Fighter Origins
Martial Archetypes

Arbalestion
Arcane Archer
Bulwark
Champion
Daredevil
Eldritch Knight
Guerilla
Ghost Operative
Juggernaut
Kindler
Runeguard
Sellsword
Skirmisher / Mariner
Templar
Thing Slinger
Underdog

Restricted Archetypes

Aasimar
Celestial Knight

Gnome
Tinker Knight

Halfling
Warsling Sniper

Fighting Styles
Maneuvers

Fighter

Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.

“We’re not all just weapons and armor, you know. Some of us have other talents. Sure, they all result in someone getting hurt really, really bad, but you’ve got to have a little variety every now and then.”

— Janus Sironan, knight commander

Well-Rounded Specialists

Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor.

Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.

Trained for Danger

Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge.

Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.

Mission Accomplished

Whether your intention is to end a target’s threat or simply deliver a message (violently or otherwise), those around you can take comfort in knowing that when you take on a job, the job gets done. When your party loses its direction or collective nerve, you stand taJI with the power of your convictions and an even more powerful assortment of weapons to keep things on track.

It might seem ridiculous to say that your weapon, armor, or shield is your best friend and most stalwart companion- but you’ll take that risk. If you had to choose between entering a battle without your favorite combat gear or without the party’s bard, Singy McLuteface can sit this one out. You and your equipment have got this.

Your signature equipment is more than tools that have never let you down. It lets others know who you are on the battlefield. Even when your features are obscured by the blood of the fallen, the dust of a well trodden arena, or the fog of war, allies and enemies alike take notice when you stalk the battlefield.

Fighter Quirks

When the battle is done, enemies and allies alike stare in awe at the sight of your personal ritual of celebration.

Victory Celebration

d10 Celebration
1 A finely honed, well-choreographed dance
2 Ale! And then more ale!
3 Seizing a trophy from a vanquished foe
4 Composing a poem extolling your valiant combat prowess
S Adding a commemorative square to your battle quilt
6 Adding a decorative stencil to your favorite weapon or armor
7 Paying the town crier to proclaim your victory
8 Commissioning a painting of the battle
9 Praising surviving enemies for a job well done, no hard feelings
10 There is no time to celebrate, for your war is eternal!

Class Features

The Fighter
-Level- -PB- -Features- -Maneuvers- -Superiority- -Superiority Dice-
1st +2 Fighter Origin, Fighting Style,
Second Wind
- - -
2nd +2 Combat Superiority, Origin Maneuver 3 7 d4
3rd +2 Martial Archetype 3 7 d4
4th +2 Bonus Skill 3 7 d4
5th +3 Extra Attack 4 7 d4
6th +3 - 4 9 d6
7th +3 Martial Archetype feature 4 9 d6
8th +3 Bonus Skill 5 9 d6
9th +4 Indomitable 5 9 d6
10th +4 Martial Archetype feature 5 10 d8
11th +4 Extra Attack (2) 6 10 d8
12th +4 Bonus Skill 6 10 d8
13th +5 Indomitable (2) 6 10 d8
14th +5 - 7 12 d10
15th +5 Martial Archetype feature 7 12 d10
16th +5 Bonus Skill 7 12 d10
17th +6 Indomitable (3) 8 16 d10
18th +6 Martial Archetype feature 8 16 d12
19th +6 Bonus Skill 8 20 d12
20th +6 Extra Attack (3) 8 20 d12

As a fighter, you gain the following class features.

Hit Points

Hit Dice: 1d10

Saving Throws

You are proficient with Strength and Constitution saving throws.

Skills

Class Skills: Animal handling, Leadership, Perception and Physique

Skill Points: You gain 2 skill points at 1st level.

Skills - Combat

Weapon Groups: You have rank 2 with all weapon groups.

Combat Skills: You gain the Light armor and Medium armor skills.

After 1st level: You gain 1 skill point to spend on combat skills every level.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Fighter Origin

The type of martial training you received sets the groundwork for your career as a fighter. Your origin can range from a disciplined training in the army, to being a self-taught farmer.

All origins are describes at the end of the class description. Select the origin most suitable for your character.

Fighting Styles

At 1st level, a fighter adopts a particular style of fighting as his specialty. All styles are listed here.

Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.

Second Wind

From 1st level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, if you have less than half your hp left, you can use a bonus action to regain a number of hit points equal to 1d10 + your Constitution bonus.

Once you use this feature, you must finish a short rest before you can use it again.

Rest Additions
The following additions are made to the general rest rules.
Short rest
After a short rest:
* Regain 1 Superiority.
* Regain use of Second Wind.
Long rest
After a long rest:
* Regain Superiority equal to your proficiency bonus.
Add the following class specific benefits to choose from:
* Reset all uses of Indomitable.
* Regain all Superiority.

Combat Superiority

Starting at 2nd level, your tactical expertise makes you a deadly force on the battlefield. You learn maneuvers which are fueled by a special resource called superiority.

Maneuvers

You learn two maneuvers of your choice, and one decided by your fighter background. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn additional maneuvers at certain levels as shown in the Maneuvers Known section of the Fighter table.

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. All maneuvers are listed here.

In addition you always have access to the Action Surge maneuver (see below)

Superiority

To use a maneuver, you have to spend Superiority. Most maneuvers require you to spend 2 superiority, some cost only 1, and the action surge maneuver costs 4. The amount of superiority you have per level as shown in the Fighter table.

Superiority Dice

Some maneuvers have effects based on your superiority die. You start with a d4, and it increases as you level, as shown in the Fighter table.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Maneuver Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can spend 4 superiority to take one additional action on top of your regular action and a possible bonus action.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. All are detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Bonus Skill

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you gain an additional skill point to spend on your class skills.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

At 9th level, you can choose either Indomitable self or Indomitable ally.

When you use the feature you can’t use it again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times starting at 17th level.

Indomitable Self

As a reaction, you can reroll a saving throw that you fail.

Indomitable Ally

Your courageous words inspire valor and ferocity in your allies, allowing you to use your reaction to allow an ally within 30 feet who can see or hear you to reroll a failed saving throw.

Fighter Origins

The type of martial training you received sets the groundwork for your career as a fighter. Select the origin most suitable for your character.

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.


Arbalestion

Archetype Features

Fighter Level Feature
3rd Boltslinger, The Future of Warfare
7th Snap Shot
10th Bull’s Eye
15th Critical Bolt
18th Ordnance

As an arbalestion, you often believe that melee combat is a thing of the past. A modern thinker; you apply your knowledge of enginering to master the use of the more sophisticated crossbows to a deadly effect.

Boltslinger

Gain 1 additional skill point to spend on combat skills.

The Future of Warfare

Add Craft - Metalsmith - Arrowsmith and Craft - Crossbow Making to your class skills and gain 1 skill point each to spend on these skill. If already proficient, you instead gain 2 skill points to spend on class skills.

During a day of work, you can try to modify an existing crossbow into a repeating crossbow. This is a DC 20 Intelligence (Crossbow making) check using your tools. If you fail, you can repeat this check the next day, with the DC reduced by 2. This reduction is cumulative.

A repeating crossbow has the statistics of the base crossbow, but adds 2 lbs to its weight, and has a magazine that holds up to 12 bolts at once and doesn’t require any sort of action to reload between attacks. Changing an empty magazine requires an action.

Snap Shot

When a creature misses you with an attack, you can make a single ranged weapon attack as a reaction, provided you have sufficient ammunition. You may spend 1 superiority point to gain advantage on this attack.

Bull’s Eye

Gain 1 additional skill point to spend on combat skills.

Critical Bolt

Attacks you make with crossbows increase their crit range by 1, scoring a critical hit on a roll of 19-20, or 18-20 when aiming.

Ordnance

You can turn a regular crossbow bolt into a deadly explosive. This process consumes material components worth at least 500 gp, such as a ruby, dragon scales or the heart of a fire giant that explodes in a large area on impact. You can craft one of these bolts during a long rest by making a DC 15 Intelligence (Crossbow making).

As an action, you can choose one creature or object with range and within your line of sight and fire your ordnance bolt. That creature or object and all creatures in a 40 ft radius must make a Dexterity saving throw equal to 8 + your proficiency bonus + your Dexterity modifier with the original target having disadvantage on the saving throw. All creatures take 10d10 fire damage on a failed save, or half as much damage on a successful one. Objects take double damage from this attack.


Arcane Archer

Arcane Archer Features

Fighter Level Feature
3rd Arcane Archer Lore, Arcane Shot (2 options)
7th Curving Shot, Magic Arrow, Arcane Shot (3 options)
10th Arcane Shot (4 options)
15th Ever-Ready Shot, Arcane Shot (5 options)
18th Arcane Shot (6 options, improved shots)
Rest Additions
The following additions are made to the general rest rules.
Short rest
After a short rest:
* Regain use of Arcane Shot.

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Arcane Archer Lore

You learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. Add either Arcana or Nature to your class skills and gain 1 skill point to spend on the chosen skill.

Aditionally if you selected Arcana, you learn the prestidigitation cantrip, otherwise you learn the druidcraft cantrip.

Arcane Shot

You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below).

When you fire an arrow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. Once you use this ability, you can’t use it again until you finish a short rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

Magic Arrow

Gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

Curving Shot

You learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 ft of the original target.

Ever-Ready Shot

You are always ready with an Arcane Shot. When you roll initiative, you can use a one of your Arcane Shot maneuvers as part of the first ranged weapon attack you make, without expending a use of Arcane shot.

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.


Bulwark

Bulwark Features

Fighter Level Feature
3rd Guardian Stance
7th Steadying Influence
10th Mobile Cover
15th Immovable Object
18th Unshakable Bastion

Bulwarks are elite defensive warriors whose strengths shine while fighting side by side with their allies. Though trained to use weapons of all types, they are especially effective when using a protective style of fighting with a weapon and shield. Alone, a Bulwark is a small threat, but when fighting alongside their allies they are impenetrable walls of steel.

Guardian Stance

As long as you are wielding a shield, you can use a bonus action to enter a Guardian Stance. This Stance lasts indefinitely and ends early if you are incapacitated or end it as a free action. While in this Stance, you gain the following features:

Steadying Influence

You emanate an aura of confidence. Any creature to which you are conferring cover can make the first ranged spell or weapon attack roll on each of its turns with advantage.

Mobile Cover

You can coordinate your movement with your allies as you shield them from attacks. Whenever a creature to which you are conferring cover moves on their turn, you can use your reaction to move with them, up to a maximum distance equal to your speed.

Immovable Object

You cannot be shoved or knocked prone.

Unshakable Bastion

You are a master amongst Stalwarts. Your Guardian Stance feature can affect creatures within 10 feet.


Champion

Champion Features

Fighter Level Feature
3rd Improved Critical
7th Remarkable Athlete
10th Additional Fighting Style
15th Superior Critical
18th Survivor

The champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical

Your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

You can regularly perform feats of athleticism that would be impossible for most mortals. Whenever you use the physique skill, you can roll a Superiority Die and add that number to the roll. You can do this after the roll, but before you know the result.

Additional Fighting Style

You can choose a second option from the Fighting Style class feature.

Superior Critical

Your weapon attacks score a critical hit on a roll of 18-20.

Survivor

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.


Daredevil

Archetype Features

Fighter Level Feature
3rd Dynamic Dervish, Untarnished Grace
7th Dashing Into Danger
10th Additional Fighting Style
15th Going All-In
18th Grim Cyclone

Endless training and countless techniques define the greatest warriors of any age. However, there’s greatness in action and then there’s greatness in memory. The daredevil aims to paint a full story on the battlefield of their prowess, leaving foes in an absolute daze.

Displaying the full range of their training and taking advantage of terrain, the daredevil aims to dominate their foe regardless of the field.

Dynamic Dervish

You’ve learned to mix up your fighting style for maximum effect, or at least maximum aesthetics.

Untarnished Grace

You have come to understand the power of presenting an image. You gain a skill point to spend on Speechcraft.

Dashing Into Danger

You are more maneuverable on the battlefield. While in combat, your speed increases by 10 ft. In addition, when you hit a creature with an attack roll, you don’t provoke opportunity attacks from that creature for the until the end of your turn.

Additional Fighting Style

You can choose a second option from the Fighting Style class feature.

Going All-In

When you hit the same creature at least twice on your turn with two different weapons, you may expend a superiority die after the second hit to roll a number of additional weapon damage dice equal to the number of attacks you can normally make with an Attack action.

Grim Cyclone

Each time you reduce a creature to 0 hit points, you may move up to your speed and make an additional attack that doesn’t count against your number of attacks for the turn.


Eldritch Knight

Eldritch Knight Features

Fighter Level Feature
3rd Spellcasting, Weapon Bond
7th War Magic
10th Eldritch Strike
15th Arcane Charge
18th Improved War Magic
Rest Additions
The following additions are made to the general rest rules.
Long rest
After a long rest:
* Regain 1 spell slot.
 
Add the following archetype benefits to choose from:
* Regain 2 spell slots.

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Spellcasting

You augment your martial prowess with the ability to cast spells. Add Arcana to your class skills and gain 1 skill point to spend on this skill.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. You regain expended spell slots when you finish a long rest.

Spells Known

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots.

Eldritch Knight Spellcasting
Level Cantrips Spells 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Weapon Bond

Learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

War Magic

When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Eldritch Strike

Learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Charge

Gain the ability to teleport up to 30 ft to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved War Magic

When you use your action to cast a spell, you can make one weapon attack as a bonus action.


Ghost Operative

Ghost Operative Features

Fighter Level Feature
3rd Bonus Skill, Covert Ops
7th Initiative Bonus, Reconnaissance
10th Extraction
15th Infiltration
18th Sudden Strike

Ghost Operatives are the elite scouts and strike force of a well-trained military unit. They combine the skills of a spy with combat prowess, quickly moving through the battlefield even while heavily armored, and they are deadly when they catch an opponent unawares. These fighters excel at stealth, undercover operations, and infiltration of enemy installations. If a Ghost Operative does their job right, their adversaries won’t know they were there at all.

“Get in, do the job, get out. If they’re lucky, they won’t know I’m there. If not, they’ll wish I wasn’t.”

– Gregor Antus, of the 1st Scouting Regiment

Bonus Skill

When you choose this archetype at 3rd level, add Stealth to your class skills and gain 1 skill point to spend on this skill.

Covert Ops

Medium and heavy armor does not impose disadvantage on Stealth checks for you.

Initiative Bonus

You are always prepared to move quickly if something goes wrong and fighting begins. If you have the Perception - Keen Awareness skill, allied creatures within 20 ft who can see you also have expertise on their initiative rolls.

Reconnaissance

Your training to better able to find the information you need in order to complete your mission has improved even more. add Investigation to your class skills and gain 1 skill point to spend on this skill.

Extraction

You can quickly and effectively help your allies remove themselves from dicey situations. As a bonus action on your turn you can assist an adjacent creature to escape from its current position. That creature can use a reaction to immediately move up to half its movement speed without provoking opportunity attacks.

Infiltration

You have learned tricks to help you enter and move about target sites quietly. You gain the following benefits:

Sudden Strike

You can quickly neutralize a target if you can get the drop on them. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. If the target’s remaining hp is less than twice your fighter level, you can choose to knock them out instead. If you do, you deal no damage, but the creature falls unconscious.


Guerilla

Archetype Features

Fighter Level Feature
3rd Adaptable Superiority, Guerrilla Training
7th By Land or Sea
10th Combat Versatility
15th Unwavering
18th Elite Versatility
Rest Additions
The following additions are made to the general rest rules.
Long rest
Add the following class specific benefits to choose from:
* Replace a maneuver with Adaptable Superiority.
* Replace a fighting style with Combat Versatility.

No matter the mission, a Guerrilla will execute it with utmost perfection. Sometimes known as commandos, these warriors are marked by their determination and adaptability. Whether harsh terrain, vicious monsters, enemy soldiers, or powerful spellcasters, nothing short of death will cause the willpower of a Guerrilla warrior to waver in the pursuit of their goals.

Adaptable Superiority

Your training has allowed you a flexibility in technique and style not seen in other fighters. When you finish a long rest, you can choose to replace one of the maneuvers you know with another maneuver of your choice.

Guerrilla Training

Add Stealth and Survival to your class skills and gain 1 skill point each to spend on those two skills.

By Land or Sea

You have trained to succeed in any environment. Gain one of the following features of your choice. You gain a second feature at 10th level, and a third at 15th level.

Alpine Combatant. You steel yourself for battle at great heights. You gain a climbing speed equal to your movement speed, and as a reaction, you can reduce any falling damage you take by an amount equal to your fighter level.

Mobile Combatant. You have trained to move about the battlefield unscathed. In combat, your movement speed increases by 10 ft, and when you are targeted by an opportunity attack, you can impose disadvantage on the attack roll as a reaction.

Marine Combatant. You prepare for amphibious combat. You gain a swimming speed equal to your movement speed and while underwater your attacks are not made at disadvantage.

Combat Versatility

When you finish a long rest, you can choose to replace your Fighting Style with another style of your choice.

Unwavering

When you use your Second Wind feature you regain one of your expended superiority dice.

Elite Versatility

You can use your Adaptable Superiority and Combat Versatility features at the end of each short rest.

Guerrilla Maneuvers

The following maneuvers are available only to the Guerrilla archetype. Guerrillas focus on adapting to their surroundings and overcoming any obstacles between them and their goal.


Juggernaut

Archetype Features

Fighter Level Feature
3rd Knock ’em Down, Unburdened
7th Relentless Bulk
10th Unmoving
15th Reckless Charge
18th Dynamic Entry

A Juggernaut is an unstoppable, overwhelming force whose advance cannot be halted nor resisted. They relentlessly charge into melee, shaking off enemy attacks before showing their martial superiority in a deadly display of force. And, as many veterans would say, few things are more fearsome than a charging juggernaut about to cleave you in two.

Knock ’em Down

You gain expertise on all Strength checks made to break or force your way through doors, walls, chests, locks and other objects.

When you successfully shove a Large creature or smaller after you have moved 10 ft or more in a straight line, you can choose to shove the creature up to 10 ft away in any direction you choose. If you shove a creature into a wall or other similar solid object, your momentum crushes them against it, dealing bludgeoning damage equal to 2d8 + your Strength modifier to the creature and the object.

If you shove the creature into another creature, your momentum makes them collide, dealing bludgeoning damage to both creatures equal to 1d8 + your Strength modifier and knocking both creatures prone.

A creature can only be damaged by this ability once per turn. The bludgeoning damage dealt by shoving creatures increases as you gain levels in this class, increasing by 1d8 at 10th, 15th and 18th level of this class.

Unburdened

Juggernauts are notorious for the ease they move with even while wearing cumbersome looking armor. Your speed is never reduced by wearing heavy armor and you count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.

Relentless Bulk

To stop your advance becomes a difficult task. When you reduce a creature to 0 hit points, you can take the Dash action as a bonus action. If you take this action, opportunity attacks provoked by you are made with disadvantage until the end of your turn.

Unmoving

You stand unwavering in the thick of danger. You can make a Constitution saving throw in place of a Dexterity saving throw.

Reckless Charge

When using the Knock ’em Down feature, the distance you can shove a creature increases to 20 ft. Additionally, you can attempt to grapple and shove the target simultaneously with the same check, if it is Huge and smaller.

When you successfully shove away a creature that you are grappling, you can move with the creature and maintain your grapple. To maintain your grapple, you must have enough movement speed remaining for the turn to remain adjacent to the creature.

Dynamic Entry

As an action, you can gain enough momentum to smash through walls. This creates an effect similar to the passwall spell, but the opening you create is permanent and causes instability in the structure surrounding it.

Additionally, any creature within 15 ft of the opposite opening takes 4d8 bludgeoning damage and is knocked prone. Once you use this feature, you must finish a long rest before you can use it again.


Kindler

Kindler Features

Fighter Level Feature
3rd Torchbearer, Living Flame
7th Resting Bonfire
10th Inspiring Spark
15th Brilliant Flare
18th Eternal Ember

Kindlers are fighters who choose to bear a torch for others, a symbolic flame which signifies guidance, protection, and life. While to many, fire might be seen as something with no more purpose than to kill and destroy, a kindler wields its heat similarly to how another might hold a shield, though they are no stranger to using fire for offensive purposes as well.

Torchbearer

When you choose this archetype at 3rd level, you learn to wield torches as weapons. For you a lit torch becomes a melee weapon with the light property, dealing 2d4 fire damage.

Living Flame

You can temper your inner flame, and release it as a bonus action if you are wielding a torch. When you do so, for the next minute, whenever you hit a creature with a lit torch, you can use your bonus action to inflict one of the following conditions on the creature.

Branding Flame. The creature must succeed on a Dexterity saving throw, or be branded by you for the duration of your Living Flame. While the creature is branded, it takes 2d4 fire damage at the start of each of its turns. It can repeat its saving throw at the end of each of its turns, ending the effect on a success.

Cauterizing Flame. The creature must succeed on a Constitution saving throw or be unable to regain hit points until the start of your next turn.

Sinister Flame. The creature must succeed on a Wisdom saving throw or be frightened of you until the start of your next turn.

Effect ends early if you either choose to end it (no action required), if you let go of your torch or if your torch is extinguished. The DC for these saving throws is equal to 8 + your proficiency bonus + your Charisma modifier.

Once you use this ability, you can’t use it again until you finish a short rest.

Resting Bonfire

You can conjure up a calming fire during a long rest. At the end of a long rest, each creatures resting in proximity of it regains hit points equal to 1d8 + half of your fighter level (rounded up).

Inspiring Spark

Your Living Flame feature inspires confidence in your allies. Allies within 20 ft of you while you are using your Living Flame cannot be frightened.

Brilliant Flare

The flames that live inside of you burst out when you push yourself to your limits. When you use your Action Surge, all creatures of your choice that can see you within 20 ft must succeed on a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier or be blinded until the start of your next turn.

Eternal Ember

There are no longer any limits on how often you can use your Living Flame.


Runeguard

Runeguard Features

Fighter Level Feature
3rd Runecraft, Runescript
7th Eyes of the Arcanist
10th Sentinel’s Reckoning
15th Improved Sentinel’s Reckoning
18th Runic Mastery

The runeguard seeks the magical power within ancient languages, and to hasten the speed of their blade and strengthen of their armor by imbuing them with the power of these runes.

Runecraft

When you choose this archetype at 3rd level, you learn five master runes; Ild (fire), Kalt (frost), Ond (spirit), Stein (Stone), and Vind (wind).

While these names are known to you as the basis for empowering your equipment, their application continues to require diligent study, constant trial, and repeated error to evoke the unique properties from each variant invocation.

Runic Augmentations

You learn three runic augmentations of your choice, which are detailed under “Runic Augmentations” below. Each augmentation is specific to its master rune; for instance, if you learn the Sokn augmentation of the Ild master rune, you don’t gain the ability to use the Sokn augmentation with other master runes unless you also learn that specific combination.

You learn two additional augmentations at 7th, 10th, 15th, and 18th level. Each time you learn new augmentations, you can choose to replace one you already know with a different one.

Ritual Crafting

Each runic combination must be inscribed and empowered into your equipment over the course of 8 hours. Each piece of equipment must be within your reach throughout the ritual, at the conclusion of which, you infuse a part of your being into the runes, causing them to glow slightly with your own spiritual essence. The rune’s power fades if it moves more than 100 feet away from you and can’t be used by anyone other than you.

Augmentation Activation

During your turn, you can activate a single runic augmentation by focusing on the rune’s power. You can activate one of these augmentations on your turn using your bonus action to empower your attacks (Sokn), your reaction to entrench your defenses (Vard) or skillfully enhance another ability (Hagr) with your action.

Activating a rune requires concentration, up to a number of rounds equal to your proficiency bonus + your Constitution modifier. While you concentrate on a rune, you can cast spells but you can’t concentrate on a rune and a spell at the same time. You gain the ability to concentrate on two runes at once at 10th level.

Once you activate one of your runic augmentations, you must finish a short rest before you can use that augmentation again.

Saving Throws

Some of your runic augmentations require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:

Runic save DC = 8 + your proficiency bonus + your Constitution modifier

Runescript

Add the Arcana and Religion skills to your class skills.

Eyes of the Arcanist

Starting at 7th level, if you spend at least 1 minute observing the flow of magic in the immediate area, you can detect familiar patterns in the weave. The DM tells you the general location of magic writing used in rite or ritual within 60 ft, whether active or dormant, and you know the type (arcane, divine, or otherwise) of any script you sense but not its exact purpose or power.

You can use this feature a number of times a day equal to your proficiency bonus, and regain all uses when you finish a long rest.

Sentinel’s Reckoning

You can unleash the energy of your runes to devastating effect by shouting the command word Tal as an action (see “Tal” under Runic Augmentations). Choose one Tal effect from the runes you have active, and all active augmentations go dormant until you finish a short rest. You can still use other augmentations you have yet to activate.

Once you use this feature, you must finish a short rest before you can use it again.

Improved Sentinel’s Reckoning

You can use Sentinel’s Reckoning twice before a rest, but only once per turn.

Runic Mastery

You can have three runes activate and you no longer need to concentrate on your runic augmentations.

Runic Augmentations

Below are the runic augmentations for each of the five master runes. In the ancient tongues, the augmentation can be said before or after the rune.


Sellsword

Archetype Features

Fighter Level Feature
3rd Combat Pragmatics, Street Schooled
7th Redirection
10th Cheap Shot Artist
15th Cutthroat’s Withdrawal
18th Steal the Kill

Some warriors fight with honor, with grace, and with virtue…and some fight for themselves. Sellswords are the embodiment of these kinds of fighters that rise from the humblest origins and earn prestige through luck, wit and strength of arms.

Whether they’re a fallen knight or a lowborn cutthroat out to make a name for themselves, a Sellsword will employ whatever tactics they have to in order to claw their way to riches, fame, and victory. A sellsword seizes the advantage at the moment it presents itself, knowing that to falter or gloat before the enemy is finished is to risk death oneself.

Combat Pragmatics

You have learnt how to employ a variety of underhanded moves to gain the upper hand in a fight. Once per turn when you hit a creature within 30 ft with an attack, you can choose to either gain advantage on your next attack roll targeting that creature or impose disadvantage on that creature’s next attack roll by performing a dirty trick. This trick can represent throwing dirt in your opponent’s face, striking a low blow or delivering a deep, debilitating cut.

You can use this feature once and regain its use when you finish a short rest. Additionally you can expend a superiority to use this without spending a use.

Street Schooled

Add Sleight of Hand and Speechcraft to your class skills and gain 1 skill point each to spend on these skills.

Redirection

When a creature targets you with an attack, you can use your reaction to choose an adjacent creature no more than one size category larger than you other than the attacker to take the blow in your stead. You immediately switch places with that creature without provoking opportunity attacks, provided there is space to do so, and the attack roll targets it instead.

You can choose to use this feature after the creature makes its attack roll, but before the DM determines whether the attack roll succeeds or fails.

Once you use this feature, you can’t do so again until you finish a short rest.

Cheap Shot Artist

When you make a weapon attack with advantage, add 1d6 to your weapon damage.

Cutthroat’s Withdrawal

You know when things are going a little too south and how to get the hell out of dodge effectively. While you are below half of your maximum hit points, your movement does not incur opportunity attacks.

Steal the Kill

When a creature you can see takes a critical hit, you can use your reaction to move up to your speed without provoking opportunity attacks and make one attack against that creature.

If this attack reduces the creature to 0 hit points, you can gloat about it as part of this reaction and gain temporary hit points equal to your fighter level.


Skirmisher

Skirmisher Features

Fighter Level Feature
3rd No Escape
7th Leaping Attack
10th Evasion
15th Flow like Water
18th Whirlwind attack

The skirmisher is a warrior trained for speed. They use their superior mobility to take the fight to their opponents and keep them off balance.

No Escape

You can use your reaction to move up to half your speed when a creature you can see that is hostile to you moves.

Leaping Attack

After moving at least 10 ft prior to attacking, you have advantage on your first attack this round.

Evasion

Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Flow like Water

Your base speed increases by 5 ft and you become proficient with Dexterity saving throws.

Whirlwind attack

As an action, you may make an attack against every enemy within your reach. Each enemy can only be attacked once.


Templar

Templar Features

Fighter Level Feature
3rd Learned, Spellcasting
7th Domain lore
10th Ritual magic
15th Additional domain lore
18th Ritual master
Rest Additions
The following additions are made to the general rest rules.
Long rest
After a long rest:
* Regain 1 spell slot.
* Regain use of Ritual master.
 
Add the following archetype benefits to choose from:
* Regain 2 spell slots.

Throughout history, myth, and fiction, warriors have often had a religious focus. The cult of Ares, the Norse úlfheðnar, the cult of Mithras and of course the Templars are all examples of this. The Templar is a fighter archetype that parallels the Eldritch Knight - using magic similar to clerics rather than wizards. Their focus remains firmly martial - their magical powers are much more limited than clerics, or even paladins. This version of the religious warrior is one of a cult member initiated into secrets. The Templars gain their powers as much from the study of ritual and cult secrets as from a divine power.

Learned

Though the study of cult lore, add Religion to your class skills and gain 1 skill point to spend on this skill.

Spellcasting

You gain divinely inspired magical ability.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots

The Templar Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. You regain all expended spell slots when you finish a long rest.

Spells Known

You know one 1st-level cleric spells of your choice. The Spells Known column of the Templar Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots.

Templar Spellcasting Table
Level Cantrips Spells Known 1st 2nd 3rd 4th
3rd 2 1 2 - - -
4th 2 2 3 - - -
5th 2 2 3 - - -
6th 2 2 3 - - -
7th 2 3 4 2 - -
8th 2 4 4 2 - -
9th 2 4 4 2 - -
10th 3 5 4 3 - -
11th 3 6 4 3 - -
12th 3 6 4 3 - -
13th 3 7 4 3 2 -
14th 3 8 4 3 2 -
15th 3 8 4 3 2 -
16th 3 9 4 3 3 -
17th 3 9 4 3 3 -
18th 3 9 4 3 3 -
19th 3 10 4 3 3 1
20th 3 11 4 3 3 1

In addition, pick a cleric domain. You know all domain specific 1st level spells of that domain. At level 7 you learn all domain specific 2nd level spells, at 13th level the 3rd level spells and at 19th level the 4th level spells.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. However, you may not swap out a domain spell. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your spells, since you learn your spells through study and memorization.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Domain lore

You gain the domain abilities of a 1st level cleric of the domain you selected at 3rd level. If you gain skill points to spend on combat skills, you instead spend them on Knowledge skills. If the ability mentions “cleric level”, use your fighter level divided by 3.

Ritual magic

Learn 2 cleric rituals of level 2 or lower. Unless those are spells you otherwise know, you may not cast them as anything other than rituals. At 15th level you gain an additional cleric ritual which must be of 3rd level or lower. At 20th level you learn a final ritual and it may be up to a level 4 cleric spell.

Additional domain lore

Gain the 2nd level domain ability of your domain. If the ability mentions “cleric level”, use your fighter level divided by 3 instead. If that ability involves channel divinity, you have one use of channel divinity which is regained after a long rest.

Ritual master

Gain the ability to cast any ritual you learned though this archetype as an action (rather than the 10 minutes typically used).

Once you use this feature, you must finish a long rest before you can use it again.


Thing Slinger

Prerequisite

Archetype Features

Fighter Level Feature
3rd Built Different, Who Needs Swords?
7th Who Needs Crossbows?
10th Y.E.E.T - Your Existence Ends Today
15th I’ll Beat a Rapscallion…
18th …with ANOTHER Rapscallion!

They say that when all you have is a hammer, everything looks like a nail. Sometimes, when all you have is a group of enemies, not just everything, but everybody, begins to look like both a hammer and a nail.

To the hard-pressed combatant, the broken leg of a table might serve their purpose just as well as a club. To the archetypical Thing Slinger, just about any piece of solid mass they can find will be used to full advantage better than even the most extravagant sword.

A table? Just throw it. A cannon? Throw it. The enemy’s whole carriage? Yup, throw it. The huge owlbear currently blocking your path? Why, throw it as well!

With no regards to practicality or physics, these unrelenting brutes bulldoze through the battlefield by transforming their surroundings into their own personal arsenal.

Built Different

Gain 1 extra skill point to spend on the Physique skill.

Who Needs Swords?

Certainly not you. No, you prefer to save your time and coins. They all break in the end anyway, so might as well use what’s around you, right?

You can treat any object as an martial weapon, as long as it has a size of Large or smaller.

Small objects count as Light weapons (1d6 damage), Medium objects as Versatile weapons (1d8/1d10) and Large objects as Heavy Two-handed weapons (2d6).

Who Needs Crossbows?

Having to put things inside of other things, just so you can then launch them at your enemies? Pfff, couldn’t be you.

You can treat any Large or smaller object as a thrown weapon. Small objects have a range of 20/60, Medium objects have 15/40 and Large objects have 10/30, but deal bludgeoning damage equal to your Strength modifier to all creatures adjacent to the target (even on a miss).

Y.E.E.T - Your Existence Ends Today

You’ve mastered the art of throwing objects at your enemies. But why stop at that, when you could be throwing your enemies themselves?

You can use grappled creatures of your size or smaller as thrown weapons. You must succeed with a Strength check (DC 8 + the target’s Strength modifier + their Dexterity modifier) before being able to launch them as one of your attacks. On a failed check, the grappled creature is not thrown and gains advantage on ability checks made to escape during its next turn.

If the targeted creature is prone, you can grapple them without the need of a grapple check, and have advantage on ability checks made to hurl them.

Thrown creatures deal damage as an object one size larger than it is, but also receive the damage themselves.

I’ll Beat a Rapscallion…

Your ability to sling things reaches a new height:

Attacking while a hostile creature is adjacent doesn’t impose disadvantage on ranged weapon attack rolls you make with thrown weapons.

Attacks you make with improvised weapons now deal an additional 1d4 damage on a hit per size of the object or creature being used (Small = 1d4, Medium = 2d4, etc).

Large thrown weapons now deal damage equal to double your Strength modifier to adjacent creatures.

…with ANOTHER Rapscallion!

You are no longer content with just throwing your enemies. It’s time to go bigger: they shall now become your sword! Literally!

You can creatures one step larger than you as part of the Your Existence Ends Today feature.

Additionally, you can now use grappled creatures of yor size or smaller as improvised melee weapons, but you must succeed on a Strength check (DC 10 + the target’s Strength modifier + their Dexterity modifier) before being able to swing them. On a failed check, the grappled creature is not swung and can immediately make an ability check to escape.

You must repeat this check whenever you attempt to use a creature in this way for the first time on your turn.

This deals type deal an additional 2d4 damage on a hit per size tier of the creature being used (Small = 2d4, Medium = 4d4), and the total amount of damage dealt is also dealt to them. The additional damage is not applied if the creature is dead.


Underdog

Archetype Features

Fighter Level Feature
3rd Hackles Up, Scrappy
7th Frantic Instinct
10th Adrenaline Rush
15th Still Standing
18th Tooth and Nail

In a world of undead hordes and magical demigods, a mere mortal with just their wit and weaponry might feel a little outclassed. Nonetheless, there are plenty of seemingly mundane individuals who succeed time and time again in overcoming the odds through a combination of skill, luck, and sheer grit. A fighter who embodies this archetype might be anything from a plate-wearing knight who faces down dragons, to an urchin alley brawler run afoul of the local gangs.

Through trial, error, loss and hardship, you have honed your ability to take on entire mobs, or towering monsters. You know how to take a hit, how to survive, and how to pick yourself back up off the ground.

Hackles Up

You fight with extra grit against difficult odds, whether you are outnumbered or out of your weight class. For each adjacent hostile creature, you gain a +1 bonus to your AC and attack and damage rolls. If one or more adjacent enemies is Large or larger, you also gain a +1 bonus.

The maximum bonus you can achieve in this way is +3.

At 7th level, and again at 15th level, the maximum bonus you can achieve in this way increases by 1.

Scrappy

You gain proficiency with improvised weapons. Additionally add Survival to your class skills and gain 1 skill point to spend on this skill.

Frantic Instinct

When you are blinded, deafened, frightened, grappled, restrained, or knocked prone, you can use your reaction to make one weapon attack against the source of the condition if it is within range.

Once per turn, when you have at least a +2 bonus through your Hackles Up feature, you can make an attack with advantage.

Adrenaline Rush

Your will to survive can lend you desperate power when backed into a corner. When you recover hit points using your Second Wind feature, you can also regain one Superiority.

Still Standing

Though you might sway and stumble, you won’t drop your guard until you drop entirely. If you are below half of your maximum hit points, you gain a +1 bonus through your Hackles Up feature.

In addition, you gain temporary hit points equal to your fighter level whenever you succeed on a new saving throw made using your Indomitable feature.

Tooth and Nail

Your ferocity in a tight spot is truly terrifying. You can use your Action Surge up to twice in one turn when you have at least a +2 bonus through your Hackles Up feature.

At the end of your turn after using this feature, you gain 2 levels of exhaustion, but you also gain a +1 bonus to your Intimidation skill for every level of exhaustion you have.


Restricted to Aasimar characters

Celestial Knight

Archetype Features

Fighter Level Feature
3rd Divine Aura
7th Celestial Presence
10th Manifest Divinity
15th Sight Beyond Sight
18th Ascendent

Among the Aasimar there is a general belief that their ancestors may have left the seeds of celestial power in the material plane for a reason. Most of the time this presents itself as an overwhelming want to prove themselves through divine service.

Not all Aasimar follow this path however: some shirk the responsibilities of divine service or the taking of oaths. Perhaps not wanting to bind themselves in the service of an ancestor, they draw forth their hidden potential and search for other challenges that are fitting of a divine child.

Restriction

The Celestial Knight can only be taken by a character who is Aasimar.

Divine Aura

You become a beacon of hope for those who stalwartly defend the material plane against fiendish incursions. You can temporarily manifest a halo as a bonus action; a corona of energy that varies in appearance depending on which type of Aasimar you are; a golden ring of light for Protector or a quivering ring of shadow for Fallen.

It lasts for 1 minute, until you dismiss it or are incapacitated. Whilst the halo is active, you gain the following benefits:

You can use this ability a number of times equal to your proficiency bonus, and regain all uses after a long rest.

Celestial Presence

By 7th level, your celestial heritage has begun to more directly influence your physical appearance. Your type determines what these changes are:

If you are a Protector, you begin to look elegant and perfect, and your skin and hair are constantly free of any dirt or blemishes. Any reaction rolls made when a creature first meet are made with advantage, as you enthrall those who look upon you.

If you are a Fallen, your dreadful aspect becomes so vivid that creatures now find your simple presence terrifying. Fear effects from your Divine Aura and Necrotic Shroud are enhanced, causing creatures to have disadvantage on their saving throws against them.

Manifest Divinity

You learn to harness your innate powers in a more focused manner, allowing you to take on your true appearance for longer.

Whenever you use your Divine Aura feature, you also gain the benefits of your natural transformation using radiant soul or necrotic shroud. However, any damage dealt by those abilities is halved for the duration of the divine aura.

Sight Beyond Sight

Your eyes become pools of energy that allow you to see the truth of the world.

You can see in non-magical darkness, see invisible creatures and objects, automatically detect visual illusions an succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the ethereal plane, all within a range of 30 ft.

Ascendent

You have realised the full potential of your celestial heritage. You can now activate your Divine Aura at will, and it lasts indefinitely unless you choose to end it. In addition, your divine aura has become much more powerful. Whilst your divine aura is active, the following changes apply:


Restricted to Gnome characters

Tinker Knight

Archetype Features

Fighter Level Feature
3rd Bonus Proficiencies, Inventive Arsenal
7th Tinker’s Expertise
10th Mechanical Synergy
15th Flexible Innovation
18th Masterwork Inventions

The inventive warriors known as Tinker Knights seek an unorthodox form of martial skill. Rather than hone their physical abilities with the armaments of war, they look to augment their mundane physical abilities with mechanical inventions and innovative weaponry.

Warriors adopt the archetype of the Tinker Knight for many reasons. Some have been grievously injured, and use their ingenuity to make up for their physical shortcomings. Others seek to put their sharp minds to use, but still desire to swing their sword and raise their shield on the front lines of the battlefield.

Restriction

The Tinker Knight can only be taken by a character who is Gnome.

Bonus Proficiencies

You gain the skill to maintain your inventive arsenal. Add all Craft skills and Engineering to your class skills and gain 3 skill point to spend on these skills.

Inventive Arsenal

As a Tinker knight, you have come up with a variety of strange modifications for weapons and armor. You learn two schematics of your choice, from the schematics listed at the end of this archetype description.

Each time you gain a level in this class, you can replace one schematic you know with a different one from this feature. You learn additional schematics as you gain fighter levels, as shown in the Schematics Known table.

Schematics Known

Fighter Level Number of Schematics
3rd 2
7th 3
10th 4
15th 5

Whenever you finish a long rest, you can take 10 minutes to adjust a number of objects equal to the number of schematics you know, modifying each object to gain the features of each schematic. To be eligible, an object must meet the requirements stated in the schematic description.

The modifications from each schematic last until the end of your next long rest, and an object can only be modified by one schematic at a time.

Saving Throws. If a schematic requires a saving throw, your Schematic save DC is calculated as 8 + your proficiency bonus + your Intelligence modifier.

Tinker’s Expertise

Your inventive skill has grown to rival the best of innovators. Items modified by your schematics count as magical for overcoming resistances and immunities, and you can apply your schematics to magical weapons and armor.

A magic item cannot gain more than a +3 bonus to attack rolls, damage rolls, or AC through this feature.

Mechanical Synergy

You have learned to make your modifications work together. You can now apply two of your schematics to one item as long as the item meets both prerequisites.

Flexible Innovation

You have gained such a familiarity with your inventive arsenal that you can make adjustments in a relatively short amount of time. During a 5 minute short rest, you can remove the effects of one of your schematics from an item and apply the schematic to a different item that meets the prerequisites. If a schematic’s effect has a limited amount of uses per day, the number of expended uses stays the same when transferred.

In addition, you can apply up to three schematics to one item if that item meets the prerequisites for each schematic.

Masterwork Inventions

Your innovations to the armaments of war are beyond compare. Weapons modified by your schematics gain a +1 bonus to attack and damage rolls for each schematic applied to them. In the same vein, suits of armor modified by your schematics gain a +1 bonus to Armor Class for each schematic applied to them.

A weapon or suit of armor modified by your schematics cannot gain a bonus greater than +3, regardless of any innate bonuses the item may have had before being modified.

Schematics

The following schematics are available to you when you learn a new schematic. If a schematic has a level requirement, you can learn it at the same time you meet the requirement.

Archetype Maneuvers

The following maneuvers are available only to a Tinker knight. Tinker knights focus on overcoming enemies and obstacles with the help of their mechanical inventions.


Restricted to Halfling characters

Warsling Sniper

Archetype Features

Fighter Level Feature
3rd Ricochet Shot, Sling Master
7th Sniper (1d6)
10th Quick reflexes
15th Improved Critical, Sniper (2d6)
18th Exploiting Shot

The warsling sniper is an expert in the use of the weapon commonly associated with the halfling race. Among the halflings, these individuals are known by their proper name, and are often accorded great respect in the community. To nearly everyone else however, these sharpshooters are known as “those damned sling assassins!” or by even more colorful epithets.

While some warsling snipers do actually sell their talents to those wishing to dispose of their enemies, most are not professional assassins but rather highly skilled specialists who use their skills to help protect their communities or improve their chances of adventuring successfully. The art of warsling expertise is often passed from generation to generation, and most snipers remain with their family for most of their lives, imparting their superlative skills to the young.

Restriction

Only halflings follow this path, although there are instances of individuals of other races acquiring these skills.

Ricochet Shot

You become an expert at trajectories and ballistics with your sling, ignoring half cover, and counting three-quarters cover as half cover (+2 AC). You can even target creatures around obstacles and corners, even if that creature has full cover and is out of your line of sight, as long as the path of the attack hits a wall or other solid obstacle, is still within the sling’s range, and can be measured in two straight lines.

In addition, if you hit an enemy during your turn, you can make an additional attack with the same ammunition against any enemy within the remaining range.

In both cases, the attack made after a bounce can never benefit from advantage, and it only works with hard-to-break ammunition like stones and sling bullets, not with alchemical ammunition

Sling Master

You are never without a sling. You can easily make a good enough sling from any piece of cloth, that works just as good as any sling you can buy, in a minute.

If you have longer time, you can improve a sling, including one you made temporarily, to become superior warsling. During a long rest where you have a set of leatherworker’s tools available, you can customize and improve the sling, increasing the damage you deal with it by 1 die size, eg, 1d6 for regular ammunition, and increasing the range from 30/120 ft to 50/120 ft.

Sniper

Any time you have advantage on an attack with your sling, it deals extra 1d6 damage. This extra damage increases by an additional d6 at 15th level.

Quick reflexes

You gain expertise on initiative checks. In addition, when a creature within 30 ft of you moves, you can use your reaction to make a ranged weapon attack with a sling against that creature.

Improved Critical

Your sling attacks score a critical hit on a roll of 19-20.

Exploiting Shot

When you score a critical hit with a sling against a target, you can choose to give that target disadvantage on attack rolls and ability checks, the blinded condition, or the deafened condition until the start of your next turn, or you can choose to make the target fall prone.

Fighting Styles

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.

Maneuvers

If a maneuver has prerequisites, you must meet them to learn it. You can learn the maneuver at the same time you meet its prerequisites. A level prerequisite refers to your class level.

Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

Basic maneuvers

The following maneuvers cost 1 superiority to use.


Advanced maneuvers

The following maneuvers require you to spend 2 superiority.