yourself beyond your normal limits when you use your Launch feature. When you do, your leap can total a maximum of 90 feet, instead of 30, and you don't suffer any damage from falling until you land again. Once you use this feature, you shouldn't do so again before you finish a short or long rest. Each time you do, you suffer one level of exhaustion. You can't use this feature in this way if you're suffering from two or more levels of exhaustion.
Stone Warrior
Stone Warrior (Level 3)
Fighters who choose this Archetype are usually people who prefer taking blows over dealing them. They are hardy and stubborn, and trying to move them out of the way causes problems.
Strength of the Boulder
Beginning when you choose this archetype at 3rd level, you get Proficiency in the Athletics skill, if you didn't have it already. You can use double your Proficiency Bonus for it.
In addition to that, you count as one size larger when determining your carry capacity.
Stubborn Defiance
Also, at 3rd level, you are so stubborn that your mind can't be altered so easily. You gain advantage on saves against being Frightened and Charmed.
Stone Endurance
Also, at 3rd level, you become much hardier. You gain 2 additional Hit Points for each level you have in the Fighter Class.
In addition to that you gain resistance to poison damage and advantage on saving throws against being Poisoned.
Stoneskin (Level 7)
Grounded (Level 10)
Starting at 10th level, you cannot be moved against your will, provided you are not unconscious. Any effect that would move you from your place or knock you Prone doesn't affect you.
One with the Ground (Level 15)
Starting at 15th level, you get 15 feet of Tremorsense.
Additionally, when you are standing on a solid surface and a grounded creature makes an attack roll, against you or an ally, within 5 feet of you, you may make an attack roll against them as a Reaction.
Ground Shaker (Level 18)
Starting at 18th level, you can stomp on the ground so hard that it causes a localised earthquake. As an Action you can cause an earthquake around you. Any creature within 30 feet of you, must succeed a Strength saving throw (DC, equal to 8 + your Proficiency Bonus + your Strength modifier), or take 10d8 bludgeoning damage and be knocked Prone, half as much on a successful one. Structures within 30 feet of you take 50 bludgeoning damage.
You can use this feature once, regaining the use on a short or Long Rest.
Storm Heart
Storm Heart (Level 3)
These fighters are a form of magic user called half-spark. They are people who are talented in one specific area or of magic: and their talent is in lightning. They benefit from a magical phenomenon that causes their body to be able to store a massive electric charge, and release it as easliy as they would a breath of air. This makes them very dangerous fighters, and even lovers; because if they are not disciplined enough all it takes in small flare of emotion, and the person standing closest to them may be struck by lightning.
Storm Surges
At 3rd, when you choose this archetype, your talent with lightning manifests and gives you the means to accelerate and enhance your body beyond what is normally possible. You gain a number of storm surges equal to your Consitution modifier. At the start of your turn, you can expend a storm surge to gain one of the following benefits until the start of your next turn.
Increase your speed by 15ft.
The next time you hit a creature with a weapon attack, they suffer additional lightning damage equal to 1d6 + half your fighter level (rounded up).
Gain advantage on Dexterity checks and saving throws.
Each creature that hits you with a melee attack suffers 1d8 lightning damage.
You regain all expended storm surges when you finish a short or long rest.
Perfect Grounding (Level 7)
Starting at 7th level, you look forward to getting hit by lighting. You gain resistance to lighting damage, and lightning damage you deal ignores resistance to lightning damage. Additionally, if you take 15 or more lightning damage you regain 2 storm surges.
Additionally, if a creature within 20 feet of you takes lighting damage, you may use your reaction to halve the lightning damage they (rounded up). You then suffer the same amount of lightning damage.
Storm Born (Level 10)
By 10th level, you have learned how to release your energy in a very precise manner, arcing it from one point to another. Once on your turn, when you hit a creature with a weapon attack, and you have expended a storm surge this turn, you may deal lightning damage to another creature within 20 feet of the target equal to half the damage you dealt.
At 15th level you may target two creatures with this feature instead of one.
Ride the Lightning (Level 15)
Starting at 15th level, you can use the power in your body in order to lift you off the ground. As an action, you may spend 2 storms surges to gain a magical flying speed equal to your movement speed for one hour.
Lord of the Storms (Level 18)
At 18th level, when you use your action surge you can cast the chain lightning spell using your Constitution as your spellcasting ability. Once you do so, you can't do so again until you finish a long rest.
Stygian Sentinel
Stygian Sentinel (Level 3)
This subclass embodies the stoic guardians of the River Styx, the boundary between the living world and the Underworld. Fighters of this subclass gain abilities that enhance their defensive capabilities, such as "Stygian Shield," which grants temporary hit points when hit by enemies.
Stygian Shield
Your connection to the River Styx grants you a supernatural shield that protects you from harm. Whenever you are about to take damage from an attack, you can use your reaction to activate your Stygian Shield. This shield grants you temporary hit points equal to your fighter level + your Constitution modifier. These temporary hit points last for 1 minute or until they are depleted. You may use this feature a number of times equal to your Constitution modifier per long rest.
Sentinel's Presence (Level 7)
Starting at 7th level, your presence becomes imposing and intimidating, radiating an aura of protection to those around you. As a bonus action, you can emanate a 10-foot aura of protective energy for 1 minute or until you end it as a bonus action. While in this aura, friendly creatures of your choice gain a +3 bonus to their AC. Additionally, any enemy that starts its turn within the aura has disadvantage on attack rolls against targets other than you.
Unyielding Resilience (Level 10)
At 10th level, your connection to the River Styx strengthens your resilience, making it incredibly difficult to break your resolve. You gain advantage on all saving throws against being frightened. Additionally, when you use your Second Wind feature, you regain hit points equal to twice your fighter level instead of the normal amount.
Stygian Phalanx (Level 15)
At 15th level, you have mastered the art of defensive combat, standing strong against overwhelming odds. When you take the Dodge action, you can choose one ally within 30 feet of you. Until the start of your next turn, that ally gains the benefits of your Dodge action as well.
Stygian Vortex (Level 18)
At 18th level, your connection to the River Styx reaches its pinnacle, allowing you to summon the chaotic energy of the underworld. As an action, you can create a vortex of Stygian energy in a 30-foot radius centered on yourself. All hostile creatures within the area must make a Dexterity saving throw against your fighter spell save DC. On a failed save, a creature takes 6d10 necrotic damage and is stunned until the end of its next turn. On a successful save, a creature takes half damage and isn't stunned. Once you use this feature, you can't use it again until you finish a long rest. If all affected creatures failed their save, you regain the use of this feature.
Supply Specialist
Supply Specialist (Level 3)
The Supply Specialist is a fighter that focuses less on their own martial prowess, and more on how they can enable the other members of their adventuring party to rise to their fullest potential. Through the use of potions and magical scrolls, they ensure that their allies are always prepared to face whatever challenge they come across. This subclass is popular among kobolds due to their affinity for teamwork, as well as their desire to aid their "dragon" allies to the best of their abilities.
Potion Master
When you select this Martial Archetype at 3rd level, you create a number of lesser potions equal to your proficiency bonus at the end of every long rest. You can select any of the potions from the Lesser Potions list below, as long as you meet the level prerequisite. Additional types of lesser potions become available at 7th, 10th, and 15th level. The lesser potions described in this class are temporary potions, and function differently from regular potions. Creatures can only be under the effect of one lesser potion at a time. Consuming a new lesser potion immediately ends any current lesser potion effects with a duration longer than instantaneous. These lesser potions lose their potency and expire after 24 hours.
Lesser potions can be distributed to the party at any point during the adventuring day, and can be consumed as an action. You can use your action to drink a potion yourself, or administer it to a friendly creature within 5 feet of you.
If the lesser potion has a choice of effects, then you must choose which effect upon creation. However, you can quickly change that choice as an object interaction on your turn by adding minor ingredients, before it is consumed.
You gain proficiency with the Herbalism Kit, which allows you to create potions of healing with the rules in Xanathar's guide to everything (page 130). In addition, you count as one size category larger when determining your carrying capacity.
Infuse Scrolls
In order to help your allies you have vigorously studied the basics of magic as well as the art of writing scrolls. At 3rd level you can create temporary scrolls to aid your allies.
Unlike most magic users you are not able to cast regular spells, but instead you can infuse your known spells into temporary scrolls, which can be used to cast the spells with. The scroll's spell level is determined by your Fighter level. At 3rd level you learn three 1st-level wizard spells of your choice, and as you gain levels in this subclass you learn additional wizard spells of your choice. These spells must be of a spell level equal to or lower than the Spell level of your scroll, as shown on the Scroll table. Each time you level up you can exchange one known spell for a different one.
You use your Intelligence whenever a spell on one of your scrolls refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC of your scrolls and when making a spell attack roll with one:
Spell
Spell
Those who use your scrolls can use these values or their own, whichever is higher.
You gain scroll slots as you level up in this class, allowing you to create a temporary scroll for each slot. When you finish a long rest, you can spend 10 minutes with parchment, quill, and ink to create temporary spell scrolls for all your available scroll slots, each containing one spell you have learned. If the spell has a lower spell level than the scroll, then it will be cast as a higher level spell. Additionally, if the scroll's spell has a material component cost, then you must use those materials when creating the scroll. Each temporary scroll only contains the spell until you have finished a long rest.
You can give these scrolls to allies, who can use them like they would use normal scrolls, provided they can cast 1st level or higher spells. Remarkably, due to your innate talent at writing scrolls, the usage of these special spell scrolls is not restricted by class spell lists, nor available spell levels. You can give a scroll to a friendly creature within 5 feet of you as an action.
You can also attempt to use these scrolls yourself, but when you do you must make an Intelligence check to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. If there is an ally within 10 feet of you who can cast 1st level or higher spells, then it can choose to use its reaction to grant you advantage on this roll.
You can also use normal scrolls, without being restricted by class spell lists or available spell levels. However, you follow the same rules as if you were attempting to use one of your own temporary scrolls.
Combat Assistant (Level 7)
Beginning at 7th level, you can use a bonus action on your turn to take one of the following special actions:
Additionally, when creating potions of healing with the rules in Xanathar's guide to everything (page 130), you can reduce the time spend and gold required by one step. For example, you can create a potion of greater healing within 1 day at the cost of 25 gp. You can create potions while adventuring, provided you have the herbalism kit on hand. As part of a long rest, you can work on a single potion, which counts as if you had spend 1 day working on it.
Improved Potions (Level 10)
At 10th level, you've greatly improved the process of supplying an adventuring party. You now prepare the improved version of each of your lesser potions at the end of every long rest.
Your improvements to your potions have made them much smaller, without losing any of their potency. Potions you have made yourself (lesser and regular) can now be consumed as a bonus action by friendly creatures.
Resourceful (Level 15)
Beginning at 15th level, you're always ready to support those who travel with you. If you begin combat with no lesser potions prepared, you can scrounge around in your supplies, and prepare one lesser potion of your choice.
Additionally, once per day after finishing a short rest, you can regain one spell scroll that you prepared this long rest.
Quartermaster (Level 18)
At 18th level, your close work with your supplies has toughened your body and soul to a point only few have reached. Starting at 18th level your Constitution score is increased by 2, and your maximum Constitution score is 22.
Additionally, you are always under the effect of one lesser potion of your choice. The lesser potion must have a duration longer than instantaneous. You can change this effect at the end of a short or long rest. If the effect has a choice of effects, then you can also change this choice at the end of a short or long rest.
Supply SpeCialist
Supply SpeCialist (Level 3)
The Supply Specialist is a fighter who focuses less on their own martial prowess, and more on how they can enable the other members of their adventuring party to rise to their fullest potential. Through the use of potions and magical scrolls, they ensure that their allies are always prepared to face whatever challenge they come across. This subclass is popular among kobolds due to their affinity for teamwork, as well as their desire to aid their "dragon" allies.
Potion Master
When you select this martial archetype at 3rd level, you can create a number of lesser potions equal to your proficiency bonus at the end of every long rest. You can select any of the potions from the Lesser Potions list, as long as you meet the level prerequisite. Additional types of lesser potions become available at 7th, 10th, and 15th level. The lesser potions described in this subclass are temporary potions, and function differently from regular potions. If a creature consumes a lesser potion other than a lesser healing potion it immediately loses any current lesser potion effect that it gained from consuming a lesser potion (as such this does not include the lesser potion effect of the Quartermaster feature).
Lesser potions lose their potency after 24 hours.Lesser potions can be distributed to the party at any point during the adventuring day, and can be consumed as an action. You can use your action to drink a potion yourself, or administer it to a friendly creature within 5 feet of you. If the lesser potion has a choice of effects, then you must choose which effect upon creation. However, you can quickly change that choice as an object interaction on your turn by adding minor ingredients, before it is consumed.
You gain proficiency with the herbalism kit, which allows you to create potions of healing with the rules in Xanathar's Guide to Everything (page 130). You also count as one size category larger when determining your carrying capacity, due to your experience at carrying supplies around.
Infuse Scrolls
You have rigorously studied the art of writing scrolls. At 3rd level you can create temporary scrolls to aid your allies.
Unlike most magic users you are not able to cast regular spells, but instead you can infuse your known spells into temporary scrolls, which can be used to cast the spells with. The scroll's spell level is determined by your Fighter level. At 3rd level you learn three 1st-level wizard spells of your choice, and as you gain levels in this subclass you learn additional wizard spells of your choice.
These spells must be of a spell level equal to or lower than the spell level of your scroll, as shown on the Supply Specialist Spell Scrolls table. Each time you level up you can exchange one known spell for a different one you could learn at that level.
You use your Intelligence whenever a spell on one of your scrolls refers to your spellcasting ability. You use your Intelligence modifier when setting the saving throw DC of your scrolls and when making a spell attack roll with one:
Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spell attack modifier = your proficiency bonus + your Intelligence modifier.
Those who use your scrolls can use these values or their own spellcasting ability modifier and proficiency bonus. You gain scroll slots as you level up in this class, allowing you to create a temporary scroll for each slot. As part of a long rest, you can use parchment, quill, and ink to create temporary spell scrolls for all your available scroll slots, each containing one spell you have learned. If the spell has a lower spell level than the scroll, then it will be cast as a higher level spell. Additionally, if the scroll's spell has a material component cost, then you must use those materials when creating the scroll. Each temporary scroll only contains the spell until you start a long rest.
| Fighter Level | Spells Known | Scroll Slots | Spell Level |
|---|---|---|---|
3rd | 3 | 1 | 1st |
4th | 4 | 1 | 1st |
5th | 4 | 2 | 1st |
7th | 5 | 2 | 2nd |
8th | 6 | 2 | 2nd |
10th | 7 | 3 | 2nd |
11th | 8 | 3 | 2nd |
13th | 9 | 3 | 3rd |
14th | 10 | 3 | 3rd |
15th | 10 | 4 | 3rd |
16th | 11 | 4 | 3rd |
19th | 12 | 4 | 4th |
20th | 13 | 4 | 4th |
You can give these scrolls to allies, who can use them like they would use normal scrolls, provided they can cast 1st level or higher spells or use spell scrolls in a different way. Remarkably, due to your innate talent at writing scrolls, the usage of these special spell scrolls is not restricted by class spell lists, nor available spell levels.
You can give a scroll to a friendly creature within 5 feet of you as an action.
You can also attempt to use these scrolls yourself, but when you do you must make an Intelligence check to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. If there is an ally within 10 feet of you who is able to cast spells (through features, racial traits, feats or otherwise), then it can choose to use its reaction to grant you advantage on this roll. If you can cast spells yourself, then you always have advantage on this roll.
You can also use normal scrolls, without being restricted by class spell lists or available spell levels. However, if you use a scroll this way instead of using the standard rules, then you must follow the same rules as if you were attempting to use one of your own temporary scrolls.
Combat Assistant (Level 7)
Beginning at 7th level, you can use a bonus action on your turn to take one of the following special actions:
Aid. You can administer a single potion to yourself or a willing or unconscious creature within 5 feet of you, granting you or the creature its effect.
Arm and Restock. You can give a friendly creature within 30 feet of you any amount of ammunition and a weapon you are carrying. They can immediately equip the weapon and stow or doff any weapons, shields or items they are carrying without spending any actions.
Handyman. You can use the Use an Object action.
Here. You can give an item, such as a potion or a scroll, to a friendly creature within 30 feet of you.
Additionally, when creating potions of healing with the rules in Xanathar's Guide to Everything (page 130), you can reduce the time spend and gold required by one step. For example, you can create a potion of greater healing within 1 day at the cost of 25 gp. You can create potions while adventuring, provided you have the herbalism kit on hand. As part of a long rest, you can work on a single potion, which counts as if you had spend 1 day working on it.
Your skill at making potions also allows you to make their doses much smaller, without losing any of their potency. Potions you have made yourself (lesser and regular) can now be consumed as a bonus action instead of an action.
Improved Potions (Level 10)
At 10th level, you've improved the process of supplying your adventuring party. You now create the improved version of your lesser potions, as mentioned in their description.
Resourceful (Level 15)
At 15th level, if you begin combat with no lesser potions prepared, you can scrounge around in your supplies, and prepare one lesser potion of your choice. Once per day after finishing a short rest, you can regain one spell scroll that you prepared at the end of your previous long rest.
Quartermaster (Level 18)
At 18th level, your close work with your supplies has toughened your body and soul. Your Constitution score is increased by 2, and your maximum Constitution score is 22.
You are always under the effect of one lesser potion of your choice. The lesser potion must have a duration longer than instantaneous. If you choose the Adrenaline Potion, you cannot return to life that way, unless an Adrenaline Potion is administered to you. You can change this effect at the end of a short or long rest. If the effect has a choice of effects, you can also change this choice at the end of a rest.
Survivalist (Variant Fighter)
Survivalist (Level 3)
Those who model themselves after this archetype have developed the skills to persist and thrive in any environment. They have an innate ability to blend in and use their knowledge of the terrain and its denizens to take every advantage and succeed the day.
Ranger of the Wild
Your time spent in the wilderness has honed your survival skills. You gain your choice of three of the following features:
Forager
When you forage, you find twice as much food as you normally would.
Strider
Moving through nonmagical difficult terrain costs you no extra movement.
Tracker
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Trapper
You add your proficiency bonus to the DC for detecting and avoiding the hunting traps you place.
Trainer
You have advantage on Wisdom (Animal Handling) checks.
Traveler
You learn one language of your choice.
Hunter's Quarry
As a bonus action, you can mark a creature you can see within 100 feet as your quarry. You must concentrate on this mark as if you were concentrating on a spell, and it lasts up to 1 hour.
Until the mark ends, any maneuver you use that deals damage or includes an attack against this creature deals extra damage equal to 1d4 + your Wisdom modifier to your quarry. In addition, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find your quarry. If the target drops to 0 hit points before this mark ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you complete a long rest.
Wilderness Guide (Level 7)
While traveling an hour or more in the wilderness, you gain the following benefits:
Difficult terrain doesn't slow your group's travel.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking) you remain alert to danger.
You do not suffer the penalty to passive Wisdom (Perception) checks imposed by moving at a fast pace.
Your group can move stealthily at a normal pace.
Hide in Plain Sight (Level 10)
You can spend 1 minute creating natural camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged this way, you gain a +10 bonus to Dexterity (Stealth) checks while you remain in terrain similar to your natural disguise. Once you move or make an attack, this effect is suppressed until the start of your next turn.
Your camouflage lasts 1 hour or until physical conditions otherwise ruin it (such as swimming or heavy rain).
Stand Against the Tide (Level 15)
Whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature's attack roll against you.
Sixth Sense (Level 18)
When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack roll against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Swordsage
Swordsage (Level 3)
Swordsage, blade master, sword saints; expert warriors who dedicate their lives to the art of battle have had many names throughout history. Only drawing their weapon when they are prepared to kill, a Swordsage will only slay another creature when necessary. A master Swordsage will only ever take one apprentice, teaching everything they know to a single warrior.
Student of the Blade
In your study of the sword you have mastered other skills adjacent to swordplay. You gain proficiency in your choice of Acrobatics, Insight, Intimidation, or Performance.
You also learn to utilize special Maneuvers to enhance your martial skill in battle. You gain the following features:
Maneuvers
You learn three Maneuvers of your choice from those available to the Battle Master. You can use only one Maneuver per attack. You learn another Maneuver of your choice at 7th, 10th, and 15th level in this class.
Superiority Dice
You have four Superiority Dice, which are d6s for you. To use one of the Maneuvers you know, you must expend a Superiority Die as part of your attack. You regain all expended Superiority Dice when you finish a short or long rest. You gain a fifth Superiority Die at 10th level and a final sixth Superiority Die 18th level.
Saving Throws
Some Maneuvers require your target to make a saving throw to resist the Maneuver's effects. Your Maneuver saving throw DC is calculated as follows:
Maneuver
Battle Trance
So long as you are not wearing heavy armor or a shield, you can use a bonus action to enter a Battle Trance. Your Battle Trance grants you the benefits below for 1 minute:
You can take the Dash action as a bonus action
You gain a +1 bonus to your Armor Class.
You have advantage on Dexterity (Acrobatics) checks.
Once per turn when you use a Maneuver, you can roll your Superiority Die twice and use the result of your choice.
Your Battle Trance ends early if you are incapacitated, or you don a shield or heavy armor. Once you enter a Battle Trance you must finish a short or long rest before you can do so again. If you have no uses left, you can expend one of your Superiority Die to enter a Battle Trance again.
Superiority, Maneuvers, & Exploits
The Swordsage Archetype presented here grants a Fighter some Maneuvers from the Battle Master. If you think the entire Fighter class should be able to use such martial combat techniques, check out the Alternate Fighter Class and its Martial Exploits!
Heightened Reflexes (Level 7)
You have honed your reflexes to a point in pursuit of martial perfection. You gain proficiency in Dexterity saving throws, and you add your proficiency bonus to your initiative rolls.
Masterful Trance (Level 10)
You have mastered the Battle Trance of the Swordsage. When you roll initiative, so long as you are not surprised, you can enter a Battle Trance without expending any resources.
Moreover, while you are in your Battle Trance, the bonus to your Armor Class increases by 1, for a total bonus of +2.
Legendary Swordsage (Level 15)
You become a whirlwind of deadly steel while in your Battle Trance. Once per turn while you are in a Battle Trance, you can use any Maneuver that you know, rolling a d6 in place of expending one of your Superiority Dice.
Legendary Swordsage (d8) (Level 18)
When you reach 18th level in this class the once per turn d6 from the Legendary Swordsage feature becomes a d8.
Tactician
Tactician (Level 3)
The Tactician is a master of both ranged and mounted combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who combines extraordinary marksmanship with the superior mobility of a mount.
Warlord Class
This subclass is an old attempt of mine to invoke the theme of a Warlord in 5e, and no longer receives any content updates or changes. Consider using "Badooga's Warlord" on 5eTools instead.
Tactical Maneuver
3rd-level Tactician feature
Your tactical acumen allows you to provide direction to your allies that can tilt a battle in your favor. As a bonus action, you can choose one ally within 60 feet of you who can hear or see you. That ally can use its reaction to move up to half its speed.
Tactical Command
3rd-level Tactician feature
Your tactical cunning allows you to seize the moment in battle.
Tactics
You learn two tactics of your choice, which are listed under "Tactics" below. You gain an additional tactic at 7th and 15th level.
Uses
When you use your Tactical Maneuver feature, you can choose to apply one of your known tactics to the maneuver, granting the targeted ally an additional bonus. When you do so, the movement granted to the targeted ally does not provoke opportunity attacks.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.
Tactics
The tactics are presented in alphabetical order. Unless stated otherwise, any movement referenced by a tactic is the movement granted by your Tactical Maneuver feature.
Advance/Retreat
The targeted ally can move up to its speed, rather than only half its speed.
Charge
The targeted ally can attempt to shove one creature of your choice. This shove can be attempted at any point before, during, or after the move.
Cover That Flank
Attack rolls against the targeted ally have disadvantage until the start of your next turn.
Cut Them Down
The targeted ally has advantage on the next attack it makes against a creature of your choice that you can see before the start of your next turn.
Defend Yourself
The targeted ally gains temporary hit points equal to your fighter level + your Intelligence modifier (minimum of 1) for 1 minute.
Press Onwards
If the targeted ally is charmed or frightened, those conditions end on the creature.
Subdue Them
The targeted ally can attempt to grapple one creature of your choice. This grapple can be attempted at any point before, during, or after the move.
Commander's Sight (Level 7)
7th-level Tactician feature
You learn to view your surroundings in a way that grants you a better understanding of the battle as a whole. The range of your Tactical Maneuver increases to 120 feet.
Lead from the Front (Level 7)
7th-level Tactician feature
Your battle experience has taught you how to act swiftly in dangerous situations. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Inspiring Surge (Level 10)
10th-level Tactician feature
When you use your Action Surge feature, you can choose one ally within 120 feet of you who can hear or see you. That creature can make one weapon attack with its reaction, provided that it can see or hear you.
Starting at 15th level, you can choose two allies within 120 feet of you, rather than one.
Thirst for Battle (Level 15)
15th-level Tactician feature
When you roll initiative and have no uses of Tactical Command left, you regain one use.
Perfect Coordination (Level 18)
18th-level Tactician feature
You gain the ability to unleash a devastating combination of your allies' abilities. As an action, select up to five allies within 120 feet of you who can see or hear you. Each ally can use its reaction to immediately move up to its speed without provoking opportunity attacks, and to take the Attack (one weapon attack, shove, or grapple only), Cast a Spell (one cantrip only), Dodge, Hide, Search, or Use an Object action.
Once you use this ability, you cannot use it again until you complete a long rest.
Tactician (Variant Fighter)
Tactician (Level 3)
Those who emulate the archetypal tactician employ a studied knowledge of combat and battlefield leadership. To a tactician, combat is an academic field, sometimes including subjects beyond battle such as weapon smithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry in a way that can be directly applied to battle like the tactician can.
Battlefield Superiority
You learn one additional maneuver of your choice. You learn one additional maneuver at 7th, 10th, 15th, and 18th level.
When using the superiority option of a maneuver, you can instruct an ally to take an action as well. Choose one friendly creature that can see or hear you. That creature can use its reaction to make one weapon attack, or move up to half their movement.
Student of War
You gain proficiency in one type of artisan's tools of your choice.
Know Your Enemy (Level 7)
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Strength score
Dexterity score
Constitution score
Armor Class
Current hit points
Total class levels (if any)
Fighter class levels (if any)
Additional Maneuver (Level 7)
At 7th level, you learn another maneuver option of your choice.
Harden Resolve (Level 10)
When you use the superiority option of a maneuver, you can choose one friendly creature that can see or hear you. That creature immediately ends one condition affecting it.
Additional Maneuver (Level 10)
At 10th level, you learn another maneuver option of your choice.
Improved Superiority (Level 15)
The first time you use the superiority option of a maneuver after rolling initiative, you can do so without expending a use.
Additional Maneuver (Level 15)
At 15th level, you learn another maneuver option of your choice.
Display of Tactics (Level 18)
When you use the superiority option of a maneuver, you can choose one friendly creature that can see or hear you. That creature can use its reaction to use the same maneuver you used, even if that creature can't normally use maneuvers. Your maneuver save DC is used for any saving throws required.
Additional Maneuver (Level 18)
At 18th level, you learn another maneuver option of your choice.
Templar (Variant Fighter)
Templar (Level 3)
Those who model themselves after the archetypal templar have dedicated themselves to a singular divine directive. To root out profane magic and uphold the virtues of their deity or oath. Templars receive the divine accent of their power from their devotion to a particular deity or cause in direct opposition of arcane magic.
Channel Divinity: Gift (1/rest)
You have the ability to channel divine energy and produce a magical effect. You start with one such effect: Gift. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. The DC for these effects is 8 + your proficiency bonus + your Charisma modifier.
At 6th level, you can use your Channel Divinity twice between rests.
As an action, you present a symbol of your faith and speak a prayer calling for assistance from your charge. When you use this feature, you can cast a single divination or enchantment spell from the cleric spell list of 1st-level or lower. Charisma is your spellcasting modifier for this spell.
The highest level spell you can cast with this feature increases to 2nd-level when you reach 7th level, and again to 3rd-level at 13th, and 4th-level at 19th.
Blessed Directive
You learn the guidance cantrip and gain proficiency in either Religion or History (your choice). You also gain the ability to use a holy symbol as a spellcasting focus for spells you cast granted by your Channel Divinity.
Channel Divinity: Gift (2/rest) (Level 6)
You have the ability to channel divine energy and produce a magical effect. You start with one such effect: Gift. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. The DC for these effects is 8 + your proficiency bonus + your Charisma modifier.
At 6th level, you can use your Channel Divinity twice between rests.
As an action, you present a symbol of your faith and speak a prayer calling for assistance from your charge. When you use this feature, you can cast a single divination or enchantment spell from the cleric spell list of 1st-level or lower. Charisma is your spellcasting modifier for this spell.
The highest level spell you can cast with this feature increases to 2nd-level when you reach 7th level, and again to 3rd-level at 13th, and 4th-level at 19th.
Countermagic (Level 7)
If a creature you can see or hear within 60 feet casts a spell, you can use your reaction to attempt to stall its effect and potentially end it. If that spell is 3rd level or lower and has a casting time of 1 action or less, that creature must make a contested Charisma check to resist your delaying effect. If you succeed, the creature is forced to concentrate on the spell until it's next turn, and the creature must cast the spell immediately at the start of it's next turn (no action required). If the target can't concentrate on this spell, or can't cast it at the start of its next turn, the spell is wasted.
You can use this feature a number of times equal to half your proficiency bonus (rounded up). You regain all expended uses after completing a long rest.
Residual Defense (Level 10)
After taking damage from a spell or other magical effect, you gain resistance to that damage type until the end of your next turn. If multiple damage types affect you, you gain resistance to all types dealt.
Boon of Fervor (Level 15)
You and any number of creatures within 30 feet that can see or hear you gain temporary hit points equal to your fighter level when you use Action Surge.
Disruption (Level 18)
Any maneuver you use that affects a hostile creature forces it to make a Constitution saving throw to maintain their concentration. The DC for this is equal to your maneuver save DC. If the maneuver also deals damage to the creature, it must make a separate concentration check for the damage as normal.
The Bulwark Warrior
The Bulwark Warrior (Level 3)
Those who learn the fighting prowess of the Bulwark Warrior protect their allies from certain death. Bulwark Warriors maintain control on their enemies to keep them focused on themselves. Endurance and strength are primary skills of these warriors, they are prepared to take lethal strikes for their compatriots.
Protective Taunt
Starting at 3rd level, once per turn whenever you make a melee weapon attack against a creature, you can taunt them into attacking you. When a creature you've hit since the start of your last turn attacks someone other than you, use your reaction to force them to attack you instead. This effect ends early if they more more than 5 feet out of your reach, you become incapacitated, or you die.
Weather the Storm
Also at 3rd level, you have grown accustomed to being battered and bruised. As a bonus action, for the next minute at the end of each of your turns, you can gain temporary hit points equal to your fighter level. Once you use this feature, you can't use it again until you finish a short or long rest.
Living Shield (Level 7)
When you reach 7th level, you can quickly protect allies from attacks. As an action, all creatures of your choice within 30 feet that can hear you must make a Wisdom saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. Each creature that fails the save has disadvantage on all attack rolls that do not target you until the beginning of your next turn. Additionally, you can gain a number of hit points equal to your Constitution modifier for each failed saving throw. You can use this feature twice, regaining all spent uses at the end of a long rest. You gain an additional use of this ability at 15th level.
Aggressive Defence (Level 10)
At 10th level, you learn to wait for the perfect moment to strike. Once per turn when you have temporary hit points and hit a creature with a melee weapon attack, you can expend up to half your fighter level in temporary hit points to deal that much additional damage to your target.
Improved Second Wind (Level 15)
Starting at 15th level, your endurance is unrivaled in battles. When you gain health from your Second Wind feature, you can also gain temporary hit points equal to the amount healed.
Halt the Assault (Level 18)
Starting at 18th level, when a creature within 5 feet of you takes damage, you can use your reaction to use your temporary hit points to reduce the damage taken by the target by the amount of temporary hit points forfeited.
Timeblade
Timeblade (Level 3)
here are warriors who move so quickly that they seem to stop time, then there are those who actually alter time with their attacks. The timeblade augments physical attacks by manipulating temporal powers and eventually learns to step outside time itself.
Temporal Strike
Starting at 3rd level, when you hit a creature with a weapon attack, you can use a bonus action to trigger one of the following effects:
Dislocative Step
You step outside of time and move to an unoccupied space you can see within 15 feet of you. This movement doesn't provoke opportunity attacks. At 10th level, you can move up to 30 feet.
Dislocative Shove
You push the target of your attack to an unoccupied space you can see within 15 feet of you. You can move the target only horizontally, and before moving into damaging terrain, such as lava or a pit, the target can make a Strength saving throw:
Dislocative Shove
ending the movement in an unoccupied space next to the damaging terrain on a success. At 10th level, you can move the target up to 30 feet.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.
Chronologic Echo (Level 7)
At 7th level, immediately after you use your Second Wind feature, you can trigger an echo in time, allowing you to use it twice. Roll separately for each use of Second Wind. Once you use this feature, you can't use it again until you finish a long rest.
Improved Temporal Strike (Level 10)
At 10th level, when you use your Temporal Strike feature, you can choose one of the following additional options:
Chronal Cleave
You immediately make a weapon attack against a different target within range.
Chronal Shield
You add your proficiency bonus to your Armor Class until the beginning of your next turn.
Continuity Rift (Level 15)
At 15th level, when you hit a creature with a weapon attack, you can instantly open a rupture in space-time to swallow the target. The creature disappears and falls through a realm outside of reality.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. It takes 8d8 psychic damage as it grapples with the mind-breaking experience. The target must succeed on an Intelligence saving throw or it acts randomly for 1 minute as if under the effects of the confusion spell. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't use it again until you finish a long rest.
Continuity Rift
Temporal Warrior (Level 18)
Starting at 18th level, you can momentarily step outside of time to attack your foes. As an action, you can briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4+1 turns in a row, during which you can use actions and move as normal. This effect works like the time stop spell, except you can make one attack on each of your turns without ending the effect. Once you use this feature, you can't use it again until you finish a long rest.
Timeless Monumental
Timeless Monumental (Level 3)
Wandering between worlds, a massive fortress known as the Eternal Citadel collects forlorn travelers, hermits, and sole survivors to work in its service. Trapping these lost souls within its walls until they agree to follow the strange instincts brought on by the emotions and feelings the Citadel silently sends, this mysterious bastion works to preserve and protect all things, destroying only that which would bring ruin and desolation to the world. You are one of the few who have wandered inside at some point in your life, seeking shelter or knowledge, and now the influence of this place becomes clearly felt, granting you power and longevity to fight the forces of destruction for all eternity.
Statuesque Physique
At 3rd level, your body begins to gradually become more refined, made perfect and whole in preparation for your work. Any physical deformities that you may have are fixed and your body is made whole again. Lost limbs reform, blemishes vanish, and your visage becomes timeless and clean. You gain advantage on Charisma (Persuasion) and Charisma (Performance) checks. If you take no damage for seven consecutive days, this process of purification and renewal occurs again at sunset.
Gaze of Eternity
Also at 3rd level, your defensive prowess allows you to halt the progress of your foes. Hostile creatures cannot move through your space. If a hostile creature is within 10 feet of you, the weight of countless ages bears down upon them. If they attempt to move to another space that is further than 10 feet from you, they must first make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. If they fail, they lose the ability to move farther away from you for the remainder of their turn unless they inflict damage upon you after failing their saving throw.
Witness to Ruin (Level 7)
At 7th level, your transformation continues as you become further attuned to the Citadel. You no longer need to eat, drink, breathe, or sleep. In order to gain the benefits of a short or long rest, you must still spend the downtime performing only light activity.
Your eyes see the small cracks and wear upon everything around you, allowing you to mark the passage of time with perfect accuracy. You can unerringly identify the true age of any person or object that you can clearly see, and you can choose to know the time that the person will die of old age based on their current health, diet, and lifespan, down to the day.
Radiance of the Spire (Level 10)
At 10th level, your body and soul are bathed in the glorious light of the Citadel, granting you immortality. You no longer age and cannot be magically aged.
Whenever you are reduced to 0 hit points, you are automatically stabilized. Once this occurs, you can't gain this benefit again until you finish a short or long rest.
Titan's Virtue (Level 15)
At 15th level, you learn to call upon the triumphant power of the lost ages to contain the ruinous corruption wrought by mortality. Whenever you hit a creature that is within 10 feet of you with a weapon attack, it can't choose to move to a location farther than 10 feet away from you during its next turn. If you move to a location farther than 10 feet away from you during its next turn. If you move to a location farther than 10 feet away from it, then this restriction is lifted.
Price of Preservation (Level 18)
At 18th level, you truly comprehend the nature of the Eternal Citadel, causing otherwordly power to pour through you.
When an ally within 15 feet of you takes damage from an attack, you can use your reaction to intercede on their behalf, teleporting in a flash of light to an unoccupied space within 5 feet of their attacker. The attack hits you instead, regardless if the attack would have missed you had you been the initial target. Immediatly after the attack resolves, the ally can use their reaction to make a weapon attack against their original attacker.
Tinker Knight
Tinker Knight (Level 3)
The Fighters known as Tinker Knights seek an unorthodox form of martial skill. Rather than master martial techniques they look to augment their physical ability with mechanical inventions and innovative weaponry. Though they spend most of their time theorizing, tinkering, and experimenting with new Schematics, Tinker Knights and their inventive arsenals are a force to be reckoned with when they take to the field.
Analytical Mind
You gain proficiency with tinker's tools and smith's tools. If you are already proficient with these tools, you instead gain proficiency with another set of tools of your choice.
Inventive Arsenal
You have designed a cacophony of unique modifications for weapons and armor, known as Schematics. You know two Schematics of your choice from the list at the end of this subclass. When you gain a Fighter level, you can replace one Schematic you know with another of your choice.
As you gain levels in this class, your number of Schematics known grows; at 7th level (3), 10th level (4), and 15th level (5).
At the end of each long rest, you can touch a number of objects equal to your number of Schematics Known and you modify each object with the features of one Schematic. These features last until the end of your next long rest. Each object can only be modified by one Schematic at a time, and it must meet the requirements in the Schematic description.
Saving Throws
If a Schematic requires a saving throw, your Schematic save DC is calculated as follows:
Schematic
Tinker Knight's In Your Setting
Tinker Knights are strange warriors who value brain over brawn. While the abilities here describe metal gears and springs, a Tinker Knight can just as easily modify gear with crystals, bones, sticks, and scales.
Tinker's Expertise (Level 7)
Your proficiency bonus is doubled for any ability check that uses your proficiency with tinker's tools or smith's tools.
In addition, items modified by your Schematics count as magical for overcoming resistances and immunities, and you can apply Schematics to magic weapons and armor.
Mechanical Synergy (Level 10)
Your modifications can work in tandem with each other. You can apply two Schematics to one object, so long as the object meets the prerequisites for both Schematics.
Flexible Innovation (Level 15)
Your inventive arsenal can adjust to meet the challenges at hand. At the end of a short rest, you can transfer a Schematic from one object to another, so long as the new object meets the prerequisites. If a Schematic has a limited amount of charges, the number of expended charges remains the same.
In addition, you can apply up to three Schematics to one object, so long as it meets all the Schematic prerequisites.
Masterwork Inventions (Level 18)
Weapons 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.
Toxic Avenger
Toxic Avenger (Level 3)
The Toxic Avenger is a creature of polar opposites, depending on the flow of chemicals running through their veins. When the drugs flow freely, the Toxic Avenger can control the chemistry of their own body to overcome any obstacle. However, as their reliance on chemicals grow, eventually they will lose their potency.
When the flow of drugs finally ebbs, the Toxic Avenger undergoes a terrible transformation as the desperate craving sets in. As the urge grows stronger, so do the changes, until the Toxic Avenger might be almost unrecognizable from their chemical-rich persona.
Recreational User
When you choose this archetype at 3rd level, you can produce drugs and relish their consumption. You gain proficiency with alchemist's supplies, and can consume a dose of drugs when you use your Second Wind.
Catalyst
Starting at 3rd level, you become capable of using latent chemicals that remain in your body to give you an edge. When you consume a dose of drugs, you can use that drug's Catalyst (see "Catalyst" table below) and gain a level of addiction with that drug. If you do so, you don't make an addiction saving throw.
If you are already at addiction level 3 with the consumed drug, then you cannot gain the benefit of the drug's Catalyst.
You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.
| Drug | Effect |
|---|---|
Amp | You gain 60 feet of blindsight for 1 minute. |
Grind or Valhalla | You add 1d4 to attack rolls for 1 minute |
Muse | You gain advantage on Constitution ability checks or saving throws for 1 hour. |
Nameless | You gain advantage on Charisma ability checks or saving throws for 1 hour. |
Nightlight | You gain the benefits of a short rest after a period of downtime at least 10 minutes long. |
Nirvana | You gain resistance to all damage until the end of your next turn. |
Sharp | You gain advantage on Intelligence ability checks or saving throws for 1 hour. |
Wave | You gain advantage on Wisdom ability checks or saving throws for 1 hour. |
Desperate Hunger
At 3rd level, the unfulfilled urge to feed your addictions makes you increasingly deranged. When you enter withdrawal, or after taking a long rest while in withdrawal, you do not gain levels of exhaustion.
While you are in withdrawal, you cannot use any Catalysts, and as a bonus action, you can bite a target as an unarmed strike using your Strength or Dexterity (your choice) for the attack. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier (your choice). When you hit with this bite attack, you can use your Second Wind.
The damage die for your bite increases to a d8 at 7th level, and to a d10 at 15th level. At 7th level, when you bite a target in this manner, you can choose to deal acid damage instead of piercing.
Additionally, when you finish a long rest in withdrawal, and for each additional long rest you finish, you suffer the following drawbacks until you are no longer in withdrawal:
1st Long Rest. You have disadvantage on Charisma ability checks.
2nd Long Rest. You cannot read.
3rd Long Rest. You have disadvantage on Wisdom ability checks.
Rehab (Level 7)
Starting at 7th level, you become more accustomed to the ebb and flow of toxins in your body. When you reduce an addiction level, you can choose to reduce another addiction level for any drug by 1.
The Good Stuff (Level 10)
At 10th level, you become capable of quickly creating and purifying drugs for your personal stash. If a drug or Catalyst would have you add 1d4 to an ability check, saving throw, or attack roll, you can instead add 1d6.
Additionally, over the course of a long rest, you can create a number of special drug doses from the common drug list equal to your proficiency bonus. If a creature other than you consumes one of these special doses, they must make a DC 13 Constitution saving throw. On a failed save, they take 3d6 poison damage and are poisoned for 1 minute.
Self-Medicated (Level 15)
At 15th level, your body begins internally producing its own chemicals. Choose one drug from the common drug list. You permanently gain the effects of that drug, and can use that drug's Catalyst on your turn (no action required) without needing to consume it or gain a level of addiction.
When you finish a long rest, you can replace the effects of this drug with a different one from the common drug list.
Toxic Mania (Level 18)
Starting at 18th level, you can enter a drug fueled frenzy that renders you nearly unstoppable. Overdosing no longer causes you to fall unconscious when you fail the saving throw by 5 or more.
While you are under the effects of the overdosing condition, having 0 hit points doesn't knock you unconscious, and you are immune to poison damage. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points, but you do not die when you fail your third death saving throw until the overdosing condition ends or you fall unconscious.
Tunnel Watcher
Tunnel Watcher (Level 3)
For untold ages, the dwarves have paid in blood to keep their subterranean homes safe. The keystone to the defense of the dwarven citadels are the tunnel watchers, warriors trained in the tight, uneven paths beneath the surface of the world. While the techniques of the tunnel watchers originated with the dwarves, others see the value in such specialization. Tunnel watchers can thus be found throughout the mountainous regions of the world.
Bonus Proficiencies
At 3rd level, you gain proficiency with {@item thieves' tools|PHB|} and {@item mason's tools|PHB|}.
First Line of Defense
Starting at 3rd level, a creature that you hit with a melee weapon attack has its speed reduced by 5 feet and can't use the Disengage action until the start of your next turn. You can't reduce a creature's speed by more than 10 feet with this feature.
In addition, when you hit a creature with an opportunity attack, you deal an extra 1d8 damage of the weapon's type.
Fight for Every Step
At 3rd level, when you take damage from a melee attack, you can use your reaction to move 5 feet away from the attacker, reducing the damage you take from the attack by 1d6 + the number of hostile creatures within 5 feet of the space you left. This movement doesn't provoke opportunity attacks.
The attacker can immediately move into the space you left. This movement doesn't cost the attacker's reaction and doesn't provoke opportunity attacks, but a creature can move this way only once each turn.
Safe Passage (Level 7)
Starting at 7th level, you have advantage on saving throws against traps, natural hazards, and lair actions. Traps, natural hazards, and lair actions have disadvantage when they make attack rolls against you.
Steadfast (Level 10)
At 10th level, you have advantage on saving throws against effects that cause the frightened condition and effects that would move you against your will, including teleportation effects. When a hostile creature forces you to make a Strength saving throw and you succeed, you deal an extra 1d8 damage of the weapon's type the next time you hit with a weapon attack before the end of your next turn.
Cave-In (Level 15)
Starting at 15th level, once on each of your turns when you use the Attack action, you can replace one of your attacks with a strike against a wall or ceiling within your weapon's reach or range. Creatures other than you within 5 feet of the section of wall or the floor below the ceiling where you strike must make a Dexterity saving throw:
Cave-In
A creature that fails this saving throw takes 2d10 bludgeoning damage and is restrained until the end of its next turn. A creature that succeeds on the saving throw takes half the damage and isn't restrained. While restrained in this way, a creature has three-quarters cover against creatures other than you. When the effect ends, the creature's space becomes difficult terrain.
Against the Tide (Level 18)
Beginning at 18th level, when you use the Attack action and hit more than one creature with a weapon on your turn, you can use a bonus action to gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. When you shove more than one creature on your turn, you can use a bonus action to shove one creature within 5 feet of a creature you successfully shoved.
Umbral Knight
Umbral Knight (Level 3)
Umbral knights are martial combatants with an innate link to darkness. While some deliberately study the arts of shadow, most develop their abilities instinctively, honing their manipulation of shadowstuff through practice and dedication. Those who master this art are warriors with few equals. The ability to shape darkness allows them to target their foe's weak spots, land blows that should not strike, and even attack foes that are paces away.
Umbral Blade
As a bonus action, you can wrap any weapon you hold in a sheath of shifting shadows. As a result, it becomes Shadowed: it is dark, indistinct, and leaves behind a trail of shadow it moves. While shadowed, this weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. It stops being shadowed if it leaves your hands.
Shadow Points
You have a pool 3 shadow points, which increases as you gain levels in this class, as shown in the Shadow Points table. While a weapon is shadowed, you can expend shadow points to gain a number of different benefits, as shown below. You can only gain one of these benefits at a time. You regain all expended shadow points when you take a short or long rest.
Shadowstrike
As a bonus action, you can spend 1 shadow point to imbue your shadowed weapon with umbral power. Roll 1d4. This weapon gains a bonus on attack rolls equal to the number rolled until the beginning of your next turn.
Shadowbane
When you make a weapon attack against a fey, fiend, or undead with a shadowed weapon, you can expend 1 shadow point to deal an additional 2d8 necrotic damage on a hit.
Shadowsharp
You spend 1 shadow point to enhance the edge of your weapon with shadowstuff. Until the beginning of your next turn, your melee attacks with this weapon score a critical hit on a roll of 18-20.
| Fighter Level | Shadow Points |
|---|---|
3rd | 3 |
7th | 4 |
10th | 6 |
18th | 8 |
Morphic Weapon (Level 7)
By 7th level, when you make a weapon shadowed, you can shape the shadowstuff around it, transforming it completely into the form of any weapon that you are proficient in. You can change its shape as a bonus action, and the weapon reverts to its original form if it leaves your hand.
Shadowcast (Level 10)
At 10th level, when you take the attack action with a shadowed melee weapon, you can spend a shadow point to radically extend the weapon, which becomes distorted like a shadow. Until the beginning of your next turn, the weapon's range becomes 15 feet.
Go Unseen (Level 15)
At 15th level, you can spend 3 shadow points to cast the spell invisibility on yourself without expending a spell slot.
Perfect Darkness (Level 18)
Starting at 18th level, whenever you roll initiative with no shadow points, you immediately regain 2 shadow points.
Underdog
Underdog (Level 3)
In a world of undead hordes and magical demigods, a mere mortal with just their wit and weaponry might feel a little... outclassed. Nonetheless, there are plenty of seemingly mundane individuals who succeed time and time again in overcoming the odds through a combination of skill, luck, and sheer grit. A fighter who embodies this archetype might be anything from a plate-wearing knight who faces down dragons, to an urchin alley brawler run afoul of the local gangs.
Through trial, error, loss and hardship, you have honed your ability to take on entire mobs, or towering monsters. You know how to take a hit, how to survive, and how to pick yourself back up off the ground. And you never, ever, walk away from a challenge - bloody knuckles be damned.
Scrappy
You gain proficiency with improvised weapons and the Survival skill. If you are already proficient in the Survival skill, you instead gain proficiency in one skill of your choice from the list of skills available to fighters at 1st level.
Hackles Up
You fight with extra grit against difficult odds, whether you are outnumbered or out of your weight class. For each 5-foot space adjacent to you occupied by a hostile creature that isn't incapacitated, you gain a +1 bonus to your AC and attack and damage rolls. The maximum bonus you can achieve in this way is +3.
At 7th level, and again at 15th level, the maximum bonus you can achieve in this way increases by 1.
Frantic Instinct (Level 7)
When you are blinded, deafened, frightened, grappled, restrained, or knocked prone, you can use your reaction to make one weapon attack against the source of the condition if it is within range. When you have at least a +2 bonus through your Hackles Up feature, you make the attack with advantage.
Adrenalin Rush (Level 10)
Your will to survive can lend you desperate power when backed into a corner. When you recover hit points using your Second Wind feature, you can also regain one use of your Action Surge.
Once you use this feature, you you must complete a long rest before you can do so again.
Still Standing (Level 15)
Though you might sway and stumble, you won't drop your guard until you drop entirely. If you are below half of your maximum hit points, you gain a +1 bonus through your Hackles Up feature.
In addition, you gain temporary hit points equal to your fighter level whenever you succeed on a new saving throw made using your Indomitable feature.
Tooth and Nail (Level 18)
Your ferocity in a tight spot is truly terrifying. You can use your Action Surge up to twice in one turn when you have at least a +2 bonus through your Hackles Up feature.
At the end of your turn after using this feature, you gain 2 levels of exhaustion.
Vanguard
Vanguard (Level 3)
Some say the best offense is a good defense, and this couldn't be more true for a vanguard. Such fighters learn to use their shields as a weapon as well as protection. Vanguards learn to protect those around them in surprising and creative ways.
Quite popular amongst dwarves, many mountain clans are known to maintain a number of highly-trained soldiers outfitted with two shields with wicked spikes. That being said, many creative blacksmiths, learned adventurers, and inventive soldiers are known to practice this style of fighting. Even amongst themselves, many vanguards express distinct styles of their art.
Reflexive Defense
Starting when you choose this archetype at 3rd level, you learn to shield your allies. You learn either the Interception or Protection fighting style, your choice.
Additionally, your affinity for using shields has granted you great speed in equipping them. You can don or doff a shield as a free action on your turn.
Aegis Technique
At 3rd level, you learn to wield a shield as an extension of your body, both as protection as well as a tool. Choose one of the following techniques: juggernaut, sentinel, or twin-guard. Each technique grants you a defensive, offensive, and utility ability.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace your chosen technique with another one.
Answer The Call (Level 7)
Beginning at 7th level, you've learned that no ally should fight alone. As a bonus action, you can move up to half your walking speed toward a friendly creature that you can see without provoking opportunity attacks. You must end this movement closer to the creature than where you started.
Courageous Spirit (Level 7)
Also at 7th level, your bravery inspires those around you. You and creatures of your choice within 10 feet of you have advantage on saving throws against being frightened while you are conscious.
Aegis Adept (Level 10)
At 10th level you have become an expert at utilizing your shield's technique. You gain one of the following benefits, based on your Aegis Technique.
Juggernaut
If you move at least 10 feet in a straight line right before bashing a creature with your shield, your attack deals an additional 1d8 damage on a hit. The traget must then succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Sentinel
When you protect a creature using the Protection or Interception fighting style, that creature can use its reaction to grab the shield with a free hand and make a ranged attack roll with it against the attacking creature. Whether the attack hits or misses, it returns to your hand at the start of your next turn, provided it can reach you unimpeded.
Twin-Guard
When you or a creature within 5 feet of you is attacked, you can use your reaction to switch places with that creature before the attack takes place, provided the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Bulwark (Level 15)
Starting at 15th level, your instinctive protection affects creatures all around you. While you are wielding a shield, you and all creatures within 5 feet of you gain a +1 bonus to AC.
Aegis Master (Level 18)
By 18th level, your use of a shield is unmatched. While you are wielding a shield, you gain the following benefits:
Opportunity attacks made against you are always made at disadvantage.
When an ally within 5 feet of you fails a Strength, Dexterity, or Constitution saving throw, you can expend a use of your Indomitable feature to let the creature reroll the saving throw. The creature must use the new roll.
Whenever you use your Indomitable feature, roll a d4. On a 4, you do not expend a use of that feature.
Vigilante
Vigilante (Level 3)
For some, war is a battle between nations. To others, it is a quest for justice, something fought in the alleys and the wilds. As a Vigilante you have a driving purpose, a battle you feel that only you can win. You may work to battle crime or expose corruption. You may be on the trail of a hidden cult manipulating the fate of nations. What defines the Vigilante is your absolute conviction—a willingness to give your all, burning your vital energy to sharpen your senses and push past any obstacle. You'll get the job done... even if it kills you.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Investigation, or Perception.
Tough As Nails
When you choose this archetype at 3rd level, while you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your proficiency bonus. You can use a shield and still gain this benefit.
Additionally, your hit point maximum increases by 3, and increases by 1 each time you take a level in this class
Vital Pursuits
Also at 3rd level, you can push beyond your physical and mental limits with sheer determination, enhancing your deductive and martial abilities for a short time at the cost of your own personal wellness. As a bonus action on your turn, you can expend 1 Hit Die to sharpen your attention on the grandest of schemes or most vital details. As you enter this heightened state, before your concentration begins, roll the Hit Die and subtract the number from your hit point total. This damage can't be reduced in any way. While you concentrate (as if casting a spell), you gain the following benefits:
You gain a bonus to Wisdom, Intelligence, and Charisma ability checks and saving throws equal to your Constitution modifier.
You gain a bonus to the damage you deal with your weapon attacks equal to your proficiency bonus.
Whenever a creature makes a Wisdom, Intelligence or Charisma ability check against you to uncover your presence or determine your purpose, you can use your reaction to impose disadvantage on it.
These effects last for a number of minutes equal to the number you roll, and end early if you lose your concentration, become incapacitated, or you die. You have two uses of this feature, and you regain all expended uses of it when you finish a long rest
Prepared for Anything (Level 7)
At 7th level, you gain proficiency in one additional saving throw of your choice. Whenever you finish a short or long rest, you can choose to replace it with different saving throw of your choice.
Vigilant Heart (Level 10)
At 10th level, you have advantage on Constitution saving throws that you make to maintain your concentration when you take damage.
Tireless Pursuits (Level 15)
Starting at 15th level, your sharpened senses are available whenever battle starts. If you roll initiative and have no uses of Vital Pursuits remaining, you regain one use of it.
Vigilant Opportunist (Level 18)
Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.
Wandering Blademaster
Steel Gust (Level 3)
When you are wielding a melee weapon and no other weapons or shields, if you have used your action to attack an enemy this turn, you can use your bonus action to attack that enemy again, building wind around you. On your next turn you may use your bonus action to release the wind forward, all creatures in a 15ft. cone must then make a dexterity saving throw with a DC of 8 + PB + DEX mod or be suspended in the wind, getting knocked prone, at 10th level they instead get incapacitated for 1 turn then knocked prone, this feature can not be used more than once per short rest or meditation, increased to twice per short rest or meditation at 10th level.
Meditation (Level 7)
Instead of short rests you may meditate for 10 minutes instead. During meditation you must consume a hitdie and then restore additional health equaling your Dex modifier.
Resolve (Level 7)
The first time you hit an attack each turn, gain half the damage dealt rounded down as temporary hitpoints.
Last Breath (Level 10)
Upon using Steel Tempest to incapacitate one or multiple creatures you may use your reaction to move and attack them regardless if you have movement left or not. This feature cannot be used more than once per short rest or Meditation.
Steel Tempest (Level 10)
Steel Gust now incapacitates for 1 turn then knocks prone, at 10th level, you can use Steel Gust twice between short rests or meditations
Intent (Level 15)
When you are wielding a melee weapon and no other weapons or shields, you may forgo advantage on an attack roll to add a bonus to the damage roll of that attack, equaling 5 + the ability modifier used for the attack + PB
Sweeping Blade (Level 18)
As a free action, you may dash through an occupied space within 5 feet, then attack all creatures within your reach, if there is only one, attack them twice. This feature cannot be used more than once per short rest or Meditation.
Warlord
Warlord (Level 3)
In a world of undead hordes and magical demigods, a mere mortal with just their wit and weaponry might feel a little... outclassed. Nonetheless, there are plenty of seemingly mundane individuals who succeed time and time again in overcoming the odds through a combination of skill, luck, and sheer grit. A fighter who embodies this archetype might be anything from a plate-wearing knight who faces down dragons, to an urchin alley brawler run afoul of the local gangs.
Through trial, error, loss and hardship, you have honed your ability to take on entire mobs, or towering monsters. You know how to take a hit, how to survive, and how to pick yourself back up off the ground. And you never, ever, walk away from a challenge - bloody knuckles be damned.
Conqueror's Instruction
You have added signals and skills to aid in the heat of battle or the acceptance of surrender to your vast arsenal. You learn Sign and one other language of your choice. You also gain proficiency in your choice of the Intimidation or the Persuasion skill.
Territorial
Wherever you lay your claim, you brook no resistance. As a bonus action, you can declare a territory in a 10-foot radius sphere centred on you or one of your allies that you can see within 90 feet of you. Whenever you or one of your allies deals damage to a target in the declared territory on your turn, the target takes an additional 1d4 damage.
Declared territory lasts for 24 hours, or until you use this feature again.
Battlefield Command
Your leadership is essential to victory. You know when to strike into the heart of the enemy yourself, and when to hold back and direct others to weaken their flanks. You gain the following features:
Allied Assault
Whenever you are able to make a weapon attack against a creature (for example, as part of the Attack action), you can replace the attack with a direction to a friendly creature that can see or hear you within 90 feet of you. The directed creature can immediately make a weapon attack against a target of its choice within range.
Command Points
Your strength of leadership is represented by a number of command points, equal to 1 + your Charisma modifier. You can expend these points to fuel various commands as described below. When you expend a command point to target a creature, that creature must be able to either see or hear you. You regain all of your expended command points when you finish a short or long rest.
Form Up
As an action, you can expend a command point to choose a number of friendly creatures within 30 feet of you up to your Charisma modifier (a minimum of 1 creature) and organize them into proper fighting shape. As a result of your corrective instruction, the chosen creatures gain the benefits of any Fighting Styles you know from those available to fighters at 1st level for 1 minute.
Hold the Centre
As a bonus action, you can expend a command point and choose a number of friendly creatures within your declared territory, including possibly yourself, up to your Charisma modifier (a minimum of 1 creature). A chosen creature gains advantage on saving throws and contested ability checks made against any effects that would move it involuntarily until the end of its next turn. When the effect ends, a chosen creature regains hit points equal to your Charisma modifier (a minimum of 1 hit point) so long as it has not moved since the start of its turn.
Pull Back
As a bonus action, you can expend a command point and choose a number of friendly creatures within your declared territory, including possibly yourself, up to your Charisma modifier (a minimum of 1 creature). Until the end of its next turn, a chosen creature gains a bonus to its movement speed in feet equal to 5 x your Charisma modifier (a minimum of 5 feet) and adds your Charisma modifier to its AC so long as it is moving away from hostile creatures.
To Arms!
As a reaction when initiative is rolled but before the results of any rolls are declared, you can expend a command point to grant any number of friendly creatures within your declared territory a bonus to their initiative rolls equal to your Charisma modifier (a minimum of 1). An affected creature can also immediately draw any number of weapons that it can hold, equip a shield, and load weapons with ammunition if necessary.
Vanguard
As a bonus action, you can expend a command point and choose a friendly creature within 90 feet of you, assigning it as the vanguard of your forces. For 1 minute, the target gains a bonus to its movement speed in feet equal to 5 x your Charisma modifier (a minimum of 5 feet). Your vanguard also adds your Charisma modifier to its weapon attack rolls so long as it moves towards a hostile creature before attacking.
Peacemaker (Level 7)
You have learned to leverage your past victories when brokering against future conflicts. Whenever you make an Intelligence or Charisma check against a creature that is of a type you have previously killed, you gain a bonus to the check equal to your Charisma modifier. If the creature's type is humanoid, you gain this bonus only if you have previously killed a member of the specific race listed in its statblock (for example, goblinoid).
Rallying Point (Level 10)
A friendly creature that moves into your declared territory for the first time on a turn or starts its turn there gains temporary hit points equal to your Charisma modifier.
In addition, whenever you use your Second Wind feature, all friendly creatures within your declared territory (including possibly yourself) regain hit points equal to the number rolled on your 1d10 + your Charisma modifier.
More Realms to Conquer (Level 15)
The size of your territory now increases to a 30-foot radius, and the additional damage taken by targets within the territory increases to 1d6. In addition, you gain the following commands:
Double Time
As an action, you can expend a command point to double the distances covered by up to a dozen creatures of your choice, in addition to yourself, while traveling. When traveling under these benefits, the creatures can travel at a fast pace without suffering a penalty to their passive Wisdom (Perception) scores, but begin making Constitution saving throws against the exhaustion of a forced march after 4 hours, instead of 8.
Overrun
As a reaction taken when a friendly creature you can see scores a critical hit or reduces a creature to 0 hit points, you can expend a command point and choose a number of friendly creatures within your declared territory, including possibly yourself, up to your Charisma modifier (a minimum of 1 creature). A chosen creature can immediately move up to its speed, and until the end of its next turn, each weapon attack it makes deals additional damage equal to your Charisma modifier (a minimum of 1).
Redeploy
As a reaction taken when a friendly creature within your declared territory regains hit points, you can expend a command point to direct it to move up to its speed in any direction.
Inevitable Endgame (Level 18)
When your plans begin to align as calculated, you are ready with the next action to accelerate them to glorious victory. Once per turn when you or an ally you can see or hear within 90 feet of you reduces a creature below half of its hit point maximum, you can immediately make up to two weapon attacks or issue one of your commands (no action required). The target of any attacks made in this way takes additional damage as if it were within your declared territory, whether or not that is the case.
Warlord (Livestream)
Warlord (Livestream) (Level 3)
Transcribed on 2018-03-28. [Square bracketed text] denotes transcriber's annotations.
Tactical Focus
At 3rd level, your tactical acumen allows you to study an area of a battlefield and provide direction to your allies that can tilt a battle in your favor.
As a bonus action or as part of the attack action, you can select an area on the ground that measures 10 feet on each side. This area is your tactical focus. It remains your tactical focus until you use this ability again or you are unable to take actions.
When you select an area as your tactical focus, you choose one of your tactics to apply to that area. You gain three tactics at 3rd level. You gain an additional tactic at 7th and 15 level. Each time you complete a long rest, you can swap one of your tactics for a different one.
Tactician's Insight
Starting at 3rd level, you can grant your allies useful tactical insights while they are in the area of your tactical focus.
You gain a number of uses of insight based on your fighter level.
As a bonus action or as a part of an attack action you grant insight to yourself or allies in your tactical focus. You grant this benefit to yourself and as many allies as you wish in your focus, but you cannot expend more uses than you currently have [or more than the maximum in the table below. A creature can receive more than one Tactician's Insight when you take this action.]
A creature that gains your insight can use it in two ways. It can regain hit points immediately upon receiving it. Roll 2d10 and the creature regains that many hit points. If the creature would gain hit points that place it above its maximum, it gains the difference as temporary hit points.
Alternatively, a creature can save the insight to use when it hits with an attack. It increases the attack's damage by 2d10.
You regain expended uses of Tactician's Insight when you complete a long rest.
| Fighter Level | Uses | Maximum | Gambits |
|---|---|---|---|
3 | 2 | 1 | 0 |
4-6 | 3 | 1 | 0 |
7-9 | 7 | 2 | 3 |
10-12 | 9 | 2 | 4 |
13-15 | 14 | 3 | 5 |
16-18 | 16 | 3 | 6 |
19-20 | 20 | 4 | 7 |
Additional Tactic (Level 7)
At 7th level, you learn an additional tactic of your choice.
Tactical Gambits (Level 7)
Starting at 7th level, your tactical cunning allows you to seize the moment in battle.
At 7th level, you learn two gambits. You learn an additional gambit at 10th and 18th level.
You use a gambit as an action. You can use your gambits a number of times based on your fighter level.
Each time you complete a long rest, you regain all expended uses of your gambits and can swap one of your gambits for a different one.
Saving Throws
A gambit sometimes requires a saving throw. The saving throw DC is calculated as follows:
Gambit
Gambits
The gambits are presented in alphabetical order.
Aggressive Advance
You and your allies howl in rage and glower at your foes, making a display that sends fear into their hearts.
Hostile creatures within 60 feet of you that can see you must make a Wisdom saving throw. On a failed save, a creature is frightened of your tactical focus. A creature frightened by this effect can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. As part of this gambit, you may take the attack action. [In future, may be changed to require you or an ally to be present within the focus.]
Cut Them Down!
You direct your allies to strike with perfect timing. Landing blows just as your enemies are of balance to send them tumbling to the ground.
Until the end of your next turn, hostile creatures in your tactical focus that you can see must make Strength saves each time they are hit by an attack. On a failed save, they are knocked prone. As part of this gambit, you may take the attack action.
Luring Gambit
You entangle your weapon with a chosen foe, luring it to duel you as your allies close in for the kill.
As part of this gambit, you may take the attack action. If you hit a creature with a weapon attack during your turn, it must make a Wisdom saving throw. On a failed save, your allies are invisible to it until the end of your next turn.
Pile On
You direct your allies' attacks against a target, each blow building on the next to build a devastating result. Select a creature in your tactical focus that you can see. At the start of your next turn, that creature must make a Constitution saving throw if you or an ally has hit it with an attack since you used this ability. It suffers disadvantage on the saving throw if it has been hit by three or more attacks [in future, this may be changed to "hit by three or more creatures"]. On a failed saving throw, the creature is stunned until the end of your next turn.
As part of this gambit, you may take the attack action.
Pincer Movement
With precise timing, you order your allies to charge into the enemy, dealing body checks that leave your foes entangled and helpless.
Up to two allies that can see or hear you can use their reactions to move up to their speed. Any creature adjacent to both of your allies or to you and one of the chosen allies at the end of their movement must make a Strength saving throw or become restrained until the end of your next turn. As part of this gambit, you may take the attack action.
Vexing Maneuvers
With precise movements, you and your allies dash around the foes to leave them confused and unable to pick out their most dangerous targets.
Each enemy in your tactical focus that you can see must make an Intelligence saving throw. On a failed save, it cannot leave your tactical focus using its move until the end of your next turn. As part of this gambit you may take the attack action.
Additional Gambit (Level 10)
At 10th level, you learn an additional gambit of your choice.
Lead from the Front (Level 10)
At 10th level you strike with a cunning insight that allows your allies to make effective follow up attacks.
If you hit a creature with a weapon attack, it has disadvantage on all saving throws against your gambits until the end of your next turn.
Additional Tactic (Level 15)
At 15th level, you learn an additional tactic of your choice.
Tactical Maneuvers (Level 15)
At 15th level, you can provide leadership that allows your allies to move in perfect harmony.
In place of moving, you can instead allow up to three allies who can see or hear you to move up to half their speed. The chosen allies must be capable of taking actions in order to move in this manner.
Additional Gambit (Level 18)
At 18th level, you learn an additional gambit of your choice.
Perfect Coordination (Level 18)
Starting at 18th level, you gain the ability to unleash a devastating combination of your allies' abilities. As a bonus action, select up to five allies who can see or hear you. They can use their reactions to immediately take actions.
Once you use this ability, you cannot use it again until you complete a long rest.
Warlord Martial Archetype
Warlord (Level 3)
A warlord is a leader among fighters, a skilled commander gifted with tactical genius and keen insight. Warlords draw from their experiences and the maneuvers and tactics used by their predecessors to dictate a battle's terms.
Command Points
Starting at 3rd level, you gain command points, which represent your ability to bolster your allies in combat. You have a number of command points equal to half your fighter level plus your Charisma or Intelligence modifier. You regain all expended command points when you finish a long rest. The DC for any command that requires a saving throw equals 8 + your Proficiency bonus + your Intelligence or Charisma modifier.
Commander's Presence
At 3rd level, as long as you are not incapacitated, your presence allows you to inspire and issue commands to allies around you. Your presence extends 50 feet from you in all directions.
As a bonus action or in place of one of your weapon attacks as part of the Attack action, you can spend one command point to allow one creature within your presence that can see or hear you to take one of the following maneuvers.
White Raven Tactics (Level 7)
Starting at 7th level, your knowledge of the white raven style of battle tactics allows your allies to weave in and out of combat. Whenever a creature within your presence takes the Attack action that creature can move up to 5 feet in addition to the effects of their attack. An ally can only benefit from this extra movement once per turn.
Focused Presence (Level 10)
Starting at 10th level, as a bonus action or in place of one of your weapon attacks as part of the Attack action you can designate a 50 foot area within 120 feet of you. Your Commander's Presence shifts position from around you to the area you designated and remains there until you use this ability again or you are incapacitated. You can also end this effect as a bonus action.
Cunning Maneuver (Level 15)
Starting at 15th level, in place of moving, you can instead allow up to three allies who can see or hear you to move up to half their speed. The chosen allies must be capable of taking actions in order to move in this manner.
Unified Command (Level 18)
Starting at 18th level, your commands can unleash a devastating combination of your allies' abilities.
Weapon Master (Livestream)
Weapon Master (Livestream) (Level 3)
Transcribed on 2018-10-13. [Square bracketed text] denotes transcriber's annotations.
A weapon master follows the fighting techniques of the Sublime way. This martial discipline combines a variety of sources, from arcane and divine magic to the hardened resolve of a master warrior, to produce astounding battlefield effects.
Martial Exploits
Starting at 3rd level, you gain the ability to use your tactical acumen, physical prowess, and sometimes a dash of mystic energy to achieve astounding feats of martial skill.
You gain the ability to use martial exploits. You gain uses based on your fighter level, as shown on the Martial Exploits table. You regain all expended uses when you complete a long
You also gain access to one path of the Sublime Way at 3rd level. The Martial Exploits table also shows when you get access to additional paths as you gain fighter levels.
Whenever you gain a fighter level, you can choose to lose access to one path and replace it with access to a different one.
| Level | Path | Uses | Exploit Dice |
|---|---|---|---|
3 | 1 | 4 | 2d6 |
4 | 2 | 5 | 2d6 |
5 | 2 | 5 | 2d6 |
6 | 3 | 5 | 2d6 |
7 | 3 | 7 | 3d6 |
8 | 3 | 7 | 3d6 |
9 | 3 | 7 | 3d6 |
10 | 4 | 9 | 3d6 |
11 | 4 | 9 | 3d6 |
12 | 5 | 9 | 3d6 |
13 | 5 | 10 | 4d6 |
14 | 5 | 10 | 4d6 |
15 | 5 | 10 | 4d6 |
16 | 5 | 10 | 5d6 |
17 | 5 | 10 | 5d6 |
18 | 5 | 10 | 5d6 |
19 | 5 | 10 | 6d6 |
20 | 5 | 10 | 6d6 |
Masterful Strike
When you reach 3rd level, you gain the ability to use a martial exploit to land a telling blow. When you make a weapon attack, you can expend a martial exploit. Roll the dice for your exploit along with your attack. If your attack misses, you can use one or more of the exploit's dice results as a bonus to your attack. If the attack hits, apply any unused dice as a bonus to your weapon damage roll.
Paths of the Sublime Way (Level 3)
Each path of the sublime way features a unique take on combat mastery. Many, but not all, require you to wield certain weapons to use their exploits.
When you use a martial exploit, you can choose to use one of the special exploits listed under one of the paths you know. You choose the special exploit when you decide to use a martial exploit.
Some of these abilities require you to roll fewer dice when using a martial exploit. You cannot use an ability that reduces the total dice you roll for the exploit to less than 1. Such an ability is beyond your skill.
Some of these abilities require a creature to make a saving throw. The DC for such a save is 8 + your proficiency bonus + your Strength modifier.
Path of the Shadow Harlequin
The Shadow Harlequin path is a school of artful sword play and mesmerizing flourishes. Its practitioners attack a foe's mind and body, maneuvering their foes into tactical blunders with cunning feints and sudden, surprising moves.
Shadow Harlequins typically fight with light, agile weapons, such as rapiers and short swords, but their talents are useful to almost any warrior.
Come Forth to Dance
Your weapon moves in a lazy, hypnotic pattern, luring your foe to blunder ahead and walk into your trap.
As an action, expend a martial exploit and select a creature that can see you within 15 feet of you. The target must make a Wisdom saving throw. If it fails, it moves up to 15 feet closer to you. You then make a single melee attack against it using your martial exploit with one die fewer.
Cutting Dialogue
If this exchange of blows is a dramatic play, let your rejoinder be its final act.
As a reaction when a creature makes a melee attack against you, you can expend a martial exploit and make a melee weapon attack against that creature. You can select one of the dice rolled and add it to your AC against the target's attack.
Dramatic Exit
Your overly dramatic strike distracts your opponent, allowing you to slip away from their grasp.
When you expend a martial exploit when making a melee weapon attack, you can move up to 5 feet, without provoking opportunity attacks, per exploit die rolled after your attack.
Path of the Stone Dragon
The Stone Dragon path focuses on brutal power and overwhelming toughness. Most of these exploits require you to attack with a two-handed melee weapon or a versatile melee weapon you wield in two hands.
Warriors of the Stone Dragon are often cruel destroyers. They fight with the subtlety and irresistible force of an avalanche. Their punishing attacks render their enemies immobile, allowing them to then take careful aim for one, final executioner's blow.
Adamantine Bones
You focus your mind and grit your teeth, pushing aside pain and drawing on wellsprings of energy that blot out the pain of your wounds.
When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select one or more of them. You gain temporary hit points equal to the total of the dice + your Constitution modifier (minimum of 1).
You can also activate this ability as a bonus action. In that case, you roll your martial exploit dice and gain temporary hit points equal to their total + your Constitution modifier.
Colossus Strike
You swing your weapon in an upward arc, catching your foe in the chest and sending them flying across the battlefield.
When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select one or more of them and disregard their result. For each die selected, you push the target 5 feet in a straight line along the ground if your attack hits.
Jaws of the Stone Dragon
Like a mighty dragon pouncing upon a helpless victim, you take stock of an immobilized foe before landing a crushing strike.
When you expend a martial exploit when attacking a target that cannot move or with a speed of 0 with a two-handed melee weapon or a versatile one wielded in two hands, you gain an additional +2 bonus per die used as a bonus to your weapon damage roll.
Mountain's Grasp
Your blows land with such force that your enemy is left off balance, unable to escape your brutal assault.
When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select at least two of them and disregard their results. The target must make a Constitution saving throw. If it fails, its speed is reduced to 0 until the end of your next turn.
Sweeping Bludgeon
As you ready to strike your enemy, you sweep your weapon around you in a great arc that builds momentum and forces your enemies to dive to the ground to avoid a crushing blow.
When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select one or more of them and disregard their result. For each die selected, pick a creature within reach of your attack. Each chosen creature must make a Strength saving throw or be knocked prone.
Way of the Blade (Level 7)
Starting at 7th level, you blend your martial talent with the softer skills needed to navigate the world. If you are holding a weapon when you make a Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check, you gain a bonus to the roll equal to half your proficiency bonus. You use your weapon to assist in your check, such as pole vaulting with a staff, using your sword to aid your balance, or menacing an enemy with your bloodied flail.
Superior Fighting Style (Level 10)
Starting at 10th level, your mastery of your fighting style deepens. You can choose a second option from the Fighting Style feature you gain at 2nd level, or you can choose an improved version of a fighting style you already know as detailed below.
Superior Archery
You gain a +3 bonus to attack rolls you make with ranged weapons.
Superior Defense
While you are wearing armor, you gain a +1 bonus to AC. You also gain a +1 bonus to all saving throws.
Superior Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +4 bonus to damage rolls with that weapon.
Superior Great Weapon Fighting
When you roll a 1, 2, or 3 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is 1, 2, or 3. The weapon must have the two-handed or versatile property for you to gain this benefit.
Superior Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll and make an opportunity attack against the attacker. You must be wielding a shield.
Superior Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
Unknown (Level 15)
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Unknown (Level 18)
[No content available.]
Weaponforger
Weaponforger (Level 3)
Fighters of the Weaponforger Archetype are specially trained in modifying weapons to unlock their full potential. Their attacks are furious, yet calculated, and are enhanced with a variety of powerful arcane bursts. Often soldiers on the front line, these versatile warriors keep an arsenal of different weapons, ready for anything they might face.
Hot Swap
Starting at 3rd level, you are adept at quickly switching between weapons, even in the heat of battle. You can draw and stow any amount of weapons on your turn, even when you would normally be able to draw and stow one.
Additionally, you gain proficiency in tinker's tools or runetech tools (your choice).
Martial Modification
When you choose this archetype at 3rd level, you learn to infuse your weapons with arcane modifications that make them more powerful and alter how they function.
Learning Weapon Mods
You learn five weapon mods of your choice, which are detailed below.
You learn one additional weapon modification of your choice at 7th, 10th, and 15th level. Each time you learn a new modification, you can also replace one modification you know with a different one.
Applying Weapon Mods
When you finish a long rest, you can choose three weapons and install one of your known weapon mods to each. You must install a different modification into each weapon, and you can't install a mod into a weapon that already has a weapon mod installed. Once a weapon is modded this way, only you are considered proficient in it.
You can choose one additional weapon to install a weapon mod into at the end of a long rest once you reach 7th level, for a total of four, and one more at 15th level, for a total of five. These must abide by the above prerequisites.
Charges
Each of your modified weapons has three charges, and each regains all of their expended charges when you finish a long rest. When you make a weapon attack with one of your modified weapons, you can activate that mod by expending one of the weapon's charges, applying all of the following effects for that attack only. You must choose to do so before you make the attack roll.
The weapon attack deals an extra 2d8 damage on a hit.
The damage type of the weapon changes to the damage type indicated in the weapon mod's description.
And an additional effect, which is specified in the weapon mod's description.
Saving Throws
Some of your weapon mods require a target to make a saving throw to resist the mod's effects. The saving throw DC is calculated as follows:
Weapon Mod
Weapon Mods
Weapon mods come in a variety of shapes and sizes, but at their core, they are magitech augments that attach to weapons. A weapon mod might involve canisters of mana, crystal shards, mystical runes, or elements made of pure magic. The mods are presented in alphabetical order.
Additional Weapon Mod (Level 7)
At 7th level, you learn an additional weapon mod of your choice.
Arcane Artisan (Level 7)
At 7th level, you learn the identify spell and can cast it without expending a spell slot a number of times equal to your Intelligence modifier (a minimum of once). Intelligence is your spellcasting ability for this spell, and you regain all expended uses when you finish a long rest.
Additionally, you ignore all class, race, and spell requirements on attuning to or using a magic item, provided that the magic item is a weapon or a wand.
Additional Weapon Mod (Level 10)
At 10th level, you learn an additional weapon mod of your choice.
Lingering Magic (Level 10)
Starting at 10th level, when you make an attack and expend a charge on one of your modded weapons, some of its magic lingers. The next time you make an attack with a different modded weapon on the same turn and expend one of its charges, you have advantage on the attack roll.
Additional Weapon Mod (Level 15)
At 15th level, you learn an additional weapon mod of your choice.
Backup Ammo (Level 18)
At 18th level, while you are holding one of your modded weapons, you can use your bonus action to reload it. It regains one of its expended charges. You can use this feature three times. You regain all expended uses of it when you finish a long rest.
Weaponsmith
Weaponsmith (Level 3)
The weaponsmith is a warrior who is adept at creating and repairing arms and armor, as well as fighting with exotic and rare weapons. Those who study the art of smithing often customize their own weapons to be more effective in combat, and many of them trade weapon designs amongst themselves. The greatest weaponsmiths use intelligence and wit to invent new, experimental weapons with which to kill more creatively and more efficiently.
Smith Journeyman
When you select this archetype at 3rd level, you gain proficiency with Smith's tools.
Exotic Crafting
Starting at 3rd level, your experience with forging and carving blades, bows, and other arms allows you to create unique and custom weapons. Using the crafting rules provided in the Player's Handbook, you may create a weapon for which you have the prerequisites from the Custom Weapons lists below. You are proficient with such weapons. Some weapons require the target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Weapon
Jury-Rigging (Level 7)
At 7th level, you have become adept at quickly creating makeshift weapons to suit your needs. If you are in a suitable environment, you can spend one hour to make a number of simple weapons equal to your proficiency bonus provided you have the wood, stone, and other natural materials required.
Sundering Strike (Level 10)
Starting at 10th level, you can use your knowledge of the weak points of weapons and armor to strike and render them useless. As an action on your turn, you may make a single melee attack with disadvantage against an enemy, targeting their weapon or armor and attempting to sunder it. This attack cannot be made with a wooden weapon. A weapon has 10 hit points and armor has hit points equal to its wearer's Armor Class. Weapons reduced to 0 hit points break and become unusable, and armor reduced to 0 hit points offers no Armor Class bonus.
Master Craftsman (Level 15)
At 15th level, you have learned the secrets of forging adamantine and mithral weapons and armor. For an additional 500 gp to the crafting cost, you may craft a weapon or armor set from one of these materials. Adamantine weapons ignore resistance to their damage type, deal an extra 1d4 damage of the same type, and are unbreakable. Mithral weapons have the finesse property and weigh half as much as normal, and one-handed or versatile mithral weapons also have the light property. See the Dungeon Master's Guide for rules on adamantine and mithral armor.
Ultimate Weapon (Level 18)
At 18th level, you have created a masterpiece: an ultimate weapon that fits your fighting style perfectly. This weapon represents the mastery of your craft and the perfect synergy between warrior and weapon. The specific appearance of your ultimate weapon is your choice, but all ultimate weapons fit one of several archetypes. You may select from the following: Ultimate Blade, Ultimate Bow, or Ultimate Cudgel. Statistics and descriptions of each of these appear under the Ultimate Weapons list below.
Wind Knight
Wind Knight (Level 3)
The archetypal wind knight can strike with the swirling wind created by their weapons. They use air pressure to transform melee strikes into projectiles, and spin their ranged volleys so that they hit with cyclone force. Wind knight abilities are not magical They follow an ancient fighting tradition focused on the flow of air, sound, and pressure, handed down through generations of masters and devoted pupils. These warriors constantly seek to improve and refine their skili searching for worthy opponents to both test and hone their abilities against.
Wind Strike Technique
When you choose this archetype at 3rd level, you gain the ability to strike using a weapon with such precision and skill that you can harness the air to your advantage.
You have four wind strike dice, which are d8s. You can decide to use a wind strike die that isn't expended before you make a weapon attack on your turn if you aren't in a liquid or vacuum. This augments the attack, giving it certain benefits depending on whether it is a melee or ranged attack:
For a melee attack, the reach of the attack is increased by 10 feet, and if the attack is made outside the weapon's normal reach, it counts as both a melee weapon attack and a ranged spell attack and it treats liquids and vacuums as if they were total cover. For a ranged attack, the attack ignores disadvantage caused by long-range or the effects of wind, and the weapon returns to one of your free hands at the end of your turn if it has the thrown property.
If the attack hits or deals any damage, you roll the wind strike die and add the result to the damage for the attack, and the wind strike die is expended. You regain all of your expended wind strike dice when you finish a short or long rest. You gain another wind strike die at 7th level and one more at 15th level.
The bonus to the attack's reach is increased by 5 feet at 7th, 10th, and 15th level.
Bonus Proficiency
At 3rd level, your study of air, wind, and sound grants you new insights and draws out your talents. You gain proficiency with one musical instrument of your choice. Alternatively, you learn one language of your choice.
Adept Hearing (Level 7)
At 7th level, your awareness of the air currents flowing around you sharpens your hearing to exceptional levels, allowing you to hear things as quiet as the rustle of wind through an illusion or the heightened pulse of a liar. You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks that rely on hearing, and on Wisdom (Insight) checks to detect lies if the speaker is within 30 feet of you and you aren't deafened.
Wave Bender (Level 7)
Starting at 7th level, your Wind Strike feature no longer treats liquids as total cover and isn't limited by liquids, and when you augment an attack using a wind strike die, it doesn't suffer disadvantage for being underwater.
Also, you gain the ability to bend the arcs of your projectile attacks. When you augment a ranged attack using a wind strike die, the attack ignores up to 1 of the bonus to AC provided to the target by cover.
When you reach 10th level, this number increases to 2, and it increases again to 3 at 15th level.
Improved Wind Strike (Level 10)
At 10th level, your wind strike dice turn into d10s. At 18th level they turn into d12s.
Cyclone Style (Level 15)
Starting at 15th level, when you roll initiative and have no wind strike dice remaining, you regain 1 wind strike die.
Wind Strike Master (Level 18)
At 18th level your mastery over wind-based attacks becomes absolute. When you make a melee weapon attack on your turn and don't augment it using a wind strike die, the reach is still increased by 10 feet. When you make a ranged weapon attack on your turn, you always ignore disadvantage caused by long-range, being underwater, or the effects of wind, and the weapon returns to one of your free hands at the end of your turn if it has the thrown property.
Finally, your skill becomes so legendary that your Wind Strike feature ignores vacuums.
Winged Knight
Winged Knight (Level 3)
Winged Knights are masters of aerial combat. Firstly, they dexterously soar through the air, summoning the chaotic winds of the elemental plane of air as they move. Then they unleash them in strong bursts, sweeping the battlefield.
Tailwind
When you choose this archetype at 3rd level, the winds always seems to blow in your direction. As a result, you gain a flying speed of 10 feet. This speed increases by 10ft. at 5th, 7th, 10th and 15th level.
You can fly for up to 10 consecutive turns. You fall if you are in the air at the end of the tenth turn. When you reach 5th level, the time restriction is lifted. You can't wear fly with this feature if you are wearing heavy armor.
Wind Waker
At 3rd level, you learn the gust cantrip and can cast it at will. Dexterity is your spellcasting ability for this spell.
Typhoons Champion
Additionally at 3rd level, you learn how to empower your movements and strikes with strong wind gusts.
- Gust Techniques.
You learn two Gust Techniques of your choice, which are detailed under "Gust Techniques" below.
Some Gust techniques enhance an attack in some way. You can use only one Gust technique per attack action.
Wyenever you reach a levvel in the Fighter class that grants the Ability Score Improvement feature, you can replace one gust technique you know with a different one.
You learn one additional Gust Technique at 7th, 10th, 15th and 18th level.
- Gust Points.
You have a Pool of Gust Points that fuel your Gust Techniques. Whenever you use your flying movement, you gain one additional Gust Point. You can only gain one Gust Point per round in this way. Additionally, you gain a Gust Point each time you use the Dash action or score a critical hit. If you don't use your flying movement for an entire turn and have Gust Points left, you loose all of your Gust Points at the end of your turn. You can gain Gust Points up to a maximum equal to your Proficiency modifier.
- Saving Throws.
Some of your Gust Techniques require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Typhoon's Champion
Expert Aeronaut (Level 7)
At 7th level, your maneuverability while airborne is unparalleled. You have proficiency in Dexterity saving throws while flying.
Furthermore, you have advantage on saving throws against being knocked prone while airborne and take only half the damage from falling.
Zephyr Step (Level 10)
Starting at 10th level, while you are flying, you can use your bonus action to use the Dash or Disengage actions.
Avatar of the Sky (Level 15)
Starting at 15th level, when you use your action surge feature, you also gain the benefits of the Dash and Disengage actions. Furthermore, you also gain a Gust Point
Witch Hunter Martial Archetype
Witch Hunter (Level 3)
As an archetypal Witch Hunter, you are an expert at defeating supernatural threats. A fighter who becomes a Witch Hunter is typically mentored by an older, experienced hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror.
Bonus Proficiencies (Level 3)
When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Investigation, Insight, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice.
Hunter's Mysticism (Level 3)
Starting at 3rd level, your study of supernatural arcana gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you can't cast it again with this feature until you finish a long rest. You also learn one of the following cantrips, green-flame blade, or produce flame. Wisdom is your spellcasting ability for these spells.
In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.
Purified Defenses (Level 3)
Starting at 3rd level, you learn to ward yourself against damage from many monsters' attacks. You gain resistance to one of the following damage types: acid, necrotic, poison, or psychic.
When you finish a long rest you can switch your resistance to another from among these options. You can only benefit from one of the resistances gained from this feature at a time.
Silvered Weapons (Level 7)
Starting at 7th level, any weapon you hold is surrounded by a silvery mist allowing you to strike at ghosts and monsters with ease. Your attacks with your weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can use your bonus action to briefly sharpen these mists until the end of your turn, gaining extra damage on your next damage roll made with a weapon attack. The bonus damage equals half your fighter level. If the target is anaberration, celestial, fey, fiend, or an undead the bonus damage instead equals your fighter level.
In addition, if the damage causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
Starting at 18th level, the bonus damage equals your fighter level, and equals one-and-a-half times your level against abberations, celestials, fey, fiends, or the undead.
Otherworldly Perception (Level 10)
Starting at 10th level, you see past the tricks and illusions of your foes. When you fail a Wisdom saving throw against an illusion spell, a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can use this feature to reroll it with advantage and take the second result.
You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
Hunter's Spellblade (Level 15)
Starting at 15th level, you learn to weave your spells into your attacks more effectively. When you take the Attack action on your turn, you can replace one of your attacks with a spell attack using the cantrip you learned from Hunter's Mysticism. You can use this feature up to three times, and you regain all expended uses when you finish a short or long rest.
Witch Knight
Witch Knight (Level 3)
Some warriors seek the help of unearthly forces to achieve their goals. Witch Knights are fighters that attain magical powers through pacts with such forces, bargaining their very souls. Often called Maledictors, they specialize in the weaving of curses in addition to displays of expert swordplay.
Pact Magic
3rd-level Witch Knight feature
Through your pact with uncanny forces, you've been granted the ability to cast spells.
Otherworldly Patron
Choose one of the Otherworldly Patrons available to the warlock class. The spells on the Expanded Spell List of that patron are added to the warlock spell list for you.
Cantrips
You learn two cantrips of your choice from the warlock spell list. You learn an additional cantrip of your choice at 10th level.
Spell Slots
The Witch Knight Spellcasting table shows how many spell slots you have to cast your warlock spells. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spells Known of 1st-level or Higher
You learn two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Witch Knight Spellcasting table shows when you learn more warlock 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 in this class, you can replace one of the warlock spells you know with another spell from the warlock spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell
Spell
Maledictor's Curse
3rd-level Witch Knight feature
You learn potent curses. As a bonus action, you can choose a creature you can see within 30 feet of you and curse it with a curse you know. A curse placed on a target lasts for 1 minute, until the target dies, until you place another curse on the target or until the target is targeted by a remove curse spell or similar magic.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of this feature when you finish a long rest.
Curses
You learn two curses of your choice, which are detailed under "Maledictor's Curses" below. You learn one additional curse of your choice at 7th, 10th, 15th and 18th level. Each time you learn new curses, you can also replace a curse you know with a different one.
Empowered Curses
When you curse a creature, you can expend one spell slot to empower the curse affecting the target, granting it additional effects. These effects are detailed in each curse's description.
Saving Throws
Some of your curses require your target to make a saving throw to resist the curse's effects. The saving throw DC is equal to your warlock spell save DC.
Maledictor's Curse (Level 3)
3rd-level Witch Knight feature
You learn potent curses. As a bonus action, you can choose a creature you can see within 30 feet of you and curse it with a curse you know. A curse placed on a target lasts for 1 minute, until the target dies, until you place another curse on the target or until the target is targeted by a remove curse spell or similar magic.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of this feature when you finish a long rest.
Curses
You learn two curses of your choice, which are detailed under "Maledictor's Curses" below. You learn one additional curse of your choice at 7th, 10th, 15th and 18th level. Each time you learn new curses, you can also replace a curse you know with a different one.
Empowered Curses
When you curse a creature, you can expend one spell slot to empower the curse affecting the target, granting it additional effects. These effects are detailed in each curse's description.
Saving Throws
Some of your curses require your target to make a saving throw to resist the curse's effects. The saving throw DC is equal to your warlock spell save DC.
Dark Guidance (Level 7)
7th-level Witch Knight feature
When you use your Second Wind, you regain one use of your Maledictor's Curse.
In addition, after you empower a curse placed on a creature with your Maledictor's Curse feature, you gain advantage on all weapon attacks you make against the target until the start of your next turn.
Bewitching Strikes (Level 10)
10th-level Witch Knight feature
The dark powers you wield weaken those you wound in battle. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast or your curses before the end of your next turn.
Eldritch Charge (Level 15)
15th-level Witch Knight feature
When you use your Action Surge, you can teleport up to 60 feet to an unoccupied space you can see within 5 feet of a creature cursed by your Maledictor's Curse. You can teleport before or after the additional action (your choice).
Accursed Offering (Level 18)
18th-level Witch Knight feature
When a creature that's cursed by your Maledictor's Curse dies within 30 feet of you, you can use your reaction to regain one of your expended Pact Magic spell slots or move the curse to a different creature you can see within 30 feet of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
Witch Knight
Witch Knight (Level 3)
Those who walk the dark path of the Pact Warrior are driven by an overwhelming desire to destroy the great evils of the world. Those especially dedicated, those willing to give up anything, are often approached by Eldritch Powers, beings of otherworldly might. These benefactors offer power in return for a fraction of the warrior's soul or unquestioning fealty.
Sanguine Offering
Once per turn, when you hit a creature with a melee weapon attack, you can expend one of your fighter Hit Dice as part of the attack to deal an additional 2d6 necrotic damage to the target, in addition to the normal damage of your weapon.
Pact Magic
The bargain you have struck with your Patron has granted you the ability to cast spells, much like a Warlock does.
Cantrips
You learn one cantrip of your choice from the Warlock spell list. Upon reaching 10th level in this class you learn one additional Warlock cantrip of your choice.
Spell Slots
The Witch Knight 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 Warlock spells of 1st-level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spells Known of 1st-Level and Higher
You learn two 1st-level spells of your choice from the Warlock spell list. The Spells Known column of the Witch Knight Spellcasting table shows when you learn more Warlock 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.
When you gain a level, you can choose a Warlock spell you know and replace it with another spell from the Warlock spell list, which must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Warlock spells. You use your Charisma whenever a spell refers to your spellcasting ability, when setting the saving throw DC, and when making a spell attack roll.
Spell
Spell
Witch Knights & Blood Magic
The Witch Knight Archetype presented here is able to use minor amounts of both eldritch and blood magic. Check out the Alternate Blood Hunter if you are interested in a full class based around the use of powerful Blood Rites and profane eldritch spells.
Otherworldly Step (Level 7)
You can use Eldritch power to slip through cracks in reality. When you use Second Wind, you can teleport up to 60 feet to an unoccupied space you can see. If you appear within 5 feet of a creature, you can make one weapon attack against it.
Enchanted Strikes (Level 10)
The Eldritch magic within your blood seeps into your weapon strikes. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Greater Offering (Level 15)
You can restore your own vitality by inflicting pain on others. When you use Sanguine Offering, you gain temporary hit points equal to the necrotic damage dealt to the creature.
Temporary hit points you gain from this feature last for 1 minute, or until you gain temporary hit points again.
Profane Sacrifice (Level 18)
You can offer the death of your foes to your Eldritch Power for enhanced abilities. As a reaction when a creature dies within 30 feet of you, you can regain one of your expended Pact Magic spell slots, or 1d4 of your expended Hit Dice.
Once you use this feature you must finish a short or long rest before you can use it again.
Witcher
Witcher (Level 3)
Thanks to one of those blasted portals, a group of Witchers were teleported into Faerun. After many failed attempts to return home, they eventually went their own ways and started using their skills to the best of their abilities in their new home.
Though they had to start over from scratch, the Witcher schools are nothing if not resilient, and they quickly began to fill their manuals with new information on magical monsters to assist them on their hunts. Ironically, they are more accepted in this dimension than they were in their homeworld, and most people have no qualms about hiring a Witcher, and many even welcome their presence.
A Witcher subclass for the Fighter
This subclass is been created from DonavanRex
Concoction Creator
At 3rd level, Your Witcher training has prepared you to create your various potions. Starting at level 3, you gain proficiency in alchemist's supplies.
The Trial of the Grasses
A grueling and horrible ordeal, this trial forces changes in the Witcher's physiology, allowing them to drink their concoctions, as well as increase their physical capabilities.
The Trial of the Grasses is perhaps the most famous, and most heinous, of the trials. While the trial makes a Witcher stronger, able to see in the dark, and allows them to drink their concoctions safely, it is still the most abhorred part of becoming a Witcher.
Starting at level 3, you gain Darkvision out to 30 ft. You gain resistance to poison damage and gain advantage on saving throws against the poisoned condition.
Witcher School
Each Witcher School has a different focus and purpose. The Wolves are professionals, the Cats are skilled in assassinations, the Bears are tough fighters, the Griffins are honorable, the Vipers are secretive, and the Cranes are knowledgeable in the ways of firearms.
Starting at level 3, choose the Witcher School that trained you, or whose teachings you learned through another means. Each school grants its own set of benefits. You gain another Witcher School feature related to your school at level 18.
Witcher Signs (Level 7)
Witcher's are not mages by any means, but they are capable of using simple spells to aid them in their daily work. Starting at level 7, you learn simple "spells" that are useful in a variety of situations. Aard, Igni, Yrden, Quen, and Axii. As a bonus action, you may cast a Sign as a bonus action as long as you have one free hand to make the appropriate hand sign. Some Signs require a saving throw equal to 8 + your Intelligence modifier + your proficiency bonus. You may use the feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expenses uses on a short or long rest.
Swallow (Level 10)
Making the traditional Witcher concoctions in a new world proved to be extremely challenging. To date, the only potion that has been able to be replicated is the Swallow potion, which has been a staple of the Witcher caste since its founding.
Starting at level 10, at the end of each long rest, you create a Swallow concoction. This potion can be drunk as an action if you have one hand free and restores a number of hit points equal to five times your fighter level. If a creature other than a Witcher tries to drink this potion, they must make a DC 20 Constitution saving throw, taking 2d6 poison damage on a failed save, and half as much on a success.
Intense Signs (Level 15)
There is always room for improvement. Starting at level 15, all of your Witcher Signs have increased in Intensity, altering or enhancing their effects.
Professional Witcher (Level 18)
You are among the top Witchers in your respective school and have the skills to prove it. Starting at level 18, you gain another feature related to your Witcher school.