Hit Points
Proficiencies
Fighter
| Level | Proficiency Bonus | Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | + 2 | Fighting Style Second Wind Weapon Mastery | 2 | 3 |
| 2 | + 2 | Fighting Style Second Wind Weapon Mastery | 2 | 3 |
| 3 | + 2 | Fighting Style Second Wind Weapon Mastery | 2 | 3 |
| 4 | + 2 | Fighting Style Second Wind Weapon Mastery | 3 | 4 |
| 5 | + 3 | Fighting Style Second Wind Weapon Mastery | 3 | 4 |
| 6 | + 3 | Fighting Style Second Wind Weapon Mastery | 3 | 4 |
| 7 | + 3 | Fighting Style Second Wind Weapon Mastery | 3 | 4 |
| 8 | + 3 | Fighting Style Second Wind Weapon Mastery | 3 | 4 |
| 9 | + 4 | Fighting Style Second Wind Weapon Mastery | 3 | 4 |
| 10 | + 4 | Fighting Style Second Wind Weapon Mastery | 4 | 5 |
| 11 | + 4 | Fighting Style Second Wind Weapon Mastery | 4 | 5 |
| 12 | + 4 | Fighting Style Second Wind Weapon Mastery | 4 | 5 |
| 13 | + 5 | Fighting Style Second Wind Weapon Mastery | 4 | 5 |
| 14 | + 5 | Fighting Style Second Wind Weapon Mastery | 4 | 5 |
| 15 | + 5 | Fighting Style Second Wind Weapon Mastery | 4 | 5 |
| 16 | + 5 | Fighting Style Second Wind Weapon Mastery | 4 | 6 |
| 17 | + 6 | Fighting Style Second Wind Weapon Mastery | 4 | 6 |
| 18 | + 6 | Fighting Style Second Wind Weapon Mastery | 4 | 6 |
| 19 | + 6 | Fighting Style Second Wind Weapon Mastery | 4 | 6 |
| 20 | + 6 | Fighting Style Second Wind Weapon Mastery | 4 | 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)
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Second Wind (Level 1)
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery (Level 1)
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Action Surge (Level 2)
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
Tactical Mind (Level 2)
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Fighter Subclass (Level 3)
You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.
Ability Score Improvement (Level 4)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
Extra Attack (Level 5)
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift (Level 5)
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Ability Score Improvement (Level 6)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Subclass Feature (Level 7)
You gain a feature from your Fighter Subclass.
Ability Score Improvement (Level 8)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Indomitable (Level 9)
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. 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 before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
Tactical Master (Level 9)
Subclass Feature (Level 10)
You gain a feature from your Fighter Subclass.
Two Extra Attacks (Level 11)
You can attack three times instead of once whenever you take the Attack action on your turn.
Ability Score Improvement (Level 12)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Indomitable (Level 13)
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. 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 before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
Studied Attacks (Level 13)
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Ability Score Improvement (Level 14)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Subclass Feature (Level 15)
You gain a feature from your Fighter Subclass.
Ability Score Improvement (Level 16)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Action Surge (Level 17)
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
Indomitable (Level 17)
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. 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 before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
Subclass Feature (Level 18)
You gain a feature from your Fighter Subclass.
Epic Boon (Level 19)
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Three Extra Attacks (Level 20)
You can attack four times instead of once whenever you take the Attack action on your turn.
Multiclassing
Proficiencies Gained
Subclasses
Subclass Features
Adamant
Adventurer
Anime Swordsman
Arcane Archer
Arcane Archer
Arcane Archer (Level 3)
Wield Magic and Precision in Every Shot
Arcane Archers are masters of an ancient elven art, blending archery with arcane power to create devastating magical attacks. They stand as protectors at the fringes of elven lands, firing enchanted arrows from afar to vanquish threats before they can reach their homeland. Over time, this formidable discipline has spread beyond the elven realms, allowing warriors of various races to combine magic and archery, striking down enemies with deadly precision and mystical force.
Arcane Archer Lore
You learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You have Proficiency in the Arcana or the Nature skill. Also, you learn the Prestidigitation or Druidcraft cantrip. Intelligence is your spellcasting modifier for it.
Arcane Shot
You learn to unleash special magical effects with some of your shots. You learn two Arcane Shots of your choice (see "Arcane Shot Options" below). You learn an extra Arcane Shot of your choice when you reach level 7, and again at level 10, at level 15, and level 18. The damage of all Arcane Shots increases at level 10 and level 18.
Once per Attack action, when you fire an arrow from a Shortbow or Longbow, 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 can use this feature a number of times equal to your Intelligence modifier (minimum of 1) and you regain all expended uses when you finish a Short or Long Rest.
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, the DC equals 8 plus your Intelligence modifier and Proficiency Bonus.
- Banishing Arrow
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's Speed is 0, and has the Incapacitated condition. 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.
At level 10, the target also takes an extra 1d6 Force damage when the arrow hits it. This damage increases to 2d6 at level 18.
- Beguiling Arrow
Your enchantment magic causes this projectile to temporarily beguile its target. Choose one of your allies within 30 feet of the target. The target takes an extra 2d6 Psychic damage and makes a Wisdom saving throw. On a failed save, it has the Charmed condition until the start of your next turn, with the chosen ally as the source.
The Psychic damage increases by 1d6 at level 10 (3d6) and at level 18 (4d6).
- Bursting Arrow
You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 Force damage each.
The Force damage increases by 1d6 at level 10 (3d6) and at level 18 (4d6).
- Enfeebling Arrow
You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 Necrotic damage. The target must also succeed on a Constitution saving throw, or all damage dealt by the target is halved until the start of your next turn.
The Necrotic damage increases by 1d6 at level 10 (3d6) and at level 18 (4d6).
- Grasping Arrow
When this projectile strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The target takes an extra 2d6 Poison damage and its Speed is reduced by 10 feet. The first time it moves on its turn without teleporting, it takes 2d6 Slashing damage. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The Poison damage and Slashing damage both increase by 1d6 at level 10 (3d6) and at level 18 (4d6).
- Piercing Arrow
You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 60 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 Piercing damage. On a successful save, a target takes half as much damage.
The extra Piercing damage increases by 1d6 at level 10 (2d6) and at level 18 (3d6).
- Seeking Arrow
Using divination magic, you grant your arrow 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 arrow 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 arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.
The extra Force damage increases by 1d6 at level 10 (2d6) and at level 18 (3d6).
- Shadow Arrow
You weave illusion magic into your projectile, causing it to occlude your foe's vision with shadows. The target takes an extra 2d6 Psychic damage, and it must succeed on a Wisdom saving throw or have the Blinded condition until the start of your next turn.
The Psychic damage increases by 1d6 at level 10 (3d6) and at level 18 (4d6).
Mystic Shot (Level 7)
You gain the ability to infuse your arrows with magical energy.
- Magic Arrow
- Curved Shot
Overwatch (Level 10)
Ever-Ready Shot (Level 15)
If you roll Initiative and are missing any uses of your Arcane Shot, you regain one use of it.
Arcane Dead Shot
Arcane Marksman
Arcane Marksman (Variant Fighter)
Armiger
Banneret
Banneret (Level 3)
Rally Fellow Heroes with Inspiring Leadership
Bannerets are paragons of valor and leadership who protect the innocent and rally fellow adventurers to the causes of justice and freedom. Many are knights serving in Cormyr, the Silver Marches, Damara, Chessenta, or other lands across Faerûn. They wander the realms as knights errant, taking the fight against evil beyond their kingdom's borders.
A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band.
Knightly Envoy
You know how to conduct yourself with grace as a noble ambassador. You gain the following benefits.
Comprehension
You can cast the Comprehend Languages spell but only as a Ritual. Charisma is your spellcasting ability for it.
Polyglot
You learn one language from the language tables in the Player's Handbook or chapter 2 of this book. When you finish a Long Rest, you can replace a language learned from this benefit with another language you have heard, seen signed, or read in the past 24 hours.
Well Spoken
You gain proficiency in one of the following skills of your choice: Insight, Intimidation, Persuasion, or Performance.
Group Recovery
When you use your Second Wind to regain Hit Points, you can choose a number of allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies regains Hit Points equal to 1d4 plus your Fighter level. Once you use this ability, you can't use it again until you finish a Short or Long Rest.
Team Tactics (Level 7)
When you use Group Recovery, each chosen ally has Advantage on D20 Tests until the start of your next turn.
Rallying Surge (Level 10)
When you use your Action Surge, you can choose allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies can immediately take a Reaction to use one of the following options.
Attack
The ally makes one attack with a weapon or an Unarmed Strike.
Move
The ally moves up to half its Speed without provoking an Opportunity Attack.
Shared Resilience (Level 15)
When an ally you can see within 60 feet of yourself fails a saving throw, you can take a Reaction to expend a use of your Indomitable feature. The ally can immediately reroll the saving throw with a bonus equal to your Fighter level; the ally must use the new roll.
Inspiring Commander (Level 18)
You gain the following benefits.
Bolstered Rally
The area of effect for both Group Recovery and Rallying Surge is now a 60-foot Emanation.
Unshakable Bravery
You have Immunity to the Charmed and Frightened conditions.
Banneret
Banneret
Banneret
Banneret (Level 3)
Stand Firm, and Others Will Stand with You
Bannerets are noble knights-errant who roam the land, sworn to uphold justice and defend the weak. They are not tied to any single kingdom but dedicate themselves to a higher cause, traveling wherever they are needed. Their presence alone inspires courage in allies and pause to their enemies. More than skilled fighters, they are leaders who, through their valor, can turn untrained soldiers into disciplined forces. In battle, their bravery ignites a spark in their comrades, empowering them to face challenges they once thought impossible.
Rallying Cry
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.
Starting at 5th level, affected allies can also inmediatly move up to half their Speed without provoking Opportunity Attacks.
Royal Envoy
Knights of high standing are expected to conduct themselves with grace.
- Bonus Proficiencies
- Expertise
Inspiring Surge (Level 7)
When you use your Action Surge feature, you can choose one ally within 60 feet of you. That creature can immediately take a Reaction to make one attack with a weapon or Unarmed Strike, provided that it can see or hear you.
Commanding Guidance (Level 10)
When you hit a creature with a weapon, you can cause the next attack roll made by an ally against that creature to have Advantage before the end of your next turn. You may only use this feature once on your turn.
Bulwark (Level 15)
You can extend the benefit of your Indomitable feature to an ally.
When you decide to use your Indomitable feature to reroll a saving throw and you don't have the Incapacitated condition, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. As long as that creature can see or hear you, it can reroll its saving throw and must use the new roll. This roll has a bonus equal to your Fighter level.
Enhanced Inspiring Surge (Level 18)
You can choose two allies within 60 feet of you to affect with your Inspiring Surge, rather than one.
Barrier
Barrier
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 |
|---|---|---|
3 | D6 | 4 |
5 | D8 | 6 |
9 | D8 | 8 |
11 | D10 | 8 |
13 | D10 | 10 |
17 | 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 have the Incapacitated condition, 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 take a 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 take a 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 has the Restrained condition 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.
Barrow Guard
Battle Master
Battle Master
Battle Master (Level 3)
Master Sophisticated Battle Maneuvers
Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.
Combat Superiority
Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.
Maneuvers
You learn three maneuvers of your choice from the "Maneuvers Options" section later in this subclass's description. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. 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 d8|d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest.
You gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total).
Saving Throws
If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Student of War
You gain proficiency with one type of Artisan's Tools of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1.
Maneuver Options
The maneuvers are presented here in alphabetical order.
Know Your Enemy (Level 7)
As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required).
Improved Combat Superiority (Level 10)
Your Superiority Die becomes a d10.
Relentless (Level 15)
Once per turn, when you use a maneuver, you can roll 1d8 and use the number rolled instead of expending a Superiority Die.
Ultimate Combat Superiority (Level 18)
Your Superiority Die becomes a d12.
Battle Medic
Big Game Hunter
Blade Breaker
Blood Archer
Blood Knight
Blood Knight
Bodyguard
Bonded Eldritch Knight
Bone Knight
Bone Knight
Bounty Hunter (Variant Fighter)
Brawler
Brawler Martial Archetype
Brute (FF)
Buccaneer
Bulwark Warrior
Bulwark Warrior (Level 3)
Provoke Your Enemies, Protect Your Allies
Those who learn the fighting prowess of the Bulwark Warrior Warriors protect their allies from certain death. With endurance and strength as their primary skills, these warriors are prepared to take lethal strikes for their companions.
Protective Taunt
Once per turn when you hit a creature with a melee attack using a weapon or Unarmed Strike, you can taunt it. Until the start of your next turn or until you have the Incapacitated condition, the target has Disadvantage on attack rolls against targets other than you. A creature can only be affected by one Taunt at a time.
Weather the Storm
You have grown accustomed to being battered and bruised. As a Bonus Action, you toughen up for 1 minute. At the end of each of your turns, you gain Temporary Hit Points equal to your Fighter level plus your Constitution modifier.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Threatening Presence (Level 7)
You can provoke your enemies into single-minded hatred of you. As a Magic action, each creature of your choice that can hear you in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, the creature takes 5d6 Psychic damage and has Disadvantage on attack rolls against targets other than you. When you use this feature, you restore your use of Weather the Storm.
You can use this feature twice. You regain all expended uses when you finish a Long Rest.
When you reach Fighter level 15, you gain another use of this feature.
Aggressive Defense (Level 10)
You know when to switch from defense to offense. Once on each of your turns when you hit a creature with an attack roll using a Melee weapon or Unarmed Strike, you can lose Temporary Hit Points equal to no more than half your Fighter level (round down) to deal extra damage to the target equal to the number of Temporary Hit Points lost in this way.
Improved Second Wind (Level 15)
Your endurance is unrivaled. When you regain Hit Points from Second Wind, you gain a number of Temporary Hit Points equal to the roll's total.
Halt the Assault (Level 18)
When another creature you can see within 5 feet of you is hit by an attack roll, you can take a Reaction to change the target to yourself. You have Resistance to all damage against that attack.
Butcher
Cavalier
Cavalier
Cavalier (Level 3)
Ride with Purpose, Guard with Pride
Cavaliers are masters of mounted combat, trained from an early age in the art of riding with precision and grace. Often from noble backgrounds, they are equally skilled in leading cavalry charges and navigating courtly diplomacy. However, their true calling lies in protecting others, whether it's safeguarding a noble or defending the innocent. Driven by honor and justice, many Cavaliers leave behind privileged lives to pursue adventure, where they can uphold their ideals and prove their worth in battle, their loyalty to those they protect being their greatest strength.
Cavalry Training
You are trained in mounted combat and the responsibilities that come with it.
- Stablemaster
- Saddleborne
- Quick Mount
Unwavering Mark
You can menace your foes, foiling their attacks and punishing them for harming others.
- Taunt
- Punish
Warding Maneuver (Level 7)
You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within the reach of your meelee weapon is hit by an attack, you can roll 1d8 as a Reaction and add the number rolled to the target's Armor Class until the start of their next turn. If the triggering 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 (a minimum of 1).
You regain all expended uses of it when you finish a Long Rest.
Hold the Line (Level 10)
You become a master of locking down your enemies. Creatures provoke an Opportunity Attack from you when they move 5+ feet 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)
Vigilant Defender (Level 18)
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 own. 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
Celestial Lancer
Champion
Champion
Champion (Level 3)
Pursue Physical Excellence in Combat
A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.
Improved Critical
Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
Remarkable Athlete
Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.
In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
Additional Fighting Style (Level 7)
You gain another Fighting Style feat of your choice.
Heroic Warrior (Level 10)
The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
Superior Critical (Level 15)
Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.
Survivor (Level 18)
You attain the pinnacle of resilience in battle, giving you these benefits.
Defy Death
You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.
Heroic Rally
At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.
Champion (Variant Fighter)
Chaplain
Colossal Bully (Variant Fighter)
Combat Medic
Combat Medic
Combat Medic
Commander
Commander
Commander
Commando
Corsair
Cosmic Knight
Couatl Herald
Crusader
Crusader
Crusader
Cybernetic
Cybernetic (Level 3)
Enhance Yourself with Cybernetic Grafts
Cybernetic Fighters enhance their bodies with Construct grafts—mechanical enhancements that replace body parts with cold steel and buzzing circuitry. Their bodies are a union of flesh and machine, transhumanist projects that are never quite complete, but become more versatile and lethal over time.
Cybernetic Crafts
Your body has been overhauled with cybernetic Construct grafts, granting you the following benefits.
Two Grafts
You gain two Common or Uncommon Construct grafts of your choice. Arm Cannon and Shield Module are recommended.
Extra Slots
You have two Arm graft slots and two Internal graft slots. You can install a graft in each of them.
Painless Attachment
You don't lose Hit Points or Hit Point Dice for the first installation of a graft in a particular body slot.
Quick Installation
You can take the Utilize action to install a Construct graft on your body.
Graft Mastery
You can use the mastery property of any weapon that is installed as a graft, such as an Arm Blade or Laser Eyes.
Neural Implant (Level 7)
Choose one skill in which you have proficiency. Whenever you make an ability check using the chosen skill, you can roll a d8 and add it to the check.
You can replace the chosen skill with a different one whenever you finish a Long Rest.
Hyperdrive (Level 10)
You gain a special Overdrive Module graft, which doesn't take up an Internal graft slot. Once you activate this graft, you can extend its duration or restore your use of it by expending a use of Second Wind (no action required).
Nanite Plating (Level 15)
When you use your Second Wind, you gain Temporary Hit Points equal to the number of Hit Points regained.
Cyborg (Level 18)
Your body has been fully overhauled for Construct grafts, granting you the following benefits.
Cyberstrike
When you hit with a weapon that is installed as a graft, you can roll a d8 and add it to the damage roll.
Reconfigure Grafts
You can take a Bonus Action action to install a Construct graft in each body slot.
Death's Chosen
Destiny Warrior
Devout
Discordant
Dragoon
Dragoon
Dragoon
Dragoon
Dragoon
Drifter
Duelist
Duelist (Variant Fighter)
Dungeoneer
Dungeoneer (Level 3)
Survive the Dungeon
Only fools would 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.
Kick in the Door
You have Advantage attack rolls you make during the first round of combat.
Heroic Superstition
You gain Heroic Inspiration when you do any of the following.
Damage Vulnerability
Deal a type of damage to which a creature has Vulnerability.
Find Weakness
Trigger a creature's specific weakness, such as Shadow's Sunlight Weakness or dealing damage that prevents a creature's Regeneration.
Guess the Monster
Guess a creature's specific kind (such as a mimic or lich) before seeing it. The GM confirms if you are correct when the creature is revealed. You can't guess the identity of Humanoids.
Secret Doors
Discover a secret door.
Trapfinder
Detect or disarm a trap.
Treasure Hoard
Find an Uncommon, Rare, Very Rare, or Legendary magic item or treasure worth 100 GP+.
Dungeon Precautions (Level 7)
You can cast any of the following spells without a spell slot: Alarm, Comprehend Languages, Detect Magic, Detect Poison and Disease, Find Traps, Identify, and Purify Food and Drink. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this feature (choose the ability when you cast the spell).
You can use this feature five times and regain all expended uses when you finish a Long Rest.
Monster Kill (Level 10)
Once per turn when you hit an Aberration, Dragon, Fey, Fiend, Monstrosity, Ooze, or Undead with an attack with a weapon, you can deal an extra 1d10 damage to the target. This damage is the same type dealt by the weapon.
Avoidance (Level 15)
When you're 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. You can't use this feature if you have the Incapacitated condition.
Veteran Hero (Level 18)
Your dungeoneering expertise gives you the following benefits.
Peerless Heroism
Once per turn when you make a D20 Test, you can expend Heroic Inspiration to turn the roll into a 20, instead of rerolling the d20.
Double Inspiration
You can have two instances of Heroic Inspiration at one time. You can use only one Heroic Inspiration per roll.
Dungeoneer
Echo Knight
Echo Knight
Echo Knight (Level 3)
Multiple Futures Converge in Every Attack
Echo Knights are warriors who wield the enigmatic power of dunamis, a force that bends time and reality. They conjure echoes—shadowy figures from alternate timelines—to fight alongside them, creating a flurry of attacks and confusion on the battlefield. Each echo represents a different potential future or a past that never was, allowing the Echo Knight to strike from multiple angles simultaneously. Feared for their ability to appear in numerous places at once, Echo Knights are relentless and unpredictable, using their mastery of time manipulation to outmaneuver and overwhelm their foes, presenting enemies with a legion of possibilities rather than a single opponent.
Manifest Echo
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. It 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 have the Incapacitated condition.
Your echo is considered an object, but uses your game statistics, except it has an Armor Class equal to 13 plus your Constitution modifier, 1 Hit Point, and Immunity to all conditions. On your turn, you can mentally command the echo to move 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:
- Swap
- Echo Attack
- Opportunity Attack
Unleash Incarnation
You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of 1). You regain all expended uses when you finish a Long Rest.
Echo Avatar (Level 7)
You can temporarily transfer your consciousness to your echo. As a Magic action, you can see through your echo's eyes and hear through its ears. During this time, you have the Deafened and Blinded conditions. This effect lasts for 10 minutes or until you end it early (no action required). While using this feature, your echo can be up to 1,000 feet away from you without it being destroyed.
Shadow Martyr (Level 10)
You can make your echo throw itself in front of an attack directed at another creature that you can see within 30 feet of you. Before the attack roll is made, you can take a 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)
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 1d8 + your Constitution modifier.
You can use this feature a number of times equal to your Constitution modifier (a minimum of 1). You regain all expended uses when you finish a Long Rest.
Legion of One (Level 18)
Your summoning powers have grown more potent.
- Endless Echoes
- Echo of an Echo
Eldritch Knight
Eldritch Knight
Eldritch Knight (Level 3)
Support Combat Skills with Arcane Magic
Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.
Spellcasting
You have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules as an Eldritch Knight.
Cantrips
You know two cantrips of your choice from the Wizard spell list (see that class's section for its list). Ray of Frost and Shocking Grasp are recommended. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.
When you reach Fighter level 10, you learn another Wizard cantrip of your choice.
Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list. Burning Hands, Jump, and Shield are recommended.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.
Changing your Prepared Spells
Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus
You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.
War Bond
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. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but you can summon only one at a time with a 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)
When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.
Eldritch Strike (Level 10)
You learn how to make your weapon strikes undercut a creature's ability to withstand your spells. When you hit a creature with an attack using a weapon, 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)
When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.
Improved War Magic (Level 18)
When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Wizard spells that has a casting time of an action.
Ember Knight
Ember Knight (V1)
Ember Knight (V2)
Executioner
Falconer
Fencer
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
Frost Wolf
Gladiator
Gladiator
Gladiator
Gladiator
Gladiator Slave
Gravity Knight
Guardian
Guerrilla
Gunslinger
Gunslinger
Gunslinger
Haste Knight
Hero
Hero (Level 3)
In times as dark as these, all it takes is one spark to bring back the light.
Entities of the Cthulhu Mythos are terrifyingly implacable and utterly inhuman. While those traits often make such creatures unbeatable, their inability to understand humanity's capabilities can prove their undoing. Heroes are Fighters who bring out the best in humanity. They are the beacons of hope rallying commoners against a shared threat. While their blades are deadly to their enemies, their words are encouragement to their allies, and their unflappable demeanor allows their companions to find the courage and strength they never knew they had.
Bolstering Presence
At the start of your turn, you can bolster your allies (no action required). Creatures of your choice within 30 feet of you that can see or hear you regain a number of Hit Points equal to 2d6 plus half your Fighter level (rounded down). You can't use this feature if you have the Incapacitated condition.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Heroic Effort
You can seize the moment and turn the tide. You can take a Reaction at the end of a creature's turn to move up to your Speed and make one attack with a weapon or Unarmed Strike. Then one ally of your choice within 30 feet of you that can see or hear you can also move up to its Speed and make one attack with a weapon or Unarmed Strike using its Reaction.
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 when you finish a Long Rest.
Lead by Example (Level 7)
If you are Charmed, Frightened, or Poisoned when you use your Heroic Effort feature, the condition ends on you. In addition, if the ally you target with Heroic Effort is Charmed, Frightened, or Poisoned, the condition ends on it.
Inspiring Presence (Level 10)
When you use your Bolstering Presence feature, each of the chosen creatures gains a bonus to D20 Tests and damage rolls equal to your Charisma modifier (minimum of +1) until the end of your next turn.
Durable Presence (Level 15)
You now regain all expended uses of your Bolstering Presence feature when you finish a Short or Long Rest.
Mighty Effort (Level 18)
When you use your Heroic Effort feature, you can now target up to two additional creatures, instead of only one.
Hero of Legacy
Hoplite
Hoplite Soldier
Hoplite Soldier
Houndmaster
Jewelist
Juggernaut
Kensai
Legionary
Light Bearer
Living Crucible
Living Crucible
Living Crucible (Level 3)
Enhance Your Martial Prowess with Alchemy
Fighters who become Living Crucibles have discovered an external means of power. While most Fighters train in martial traditions or study the art of war, Living Crucibles hone their craft of alchemy 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 warriors can see in darkness, enhance their speed, inure themselves to magical attacks, and more.
Compound Creator
You learn to create alchemical compounds toxic to others but empowering to you.
Compounds
You learn three compounds of your choice from the "Compound Options" section below. You learn two additional compounds of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new compounds, you can also replace one compound you know with a different one.
Creating
Whenever you finish a Long Rest while holding Alchemist's Supplies, you can use that tool to magically produce any number of compounds. The compound appears in a vial, and the vial vanishes when the compound is consumed or poured out. If any compound remains when you finish a Long Rest, the compound and its vial vanish.
Consuming
As a Bonus Action, you can consume one compound. You can consume a number of compounds up to one plus your Constitution modifier (minimum of one). Once you reach this limit, you cannot benefit from more compounds until you finish a Long Rest.
You can benefit from multiple compounds at the same time, but consuming multiple vials of the same compound provides no additional effects.
Only you can benefit from your compounds. Any other creature that consumes a compound must succeed on a Constitution saving throw (DC 8 plus your Intelligence modifier plus Proficiency Bonus) or have the Poisoned condition for 1 minute.
Student of Alchemy
Your long nights of vigilance have left your senses attuned to signs of danger, granting you the following benefits.
You gain Alchemist's Supplies, and you have proficiency with it. In addition, your Proficiency Bonus is doubled for ability checks with Alchemist's Supplies.
Living Cauldron (Level 7)
The number of compounds you can safely consume increases to three plus your Constitution modifier (minimum one).
At Fighter level 18, the number of compounds you can safely consume increases to five plus your Constitution modifier (minimum one).
Rapid Consumption (Level 10)
When you use a Bonus Action to drink a compound, you can drink a second compound.
Toxin Transmutation (Level 15)
You have Resistance to Poison damage. Also, as a Bonus Action, you can end the Poisoned condition on yourself.
When you end the Poisoned condition on yourself in this way, you can choose to gain Temporary Hit Points equal to your Fighter level. You regain the ability to gain these Temporary Hit Points after completing a Long Rest.
Living Catalyst (Level 18)
When you finish a Long Rest, you can replace one compound you know with another one.
Living Nightmare
Mage Hand Magus
Magitech Hero
Magus
Magus
Marauder
Marksman
Marshal
Martial Artist
Master of Hounds
Mercenary
Mercenary
Meteor Knight
Meteor Knight
Meteor Knight
Monster Hunter
Monster Hunter
Moon Knight
Nightwatcher
Nightwatcher (Level 3)
Take Back the Night
Nightwatchers come from humble origins, often toiling as guards or investigators. Undaunted by dangers in the darkness, they stand firm against the growing night. Ever vigilant, they use the darkness to surprise and overwhelm foes much greater than themselves.
Skilled Guardian
Unraveling mysteries under the cover of night has honed your skills. You gain the following benefits.
Expertise
Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
Skilled
You gain proficiency in two skills of your choice from the following list: Deception, History, Insight, Intimidation, Investigation, Perception, or Stealth.
Ever Vigilant
Your long nights of vigilance have left your senses attuned to signs of danger, granting you the following benefits.
Darkvision
You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.
Keen Senses
You have Advantage on Initiative rolls and Wisdom (Perception) checks.
Warning Shout
When you make an Initiative roll, you can take a Reaction to warn creatures of your choice within 30 feet of yourself that can see or hear you. Each creature can then take a Reaction to have Advantage on its Initiative roll and move up to half its Speed without provoking Opportunity Attacks.
Once you use this feature, you can't use it again until you finish a Long Rest.
Size Up (Level 7)
As a Bonus Action, you assess a creature you can see within 30 feet of you. Until the start of your next turn, when that creature makes an attack roll against you or another creature within 5 feet of you, you can take a Reaction to impose Disadvantage on that roll and give Resistance to that damage.
Night Stalker (Level 10)
You are adept at tracking down enemies in the dead of night, giving you these benefits.
Blindsight
As a Bonus Action, you gain Blindsight with a range of 30 feet for 10 minutes. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.
Slippery
Opportunity Attacks have Disadvantage against you. While entirely within Dim Light or Darkness, your movement doesn't provoke Opportunity Attacks.
Ready for Action (Level 15)
When you make an Initiative roll, you can treat a d20 roll of 9 or lower as a 10. When you roll 18-20 on an Initiative roll, you can take one additional action, except the Magic action, on your first turn.
Beat Down (Level 18)
Immediately after you miss a creature under the effect of your Size Up feature with an attack roll, you can take a Bonus Action or Reaction to make a melee attack against that creature if it's within range. You have Advantage on the new attack roll against that creature.
Notable Champion
Phantom Warrior
Phantom Warrior (Level 3)
Support Martial Prowess with Spiritual Guidance
A Phantom Warrior walks the line between life and death to vanquish the spirits that remove to move on. These fighters do not merely train in physical combat, they also sharpen their connection to the spirits they fight, in order to more easily defeat them. Whether trained by a lost order, cursed by fate, or choosing this path willingly, Phantom Warriors are feared as spectres of death.
Ghostly Reflexes
Your training in fighting those reluctant to move on, have honed your reflexes. You gain advantage on Initiative rolls and Dexterity (acrobatics) checks.
Additionally, after scoring a critical hit on your turn, you can use your Bonus Action to Disengage or Dash.
Haunting Strike
Your attacks carry the weight of the grave. Once on your turn after you hit a creature with a weapon attack, you can choose to apply one of the following effects:
Haunting Strike (Haunting Whispers)
You deal an additional amount of psychic damage, equal to 2d6. If your target is Frightened or Charmed the damage increases by 1d6.
Haunting Strike (Phasing Weapon)
Your weapon or ammunition phases through the creature. Roll an attack roll against a second creature within 5 feet of the original target, to also deal the weapon's damage to it. Hit or miss both creatures take 1d6 Force damage.
Haunting Strike (Psychic Scream)
Force the creature to make a Wisdom saving throw, against a DC equal to 8 + your proficiency bonus + your Intelligence modifier or become Frightened until the end of your next turn.
The dice type changes to 1d8s at level 10, and to 1d10s at level 15.
Wraith's Defence (Level 7)
After a creature hits you with an attack, you can use your Reaction to momentarily dissolve into mist. You gain resistance to all damage dealt from that attack and you may move up to half your speed without provoking opportunity attacks.
Spectral Weapon (Level 10)
As a Bonus Action you can summon forth a spectral version of the melee weapon you are holding, within an unoccupied space within 30 feet. The weapon lasts for 1 minute, you get the Incapacitated condition, or dismiss it (no action required).
When you take the attack action, for each attack you can choose to use the Spectral Weapon, instead of attacking yourself. The Spectral weapon uses the same damage die as the weapon you are holding, but deals Force, Necrotic, or Psychic damage (your choice upon summoning it). You use your Intelligence modifier for its attack and damage rolls.
Hitting with the spectral weapon will still allow you to use the Haunting Strike feature.
On following turns you can move the weapon up to 30 feet using your bonus action.
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), regaining all uses when you finish a Long Rest.
Phantom Strikes (Level 15)
You gain the following options that you can use for your Haunting Strike feature:
Haunting Strike (Lifedrain)
You deal an additional 2d10 necrotic damage and heal for half the necrotic damage dealt (round up)
Haunting Strike (Misty Strike)
You deal an additional 2d10 force damage and teleport to a location you can see within 15 feet.
Death Defiance (Level 17)
Your fight against the spirits has made it harder for death to claim you. You gain the following benefits.
Damage Resistance
You gain resistance to bludgeoning, piercing, and slashing damage while you are Bloodied.
Death Avoidance
When you are reduced to 0 Hit Points, you can choose to drop to 1 Hit Point instead and teleport up to 30 feet to an unoccupied space you can see.
You can use this feature once, regaining the use when you finish a Short or Long rest.
Phoenix Knight
Prescient Knight
Prescient Knight
Primaris Lieutenant
Psi Warrior
Psi Warrior
Psi Warrior (Level 3)
Augment Physical Might with Psionic Power
Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.
Psionic Power
You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel powers you have from this subclass. The Psi Warrior Energy Dice table shows the die size and number of these dice you have when you reach certain Fighter levels.
| Fighter Level | Die Size | Number |
|---|---|---|
3 | D6 | 4 |
5 | D8 | 6 |
9 | D8 | 8 |
11 | D10 | 8 |
13 | D10 | 10 |
17 | D12 | 12 |
Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend the Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when all your Psionic Energy Dice are expended.
You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.
Protective Field
When you or another creature you can see within 30 feet of you takes damage, you can take a Reaction to expend one Psionic Energy Die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
Psionic Strike
You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of yourself with an attack and deal damage to it with a weapon, you can expend one Psionic Energy Die, rolling it and dealing Force damage to the target equal to the number rolled plus your Intelligence modifier.
Telekinetic Movement
You can move an object or a creature with your mind. As a Magic action, choose one target you can see within 30 feet of yourself; the target must be a loose object that is Large or smaller or one willing creature other than you. You transport the target up to 30 feet to an unoccupied space you can see. Alternatively, if the target is a Tiny object, you can transport it to or from your hand.
Once you take this action, you can't do so again until you finish a Short or Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
Telekinetic Adept (Level 7)
You have mastered new ways to use your telekinetic abilities, detailed below.
Psi-Powered Leap
As a Bonus Action, you gain a Fly Speed equal to twice your Speed until the end of the current turn. Once you take this Bonus Action, you can't do so again until you finish a Short or Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
Telekinetic Thrust
When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus). On a failed save, you can give the target the Prone condition or transport it up to 10 feet horizontally.
Guarded Mind (Level 10)
You have Resistance to Psychic damage. Moreover, if you start your turn with the Charmed or Frightened condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions.
Bulwark of Force (Level 15)
You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has Half Cover for 1 minute or until you have the Incapacitated condition.
Once you use this feature, you can't do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
Telekinetic Master (Level 18)
You always have the Telekinesis spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Intelligence. On each of your turns while you maintain Concentration on it, 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 in this way again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
Pugilist
Purple Dragon Knight
Purple Dragon Knight (Banneret)
Quartermaster
Radiant Pikeman
Renegade
Renegade
Rift Knight
Royal Guard
Rune Knight
Rune Knight
Rune Knight (Level 3)
Giant Inscriptions Turn the Tide of Battle
Rune Knights harness ancient runic power to elevate their combat prowess, drawing from the mystical traditions of giants. By inscribing runes onto their weapons and armor, they infuse their gear with supernatural abilities, which may come from ancient scripts, sage teachings, or direct instruction from giant artisans. These runes bestow extraordinary powers, turning their equipment into magical conduits that amplify their strength and resilience. As they inscribe more runes, Rune Knights merge the colossal might of giants with their own battle-hardened skill, becoming formidable and magical warriors.
Rune Carver
You can use magic runes to enhance your gear.
- Inscription Equipment
- Learning Runes
- Inscribing Runes
A Rune can be invoked for an effect detailed in its description, once you do so, you can't invoke the same Rune again until you finish a Short or Long Rest.
Rune Magic Options
The Rune Carver feature lets you choose options for it at certain levels. The options are presented here in alphabetical and level order. 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 plus your Constitution modifier and Proficiency Bonus.
- Cloud Rune.
This Rune emulates the deceptive magic used by some cloud giants.
While wearing or carrying an object inscribed with this Rune, you have Advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
When you or a creature you can see within 30 feet of you is hit by an attack roll, you can take a Reaction to invoke the Rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range.
- Fire Rune
This Rune's magic channels the masterful craftsmanship of great smiths.
While wearing or carrying an object inscribed with this Rune, you gain Proficiency in one set of Artisan's Tools of your choice. You choose the tool proficiency when you inscribe this Rune.
When you hit a creature with an attack using a weapon, you can invoke the Rune to summon fiery shackles: the target takes an extra 2d6 Fire damage, and it must succeed on a Strength saving throw or have the Restrained condition for 1 minute. While Restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success.
- Frost Rune
This Rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants.
While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
You can invoke the Rune as a Bonus Action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use your Strength or Constitution.
- Stone Rune
This Rune's magic channels the judiciousness associated with stone giants.
While wearing or carrying an object inscribed with this rune, you have Advantage on Wisdom (Insight) checks, and you have Darkvision out to a range of 120 feet. If you already have Darkvision, its range increases by 60 feet.
When a creature you can see ends its turn within 30 feet of you, you can take a Reaction to invoke the Rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature has the Charmed condition for 1 minute. While Charmed, the creature has the Incapacitated condition and a Speed of 0, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
- Hill Rune (Level 7 or Higher)
This Rune's magic bestows a resilience reminiscent of a hill giant.
While wearing or carrying an object that bears this Rune, you have Advantage on saves to avoid or end the Poisoned condition, and you have Resistance against Poison damage.
You can invoke the Rune as a Bonus Action, gaining Resistance to Bludgeoning, Piercing, and Slashing damage for 1 minute.
- Storm Rune (Level 7 or Higher)
Using this rune, you can glimpse the future like a storm giant seer.
While wearing or carrying an object inscribed with this Rune, you have Advantage on Intelligence (Arcana) checks and Initiative rolls.
You can invoke the Rune as a Bonus Action to enter a prophetic state for 1 minute or until you have the Incapacitated condition. Until the state ends, when you or another creature you can see within 60 feet of you makes a D20 Test, you can take a Reaction to cause the roll to have Advantage or Disadvantage.
Giant's Might
You have learned how to imbue yourself with the might of giants. As a Bonus Action, you magically gain the following benefits for 1 minute:
- Large Sized
- Giant's Strength
- Gigantic Force
You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses of it when you finish a Long Rest.
Runic Shield (Level 7)
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, you can take a Reaction to force the attacker to reroll that attack.
You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest.
Great Stature (Level 10)
The magic of your runes permanently alters you.
- Growth
- Colossal Force
Master of Runes (Level 15)
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.
Runic Juggernaut (Level 18)
You learn how to amplify your rune-powered transformation.
- Titan Sized
- Titanic Force
Runeguard
Samurai
Samurai
Samurai (Level 3)
Victory is the Only Option for an Indomitable Spirit
The Samurai is a warrior driven by an unyielding spirit and a code of honor. Harnessing a steadfast resolve, the Samurai faces foes with unwavering determination. Those who stand against a Samurai are confronted with a choice: surrender to the indomitable will or face the full force of an unbreakable fighter. With every battle, the Samurai embodies the pinnacle of disciplined combat and relentless pursuit of victory.
Brush and Blade
You have forged your mettle throughout your training.
- Brush
- Skill
Fighting Spirit
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 attack rolls made with weapons until the start of your next turn. When you do so, you also gain Temporary Hit Points equal to your Fighter level.
You can use this feature a number of times equal to your Constitution modifier (a minimum of 1). You regain all expended uses when you finish a Long Rest.
Elegant Courtier (Level 7)
Your discipline and attention to detail allow you to excel in social situations.
- Well Mannered
- Self Control
Tireless Spirit (Level 10)
When you roll Initiative and are missing any uses of your Fighting Spirit feature, you regain one use of it.
Rapid Strike (Level 15)
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)
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 take a Reaction to 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 have the Unconscious condition if you still have 0 Hit Points.
Once you use this feature, you can't use it again until you finish a Long Rest.
Scion
Scion (Level 3)
Whether because they belong to a long lineage entrusted as stewards of a centuries-old artifact, or because a mysterious relic is thrust upon them by happenstance, a Scion is a Fighter in possession of an extremely powerful weapon.
Scions use a mythic arm: a weapon brimming with magic and, just like the Fighter who wields it, potential. It'd be a mistake to assume that a Scion is only strong because of the weapon they build. To actually access the power of the mythic arm, a Scion must hone not only their technique, but their connection with their weapon.
By strengthening the bond between the two, the Scion becomes the only one able to harness their weapon's true power and unlock its full potential.
Mythic Arm
You wield a mythic arm, an extremely powerful weapon brimming with boundless potential for you to unlock. How you acquired this mythic arm is up to you, but it must be a weapon you are proficient with. When you reach 3rd level, choose one of the following damage types: Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, or Thunder. All mythic arm attacks made with the additional action granted by your Action Surge deal 1d8 of your chosen damage along with your weapon damage.
Wielding Legend
The powerful magic that makes your weapon a mythic arm binds it to you and protects it from tampering. Your mythic arm counts as magical for the purpose of overcoming Resistance and Immunity to nonmagical attacks and damage and cannot rust, be dulled, or break. You cannot be disarmed while wielding your mythic arm as long as you're not incapacitated.
You can also sense the direction of the mythic arm's location and on which plane of existence it's located. If the arm is moving, you know the direction of its movement. Additionally, your mythic arm can absorb the enchantment and the shape of another weapon. When you acquire an enchanted weapon, you can spend one hour to transfer the enchantment from the enchanted weapon into your mythic arm. For example, if you wield a Longsword as your mythic arm and acquire a +1 Handaxe that has Advantage on all attack rolls against Beasts, you can take one hour to transfer that enchantment to your mythic arm, after which it will be a +1 Longsword that has Advantage on all attack rolls against Beasts.
You are also able to change your mythic arm into the shape of any weapon it has previously absorbed an enchantment from by spending one hour concentrating on it. For example, after absorbing the enchantment from the +1 Handaxe of the previous example, you can now turn your mythic arm into a Handaxe by spending one hour concentrating on the mythic arm.
If you do not meet the prerequisites to attune to the weapon, you cannot transfer its enchantment into your mythic arm.
Once you have transferred an enchantment into the mythic arm, the original weapon loses its enchantment.
Wondrous Wielder (Level 7)
You gain further control of your mythic arm, and you can manipulate the way you wield it in battle to transcend the limits of normal weapons. At the end of a Long Rest, you can select one of the following weapon properties to apply to your mythic arm: Finesse, Light, Reach, or Thrown (Range 20/60). The mythic arm retains the weapon property indefinitely, until you use this feature to select a different property.
Unlocked Potential (Level 10)
The bond between you and your mythic arm allows you to draw even more power from your weapon:
The additional damage you deal when making an attack with your mythic arm with the additional action granted by your Action Surge increases to 2d8. At 18th level, it becomes 3d8.
You choose an additional damage type for your Mythic Arm feature. When you use an Action Surge, you choose which of the available damage types your additional attacks will deal. At 18th level, you can choose one additional damage type.
You can absorb an additional enchantment into your mythic arm. If more than one enchantment includes a bonus to attack and damage rolls, the higher bonus is applied to your mythic arm. At 18th level, you gain the option to absorb yet another additional enchantment, to a total of 3.
Unleash Potential (Level 15)
You gain further control of your mythic arm, allowing you to unlock some of its hidden potential without exerting yourself in the process. On a successful attack, you can deal the additional damage you would deal with your Action Surge attacks. You can use this feature only once per turn.
Mythic Scion (Level 18)
Your mythic arm has become an extension of yourself, unlocking its full potential. Whenever you make an attack roll with the additional action granted by your Action Surge, you treat all rolls of 9 or lower as a 10, and those attack rolls cannot be made at Disadvantage.
Additionally, when you roll for Initiative and have no uses of Action Surge remaining, you regain 1 use.
Scofflaw
Scrapper
Seafarer
Shadow Knight
Shield Bearer
Shieldbearer
Shieldbearer
Skeletal Blade
Slayer (Livestream)
Soldier of the Seasons
Sons of The Angel
Sons of The Crimson King
Sons of The Drake
Sons of The Gorgon
Sons of The Hydra
Sons of The Iron
Sons of The Khan
Sons of The Lion
Sons of The Lupercal
Sons of The Night
Sons of The Phoenician
Sons of The Praetorian
Sons of The Raven
Sons of The Reaper
Sons of The Regent
Sons of The Slaughterer
Sons of The Wolf King
Sons of The Word
Space Marine
Space Marine (Level 3)
Smash Your Foes in an Advanced Impulse Frame
Space Marines are the elite fighting forces of the 'Verse. Their tenacity and bravery are augmented by an arsenal of weapons and battle armor called an Impulse Frame, which allows them to strike decisively from above. Space Marines might pledge their loyalty to the Coalition, Elven Empire, or Hegemony, or sell it outright as mercenaries with any number of factions.
Impulse Frame
You have a suit of magically-powered armor known as an Impulse Frame. This is a heavily customized Starshield Hardsuit (Splint Armor). While wearing your Impulse Frame, you gain the following benefits.
Impulse Pack
Your Impulse Frame has an integrated jet booster, allowing you a limited form of flight. You can use your Bonus Action to gain a Fly Speed equal to your Speed until the end of the current turn.
Life Support Systems
While wearing your Impulse Frame, you gain the benefits of wearing a Life Suit.
Replacable
You can convert a different suit of armor into your Impulse Frame by spending materials worth 100+ GP over the course of 8 hours, which can be done during a Long Rest. Your old Impulse Frame ceases to function.
Hell Jump (Level 7)
You've mastered the quintessential shock trooper landing. While you fall and don't have the Incapacitated condition, subtract 60 feet from the distance you fell when calculating your falling damage.
Additionally, when you land after falling 20 or more feet, you can impact in a forceful 5-foot Emanation. Each creature in the Emanation must succeed on a Dexterity saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or have the Prone condition.
Frame Upgrade (Level 10)
You gain one of the following upgrades to your Impulse Frame of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
Heavy Frame
While wearing your Impulse Frame, you have a +2 bonus to your Armor Class while you aren't wielding a Shield. Additionally, you have Advantage on Strength checks and Strength saving throws while wearing it.
Skirmish Frame
Your Speed increases by 10 feet. If you move 20 feet or more on your turn, the next attack you make before the end of the current turn has Advantage.
Wraith Frame
You don't have Disadvantage on Dexterity (Stealth) checks as a result of wearing Heavy armor. Additionally, as a Bonus Action, you can give yourself the Invisible condition for 1 minute. This condition ends on you immediately after you make an attack or cast a spell. Once you take this Bonus Action, you can't do so again until you roll Initiative or finish a Short or Long Rest.
Sustained Flight (Level 15)
When you use your Impulse Pack, your Fly Speed lasts until you land.
Dragon Frame (Level 18)
You augment your Impulse Frame with a suite of elemental enhancements. You have a pool of Temporary Hit Points that slowly replenishes. At the start of each of your turns, this pool gains 5 Temporary Hit Points, up to a maximum of 40.
Immediately after you hit a target with a weapon attack, you can take a Bonus Action and expend 10 Temporary Hit Points from the pool to deal an extra 2d8 damage. This damage is Acid, Cold, Fire, Lightning, or Thunder (your choice).
Space Marine
Squarkmaster
Stance Master
Star Player
Steel Hawk
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.