Hit Points
Proficiencies
Alternate Fighter
| Level | Proficiency Bonus | Features | Fighting Styles | Exploits Known | Exploit Die | Exploit Dice |
|---|---|---|---|---|---|---|
| 1 | + 2 | Fighting Style Second Wind | 1 | 0 | 0 | 0 |
| 2 | + 2 | Fighting Style Second Wind | 1 | 2 | 1d6 | 2 |
| 3 | + 2 | Fighting Style Second Wind | 1 | 3 | 1d6 | 2 |
| 4 | + 2 | Fighting Style Second Wind | 1 | 3 | 1d6 | 3 |
| 5 | + 3 | Fighting Style Second Wind | 1 | 4 | 1d8 | 3 |
| 6 | + 3 | Fighting Style Second Wind | 2 | 4 | 1d8 | 3 |
| 7 | + 3 | Fighting Style Second Wind | 2 | 5 | 1d8 | 3 |
| 8 | + 3 | Fighting Style Second Wind | 2 | 5 | 1d8 | 4 |
| 9 | + 4 | Fighting Style Second Wind | 2 | 6 | 1d8 | 4 |
| 10 | + 4 | Fighting Style Second Wind | 2 | 6 | 1d8 | 4 |
| 11 | + 4 | Fighting Style Second Wind | 2 | 7 | 1d10 | 4 |
| 12 | + 4 | Fighting Style Second Wind | 3 | 7 | 1d10 | 5 |
| 13 | + 5 | Fighting Style Second Wind | 3 | 8 | 1d10 | 5 |
| 14 | + 5 | Fighting Style Second Wind | 3 | 8 | 1d10 | 5 |
| 15 | + 5 | Fighting Style Second Wind | 3 | 9 | 1d10 | 5 |
| 16 | + 5 | Fighting Style Second Wind | 3 | 9 | 1d10 | 6 |
| 17 | + 6 | Fighting Style Second Wind | 3 | 10 | 1d12 | 6 |
| 18 | + 6 | Fighting Style Second Wind | 4 | 10 | 1d12 | 6 |
| 19 | + 6 | Fighting Style Second Wind | 4 | 11 | 1d12 | 6 |
| 20 | + 6 | Fighting Style Second Wind | 4 | 11 | 1d12 | 6 |
Class Features
Level 1
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16
Level 17
Level 18
Level 19
Level 2
Level 20
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Proficiencies
light
medium
heavy
shield
simple
martial
Starting Equipment
Class Features
Fighting Style (Level 1)
At 1st level, you learn one Fighting Style of your choice from the list at the end of this class description. To learn a Fighting Style, you must meet any prerequisites it has, and you cannot learn the same Fighting Style more than once.
At certain levels in this class, you learn additional Fighting Styles, as shown in the Fighting Style column in the Fighter class table above. Whenever you gain a level, you can replace one Fighting Style you know with another of your choice.
Alternate Rule: Style Re-Training
Some Fighting Styles have specific uses. Consider allowing the fighters in your game to re-train their Fighting Style over a few long rests, or a single long rest if they are high level, to adjust their technique.
Second Wind (Level 1)
You can fight on where lesser warriors would fail. Also at 1st level, you can use your bonus action to regain hit points equal to 1d10 + your Fighter level. Once you do so, you must finish a short or long rest before you can do so again.
Upon reaching 14th level, you can use your Second Wind bonus action twice between each short or long rest.
Martial Exploits (Level 2)
At 2nd level, you begin to learn techniques that enhance your martial skill in and out of battle. You gain the features below:
Exploit Dice
The Fighter table shows the number of Exploit Dice you have to perform any Exploits you know. Most Exploits require you to expend Exploit Dice to use them. You can only use one Exploit per weapon attack, ability check, or saving throw, and you regain expended Exploit Dice when you finish a short or long rest.
Your Exploit Dice begin as d6s, and increase in size as you gain levels in this class, as indicated in the Fighter table.
When adding an Exploit Die to a roll, always roll your Exploit Die and add it to the result.
Exploits Known
You know two Exploits of your choice from the list at the end of this class. To learn an Exploit you must meet any prerequisites it has.
You learn additional Martial Exploits of your choice as you gain levels in this class, as shown in the Exploits Known column.
When you gain a level, you can replace an Exploit you know with another you could learn.
Saving Throws
If one of your Exploits requires a creature to make a saving throw, the Exploit saving throw DC is calculated based on your Strength or Dexterity. Once you choose which ability score to use, it cannot be changed:
Exploit
Tactical Skill
Dedicated training has also honed your skills. Whenever you make an ability check with a tool or skill you are proficient in, you can expend an Exploit Die and add it to your roll. You can do so after you roll the d20, but before you know the outcome of your ability check, success or failure.
Eye for Talent (Level 3)
Upon reaching at 3rd level, your training allows you to quickly evaluate the combat abilities of others. As a bonus action, you can take the Search action targeting one creature you can see wihtin 30 feet (DC equals 8 + its Challenge Rating).
If you have hit that creature with a weapon attack witin the last minute, you can add your Fighter level to your roll. On a success, you learn one characteristic of your choice about the target, chosen from the following table:
Armor Class | Highest Ability Score |
All Special Senses | Lowest Ability Score |
Resistances, Immunities, & Vulnerabilities | One Trait or Action from its stat block |
On a failure, you do not learn anything about the creature, and you cannot use this feature on that creature again until you finish a long rest, or you hit it with a weapon attack.
Warrior Archetype (Level 3)
At 3rd level, choose the Warrior Archetype from the options below that best represents your skills and training: Arcane Knight, Champion, Captain, Marksman, or Master at Arms.
Also included at the end of this class are Archetypes inspired by official options for Fighters: Sylvan Archer, Knight Errant, Shadowdancer, Ronin, and Runecarver.
Your Warrior Archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th levels.
Archetype Exploits
Each Archetype has a list of Archetype Exploits you learn at the fighter levels noted in your Archetype's description. They don't count against your total number of Exploits Known and can't be switched out for other Exploits. If you don't meet an Archetype Exploit's prerequisites, you learn it regardless.
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.
Extra Attack (1) (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to Dash or to Disengage you can make one weapon attack as a bonus action on that turn.
When you reach certain levels in this class, the number of attacks you can make as part of your Attack action increases; at 11th level (3 attacks) and at 17th level (4 attacks).
Action Surge (Level 6)
Starting at 6th level, you can push yourself past your limits, if only for a moment. Once during your turn, you can choose to take one additional action. After you do so, you must finish a short or long rest before you can use this feature again.
When you reach 20th level, you can use this feature twice between each short or long rest, but only once per turn.
Archetype Feature (Level 7)
At 7th level, you gain a feature granted by your Warrior 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 (1) (Level 9)
Your fighting spirit allows you to grasp success from the jaws of defeat. Beginning at 9th level, when you fail a saving throw, you can choose to succeed instead. Once you use this feature you must finish a long rest before you can use it again.
At certain fighter levels you can use this feature additional times between each long rest. You can use this feature twice starting at 13th level, and three times starting at 17th level.
Archetype Feature (Level 10)
At 10th level, you gain a feature granted by your Warrior Archetype.
Extra Attack (2) (Level 11)
At 11th level, you can attack three times whenever you take the Attack action on your turn.
Martial Superiority (Level 11)
The chaos and thrill of battle fuels you. Starting at 11th level, once per round in combat you can use one 1st or 2nd-degree Martial Exploit you know without expending an Exploit Die.
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 (2) (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.
Archetype Feature (Level 15)
At 15th level, you gain a feature granted by your Warrior 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.
Extra Attack (3) (Level 17)
At 17th level, you can attack four times whenever you take the Attack action on your turn.
Indomitable (3) (Level 17)
At 17th level, you can use Indomitable three times between long rests.
Archetype Feature (Level 18)
At 18th level, you gain a feature granted by your Warrior 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.
Relentless (Level 20)
At 20th level, your combat skill rivals the great heroes of legend. Each time you roll initiative, you regain all expended Exploit Dice.
Finally, you can use any 3rd-degree Martial Exploits you know without limit. You still must expend Exploit Dice as normal.
Multiclassing
Multiclassing Requirements
- DEX: 13 or STR: 13
Proficiencies Gained
Subclasses
Subclass Features
Arcane Knight
Arcane Knight (Level 3)
Arcane Knights supplement their skill with the armaments of war with arcane knowledge. Compared to mages who study only magic, Arcane Knights can only produce minor spells, but, when combined with their deadly skill with the weapons of warfare, these minor spells become potent enhancements.
Enchanted Armaments
You magically bond yourself to your armaments of war. Over the course of 1-hour, which can be during a short or long rest, you can perform a ritual to bond with a weapon or shield that you are touching. You can have two such objects bound. If you perform this ritual again, you must release one object.
So long as they are on the same plane of existence as you, you can use your bonus action to conjure one or both objects, instantly donning them. You can use either of these objects as a spellcasting focus, and you cannot be disarmed of them.
Spellcasting
When you adopt the Arcane Knight Archetype at 3rd level, you learn to cast minor arcane spells, much like a wizard.
Cantrips
You learn two cantrips of your choice from the Arcane Knight spell list. You learn one additional Arcane Knight cantrip at 10th level.
Spell Slots
The Arcane 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 1st-level Arcane Knight spells. The Spells Known column of your Spellcasting table shows when you learn more spells of 1st-level or higher, of a level for which you have spell slots.
When you gain a level, you can replace one of your Spells Known with another spell from the Arcane Knight spell list. The spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Arcane Knight spells. You use Intelligence whenever a spell refers to your spellcasting ability. You also use your Intelligence modifier when setting the saving throw DC or making a spell attack roll for an Arcane Knight spell.
Spell
Spell
War Magic (Level 7)
You can seamlessly weave minor spells with weapon attacks. When you use your action to cast an Arcane Knight spell you can make one weapon attack as a bonus action on that turn.
Enchanted Strikes (Level 10)
Your weapons are enchanted to undercut defenses against your spells. Whenever you hit a creature with an Enchanted Armament attack, the creature has disadvantage on the first saving throw you force it to make against one of your Arcane Knight spells before the end of your next turn.
Also, when you hit a target with an Enchanted Armament attack, you can change the damage type of your weapon to match the damage type of an Arcane Knight spell you know.
Arcane Surge (Level 15)
Drawing upon your stamina triggers a burst of magic. Each time you use Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can choose to teleport before or after the additional action from your Action Surge.
Legendary Arcane Knight (Level 18)
You expertly weave spell and sword together. When you take the Attack action on your turn, you can cast an Arcane Knight spell with a casting time of one action in place of one attack.
You can still use any Arcane Knight spells you know with a casting time of one attack (such as lightning lure (alternate)) as normal.
Captain
Captain (Level 3)
Not all fighters rely solely on themselves in battle, some use their deep knowledge of battlefield tactics to coordinate their allies. Captains are warriors who lead from the front of the battle, issuing orders and inspiring greatness in others by their own brave deeds. By their presence, a Captain can transform an unorganized militia into a deadly fighting force.
Student of War
You have studied strategies of both politics and war. You gain proficiency in one of the following skills: Deception, History, Insight, or Persuasion.
Whenever you make an ability check with the chosen skill you gain a bonus to your roll equal to your Exploit Die.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Strategic Command (Level 7)
Your determination in the face of danger inspires your allies to fight on. Whenever you use Second Wind, you can choose up to three other creatures within 30 feet of you who can see or hear you to also regain hit points equal to your Leadership modifier (minimum of 1) + your Exploit Die.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Heroic Surge (Level 10)
When you use Action Surge, you can choose another creature within 30 feet that can see or hear you. It can use its reaction to move up to its speed without provoking opportunity attacks and then make a single weapon attack.
Inspiring Commands (Level 15)
Once per turn when you use a Tactical Exploit that targets at least one friendly creature, one target of that Exploit gains temporary hit points equal to your Leadership modifier.
Legendary Captain (Level 18)
Your bravery and tactical ability rank you amongst the most successful military leaders of the age. At the end of a long rest, you can replace any number of your Captain Exploits with Tactical Exploits of the same degree.
Finally, whenever you use Heroic Surge, you can target up to two creatures within range.
Champion
Champion (Level 3)
Champions forgo all other forms of improvement to focus on enhancing their raw physical might. These immense figures strive to maintain peak physical condition through relentless training. In battle, Champions perform supernatural feats of athleticism and overwhelm their foes with their raw power.
Peak Athlete
You are a paragon of athleticism. You gain proficiency in Athletics, and you gain a climbing speed and swimming speed equal to your walking speed.
If you were already proficient in Athletics, you gain proficiency in another Fighter class skill.
Mighty Warrior
The raw physical might you have cultivated enhances your attacks. Your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
At 15th level, this critical hit range increases again and your weapon attacks score a critical hit on a d20 roll of 18 through 20 on the d20.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Remarkable Strength (Level 7)
Your physical abilities are unrivaled by normal mortals. When you make a Strength or Constitution ability check or saving throw, you can use feat of strength or heroic fortitude without expending an Exploit Die.
Used this way, feat of strength counts as if you spent one Exploit Die, though you can add Exploit Dice to it.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Devastating Critical (Level 10)
Whenever you score a critical hit with a weapon attack you deal bonus damage equal to your Fighter level.
At 15th level, when you score a critical hit with a weapon attack, you can maximize the damage instead of rolling. Once you do you must finish a long rest before you can do so again.
Legendary Champion (Level 18)
You are a nearly perfect physical specimen and have become exceedingly hard to kill. If you begin your turn with less than half of your hit points remaining, but at least 1 hit point, you regain hit points equal to 5 + your Constitution modifier.
Crusader
Crusader (Level 3)
Many warriors swear Oaths to gods of battle and war, but not all are blessed with the divine power of Paladins or Clerics. Those who fight for the gods without their explicit blessing are called Crusaders. These zealots are champions of divine causes, their fervent belief fueling their battle fury.
Crusader'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 then you, you can use your reaction to make an opportunity attack.
When the creature forces you to make a saving throw, you gain a bonus to your roll equal to your Exploit Die.
Your Mark lasts for 1 minute, or until the creature is slain. Once you use this feature you must finish a long rest before you can use it again. When you have no uses remaining, you can expend an Exploit Die to use this feature again.
Fanatical Disciple
You gain proficiency in Religion, and whenever you make an Intelligence (Religion) check related to your god or cause, you gain a bonus to your roll equal to one roll of your Exploit Die.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
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.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
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, and immediately make 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 Judgment (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 creature to 0 hit points you regain the use of Crusader's Ire. Once you use this feature you must finish a short or long rest before you can use it again.
Legendary Crusader (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.
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.
Warrior Smith
You have learned to keep your armor in peak condition. You gain proficiency in smith's tools. Whenever you make an ability check that uses smith's tools you gain a bonus to your roll equal to your Exploit Die.
Also, during the course of a long rest, you can spend 1 hour using your smith's tools to improve one set of armor or a shield you touch. It grants its user +1 bonus to Armor Class until the beginning of your next long rest.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Inspiring Sentinel (Level 7)
7th-level Guardian Archetype feature You presence inspires others to stand their ground. When you use Second Wind, creatures of your choice within 5 feet of you gain temporary hit points equal to 1d6 + your Constitution modifier (minimum of 1).
Moreover, when you use your Iron Guardian reaction, reposition grants temporary hit points even if you do not expend an Exploit Die as part of the reaction.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Stalwart Defender (Level 10)
You are strongest when standing alongside your allies. You can now use reposition on creatures within 10 feet of you, including with Iron Guardian, so long as there is a clear path to that creature. Using reposition does not end defensive stance or hold the line for you.
Adamant Guardian (Level 15)
You improve your defensive technique to better defend your allies. You can now use reposition on creatures within 30 feet of you, including with Iron Guardian, so long as there is a clear path for you to move to the creature.
You are also no longer limited to using daring rescue once between each short or long rest.
Legendary Guardian (Level 18)
You are a legendary shield for those who fight beside you. You gain a special reaction that you can take once per turn, but it can only be used for Iron Guardian, your Guardian Exploits, or opportunity attacks.
Guerrilla
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.
Adaptable Combatant
You have honed your skills to meet any challenge. You gain proficiency in Athletics, Perception, Stealth, or Survival. If you choose a skill you are proficient in, you instead gain a bonus to checks with that skill equal to your Exploit Die.
Moreover, during the course of a long rest, you can spend 1 hour performing combat drills and practicing techniques. At the end of this hour, you can replace any number of your current Exploits Known with other Martial Exploits of your choice, so long as you meet the new Exploit prerequisites.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
By Land or Sea (Level 7)
You have trained to find success in any environment, either it be land, sea, or sky. You gain the benefits listed below:
At the end of each long rest you can change switch your Fighting Style from Survivalist for the other option.
You can hold your breath for up to 1 hour.
You ignore the effects of nonmagical difficult terrain.
Whenever you use your Second Wind you also gain the benefits of the Dash action or the mighty leap Exploit.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Identify Weakness (Level 10)
You pinpoint your enemy's weaknesses and ruthlessly punish them. When you succeed on an Eye for Talent check against a creature you can forgo the normal knowledge you would gain, and instead, the next time you force it to make a saving throw against one of your Exploits it does so with disadvantage.
Unwavering (Level 15)
You are remarkably hardy, even amongst elite warriors. Each time you use Second Wind you regain the maximum amount of hit points and you regain one expended Exploit Die.
You can also expend your Action Surge to instantly replace one of your Exploits with another Exploit you could learn.
Legendary Guerrilla (Level 18)
There is nothing that will stand between you and your goals when they are within your reach. When you roll initiative and are not Surprised, you gain all of the following benefits:
You gain temporary hit points equal to your Fighter level.
You can take the Search action to use Eye for Talent.
You can immediately move up to your full speed without provoking opportunity attacks.
Hound Master
Hound Master (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
When you adopt this Archetype, you complete the training of a Loyal Hound. Your Hound is friendly to you and your allies and obeys your commands. It uses the Loyal Hound stat block, which uses your Proficiency Bonus (PB) and Exploit save DC. Your Loyal Hound uses the following rules:
Combat
In combat, your Hound acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use a bonus action to order it to take an action from its stat block, or to take another action. Also, whenever you take the Attack action on your turn, you can forgo one attack to order your Hound to make a single Bite attack.
If you are Incapacitated, your Hound can act on its own and will defend you and itself to the best of its abilities.
Dying
If your Hound is reduced to 0 hit points, it makes death saving throws like a player character would. When the Hound is at 0 hit points, you can use an action to touch it and expend one Exploit Die to automatically stabilize it.
Training a New Hound
If your Hound dies, you can spend 8 hours training a replacement for your Loyal Hound, so long as a suitably canine-type creature can be found. Once trained, the creature uses the Loyal Hound stat block.
Loyal Hounds & Other Canines
Depending on your table and game setting, there are many creatures that could be a Loyal Hound.
In a more mundane or low-magic setting, your Hound is most likely going to be a dog or wolf.
In other more fantastical games, any four legged beast or monstrosity could serve as a Loyal Hound.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Iron Jaws (Level 7)
Your Loyal Hound is infused with a portion of your fighting spirit. The damgae of your Hound's Bite attack is considered to be magical for overcoming resistances and immunities.
War Hound (Level 7)
You train your Hound to use basic combat maneuvers. Over the course of 1 hour, which can be during a short or long rest, you teach your Loyal Hound one 1st-degree Exploit you know that it could reasonably use. It gains one Exploit Die equal to yours which it can expend to use its Exploits, and it regains all Exploit Dice after a short or long rest.
Your Loyal Hound can be trained to use two Exploits, but you can use this feature to replace one of its current Martial Exploits with another Exploit following the same guidelines.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Steadfast Companion (Level 10)
You can face any foe so long as your Hound is by your side. While you and your Loyal Hound are within 30 feet of each other you both gain a special reaction which you can use to grant the other advantage on a saving throw.
Canine Fury (Level 15)
Once per turn when you order your Loyal Hound to make a Bite attack, it can make two Bite attacks instead of one.
In addition, you can use War Hound to teach your Loyal Hound 2nd-degree Exploits, it can be trained to use up to three Exploits, and it gains a second Exploit Die.
Hound of Legend (Level 18)
Infused by mythic power of your bond, your Hound rivals the great beasts of legend and myth. Your Loyal Hound uses the Hound of Legend stat block in place of its previous stats.
Finally, when your Loyal Hound is slain, it reforms after 1 hour, appearing in an unoccupied space within 15 feet.
Knight Errant
Knight Errant (Level 3)
Often raised at court or in the upper circles of the nobility, the archetypal Knight Errant is a chivalric warrior of the highest order. They excel at mounted combat and wander the world in search of adventure and opportunities for heroism. These paragons of virtue are bound to defend the weak and weary.
Courtly Pedigree
You have been tutored in the traditional skills of nobility and the chivalric virtues. You learn to speak, read, and write one additional language, and you gain proficiency in one of the following: Animal Handling, History, Insight, or Persuasion.
Chivalric Mark
You punish any foe who attacks those under your protection. Once per turn when you hit a creature with a melee weapon attack, you can Mark it until the end of your next turn. While Marked, it has disadvantage on attack rolls against targets other than you, so long as you are within 10 feet of it.
If a Marked cretaure deals damage to a target other than you, you can use your reaction to make one melee weapon attack against your Mark.
Trained Knight
You've been trained to ride a saddle from birth. You cannot be knocked from a mount against your will, and you can mount or dismount a trained mount with 5 feet of movement.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Noble Guardian (Level 7)
You are a shield for the meek. When you or a creature within 5 feet of you is hit by an attack, you can use your reaction to interpose your melee weapon or shield, granting it a bonus to its Armor Class against that attack equal to your Exploit Die.
If the attack still hits, you can expend one Exploit Die and grant the target resistance to the damage of that attack.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Unyielding Knight (Level 10)
No one can threaten your allies while you stand. You apply a Chivalric Mark to any creature you hit with a melee weapon, and Marked creatures have disadvantage on attacks against creatures other than you while you are within 30 feet.
Perilous Charge (Level 15)
You run down your foes, mounted or on foot. Once per turn, when you move 10 feet in a straight line then hit a creature with a melee weapon attack, it must succeed on a Strength saving throw against your Exploit save DC or it takes bonus damage equal to your Exploit Die and is knocked prone. If you are mounted, it has disadvantage on its save.
Legendary Knight Errant (Level 18)
You will defend your allies against any foe. You gain a special reaction that you can take once during every turn, but you can only use this special reaction to make an opportunity attack, to attack a creature under Chivalric Mark, or to use Noble Guardian to shield yourself or another creature.
Marksman
Marksman (Level 3)
While all fighters learn to draw a bow or hurl a javelin, those who train as Marksmen dedicate themselves 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 Reflexes
Your reaction times are enhanced by your talent and training. Whenever you are forced to make a Dexterity check or saving throw, you gain a bonus to your roll equal to your Exploit Die.
Deadly Focus
You can quiet your body to fire with deadly accuracy. When you begin your turn and are not surprised or incapacitated, you can choose to enter a state of Focus, which imposes the following benefits and effects until the end of your turn:
Your speed is reduced to 0 feet.
Until you hit a creature with a ranged weapon attack, you have advantage on all ranged weapon attack rolls.
When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon, you can re-roll the die. You must use this new roll, even if the new roll is a 1 or a 2.
Gunpowder & Firearms
If your game includes firearms and gunpowder, and your Marksman has been exposed to the operation of such weapons, they are proficient with them.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Quick Shot (Level 7)
You react to danger without delay. You add your Proficiency Bonus to initiative rolls so long as you are not incapacitated.
Moreover, when you roll initiative and are not surprised, you can use your reaction to make one ranged weapon attack before any other creatures have a chance to act in combat.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Tactical Reposition (Level 10)
Your talents and training allow you to move about in battle to setup the perfect shot. Whenever you use your Second Wind, you gain the benefits of the Disengage action and your speed increases by 10 feet until the end of your current turn.
Reliable Shot (Level 15)
You make even impossible shots with ease. Your normal and long range for ranged weapon attacks increases by a number of feet equal to 10 times your Fighter level.
Also, once per turn when you have advantage on a ranged weapon attack, you can forgo your advantage to instead make one additional ranged weapon attack as part of that action.
Legendary Marksman (Level 18)
Your marksmanship rivals the great deities and demigods of the hunt. When you use Deadly Focus, your speed is reduced to 10 feet instead of 0, and you have advantage on all ranged weapon attack rolls while your Focus lasts.
Master at Arms
Master at Arms (Level 3)
While most fighters master one specific martial discipline, a Master at Arms is the rare warrior who is able to truly master multiple styles of combat. Whether through grit, dedication, or extraordinary skill, these elite fighters learn all they can about the theory of combat. A Master at Arms is always on the lookout for a new weapon or style of fighting to master.
Advanced Technique
Your ability to learn and execute combat styles exceeds that of most other warriors and even other trained Fighters. You learn an additional Fighting Style of your choice, but it does not count against your number of Fighting Styles Known.
Combat Theorist
You study the theory of combat as a sage studies their tomes. You gain proficiency in History, and whenever you make an Intelligence (History) check related to the history of combat, warfare, or armaments of war, you gain a bonus to your roll equal to your Exploit Die.
Student of Battle
Your ability to learn and execute martial techniques exceeds that of most other warriors, and even other trained Fighters. You gain the following benefits to your Fighter features:
Exploits
You learn two 1st-degree Martial Exploits of your choice from the list at the end of this class. These Exploits do not count against your total number of Exploits Known.
You learn additional Martial Exploits following the same rules at certain levels: at 5th level you learn two 2nd-degree Exploits, and at 9th level you learn one 3rd-degree Exploit.
Exploit Dice
Your total number of Exploit Dice increases by 1, and all of your Exploit Dice increase to become d8s.
At certain Fighter levels your Exploit Dice increase again; at 5th level they are d10s, and at 11th level they are d12s.
Master of Forms (Level 7)
Your skill allows you to learn exotic techniques from a variety of disciplines. You learn two Exploits of your choice from any class's Exploit list (see Advanced Martial Classes below).
If these Exploits have a level prerequisite, you can learn it so long as your Fighter level meets its level prerequisite. You must still meet all other prerequisites it might have. Exploits you learn with this feature don't count against your total number of Exploits Known.
You learn another Exploit of your choice following these same rules at 15th level and 18th level.
Advanced Martial Classes
Master of Forms references learning Exploits from any class. Other than the Alternate Fighter, there are currently two other classes that use Exploits:
The Alternate Fighter: Expanded - Found Here
The Alternate Barbarian - Found here
The Warlord - Found here
Masterful Surge (Level 10)
You channel the rush of battle to rejuvenate your technical skills. Whenever you use your Second Wind or Action Surge, you also regain one of your expended Exploit Dice.
Warrior Savant (Level 15)
Your knowledge of combat techniques allows you to modify your skill set. During each short or long rest, you can practice combat drills and replace one Exploit you know with another Martial Exploit you meet the prerequisites for.
Legendary Superiority (Level 18)
Your technical mastery of combat is near-supernatural. You regain one of your expended Exploit Dice at the start of each of your turns in combat, so long as you are not Incapacitated.
Mystic
Mystic (Level 3)
Where most Fighters look to increase their physical abilities, those known as Mystics work to unlock the psionic potential of their mind. Drawing upon wondrous inner power, these ascetic warriors can perform feats that would be impossible through strength alone. Where others strive for physical victory in battle, Mystics strive for spiritual enlightenment.
Psionics
You have unlocked the true potential of your mind, and have learned to manifest spells, much like a true psion does.
Psi Points
The potential of your mind is represented by a pool of Psi Points. The Mystic Psionics table shows how many Psi Points you have to manifest your spells of 1st-level and higher. To manifest a spell, you expend Psi Points equal to the spell's level (0 for Cantrips). You regain all expended Psi Points when you finish a short or long rest.
Mental Limit
Your Fighter level limits the potency of spells you can manifest with your psionics. This is shown in the Mental Limit column of the Mystic Psionics Table.
Spells Known of 1st-Level and Higher
You learn two 1st-level spells of your choice from the Mystic spell list on the following page. The Spells Known column of the Mystic Psionics table shows when you learn more Mystic spells of 1st-level and up, but they cannot exceed your Mental Limit level.
Whenever you gain a Fighter level, you can pick one of the Psion spells that you know and replace it with another Psion spell of your choice, of a level equal to your Mental Limit or lower.
Spellcasting Focus
Your mind is your spellcasting focus for your Psion spells. You must have a free hand to cast spells with somatic or material components, and you must provide material components consumed by the spell or with a required gold cost. When you manifest a spell with Psionics, you exhibit noticeable changes.
Spellcasting Ability
Intelligence is your spellcasting ability for your Psion spells. You use Intelligence whenever a spell refers to your spellcasting ability. You also use your Intelligence modifier when setting the saving throw DC or making a spell attack roll for a Psion spell you know.
Spell
Spell
Psionic Talents
Your training has begun to unlock minor psionic abilities. You unlock two Mystic Talents of your choice from those available to the Psion Class. If a Talent has a prerequisite Psion level, you can learn it if your Fighter level meets that prerequisite.
You unlock an additional Mystic Talent of your choice when you reach 7th, 15th, and 18th level in this class.
If you learn a spell through a Mystic Talent, it is as a Mystic spell for you, using Intelligence as
Unleash your Psionic Potential
The Mystic Archetype presented here is a replacement for the Psi Knight publshed in Tasha's Cauldron of Everything. As the Eldritch Knight is to the wizard, so the Mystic Knight it to the Psion.
Phase Step (Level 7)
When you use Second Wind, you also gain the benefits of the Dash action and partially discorporate. Until the end of your current turn, you can move through solid nonmagical objects and creatures as if they were difficult terrain.
If you end your movement inside an object or creature, you are instantly shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you are forced to move.
Inscrutable Mind (Level 10)
Your psionic abilities make you difficult for others to control. You gain resistance to psychic damage, and whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw you gain a bonus to the roll equal to your Exploit Die.
Mental Ward (Level 15)
You can project psionic power to shield others. As a bonus action, you can spend 5 Psi Points to project a psionic ward out to a 30-foot radius. For 1 minute, creatures of your choice in this area gain the benefits of Inscrutable Mind.
Legendary Mystic (Level 18)
You have unlocked the full potential of your mind. You learn the telekinesis spell, but it does not count against your number of Mystic Spells Known.
You can manifest the telekinesis spell once between each long rest, without expending any Psi Points. After that, you can epend 5 Psi Points to manifest it again.
Finally, whenever you use Phase Step, you also gain a flying speed equal to your walking speed until the end of your current turn. If, you end your turn flying you fall.
Pugilist
Pugilist (Level 3)
Most often coming from the school of hard knocks, Fighters known as Pugilists learned to fight in the dark underbelly of society. Where others use tactics and practiced techniques, Pugilists rely on brute force and dirty tricks. To them, every fight is a fight for their life and they find victory at any cost.
Iron Physique
Your battle-hardened physique allows you to shrug off blows that would send a normal person reeling. You can use your Constitution, in place of Dexterity, when calculating your Armor Class in light and medium armor. Moreover, when you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Lastly, whenever you take damage from a source you can see, you can use brace up as a reaction, gaining the temporary hit points before you take any damage.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Counter Punch (Level 7)
You have learned to exploit every opening your foes give you. When a creature you can see misses you with a melee attack, you can use your reaction to make an unarmed strike, shove, grapple, or improvised weapon attack against it.
If you use force a creature to make a saving throw as part of this reaction attack, it has disadvantage on its roll.
Resolute Strikes (Level 7)
The grit that only comes from a life on the streets fuels your fists. Your unarmed strikes and improvised weapon attacks count as magical for overcoming resistance and immunity.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Evasive Footwork (Level 10)
You have trained to evade your foes' strikes in combat. When you take the Attack action on your turn and make at least one unarmed strike, grapple, or shove, you also gain the benefits of the Disengage action until the end of that turn.
Diamond Physique (Level 15)
You have learned to take hits that would be deadly to weaker warriors. When you use brace up with your reaction, you also gain resistance to that instance of damage.
You also learn the Unbreakable Exploit, but it doesn't count against your total number of Exploits Known, and you cannot replace it with another Exploit when you gain a level.
Legendary Pugilist (Level 18)
Your name is known in the underbelly of every city. You have advantage on saving throws to resist and end being Incapacitated, Paralyzed, or Stunned.
Finally, whenever you score a critical hit with an unarmed strike or improvised weapon, the target falls prone and is Stunned until the start of your next turn.
Quartermaster
Quartermaster (Level 3)
Every successful adventurer knows the value of teamwork, but none value it more then those known as Quartermasters. These supportive warriors strive to help their allies reach their full potential. Constantly putting the needs of their companions before their own, Quartermasters keep their team in top condition with a fresh Ration and a helping hand.
Down to Earth
You gain proficiency with cook's utensils, land vehicles, and in Animal Handling. Whenever you make an ability check that uses one of the proficiencies you gained through this feature, you a bonus to your roll equal to your Exploit Die.
Rations
You have learned to prepare potent the foodstuffs known as Rations which keep your allies in peak condition. Rations use the rules below:
Preparing Rations
During the course of each long rest, you can spend 1 hour with cook's utensils and prepare a number of Rations up to your Constitution modifier choosing from the list of Rations on the following page. If a Ration has a Fighter level prerequisite, you can prepare that Ration as soon as you meet its prerequisite.
The Rations you prepare lose all beneficial properties at the end of your next long rest.
Consuming Rations
While holding a Ration, a creature can use a bonus action to eat it or feed it to a creature within 5 feet. Consuming a Ration instantly grants you its benefits, and immediately ends any other Ration benefits.
On the Fly
As an action, you can expend one Exploit Die and use a set of cook's utensils to prepare one Ration of your choice. However, you cannot regain the Exploit Die you spent to prepare this Ration until that Ration is consumed.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Dependable Ally (Level 7)
You are always prepared to lend a helping hand to a comrade. When you take the Attack action, you can forgo any number of attacks to use one of the following in place of an attack:
Take the Help action targeting a creature within 10 feet.
Take the Use an Object action to feed a Ration, potion, or another consumable item to a creature you can touch.
Make an ability check using a Down to Earth proficiency.
Give one weapon, item, or shield to a creature you can touch. It instantly equips that item and stows one item.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
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 On the Fly, eating it or feeding it to a creature within 5 feet as part of the same bonus action. Rations you prepare in this way lose all beneficial properties after 1 minute.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Ever Ready (Level 15)
You always have something ready to serve. When you roll initiative and are not surprised, you prepare one Ration of your choice without expending an Exploit Die.
Legendary Quartermaster (Level 18)
Constant culinary experiments with your Rations have made your body supernaturally hardy. Your Constitution score, and maximum Constitution score, both increase by 2, and you are immune to the Poisoned condition.
You can also be under the effects of two Rations at once. If you eat a third Ration, you chose which Ration effect ends.
Ronin
Ronin (Level 3)
Though they have been known by many names over the ages, Ronin are Fighters who have been expelled from the service of their original lord or land. Regardless of the reason, these highly skilled warriors now roam the wild seeking absolution through battle. With nothing left to lose, these warriors fight with a deadly ferocity and ruthless focus unlike any other.
Exiled Courtier
You were once an influential member of a noble court or an important advisor. You learn to speak, read, and write one additional language of your choice and gain proficiency in either History, Insight, Performance, or Persuasion.
Unyielding Spirit
You fight with the unrivaled focus and ruthless ferocity of a warrior with nothing left to lose. As a bonus action, you can focus yourself to gain advantage on all weapon attack rolls and ignore any levels of Exhaustion you have until the end of your current turn. When you use this bonus action you also gain temporary hit points equal to your Fighter level.
You can use this feature once between each short or long rest with no adverse effects. However, each additional time you use it, you suffer 1 level of Exhaustion at the of the turn.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Lordly Bearing (Level 7)
Your experience and former station shine through no matter how downtrodden you may become. Whenever you make an ability check with your skill gained from Exiled Courtier, you gain a bonus to your roll equal to one roll of your Exploit Die.
You also gain proficiency in Wisdom saving throws. If you are already proficient in Wisdom saving throws, you instead gain proficiency in Charisma or Intelligence saving throws.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Unrelenting (Level 10)
You are able to push through adversity that would defeat a lesser warrior. When you roll initiative with no uses of your Unyielding Spirit feature remaining, you regain one use.
Moreover, whenever you use your Second Wind feature, your current level of exhaustion, if any, is reduced by 1.
Swift Strikes (Level 15)
You rain blows down upon foes like raindrops in a storm. Once per turn when you have advantage on a weapon attack roll against a creature, you can forgo your advantage to make one additional weapon attack against that creature.
Legendary Ronin (Level 18)
Your battle focus is so absolute that you can avoid the grasp of death itself, if only for a short time. When you are reduced to 0 hit points, you can immediately take an extra turn.
During this extra turn, you remain at 0 hit points, and any damage you take causes you death saving throw failures as normal. At the end of this extra turn, you immediately fall to the ground unconscious with 0 hit points, and if you gained three death saving throw failures during that turn, you die.
Once you use this feature you must complete a long rest before you can use it again. If you have no uses left, you can expend a use of Action Surge to use this feature again.
Runecarver
Runecarver (Level 3)
Before the mortal races rose to power, the world was ruled by giants and their powerful Rune magic. Traces of this ancient magic can still be found in the wild and remote places of the world, and Fighters who learn to use the power of Runes to augment combat ability become known as Runecarvers.
Rune Carving
You have learned the ancient art of carving Runes. You learn to speak, read, and write Giant, the language of your Runes, and you gain proficiency with mason's tools. Your knowledge of Runes also grants you the benefits below:
Runes Known
You learn two Runes of your choice from the list at the end of this Archetype. Some Runes have a Fighter level prerequisite, which you can learn as soon as you reach that Fighter level. You learn one additional Rune of your choice when you reach 7th, 10th, 15th, and 18th level in this class.
When you gain a level in this class you can replace one of the Runes you know with another Rune of your choice.
Inscribing a Rune
Over the course of 1 hour, which can be during a short or long rest, you can use your calligrapher's supplies to inscribe a Rune you know into a weapon, suit of armor, or another object you can wear or hold. While wearing or wielding that object you gain the benefits of that Rune.
Each Rune can only be inscribed in one object. Inscribing it into another object dispels any previous inscriptions.
Invoking a Rune
While you are wearing or wielding an object inscribed with a Rune you can invoke its effect. Once invoked, a Rune cannot be invoked again until you complete a short or long rest. Only you can invoke your Runes.
Runic Exploits
Exploits learned from Runes don't count against Exploits Known, use your Exploit Die, and can be used once per turn without expending an Exploit Die.
Saving Throws
If a Rune requires a creature to make a saving throw, it does so against your Exploit save DC.
Runic Might
As a bonus action, you can empower your body with Runic Might, granting you the following benefits for 1 minute:
You and anything you are wearing grows to become Large in size, so long as there is room.
You have advantage on all Strength ability checks and saving throws.
Once per turn when you hit a target with a melee weapon attack you gain a bonus to your damage roll equal to your Exploit Die.
This feature ends early if you use a bonus action to revert to your normal size, or if you are incapacitated.
You can use this feature once per long rest. When you have no uses of this feature left, you can expend one use of your Second Wind to use Runic Might again.
Runic Ward (Level 7)
You can shield your allies with the stalwart magic of Runes. When a target you can see within 30 feet is hit by an attack, you can use your reaction to add your Constitution modifier (minimum of +1) to its Armor Class against that attack.
You can use this reaction a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
If you have no uses left, you can Invoke one of your Runes to use this feature again in place of the Rune's normal effect.
Unyielding Fortitude (Level 10)
Your body has been fortified by the elder magic you wield. You have advantage on saving throw to resist being moved against your will, Poisoned, Stunned, or knocked prone.
Elder Insight (Level 15)
Your understanding of the ancient magic of Runes has grown deeper. When you have no uses of a Rune remaining you can expend one Exploit Die to Invoke that Rune again.
You can only Invoke each Rune you know one additional time in between each short or long rest in this way.
Legendary Runecarver (Level 18)
You can draw upon the elder power of your Runes to match the stature of the ancient giants. When you use Runic Might, you can grow to become Huge in size, so long is there is room. While you are Huge, your reach increases by 5 feet.
Shadowdancer
Shadowdancer (Level 3)
The energies of the Shadowfell grant many strange and dark abilities to those who can wield them. The Fighters known as Shadowdancers learn to draw these sinister powers through themselves to create an exact copy of their bodies in combat.
Conjure Shade
As a bonus action, you can draw on the umbral magic of the Shadowfell to conjure a Shade in an unoccupied space you can see within 15 feet. This Shade is a magical copy of you created from Shadows. It uses the Shade stat block below. Though it resembles you, it has no personality of its own.
In combat, your Shade uses the following rules:
Combat
The Shade shares your turn in combat, but it cannot act on its own. You can telepathically command it to move up to its speed on your turn, but it is destroyed if it is more then 30 feet away from you at the end of your turn.
Attacking
Whenever you take the Attack action, you can choose for each individual attack to originate from you, or a Shade. If it originates from your Shade, you make the attack as if you were in its space, with all of your normal benefits.
Duration
Your Shade lasts until it is destroyed, you use a bonus action to dismiss it, or you conjure another Shade.
Dance of Shadows
You and your Shade dance about in a blur of shadows. While your Shade is within 30 feet, you can use an action to switch places with it without provoking opportunity attacks.
At 7th level, you can make a single attack from either you or the Shade after you use this feature. At 15th level, you can use this feature with either your action or your bonus action.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Transfer Consciousness (Level 7)
As an action, you can expend one use of your Second Wind to transfer your consciousness into your Shade. For 10 minutes, your body is Unconscious as you sense and interact with the world through this Shade. For this duration, this Shade can move up to 1 mile from your body without being destroyed.
This effect ends if the Shade is destroyed or you use your action to end it. You then return to your body as normal.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Dark Sacrifice (Level 10)
When a creature within 10 feet of a Shade is hit by an attack, you can use a reaction to cause your Shade to intercept that attack, reducing the damage the creature would take by your Fighter level, but destroying your Shade in the process.
Restorative Shadows (Level 15)
You draw the power of your destroyed Shades back into you. When one of your Shades is destroyed by taking damage, you can gain temporary hit points equal to twice your Exploit Die.
Legendary Shadowdancer (Level 18)
Your command over the Shadow Magic you use is unrivaled. Whenever you conjure a Shade, you can choose to conjure two Shades, without expending any additional resources.
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 take a single apprentice, teaching everything they know to a single warrior.
Student of the Blade
Your training has granted you skills to compliment swordplay. You gain proficiency in either Acrobatics or Performance, and you can use your Dexterity, in place of Charisma, for Performance checks that incorporate a sword.
Also, when you make a Dexterity (Acrobatics) or a Dexterity (Performance) check you gain a bonus to your roll equal to your Exploit Die.
Battle Trance
You can clear your mind to enter the mystical trance that gives Swordsages their reputation. So long as you are not wearing heavy armor or a shield, you can use your bonus action to enter a Battle Trance. This Trance lasts for up to 1 minute and grants you the following benefits:
You have advantage on Dexterity (Acrobatics) checks.
You can take the Dash action as a bonus action.
You gain a +1 bonus to your Armor Class.
Once per turn, you can use a Swordsage Exploit without expending an Exploit Die. If it requires an Exploit Die roll, you use a d4 in place of your Die.
Your Battle Trance ends early if you are Incapacitated, if you don a shield or heavy armor, or if you end it with a bonus action. You can enter a Battle Trance once per short or long rest at no cost, after which you must expend an Exploit Die to use this feature again.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Mythic Reflexes (Level 7)
Your reflexes have been honed mythic levels in pursuit of perfection. You gain Proficiency in Dexterity saving throws, and you add your Proficiency Bonus to initiative rolls.
Also, your Battle Trance AC bonus becomes +2.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Reactive Trance (Level 10)
You slip into the Trance at a moments notice. When you roll initiative and are not surprised or Incapacitated, you can enter your Battle Trance without expending a use.
Storm of Steel (Level 15)
You are a blur of flashing steel when you enter your Trance. Whenever you take the Dash action in the Battle Trance you also gain the benefits of the Disengage action for that turn.
In addition, whenever you roll Exploit Dice for an Exploit or another ability while you are in your Battle Trance, you can roll those Dice twice and choose which total to use.
Legendary Swordsage (Level 18)
You have become a Swordsage worthy of your own legends. You can enter and dismiss your Battle Trance at will, without expending a use of the feature or an Exploit Die.
Finally, whenever you take damage while you are in your Battle Trance, you can expend an Exploit Die to reduce any damage you would take by twice your Exploit Die.
Sylvan Archer
Sylvan Archer (Level 3)
Originally hailing from the elder forests of the world, Fighters who train to become Sylvan Archers learn to enchant arrows with ancient elven magics. Traditionally, these warriors serve as guardians of places of great natural power, but they have been known to train worth outsiders in their signature magic.
Sylvan Lore
You are learned in the Sylvan arts. You learn to speak, read, and write Sylvan, the ancient language of forests. You also gain proficiency in Nature. You can make Wisdom (Nature) check in place of the normal Intelligence (Nature) checks.
Finally, you learn the druidcraft cantrip, and Wisdom is your spellcasting modifier for it. When you cast druidcraft you can use a piece of ammunition as a spellcasting focus.
Enchanted Arrows
You have learned to enchant arrows and other ammunition with elder Sylvan magic. You gain the benefits listed below:
Shots Known
You learn two Enchanted Shots of your choice from the list at the end of this Archetype description. You learn one additional Enchanted Shot of your choice when you reach 7th, 10th, 15th and 18th level in this class.
When you gain a level in this class you can replace one of the Shots you know with another Shot of your choice.
Enchanting a Shot
Whenever you hit a creature with a ranged weapon attack, you can magically apply the effects of one Enchanted Shot you know as part of that attack.
You can use a number of Enchanted Shots equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. If you have no uses left, you can expend an Exploit Die to use one of your Shots again.
Saving Throws
If one of your Enchanted Shots forces a creature to make a saving throw or an ability check, it makes its roll against your Exploit save DC.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Sylvan Shot (Level 7)
You weave minor amounts of magic into every shot you take. Your attacks with ranged weapons gain the benefits below:
They are magic for overcoming resistance and immunity.
If you miss, you can use a bonus action to curve the shot and repeat your attack against another target in range.
When a creature succeeds on a saving throw against an Enchanted Shot, it still takes half as much damage.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Enchanted Quiver (Level 15)
Whenever you make a ranged weapon attack you can conjure a piece of magical ammunition as part of the attack. After the attack, hit or miss, this ammunition vanishes.
Also, when you roll initiative, you regain one expended use of your Enchanted Shot feature.
Legendary Sylvan Archer (Level 18)
The power of your enchantments rivals that of the ancient elvish guardians. Whenever you use an Enchanted Shot it deals additional damage equal to your Exploit Die
Also, you can overload one of your Enchanted Shots with overwhelming magic. When you use an Enchanted Shot you can empower it, causing creatures of your choice within 20 feet of the target to also suffer the effects of the Shot.
Once you empower an Enchanted Shot this way you must finish a long rest before you can do so again.
Tinker
Tinker (Level 3)
The fighters known as Tinkers 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, Tinkers and their inventive arsenals are a force to be reckoned with on the field of battle.
Analytical Mind
You have spent as much time in workshops as you have at the training ground. You gain proficiency with tinker's and smith's tools. If you are already proficient with these tools, you gain proficiency with a set of tools of your choice.
Whenever you make an ability check that uses these tools, you gain a bonus to your roll equal to your Exploit die.
Inventive Arsenal
You have developed a cacophony of wondrous modifications for your weapons, shields, and armor, known as Schematics. All Schematics you know use the following rules:
Schematics Known
You know two Schematics from the list at the end of this Archetype. Some Schematics have a Fighter level prerequisite, and you can learn them at the same time that you meet that prerequisite Fighter level.
You learn one additional Schematic of your choice when you reach 7th, 10th, 15th, and 18th level in this class.
When you gain a level, you can replace one Schematic you know with another Schematic of your choice.
Modifying an Object
During each long rest, you can spend 1 hour using tinker's or smith's tools to touch a number of objects equal to the number of Schematics you know, modifying each object with the effects of one Schematic. An object can only bear one modification.
In order to modify an object it must meet the requirements in that Schematic's description. Schematic modifications last until the end of your next long rest, at which point the objects return to normal unless you modify them again.
Only you gain the benefits from these modifications, to any other creature, the objects function as normal objects.
Saving Throw
If a Schematic requires a saving throw, your Schematic save DC is calculated as follows:
Spell
Tinker's Knight in Your Setting
Tinkers value brains over brawn. While the descriptive text here describes gears and springs, they can just as easily create their inventions with wood, rocks, crystals, bones, sticks, and scales.
Increased Function (Level 7)
The workings of your inventions are more intuitive to others. If you spent 10 minutes teaching a creature, it can wield the special benefits of any item modified by your Schematics.
Moreover, objects modified by your Schematics count as magic for overcoming resistances and immunities, and you can modify magic weapons and armor with Schematics.
Inventive Synergy (Level 10)
The intricacies of your inventions work together and improve upon one another. You can modify an object with two of your Schematics so long as the object being modified meets the prerequisites of both Schematics in question.
Flexible Innovation (Level 15)
Your inventive arsenal can be adjusted on the fly to meet the challenges at hand. During the course of a short rest, you can use tinker's or smith's tools to transfer one of your Schematic modifications from one object to another that also meets the prerequisites of that Schematic.
If the Schematic modifies an object so that it has Charges, the number of remaining Charges is transferred to the object.
In addition, you can modify an object three Schematics, so long as it meets the prerequisites for all three Schematics.
Legendary Inventions (Level 18)
A weapon modified by your Schematics gain a +1 bonus to its attack and damage rolls for each Schematic applied to it, and any set of armor modified by a Schematic gains a +1 bonus to its Armor Class for each of your Schematics applied to it.
Weapons and armor modified by your Schematics cannot gain a bonus greater than +3, regardless of any bonuses the item may have had before applying your Schematics.
Witchblade
Witchblade (Level 3)
Those who walk the dark path of the Witchblade 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.
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 Witchblade spell list. Upon reaching 10th level in this class you learn one additional warlock cantrip of your choice.
Spell Slots
The Witchblade Spellcasting table shows how many spell slots you have, and the level of those spell slots. All of your spell slots from this feature are the same level. To cast one of your witchblade spells of 1st-level or higher, you must expend a spell slot. You regain all 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 Witchblade spells. The Spells Known column of the Witchblade 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 witchblade spell you know and replace it with another spell from the witchblade 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
Sanguine Offering
Once per turn, when you hit a creature with a melee weapon attack, you can offer your own vitality to increase the damage. You take necrotic damage equal to your Exploit Die and deal bonus necrotic damage equal to twice your Exploit Die.
The necrotic damage you take can't be reduced in any way.
War Magic (Level 7)
You can seamlessly weave minor spells with weapon attacks. When you use your action to cast a Witchblade spell you can make one weapon attack as a bonus action on that turn.
Otherworldly Step (Level 10)
Drawing on your eldritch power allows you to slip through cracks in reality. Whenever you cast a Witchblade spell with a casting time of one action or use your Second Wind, you can teleport to an unoccupied space you can see within 60 feet.
Greater Offering (Level 15)
You restore your vitality by inflicting pain on your foes. When you use Sanguine Offering, you can gain temporary hit points equal to the necrotic damage dealt to the creature. However, temporary hit points from this feature only last for 1 minute.
Legendary Witchblade (Level 18)
You can offer the souls of your foes to your Eldritch Power in return for increased vitality. When a creature you can see within 30 feet is slain, you can use your reaction to teleport to an unoccupied space of within 5 feet of the slain creature, plunge your weapon into it, and gain temporary hit points equal to twice the slain creature's Challenge Rating.