Hit Points
Proficiencies
Fighter Rework
| Level | Proficiency Bonus | Features | Superiority Pool | Superiority Dice | Maneuvers Known |
|---|---|---|---|---|---|
| 1 | + 2 | Warrior's Training Pump Action | 0 | 1d6 | 0 |
| 2 | + 2 | Warrior's Training Pump Action | 4 | 1d6 | 3 |
| 3 | + 2 | Warrior's Training Pump Action | 4 | 1d6 | 3 |
| 4 | + 2 | Warrior's Training Pump Action | 5 | 1d6 | 3 |
| 5 | + 3 | Warrior's Training Pump Action | 5 | 1d6 | 4 |
| 6 | + 3 | Warrior's Training Pump Action | 5 | 1d8 | 4 |
| 7 | + 3 | Warrior's Training Pump Action | 6 | 1d8 | 5 |
| 8 | + 3 | Warrior's Training Pump Action | 6 | 1d8 | 5 |
| 9 | + 4 | Warrior's Training Pump Action | 6 | 1d8 | 6 |
| 10 | + 4 | Warrior's Training Pump Action | 7 | 1d8 | 6 |
| 11 | + 4 | Warrior's Training Pump Action | 7 | 1d10 | 7 |
| 12 | + 4 | Warrior's Training Pump Action | 7 | 1d10 | 7 |
| 13 | + 5 | Warrior's Training Pump Action | 8 | 1d10 | 8 |
| 14 | + 5 | Warrior's Training Pump Action | 8 | 1d10 | 8 |
| 15 | + 5 | Warrior's Training Pump Action | 8 | 1d10 | 9 |
| 16 | + 5 | Warrior's Training Pump Action | 9 | 1d12 | 9 |
| 17 | + 6 | Warrior's Training Pump Action | 9 | 1d12 | 9 |
| 18 | + 6 | Warrior's Training Pump Action | 9 | 1d12 | 10 |
| 19 | + 6 | Warrior's Training Pump Action | 10 | 1d12 | 10 |
| 20 | + 6 | Warrior's Training Pump Action | 10 | 1d12 | 10 |
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
Warrior's Training (Level 1)
At 1st level, you take upon a training regime in order to cultivate your fighting prowess, which takes on the form of a Combat Specialization, each one is described below.
You learn two features of your choice from any Combat Specialization. When you reach 9th and 13th level in this class, you learn an additional feature of your choice from any specialization.
Weapon Specialization
To overwhelm your opponent, to skillfully wield your weapons in different ways to use them in unique ways, that is the key to success in the battlefield.
Armor Specialization
Those foolish enough will say that the best defense is the best offense, however, the best defense is that which allows you to fight longer.
Physical Specialization
Your body takes the major part of the work load, making it the most important part to train.
Pump Action (Level 1)
At 1st level, on your turn, you can forgo your bonus action and your reaction to take an additional action this turn.
Combat Superiority (Level 2)
Starting at 2nd level, you learn Maneuvers that are fueled by special dice called superiority dice.
Maneuvers
You learn three maneuvers of your choice. Your maneuvers are detailed at the end of the class description. When you gain certain fighter levels, you gain additional maneuvers of your choice, as shown in the Maneuvers Known column of the Fighter table.
Whenever you gain a level in this class, you can replace a maneuver you know with another one.
Superiority Dice
You have a special die called Superiority Dice, as shown in the Superiority Dice column of the Fighter table. You have a pool of these die available, as shown in the Superiority Pool column of said table. Whenever you use a maneuver, you spend a Superiority Dice. You regain all of your expended die when you finish a short or long rest.
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
Determination (Level 2)
You can't fail, not when everyone depends on you. At 2nd level, you can cancel the disadvantage or a penalty to an attack roll, ability check, or saving throw you make. You can cancel a penalty of up to -5 with this feature.
You can use this feature three times. You regain all expended uses after you finish a short or long rest.
Starting at 9th level, you can cancel both a disadvantage and a penalty to one of the listed rolls you make with a single use of this feature.
Martial Archetype (Level 3)
At 3rd level, you choose an archetype that you strive to emulate in your combat style and techniques, all detailed at the end of the class description. Your archetype grants you features at 3rd level and again at 7th, 15th, and 18th level.
Know Your Enemy (Level 3)
At 3rd level, if you spend at least 10 minutes examinating a creature through observation, interaction, or combat, you can collect certain information about its capabilities or demeanors. Make a DC 10 Insight check. If you succeed on the check, you learn one of the following creature's characteristics of your choice:
If one of its ability scores is equal, superior, or inferior to yours.
If its Armor Class and hit point maximum is equal, superior, or inferior to yours.
Your choice of one skill, tool, saving throw, or weapon proficiency it has if its total modifier is equal, superior, or inferior to yours.
Vulnerability, resistance, or immunity to a damage type you choose.
Any demeanor, tic, and vocal inflection it has along with their meaning, if it has one.
What causes it to shift to a friendly, indifferent, or hostile attitude.
You learn an additional characteristic of your choice for every 5 points you get with your check above the DC. You can choose to learn an ability score or proficiency it has multiple times in this way.
Once you use this feature on a creature, you can't use it on it again for the next hour.
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 (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 17th level in this class.
Combat Expertise (Level 5)
You learn the strengths and weaknesses of your combat style. At 5th level, whenever you make a contested check using Strength, Dexterity, or Constitution, you have advantage on that check.
You also become a freak for the history of anything combat related. Whenever you make an Intelligence (History) check related to combat or adventuring, you are considered proficient in that skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
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.
Warrior's Training improvement (Level 9)
At 9th level, you learn an additional Combat Specialization of your choice from any specialization.
Determination improvement (Level 9)
Starting at 9th level, you can cancel both a disadvantage and a penalty to one of the listed rolls you make with a single use of this feature.
Ability Score Improvement (Level 10)
When you reach 10th 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 (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.
Warrior's Training improvement (Level 13)
At 13th level, you learn an additional Combat Specialization of your choice from any specialization.
Relentless (Level 14)
Starting at 14th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. You also regain a superiority die when you or an ally score a critical hit or you succeed on a saving throw.
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.
Extra Attack (3) (Level 17)
At 17th level, you can attack three times whenever you take the Attack action on your turn.
Martial Archetype feature (Level 18)
At 18th level, you gain a feature granted by your Martial Archetype.
Knowledge Advantage (Level 19)
They say knowing is half the battle, but only a few can use their knowledge to their advantage. At 19th level, when you use your Know Your Enemy, you can designate the target as your Main Target for the next 8 hours. For the duration, you have advantage on ability checks to recall information about them, and your target can't make an attack roll, ability check, or saving throw with advantage against you.
A creature is no longer your Main Target if you see its corpse or if you designate a different creature as your Main Target.
Ability Score Improvement (Level 20)
When you reach 20th 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.
Legendary Warrior (Level 20)
You have reached the peak of your career, becoming an adventurer like no other ever seen. At 20th level, whenever you spend a Superiority Dice, you gain a +5 bonus to the roll you used it for and 5 temporary hit points.
In addition, when you finish a long rest, you can choose one of the maneuvers you know and replace it with a different one.
Multiclassing
Multiclassing Requirements
- DEX: 13 or STR: 13
Proficiencies Gained
Subclasses
Subclass Features
Arcane Knight
Arcane Knight (Level 3)
Some fighters incorporate magic into their studies, becoming arcane knights. Thus they enlist to wizard academies or take a wizard as an instructor. An arcane knight studies magic to expand their repertoir of abilities in order to increase both their adaptability and versatility. However, given the secondary the priority of their magical studies are, they opt for an intensive rather than extensive approach. Hence why they only pick a few schools of magic to learn and then memorize a few spells from these.
Schools of Magic
When you choose this tradition you must choose the two schools of magic that your character will study. The schools are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. Whenever a feature in this subclass refers to your schools of magic, it refers to the ones you chose.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn three cantrips of your choice from your schools of magic on the wizard spell list. You learn an additional cantrip of your choice with the same restrictions at 10th level.
Spell Slots
The Arcane 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.
Spells Known
You know a number of wizard spells of your choice that are available for you to cast. The spells you choose must be from your schools of magic on the wizard spell list. The number of wizard spells you know is equal to your Intelligence modifier + a third of your fighter level (minimum of one spell).
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another one of your choice with the same restrictions.
Spells Known
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, it counts as an arcane focus to you and it gains special properties depending on your schools of magic, each described below, as long as it is on the same plane of existence as you. These properties end if your weapon is no longer bonded to you or if you are unconscious.
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.
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. At 18th level, you can make this special attack when you use your action to cast any spell.
Arcane Charge (Level 15)
At 15th level, you learn how to store residual magic inside of you, known as Arcane Charge. If you hit a creature with a weapon attack you can spend your Arcane Charge for one of the following effects:
The creature has disadvantage on the next saving throw it makes against a spell before the end of your next turn.
You can teleport up to 30 feet to an unoccupied space you can see, gaining advantage on your next weapon attack before the end your turn.
War Magic improvement (Level 18)
At 18th level, you can make this special attack when you use your action to cast any spell.
Champion
Champion (Level 3)
A champion is the first thing that comes to mind when anyone thinks of a fighter, a hero who has defeated great foes by overwhelming them with their physical superiority. These fighters lack any special ability, so they train nonstop to bring their bodies to reach limits beyond what is humanly possible.
Improved Critical
Starting at 3rd level, your weapon attacks also score a critical hit on a roll of 19. They also score a critical hit on a roll of 18 at 7th level, 17 at 15th, and 16 at 18th.
Physical Expertise
Also at 3rd level, your dedicated physical training bears fruit. You gain proficiency in Acrobatics and Athletics if you don't already have them. Your proficiency bonus is doubled for any ability check you make that uses these skills.
In addition, your jumping distance increases by a number of feet equal to five times your proficiency bonus.
Remarkable Athlete (Level 7)
At 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, climbing and swimming doesn't cost you extra movement.
Improved Critical (Level 7)
Starting at 7th level, your weapon attacks score a critical hit on a roll of 18-20.
Diamond Body (Level 15)
At 15th level, your body can whitstand terrible attacks. When a creature scores a critical hit against you, you can use your reaction to turn it into a normal hit.
Once you use this feature, you can't use it again until you finish a short or long rest.
Improved Critical (Level 15)
Starting at 15th level, your weapon attacks score a critical hit on a roll of 17-20.
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.
Improved Critical (Level 18)
Starting at 18th level, your weapon attacks score a critical hit on a roll of 16-20.