Arbalestion
Arcane Archer
Bulwark
Champion
Daredevil
Eldritch Knight
Guerilla
Ghost Operative
Juggernaut
Kindler
Runeguard
Sellsword
Skirmisher / Mariner
Templar
Thing Slinger
Underdog
Aasimar
Celestial Knight
Gnome
Tinker Knight
Halfling
Warsling Sniper
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
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.
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.
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.
When the battle is done, enemies and allies alike stare in awe at the sight of your personal ritual of 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! |
-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 Dice: 1d10
You are proficient with Strength and Constitution saving throws.
Class Skills: Animal handling, Leadership, Perception and Physique
Skill Points: You gain 2 skill points at 1st level.
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.
You start with the following equipment, in addition to the equipment granted by your background:
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.
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.
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.
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. |
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.
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)
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.
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.
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)
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.
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.
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.
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.
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.
As a reaction, you can reroll a saving throw that you fail.
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.
The type of martial training you received sets the groundwork for your career as a fighter. Select the origin most suitable for your character.
Your martial training comes from being a guard of some kind. You might not have had so much practical combat experience, relying more on your attentive skills. You could for example have been a city guard, someone’s personal bodyguard or a member of the royal guard.
Bonus proficiencies: Add Investigation to your class skills and gain 1 skill point to spend on this Perception.
Bonus maneuver: At 2nd level you learn the Studious Eye maneuver.
For some reason you have been trained by a single instructor. You might be from a wealthy family that could afford a private tutor or you might have an experienced family member who trained you in between your hard work at the farm.
Bonus proficiencies: If you are noble or from a wealthy background you know how to read/write and you add all Knowledge skills to your class skills. Otherwise add Agriculture and all Craft skills to your class skills and gain 1 skill point to spend on one of them.
Bonus maneuver: At 2nd level you learn the Combat Focus maneuver.
Your training has been as a leader of fighters. Most commonly as an officer in an army, but could also be the child of an important tribe member who is groomed to lead the warriors, or the common man forced to lead his fellow farmers in the defense against encroaching humanoids.
Bonus proficiencies: Add Speechcraft to your class skills and gain 1 skill point to spend on Leadership.
Bonus maneuver: At 2nd level you learn the Commanding Presence maneuver.
You have learnt your martial skills as a member of the army. It could be the standing army of the king, or a mercenary unit selling their skills to the highest bidder.
Bonus proficiencies:
Gain the Profession - Soldier skill. Also, depending on your assignment you gain the following:
– Archer unit: Add Craft - Woodworking - Bowyer or Craft - Metalsmith - Arrowsmith to your class skills and gain 1 skill point to spend on this skill.
– Cavalry: For you the skill Animal handling - Animal husbandry has cost 0. Gain 1 skill point to spend on Animal handling.
– Chariot: For you the skill Animal handling - Animal husbandry - Teamster has cost 0. Gain 1 skill point to spend on Animal handling.
– Infantry: For you the skill Physique - Endurance has cost 0. Gain 1 skill point to spend on Animal Physique.
– Navy: Add Sailor to your class skills and gain 1 skill point to spend on it.
– Scout: Add Survival to your class skills and gain 1 skill point to spend on it.
Bonus maneuver: At 2nd level you learn the Athletic Prowess maneuver.
Your training comes from a less structured type of fighting force. You might be a warrior in a barbarian tribe, a member of an outlaw raiding party or part of a peasant militia.
Bonus proficiencies: Add Survival to your class skills and gain 1 skill point to spend on it.
Bonus maneuver: At 2nd level you learn the Rally maneuver.
You have not received any training at all. Everything you know about fighting you had to learn by yourself. You might have grown up on the streets fending for yourself, or learnt to fend for yourself when being lost in the wilderness.
Bonus proficiencies: Add Stealth and Survival to your class skills and gain 1 skill point to spend on one of them.
Bonus maneuver. At 2nd level you learn the Heroic Might maneuver.
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
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.
Gain 1 additional skill point to spend on combat skills.
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.
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.
Gain 1 additional skill point to spend on combat skills.
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.
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.
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) |
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.
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.
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.
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.
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.
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.
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.
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 succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage. The target must succeed on a Wisdom saving throw, or gain the charmed condition until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
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 to 4d6 when you reach 18th level in this class.
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 the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The target takes an extra 2d6 poison damage, its speed is reduced by 10 ft, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
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 30 ft line 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 piercing damage increases to 2d6 when you reach 18th level in this class.
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 force damage increases to 2d6 when you reach 18th level in this class.
You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and must succeed on a Wisdom saving throw or be unable to see anything farther than 5 ft away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
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.
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:
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.
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.
You cannot be shoved or knocked prone.
You are a master amongst Stalwarts. Your Guardian Stance feature can affect creatures within 10 feet.
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.
Your weapon attacks score a critical hit on a roll of 19 or 20.
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.
You can choose a second option from the Fighting Style class feature.
Your weapon attacks score a critical hit on a roll of 18-20.
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.
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.
You’ve learned to mix up your fighting style for maximum effect, or at least maximum aesthetics.
When you hit a target with a ranged weapon or thrown weapon attack, you gain a +2 bonus to melee attack rolls until the end of your turn.
When you hit a creature with a melee attack roll, you may opt to knock that creature back. If you do, it must succeed on a Strength saving throw with a difficulty equal to 8 + your proficiency bonus + your Strength or Dexterity modifier or be pushed 10 ft away from you in a direction of your choice. In addition you gain a +2 bonus to ranged attack rolls until the end of your turn.
As your Item action you may put away any weapons in your hands and ready as many new weapons as you can hold.
You have come to understand the power of presenting an image. You gain a skill point to spend on Speechcraft.
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.
You can choose a second option from the Fighting Style class feature.
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.
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.
Fighter Level | Feature |
---|---|
3rd | Spellcasting, Weapon Bond |
7th | War Magic |
10th | Eldritch Strike |
15th | Arcane Charge |
18th | Improved War Magic |
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.
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.
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
The 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.
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.
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.
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
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.
When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
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.
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.
When you use your action to cast a spell, you can make one weapon attack as a bonus action.
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
When you choose this archetype at 3rd level, add Stealth to your class skills and gain 1 skill point to spend on this skill.
Medium and heavy armor does not impose disadvantage on Stealth checks for you.
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.
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.
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.
You have learned tricks to help you enter and move about target sites quietly. You gain the following benefits:
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.
Fighter Level | Feature |
---|---|
3rd | Adaptable Superiority, Guerrilla Training |
7th | By Land or Sea |
10th | Combat Versatility |
15th | Unwavering |
18th | Elite Versatility |
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.
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.
Add Stealth and Survival to your class skills and gain 1 skill point each to spend on those two skills.
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.
When you finish a long rest, you can choose to replace your Fighting Style with another style of your choice.
When you use your Second Wind feature you regain one of your expended superiority dice.
You can use your Adaptable Superiority and Combat Versatility features at the end of each short rest.
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.
When you make a Strength, Dexterity or Constitution check or saving throw to resist the negative effects of a hostile environment, you can expend one superiority die and add the superiority die to the result of the ability check or saving throw.
When you make an ability check that doesn’t include your proficiency bonus, you can expend one superiority die and add the superiority die to the ability check.
When you are reduced to 0 hit points but not killed outright, you can use your reaction to expend 2 superiority die and make a Constitution saving throw. The save DC equals 10 or half the damage you take, whichever number is higher. On a successful save, you drop to 1 hit point instead.
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.
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.
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.
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.
You stand unwavering in the thick of danger. You can make a Constitution saving throw in place of a Dexterity saving throw.
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.
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.
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.
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.
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.
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).
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.
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.
There are no longer any limits on how often you can use your Living Flame.
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.
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.
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.
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.
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.
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
Add the Arcana and Religion skills to your class skills.
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.
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.
You can use Sentinel’s Reckoning twice before a rest, but only once per turn.
You can have three runes activate and you no longer need to concentrate on your 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.
Attack Augmentation
You can activate a rune with the Sokn augmentation as a bonus action. A rune’s power only affects the weapon it is inscribed on.
Ild. Once per turn, when you hit a creature with a weapon attack, you ignite the target. At the start of each of the target’s turns, it takes 1d4 fire damage for each time you’ve burned it, and it can then make a Constitution saving throw, ending the effect of all such burns on itself on a success. Alternatively, the ignited creature, or a creature adjacent to it, can use an action to end the effect of all burns.
Kalt. When you hit a creature with a weapon attack, it can’t take reactions until the start of its next turn.
Ond. Once per turn, when you hit a creature with a weapon attack, you deal an additional 1d4 necrotic damage and recover hit points equal to the necrotic damage dealt.
Stein. When you hit a Large or smaller creature with a weapon attack, it must make a Strength saving throw, falling prone on a failed save.
Vind. When a creature hits you with a melee attack, you can use your reaction to make a melee weapon attack against that creature.
Defense Augmentation
You can activate a rune with the Vard augmentation as a reaction. A rune’s power can only be used while wearing the armor or holding the shield it is inscribed on.
Ild. When you are hit by a melee attack, the attacker takes fire damage equal to your proficiency bonus.
Kalt. When you are hit by a melee attack, the damage you take from the attack is reduced an amount equal to your proficiency bonus.
Ond. You gain a bonus to saving throws made to resist being frightened equal to your Constitution modifier.
Stein. You have advantage on saving throws made to resist being moved against your will.
Vind. Ranged attacks made against you have disadvantage as wind whips around you.
Ability Augmentation
You can activate a rune with the Hagr augmentation as an action. This rune must be inscribed on your body.
Ild. You can add your Constitution modifier to your Strength (Physique) and Dexterity (Acrobatics) checks.
Kalt. You ignore difficult terrain and can walk safely across still or gently moving water.
Ond. When you receive healing from any source, you also gain temporary hit points equal to 5 + your proficiency bonus.
Stein. You have advantage on death saving throws and Constitution saving throws made to maintain concentration.
Vind. Your movement speed increases by a number of feet equal to 5 times your Constitution modifier.
Reckoning
Once you gain the Sentinel’s Reckoning feature at 10th level, you can activate a rune with the Tal command word as an action. This rune manifests in the air around you when activated.
Ild. Each adjacent creature must make a Dexterity saving throw, taking fire damage equal to 2d10 × the number of runes you have active on a failed save, or half as much damage on a successful one.
Kalt. An eruption of magical frost blasts from you in a radius equal to 10 ft × the number of runes you have active. All creatures of your choice within the area must succeed on a Strength saving throw or be restrained for a number of rounds equal to the number of active runes. At the end of each of their turns, they can repeat the saving throw to break free.
Ond. Life spirits swirl about you in a 5 ft radius. All creatures of your choice within that radius regain hit points equal to 2d10 × the number of runes you have active.
Stein. You release your runic power in an arc before you, creating a cone of difficult terrain as jagged earth erupts equal to 5 ft × the number of runes you have active. When a creature enters this area for the first time on a turn or starts its turn there, it takes 2d4 slashing damage.
Vind. A furious cyclone whips up a strong wind around you. All creatures within 10 ft must succeed a Strength saving throw or take 1d10 bludgeoning damage, be pushed a number of ft equal to 5 × the number of runes you have active, and fall prone. On a success, a creature takes half as much damage and isn’t knocked prone.
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.
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.
Add Sleight of Hand and Speechcraft to your class skills and gain 1 skill point each to spend on these skills.
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.
When you make a weapon attack with advantage, add 1d6 to your weapon damage.
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.
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.
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.
You can use your reaction to move up to half your speed when a creature you can see that is hostile to you moves.
After moving at least 10 ft prior to attacking, you have advantage on your first attack this round.
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.
Your base speed increases by 5 ft and you become proficient with Dexterity saving throws.
As an action, you may make an attack against every enemy within your reach. Each enemy can only be attacked once.
Fighter Level | Feature |
---|---|
3rd | Learned, Spellcasting |
7th | Domain lore |
10th | Ritual magic |
15th | Additional domain lore |
18th | Ritual master |
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.
Though the study of cult lore, add Religion to your class skills and gain 1 skill point to spend on this skill.
You gain divinely inspired magical ability.
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
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.
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.
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.
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
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.
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.
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.
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.
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.
Gain 1 extra skill point to spend on the Physique skill.
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).
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).
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.
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.
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.
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.
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.
You gain proficiency with improvised weapons. Additionally add Survival to your class skills and gain 1 skill point to spend on this skill.
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.
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.
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.
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.
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.
The Celestial Knight can only be taken by a character who is Aasimar.
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.
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.
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.
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.
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:
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.
The Tinker Knight can only be taken by a character who is Gnome.
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.
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.
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.
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.
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.
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.
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.
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.
You modify the metallurgical makeup of an item, making it lighter. While wearing or wielding an item modified by this schematic, your movement speed increases by 5 ft.
Heavy Armor. When applied, the wearer ignores any Strength requirements the armor may have or any penalty it imposes upon Stealth checks.
Light Armor. When applied, the wearer can subtract up to 100 ft from their fall when calculating fall damage and can move horizontally 2 ft for every 1 ft they fall.
Weapon. When applied, a Heavy weapon becomes normal weight and a normal weapon becomes Light.
You modify an item to take advantage of your martial and investigative instincts. While wearing or wielding an item modified by this schematic, you gain proficiency with the Investigation skill and have advantage on any Investigation checks you make
Armor. When applied, the wearer can use Intelligence in place of Dexterity when calculating AC.
Weapon. When applied, the wielder can use Intelligence modifier in place of Strength or Dexterity, for attack and damage rolls with this weapon.
You imbue an item with a source of radiant energy. While wearing or wielding an item modified by this schematic, you can use a bonus action to cause the item to emit bright light in a 15 ft radius, and dim light 15 ft beyond that. You can extinguish the light as a bonus action on your turn.
Armor or Weapon. When you are hit by an attack (armor), or hit a creature with an attack (weapon), you can use your reaction to force the creature to make a Constitution saving throw. On a failed save, the creature is blinded for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you must finish a long rest before you can use it again.
You modify an item so that it has elastic properties. While wearing or wielding an item modified by this schematic, you can use your reaction to add your Intelligence modifier to AC against one attack.
Armor. When the wearer of this armor is hit by an attack, they can use their reaction to reduce the damage by an amount equal to 1d12 + their Intelligence modifier. If they reduce the damage to 0, the attacker takes the full damage of the attack as if they had been the original target. Once you use this feature you must finish a short rest before you can use it again.
Non-Heavy Weapon. When applied, the weapon gains the thrown property with a range of 20 ft. After making an attack with this weapon, it immediately returns to the wielder.
Prerequisite: 7th level Tinker Knight
You modify this item with complex clockwork mechanics that improve your physical capability and hone your reflexes. While wearing or wielding an item modified by this schematic, you gain a expertise on initiative rolls.
Heavy Armor. When applied, the wearer can use their Intelligence score, in place of Strength, for any Strength ability checks or saving throws you make.
Light Armor. When applied, the wearer can use their Intelligence score, in place of Dexterity, for any Dexterity ability checks or saving throws they make.
Weapon. When applied, anytime you roll a 1 or 2 for a damage roll with this weapon, you can choose to re-roll the die, but you must use the new result even if it is a 1 or 2.
Prerequisite: 7th level Tinker Knight
You modify the metallurgical makeup of this item to make it far more resilient. While wearing or wielding an item modified by this schematic you have advantage on saving throws to resist being grappled or moved against your will.
Armor. When applied, this armor grants resistance to nonmagical bludgeoning, piercing and slashing damage.
Weapon. When applied, this weapon deals bonus damage equal to your Intelligence modifier + your fighter level when you score a critical hit.
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.
When you make a Strength check or are forced to make a Strength saving throw, you can use your reaction to expend a superiority die to gain a bonus to your roll equal to your superiority die roll + your Intelligence modifier.
When you make a high or long jump, you can expend a superiority die as part of your movement to increase your jump distance by a number of feet equal to two rolls of your superiority die.
When you make a Craft or Investigation check with a skill you know, you can expend a superiority die to gain a bonus to your roll equal to two rolls of your superiority die.
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.
Only halflings follow this path, although there are instances of individuals of other races acquiring these skills.
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
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.
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.
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.
Your sling attacks score a critical hit on a roll of 19-20.
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.
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.
You gain a +2 bonus to attack rolls you make with ranged weapons.
At the start of combat when initiative is rolled you gain temporary hit points equal to your fighter level.
Being unable to see a creature doesn’t impose disadvantage on your melee attack rolls against it.
Your unarmed strikes gain a +1 to hit, and deal bludgeoning damage equal to 1d4 + your Strength modifier instead of the normal damage for an unarmed strike. This increases to 1d6 at level 8 and 1d8 at level 16. You may treat your fists as two weapons for all appropriate actions, benefits, and feats.
If you have the Brawler skill, you also gain the following option:
Counterpunch. If you take the dodge action, and a creature misses a melee attack against you, you may use your reaction to make a single unarmed or improvised weapon strike against that creature. You must not be wielding any other weapons, and not be wearing a shield to perform a counterpunch.
Whenever you are mounted, you may add your proficiency bonus to the saving throws and AC of your steed.
When mounted, if you move at least 20 ft straight toward a large or smaller creature you may use your action to make a charging attack. If the attack hits, the creature must make a Dexterity saving throw. On a failed save, the creature is pushed up to 10 ft away from you. The DC for the save is equal to 8 + your Strength modifier + your proficiency + bonus.
When you roll initiative, all allies who can see or hear you gain advantage on their initiative roll so long as you are not surprised.
While you are wearing armor, you gain a +1 bonus to AC.
When you are fighting with a melee weapon in one hand and not using a weapon or shield in the other, you gain a +2 bonus to damage rolls with that weapon.
You are adept at protecting your vital areas with your shield. You can use you reaction to turn a critical hit you are aware of into a regular hit.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When you wield a light or finesse weapon, you have advantage on attack rolls against a creature you are grappling and creatures that are grappling you.
You inspire vigor, drive and toughness in your allies. Once per turn when you hit a hostile creature with a melee attack, a creature you choose within 30 ft gains temporary hit points equal to your Charisma modifier.
When a creature you can see hits a target adjacent to you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield.
While you are wielding a reach weapon, any creature that is not wielding a reach weapon (or a natural weapon with at least 10 ft of reach) provokes an opportunity attack from you when they enter your reach.
While wielding a melee weapon in one hand and not using a weapon or shield in the other, you gain advantage on attack rolls made using a reaction.
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
When a creature you can see attacks a target adjacent to you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Your skill at eliminating your foes from range is unmatched. When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon, you can reroll the die and must use the new roll.
You can shield yourself from ranged attacks. When wielding a reach weapon, you can use your reaction to deflect the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your class level.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
If you are wielding a versatile weapon in one hand, you gain +1 to attack rolls. While you are wielding a versatile weapon in two hands, you gain +1 to AC.
While you wield a weapon with reach, creatures must spend twice the normal movement within 10 ft of you.
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.
The following maneuvers cost 1 superiority to use.
When you make an initiative roll, or any type of Stealth check, you can add a superiority die to the roll. You can do this after the roll, but before you know the result.
When you move, you can roll a superiority die, adding it to any Strength, Constitution, or Dexterity ability checks you make until you stop moving.
If adjacent to an ally, you can switch places with that ally, provided you spend at least 5 ft of movement. This movement doesn’t provoke opportunity attacks. Roll a superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.
When you take the Attack action, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see and hear you. That creature can immediately use its reaction to make one weapon attack, adding your superiority die to the attack’s damage roll.
When you make a Charisma check to influence other creatures that you share a language with, add your superiority die to the ability check. You can do this after the roll, but before you know the result.
As a reaction, you can roll a Superiority Die and add that number to a save. You can do this after the roll, but before you know the result.
As a bonus action, you can shove an adjacent friendly creature out of harm’s way. It moves 10 ft in the direction of your choice, and until the start of your next turn, it can add your superiority die to either its AC or a save the next time it is targeted by an attack or spell.
Prerequisite: 10th level
As a reaction reduce the damage from an attack that hits you or an adjacent ally by two superiority dice worth.
You can use a bonus action to feint, choosing one adjacent creature as your target. You have advantage on your next attack roll against that creature. If that attack hits, add your superiority die to the attack’s damage roll.
When you hit a creature with a melee attack, you can attempt to goad the target into attacking you. Add your superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
You can expend a superiority die to perform a momentary feat of strength beyond that of ordinary men. Add your superiority die to your Strength for the purposes of determining how far or high you can jump, or how much weight you can lift, carry, push, or throw.
This temporary Strength lasts until you finish the feat (such as leaping a crevasse), or one minute, whichever is shorter.
When an adjacent friendly creature you can see takes damage, you can roll your superiority die as a reaction. The damage the friendly creature takes is reduced by twice the die result, and you take half that damage.
When you take the Attack action, you can increase your reach with melee weapon attacks by 5 ft until the end of your turn.
Once during your turn, if you hit a creature with a lunging attack, you may add your superiority die to the attack’s damage roll.
When you hit a creature with a weapon attack, you can maneuver one of your comrades into a more advantageous position. Add your superiority die to the damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
When you hit a creature with a melee attack, you can attempt to frighten the target. Add your superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
When you are damaged by a melee attack, you can use your reaction and reduce the damage by your superiority die + your Dexterity modifier.
When you make an attack roll against a creature, you can add your one superiority die to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
When you hit a creature with a melee attack, you can attempt to drive the target back. Add your superiority die to the attack’s damage roll, and if the target is your size or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
You can use a bonus action to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see and hear you to gain temporary hit points.
You grant more temporary hit points as you gain fighter class levels and become a more inspiring battle master.
Level | Temporary HP |
---|---|
2nd | 1d6 + fighter level |
7th | 2d8 + fighter level |
12th | 3d10 + fighter level |
17th | 4d12 + fighter level |
When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature. If you hit, add your superiority die to the damage roll.
At the start of your turn, if affected by any effect that places one of these conditions on you: blinded, deafened, frightened, charmed, paralyzed, petrified, stunned or unconscious, you can make an additional saving throw against it with advantage.
When making an Perception or Investigation check while observing something or someone, add your superiority die to the ability check. You can do this after the roll, but before you know the result.
When you hit a creature with a melee weapon attack, you can attempt to damage another creature with the same attack. Choose another creature adjacent to the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your superiority die. The damage is of the same type dealt by the original attack.
Prerequisite: 10th level
When an ally that you can see hits with a weapon attack on their turn, you can use your reaction to move up to half your speed and make a weapon attack against the same target. Add your superiority die to the damage roll.
The following maneuvers require you to spend 2 superiority.
When you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. Add your superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. If you are adjacent to the target and have a free hand, you may catch the disarmed item.
When you hit a creature with a weapon attack, you can distract the creature, giving your allies an opening. Add your superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
When you move, you can roll your superiority die and adding the number rolled to your AC until you stop moving.
This maneuver also allows you to dodge an attack with some evasive, reactive footwork. When another creature attacks you with a melee attack, you can use your reaction to roll your one superiority die and add the number to your AC for that attack, potentially causing the attack to miss.
If you would be reduced to 0 or less Hit Points after receiving damage, you can, as a reaction, make a Constitution Save against a DC of half the damage dealt against you or DC 15, whichever is higher, to survive the attack and remain at 1 Hit Point.
When you take the Dash action, you can expend a superiority die and charge in a straight line through any number of creatures your size or smaller. Each time you do so, the creature can choose to either take your superiority die plus your Strength modifier bludgeoning damage or move 5 ft into an empty space as a reaction. If you would end your turn in another creature’s space, you are instead shunted to the nearest empty space, provoking opportunity attacks from any hostile creature that can reach you.
When you hit a creature with a melee weapon attack, you can add your superiority die to the damage roll. In addition, the creature struck must make a Strength save or halve their movement until the end of their next turn. If a second strike is made on the same target during the same turn by you after failing the Strength Save, the creature also loses their bonus action, and if a third strike is successful, they lose their reaction as well.
As a bonus action, you can make a ranged weapon attack. If you hit, add your superiority die to the damage roll. You can draw a thrown weapon as part of making this attack.
Prerequisite: 10th level
Instead of a single attack, all creatures in your reach must make a Dexterity save or take two superiority dice worth of damage of the same type as a weapon you are holding.
When you hit a creature with a melee weapon attack, as a bonus action you can attempt to knock the target down. Add the superiority die to the attack’s damage roll, and if the target is your size or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.