Fighter Class

####  Quick Build

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight martial archetype. Second, choose the Soldier background.

### CLASS FEATURES

As a fighter, you gain the following class features.

####  Hit Points

Hit Dice:1d10 per fighter level

Hit Points at 1st Level:10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

####  Proficiencies

Armor: All armor, Shields

Weapons: Simple weapons, martial weapons

Tools:  None

Saving Throws:  Strength, Constitution

Skills:  Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

####  Equipment

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

* (a) chain mail or (b) leather armor, longbow, and 20 arrows
* (a) a martial weapon and a shield or (b) two martial weapons
* (a) a light crossbow and 20 bolts or (b) two handaxes
* (a) a dungeoneer's pack or (b) an explorer's pack

###  Fighting Style

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.

* **Archery.** You gain a +2 bonus to attack rolls you make with ranged weapons.
* **Defense.** While you are wearing armor, you gain a +1 bonus to AC.
* **Dueling.** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
* **Great Weapon Fighting.** 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.
* **Protection.** When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
* **Two-Weapon Fighting.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

###  Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

###  Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

###  Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all 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.

###  Ability Score Increase

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

###  Extra Attack

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

###  Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

## **Martial Archetypes**

* Champion
* Battlemaster
* Eldritch Knight
* Brute
* Blademaster
* Arcane Archer
* Cavalier
* Samurai
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The archetypal 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.

*3rd-level feature*

 Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

*7th-level feature*

 You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
 In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

*15th-level feature*

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

*10th-level feature*

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

*18th-level feature*

 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.

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Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

*3rd-level feature*

 When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
***Maneuvers.*** You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
***Superiority Dice.*** You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
***Saving Throws.***  Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
  ***Maneuver Save DC***  = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

*3rd-level feature*

 You gain proficiency with one type of artisan’s tools of your choice.

*7th-level feature*

 If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

* Strength score
* Dexterity score
* Constitution score
* Armor Class
* Current hit points
* Total class levels (if any)
* Fighter class levels (if any)

*10th-level feature*

 At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

*15th-level feature*

 When you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

*3rd-level feature*

 The maneuvers presented are in alphabetical order.

* ***Commander’s Strike.***  When you take the Attack action on your turn, 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 or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
* ***Disarming Attack.***  When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the 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.
* ***Distracting Strike.***  When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the 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.
* ***Evasive Footwork.***  When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
* ***Feinting Attack.***  You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
* ***Goading Attack.***  When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the 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.
* ***Lunging Attack.***  When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
* ***Maneuvering Attack.***  When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s 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.
* ***Menacing Attack.***  When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the 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.
* ***Parry.***  When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
* ***Precision Attack.***  When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
* ***Pushing Attack.***  When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
* ***Rally.***  On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
* ***Riposte.***  When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
* ***Sweeping Attack.***  When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
* ***Trip Attack.***  When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

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 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.

*3rd-level feature*

 When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spellcasting for the general rules of spellcasting and this page for the wizard spell list.
 **Cantrips.** You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
 **Spell Slots.** The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
 For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
 **Spells Known of 1st-Level and Higher.** You know three 1st-level 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. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
 Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
 **Spellcasting Ability.** Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
 ***Spell save DC*** = 8 + your proficiency bonus + your Intelligence modifier
 ***Spell attack modifier*** = your proficiency bonus + your Intelligence modifier

*3rd-level feature*

 You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, 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 with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

*7th-level feature*

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

*10th-level feature*

 You 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.

*15th-level feature*

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

*18th-level feature*

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

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 Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.

*3rd-level feature*

 You’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.

*7th-level feature*

 Your toughness allows you to shrug off assaults that would devastate others. Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

*10th-level feature*

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

*15th-level feature*

 When you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class.

*18th-level feature*

 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.

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A type of fighter that specializes in versatility and melee combat, the Blademaster learns several different forms or disciplines in which they train for many months or years. Each discipline allows a Blademaster to gain one or more situational bonuses at the cost of their movement, defense, awareness, or another sense or ability. A master of this archetype changes forms like the wind, always shifting and adapting to the battlefield as it moves around and with them.

*3rd-level feature*

 You learn two fighting disciplines called Stances, chosen from the list below. You may only use stances while wielding a sword (longsword, shortsword, scimitar, rapier, or greatsword) and not wielding a shield. Each stance grants positive effects and negative effects. To assume a stance, you must use your bonus action at the start of your turn. Your chosen stance's effects last until the beginning of your next turn.
 You may choose an additional stance to master at 7th level, and again at levels 10, 15, and 18.

* ***Stone Stance.***  You stand your ground, unable to be moved by mortal strikes. While in Stone stance, your AC increases by 2. If you take the dodge action while in Stone Stance, you may counterattack any creature who misses you with an attack from within 5 ft. This does not use your reaction.
 *Negative - Your movement speed is halved.*
* ***Wind Stance.***  Your blade becomes swift as the wind, threatening all who would attempt to surround you. While in Wind Stance, each time you make a weapon attack you may also have that attack hit another creature within your range (your attack roll must still beat the second creature's AC). Your weapon deals 1d4 slashing damage on this strike, plus any additional bonuses the weapon normally provides.
 *Negative - Your AC is reduced by 2.*
* ***Flame Stance.***  Your aggression becomes an unstoppable force, able to break through any defense. While in Flame stance, choose an enemy creature you can see. You may only attack that creature until your next turn and you deal an extra 1d8 slashing damage to that target on a hit.
 *Negative - You take an additional 1d8 damage from any attack that does not come from your target.*
* ***Sand Stance.***  You have trained on the shifting sands of the Eastern Desert, any ground is solid beneath your feet. While in Sand Stance, you are not hindered by difficult terrain, and you have advantage on Dexterity checks and saving throws to avoid being restrained, knocked back, or knocked prone. If you are already restrained, you may repeat your saving throw when you enter the stance.
 *Negative - You have disadvantage on any CON or STR checks or saving throws against an effect that would knock you back or knock you prone.*
* ***Sun Stance.***  You watch your opponent like the sun, preparing for any opening they provide. While in Sun Stance, you may take an attack of opportunity when an opponent leaves your melee range or attacks while in your range, even if they have an effect that causes them to not provoke attacks of opportunity. That attack deals an extra 1D8 slashing damage.
 *Negative - You are so focused on your opponent that ranged attacks have advantage against you.*
* ***Moon Stance.***  You move quietly in the dead of night, prepared to strike your enemies from the darkness. While in Moon Stance, you may move your full movement speed while hidden, and your first attack against a target you are hidden from deals an extra 1D8 slashing damage.
 *Negative - If you are caught, you are flat-footed. Any attack against you while you are attempting to hide has advantage, and if you would make a saving throw against spell or ability while attempting to hide, you have disadvantage on that save.*
* ***Storm Stance.***  You can chase down your foes with the wrath of a sandstorm. As part of the bonus action when entering Storm stance, you may take the Dash action. While in Storm Stance, your movement speed increases by 10, and you do not provoke attacks of opportunity.
 *Negative - The spirit of the storm is wild and fast. All of your attacks are made with disadvantage. If you use Storm Stance 2 turns in a row or more, you must succeed on a DC 12 CON saving throw at the end of your turn. On a failure, you take 1 point of exhaustion.*
* ***Smoke Stance.***  Your unnatural movement makes you incredibly difficult to hit from range. While in Smoke Stance, ranged attacks are made against you with disadvantage, and if you would make a DEX save for half damage against a spell or ability, you take no damage if you succeed, and only half damage if you fail.
 *Negative - Melee attacks against you have advantage.*
* ***Spear Stance.***  You have trained to take advantage of your allies positions offensively. While in Spear stance, if both you and an ally are within 5 feet of a creature and your ally is not incapacitated, you have advantage on attacks against that creature.
 *Negative - Allies of that creature have advantage on melee attacks against you.*
* ***Shield Stance.***  You have trained to take advantage of your allies positions to defend them. While in Shield stance, any ally within 5 feet of you gains a bonus to their AC equal to your proficiency bonus.
 *Negative - Your own AC drops by half that amount, rounded up.*

*7th-level feature*

 You have mastered the art of deflection with your blade. While wielding a sword, as a reaction when you would be hit by a weapon attack, you may raise your AC by an amount equal to your proficiency bonus, potentially causing that attack to miss. This bonus only counts for that attack.

*10th-level feature*

 You have mastered the art of the quick draw, slashing with lightning speed and precision as you draw your blade from its sheath. As long as your sword is sheathed, the first attack you make with the sword during combat after drawing it has advantage, and critically hits on a 19 to 20.
 As an action, you may step backwards and sheath your sword, preparing for an enemy's approach. As part of this action you may move 5 feet, and this does not provoke attacks of opportunity. Until the start of your next turn, you may make a reaction whenever an enemy enters your melee range to make a Quick Draw attack. This attack has advantage and critically hits on a 19 to 20.
You may choose instead to have a Quick Draw attack stop at a vital point on an enemy, dealing no damage. Doing this gives you advantage on an intimidation check you make against that target within the next minute.

*15th-level feature*

 Your mastery of the stances allows you to shift more quickly during battle. When you use your Action Surge, you may change stances as a free action.

*18th-level feature*

 Your mastery of the blade is unparalleled. You no longer suffer the negative effects of your stances.

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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.

*3rd-level feature*

 You learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation*Transmutation Cantrip*
**Casting Time:** 1 a
**Range:** 10 ft
**Components:** V,S
**Duration:** 1 h (D)
Minor trick; harmless sensory effect, illusory image, snuff light, clean/soil/chill/warm/flavor etc. or the Druidcraft*Transmutation Cantrip*
**Casting Time:** 1 a
**Range:** 30 ft
**Components:** V,S
**Duration:** Instantaneous
Small nature effect; predict weather, expedite small plant growth, snuff light, harmless sensory effect cantrip.

*3rd-level feature*

 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).
Once per turn when you fire a magic arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long 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.

*7th-level feature*

 You 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.

*7th-level feature*

 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 feet of the original target.

*15th-level feature*

 Your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

*3rd-level feature*

 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.

* ***Banishing Arrow.***  You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and 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.
* ***Regaining Arrow.***  Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one ofyour allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
* ***Bursting Arrow.***  You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
* ***Enfeebling Arrow.***  You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or 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.
* ***Grasping Arrow.***  When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2(16 poison damage, its speed is reduced by 10 feet, and it takes 2-d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. 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.
* ***Piercing Arrow.***  You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
* ***Seeking Arrow.***  Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
* ***Shadow Arrow.***  You weave illusion magic into your arrow, causing it to occlude your fees vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.

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 The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

*3rd-level feature*

 When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

*3rd-level feature*

 Your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

*3rd-level feature*

 You can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attacks weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

*7th-level feature*

 You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

*10th-level feature*

 You become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.

*15th-level feature*

 You can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

*18th-level feature*

 You respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

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The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.

*3rd-level feature*

 When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

*3rd-level feature*

 Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
 You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

*7th-level feature*

 Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
 Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

*10th-level feature*

 When you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

*15th-level feature*

 You learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

*18th-level feature*

 Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
 Once you use this feature, you can’t use it again until you finish a long rest.

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