Fighter

**Class Pages**
Artificer ● Barbarian ● Bard ● Blood Hunter ● Cleric ● Druid ● **Fighter** ● Knight ● Monk ● Mystic ● Paladin ● Plague Doctor ● Ranger ● Rogue ● Sorcerer ● Warlock ● Wizard

# Fighter 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:** All simple and martial weapons
* **Tools:** None
* **Saving Throws:** Strength, Constitution
* **Skills:** Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

### Equipment

* (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

Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.

### Multiclass Prerequisite

The prerequisite for multiclassing into Fighter is 13 Strength or 13 Dexterity.

# Fighter Traits

## Fighting Style

At first level, choose one of the following options.

* **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.
* **Mariner** **(Unearthed Arcana):** As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
* **Close Quarters Shooter (Unearthed Arcana):** You are trained in making ranged attack at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
* **Tunnel Fighter (Unearthed Arcana):** You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

## Second Wind

At first level, 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 second level, 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 third level, you choose an archetype that you strive to emulate in your combat styles and techniques. It grants you a feature a 3rd level, and again at 7th, 10th, 15th, and 18th level.

* Arcane Archer
* Banneret
* Battle Master
* Brute
* Cavalier
* Champion
* Dawn Knight
* Debonair
* Dragon Knight
* Dragonslayer
* Echo Knight
* Edgemaster
* Eldritch Knight
* Exemplar
* Gunslinger
* Mage Breaker
* Monster Hunter
* Praetorian
* Psychic Warrior
* Renegade
* Rune Knight
* Samurai
* Scout
* Sharpshooter
* Swashbuckler
* Tactician
* Warrior

## Ability Score Improvement

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.

# Fighter Class Archetypes

* Arcane Archer
* Banneret
* Battle Master
* Brute
* Cavalier
* Champion
* Dawn Knight
* Debonair
* Dragon Knight
* Dragonslayer
* Echo Knight
* Edgemaster
* Eldritch Knight
* Exemplar
* Gunslinger
* Mage Breaker
* Monster Hunter
* Praetorian
* Psychic Warrior
* Renegade
* Rune Knight
* Samurai
* Scout
* Sharpshooter
* Swashbuckler
* Tactician
* Warrior

### Arcane Archer Lore

At 3rd level, you choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or the Druidcraft cantrip.

### Arcane Shot

At 3rd level, when you gain this feature, you learn two Arcane Shot options of your choice. Once per turn, when you fire an 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.

### Magic Arrow

At 7th level, whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

### Curving Shot

At 7th level, 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.

### Ever-Ready Shot

Starting at 15th level, if you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

### Arcane Shot Options

The options are all magical effects. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

* **Banishing Arrow:** 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.
* **Beguiling Arrow:** The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your 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:** 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:** 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:** The creature hit by the arrow is wreathed in brambles and takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 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:** 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:** 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:** 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.

### Rallying Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

### Royal Envoy

Knights of high standing are expected to conduct themselves with grace.

At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

### Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.

### Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

## Battle Master

### Combat Superiority

#### Maneuvers

You learn three special maneuvers. 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 start with four superiority dice, which are d8s, and you expend one whenever you use a maneuver. You regain them all 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)

### Student of War

At 3rd level, you gain proficiency with one type of artisan's tool of your choice.

### Know Your Enemy

Starting at 7th level, if you spend 1 minute observing or interacting with another creature outside of 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)

### Improved Combat Superiority

When you reach 10th level, your superiority dice turn into d10. When you reach level 18, your dice turn into d12.

### Relentless

Starting at level 15, whenever you roll for initiative and have zero superiority dice, you get 1 superiority die back.

### Maneuvers

The maneuvers are presented 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 on your turn, you can expend a superiority die, adding the total 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. Until the end of the turn, 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 a 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 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 or be knocked prone.

### Brute Force

Starting at 3rd level, 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.

#### Brute Bonus Damage

 10th
 16th
 20th

### Brutish Durability

Beginning at 7th level, 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.

### Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style feature.

### Devastating Critical

Starting at 15th level, 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

### Survivor

At 18th level, at the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

### Bonus Proficiencies

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.

### Born to the Saddle

Starting at 3rd level, 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.

### Unwavering Mark

Starting at 3rd level, 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 attack's 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.

### Warding Maneuver

At 7th level, 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.

### Hold the Line

At 10th level, 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.

### Ferocious Charger

Starting at 15th level, 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.

### Vigilant Defender

Starting at 18th level, 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.

## Champion

### Improved Critical

Starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

### Remarkable Athlete

Starting at 7th level, 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.

### Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

### Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

### Survivor

At 18th level, 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.

### Dawn Charge

When taking this archetype at 3rd level, you gain 4 Dawn Charges that are restored whenever you complete a short or long rest. Your maximum Dawn Charges increases to 5 at 10th level, and to 6 at 18th level.

### Sapping Strike

When taking this archetype at 3rd level, you may expend 1 Dawn Charge to make your next melee strike against a fiend, undead, or target of an evil alignment heal allies within 15 feet of you for hit points equal to your fighter level plus 1d4.

### Rebirth from Finality

At the 7th level, your killing blows against fiends, undead, or targets of evil alignment activates Sapping Strike without costing a Dawn Charge. In addition, you regain 1d4 dawn points.

### Improved Sapping Strike

At the 10th level, your physical melee damage against fiends, undead, and targets increase healing from Sapping Strike by an additional 1d10.

### Diminish the Immoral

Starting at the 15th level, you may expend 1 Dawn Charge to add 1d12 + damage equal to your fighter level to your next melee attack against a fiend, undead, or target of an evil alignment.

### Champion of the Fallen

Yourself and allies within 20 feet gain resistance against necrotic damage. In addition, successful attacks made using Sapping Strike automatically stabilizes unconscious friendly targets within 15 feet and they do not have to roll death saving throws.

### Form of Finesse

When taking this archetype at 3rd level, you inflict bonus damage with any weapons with the Light attribute. This damage increases as you level. See the following chart for how much damage you inflict.

#### Finesse Bonus Damage

 6th
 10th
 15th

### Nimbleness

Starting at 3rd level, you may use your Dexterity modifier instead of the intended ability score modifier for any saving throws that are not against magical effects.

### Gambling Strike

Starting at 7th level, you may choose a new number in place of 20 to trigger a critical hit before making an attack roll. If you land on this number when attacking, add an additional damage die to your damage roll. If you roll a 20, count it as a critical miss/natural 1. Once you successfully inflict a critical hit using Gambling Strike, you must finish a short rest before you may use it again.

At 15th level, you may inflict two critical hits via Gambling Strike before requiring a rest to use it again.

### Expeditious Renewal

Starting at 10th level, you add your Dexterity modifier to all healing effects that you receive.

### Hastened Steps

Beginning at 15th level, you can move an additional 10 feet per turn and all attacks of opportunity made against you are at disadvantage and cannot inflict critical damage.

### Rallying Cry

At 3rd level, when you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

### Royal Envoy

At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

### Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.

### Bulwark

Beginning at 15th level, when you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

## Dragonslayer

(Homebrew)

The dragonslayer is a variety of warrior who has trained exclusively to combat dragons and other gargantuan foes. Dragonslayer fighters are at home when fighting creatures of the huge size or larger. When confronted with smaller enemies, the dragonslayer fighter typically falters.

### Tunnel Vision

At 3rd level, you vision has become honed to focus on singular targets in your vision of huge or gargantuan size. Your attacks against huge and gargantuan targets are at advantage. Attack rolls against targets of medium size or smaller receive -5. Targets of the large size are unaffected by this feature.

### Out of Harm's Way

At 3rd level, you have advantage on all dexterity saving throws imposed against you by creatures of the huge or gargantuan size.

### Colossus Slayer

At 7th level, you score a critical hit on a huge or gargantuan target if you roll a 17 or higher on your attack roll.

### Air of Intimidation

At 10th level, you may choose to exude an air of intimidation. All hostile targets of tiny, small, or medium size must pass a Charisma save equal to your Strength ability score or become afraid of you for 1 minute. During this minute, they cannot intentionally move towards you.

Once you use this feature, you may complete a short rest before you may use it again.

### Giantsbane Resolve

Starting at 14th level, when confronting a target of huge or gargantuan size, you may take three legendary actions per encounter. At any time outside of your regular turn, you may use a legendary action to perform one of the following: Attack, Dash, Disengage, or Use Item. Alternatively, you may use your legendary action to perform a class feature or extra opportunity attack.

## Echo Knight

### Manifest Echo

At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

* As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
* When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
* When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.

### Unleash Incarnation

At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Echo Avatar

Starting at 7th level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

### Shadow Martyr

At 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.

Once you use this feature, you can't use it again until you finish a short or long rest.

### Reclaim Potential

By 15th level, you've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Legion of One

At 18th level, you can use a bonus action to create two echos with your Manifest Echo feature, and these echoes can co-exist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.

In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.

## Edgemaster

### Prodigal Duelist

Starting when you take this archetype at 3rd level, you become more proficient and deadly when wielding bladed weapons. Whenever you make an attack with any weapon that inflicts slashing damage only, add an additional +1 to your proficiency. In addition, you gain bonus damage slashing based on your level. See the following table to determine how much bonus damage you receive.

#### Edgemaster Bonus Damage

 6th
 10th
 14th
 19th

### Know Thy Enemy

At 3rd level, your attack rolls are at advantage against any target wielding the same weapon class (axe, polearm, sword, etc.) as you as long as you are actively engaged in combat with them.

### Infallible Grip

At 7th level, when you roll a critical fail on your attack roll you instead treat it as a critical hit. You may perform this feature three times per rest.

### Rigid Striking

At 10th level, you may sacrifice up to 10 points from your attack roll and add it to your damage if you hit. You must declare how much you are subtracting from your attack roll before you perform the roll. You may perform this feature only once per turn.

### Counterstrike

At 15th level, whenever a target makes a melee attack against you and misses, you may perform a counter attack at advantage against that target as a free action.

### Martial Paragon

At 18th level, all attacks that you perform with a martial weapon is at advantage and you add your perception modifier to all attack rolls. In addition, if you inflict a critical hit, your target must pass a strength save equal to your attack roll or be disarmed and knocked prone.

## Eldritch Knight

### Spellcasting

#### Cantrips

You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip known.

#### Spell Slots

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

#### Spells Known

You know three 1st level wizard spells of your choice, two must come from the evocation and abjuration spell schools. The third spell can be from any Wizard school of magic.

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.

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 3rd, 8th, 14th, or 20th level.

#### Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability.

**Spell save DC** = 8 + proficiency bonus + Intelligence mod

**Spell attack mod** = proficiency bonus + Intelligence mod

### Weapon Bond

Over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons at once.

### War Magic

At level 7, you can use your action to cast a cantrip and make one weapon attack as a bonus action.

### Eldritch Strike

At level 10, any creature you hit with a weapon attack has disadvantage on its next save it makes against a spell you cast before the end of your next turn.

### Arcane Charge

At level 15, you can teleport up to 30 feet to a space you can see when using your Action Surge. The teleport can take place before or after the Action Surge.

### Improved War Magic

At level 18, you can make one weapon attack as a bonus action whenever you use your action to cast a spell.

## Exemplar

(Onrawy on Homebrewery)

Fighters of this archetype, while not a formal group, are known by how they lead those around them. Those who observe them might say they’re the team’s commander, but they often see themselves more as facilitators among able peers. They know the skills of those with which they work, and always have the right trick to keep their team running long after others have fallen by the wayside. The cohesion they create among their comrades is rarely paralleled.

### Bonus Proficiency

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

### Professional Wingman

Starting at 3rd level, whenever you use the Help action to help an ally with a Deception, Intimidation, or Persuasion skill check with which you are proficient, they may add half your Charisma modifier, rounded up (minimum 0), to their roll. This is on top of the advantage granted from when you use the Help action.

### Inspiring Rejuvenation

At 3rd level, when using your Second Wind feature, you inspire your allies and they find their own strength returning. Choose a number of allies equal to your Charisma modifier within 60 feet of you that can see or hear you. Those allies heal hit points equal to your Fighter class level, and gain temporary hit points equal to twice your Charisma modifier.

### A Call to Action

At 7th level, you have learned how to better synchronize with your team in the heat of the moment. Whenever you use your Action Surge, you may choose a number of allies equal to your Charisma modifier within 30 feet of you. Those allies may use their reaction to gain one of the following benefits:

* Make a melee attack against a creature within their melee attack range;
* Move up to half their speed without provoking opportunity attacks.

### Indomitable Spirit

At 10th level, you gain proficiency with Charisma saving throws. If you already have proficiency with Charisma saving throws, you gain proficiency with your choice of either Wisdom or Intelligence saving throws instead.

### Instinctive Support

Upon reaching 15th level, your team's cohension at the sound of your battlecry has been perfected. The range of A Call to Action increases to 60 feet, Additionally, your allies gain may choose one of the following benefits as an alternative when they spend their reaction:

* Cast a cantrip with a casting time of 1 action or 1 bonus action;
* Make a ranged attack against a creature within their ranged attack range.

### Unstoppable Presence

At 18th level you have an unmistakable presence that emboldens those around you to stave off even death. Your telltale sounds: shouts, commands, even footsteps in battle comfort your allies, and hinder your foes. Once you have reached 18th level in this class and are conscious, this sound creates an aura with a distance equal to 10 feet plus your Charisma modifier times 5 feet (minimum 0).

Allies within the aura have advantage on death saving throws, and when hitpoints are regained by allies within the aura, the amount of hitpoints recovered increases by your Charisma modifier (minimum 1).

Enemies within your aura cannot gain temporary hitpoints, and when an enemy recovers hitpoints within your aura, it the amount of hitpoints recovered is decreased by your Charisma modifier (minimum 0).

## Gunslinger

For a renegade few, battle sounds different than it does for the typical fighter. The clash of steel and the sizzle of spell energy are drowned out by the thunderous rhythm of gunfire - the pounding beat of the gunslinger. Gunslingers are a bold and mysterious lot. While many treat the secrets of black powder with the same care and reverence that a wizard typically reserves for his spellbook, most gunslingers know that firearms are a secret that cannot remain concealed forever. While current firearms are simple, often impresice, and even dangerous devices, they are a technology on the move, and one that will become even more powerful when it is fully fused with magic.

### Firearm Proficiency

Gunslingers gain proficiency with Firearms, thus able to add their proficiency bonus to Firearm attacks.

### Grit

At the end of each short rest, a gunslinger gains a number of grit points equal to their wisdom modifier (minimum 1). The number of grit points the gunslinger has can never exceed their wisdom modifier. The gunslinger can regain grit points in the following ways:

***Critical Hit with a Firearm.*** Each time the gunslinger scores a critical hit with a firearm attack while in the heat of combat, they regain 1 grit point.

***Killing Blow with a Firearm.*** When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack, they regain 1 grit point. If the death was due to a critical hit, you only get the 1 grit point, not 2.

### Deeds

Gunslingers use Grit points to perform Deeds. Some deeds are instant bonuses or attacks, while others are bonuses that can last for a period of time. Some deeds last as long as the Gunslinger has 1 Grit Point. A Gunslinger can only use Deeds that they meet the required level for, and cannot combine multiple Deeds into a single attack.

***Gunsmith:*** Starting at 3rd level, the Gunslinger gains proficiency with Tinker’s Tools, able to use them to craft ammunition, repair damaged firearms, or even draft and create them.

***Deadeye:*** Starting at 3rd level, the Gunslinger can spend 1 Grit point to gain Advantage on the next Attack roll they make this round. The Gunslinger chooses to mak e a Deadeye attack and spends Grit before making the attack roll.

***Quick Draw:*** Starting at 7th level, the Gunslinger gains +2 Initiative and can draw Firearms as a free Flourish.

***Violent Shot:*** Starting at 7th Level, the Gunslinger can spend 1 or more Grit points before rolling an Attack. For each Grit point spent, that Attack gains +1 to the weapon’s Misfire number. If the attack hits, it deals an additional dice of Firearm damage per Grit point spent. If the attack misses, Grit points are still expended. (ex: 3 Grit points = +3 to misfire, 3d[Firearm Damage Die]). Weapons with multiple damage dice add only 1 die per Grit spent. (ex: a 2d12 gun adds +1d12 per Grit)

***Trick Shot:*** Starting at 10th Level, the Gunslinger can spend a Grit point to target a specific location on a foe’s body with a Firearm. If the attack misses, the Grit point is still lost. If the Gunslinger has multiple attacks for their Attack action, they can make multiple Targeted shots for 1 Grit point each.

* **Arms** – On a hit, no damage is dealt, but the foe drops 1 item of the Gunslinger’s choice.
* **Head** – On a hit, the target takes normal damage, and has disadvantage on attacks for 1 round.
* **Legs** – On a hit, the target takes normal damage, and must make a Constitution Saving Throw (DC = 8 + your Proficiency Mod + your Dexterity Mod) or is knocked prone.
* **Torso** – On a hit, the target takes normal damage, and has Disadvantage to Strength and Dexterity Ability Checks for 1 round.
* **Wings** – On a hit, the target takes normal damage, and must make a Constitution Saving Throw (DC = 8 + your Proficiency Mod + your Dexterity Mod) or plummet 20 ft.

***Lightning Reload:*** Starting at 15th level, the Gunslinger can reload a one-handed or two-handed firearm as a Bonus action.

***Cheat Death:*** Starting at 18th level, whenever the Gunslinger is reduced to 0 hit points or lower, the Gunslinger can immediately spend all of their current Grit points (minimum of 1) to instead be reduced to 1 hit point.

***Mortal Shot:*** Starting at 18th level, whenever the Gunslinger scores a Critical Hit with a firearm (even with another Deed), they can spend a Grit point to increase the damage multiplier for that attack from x 2 to x 3.

### Firearm Properies

***Reload:*** The weapon can be fired a number of times equal to its Reload number before the wielder must spend 1 Attack of your Attack Action, or an Action, to reload.

***Misfire:*** Whenever the Firearm is fired in a way that requires an Attack Roll, if the dice roll is equal to or lower than the Misfire number, the weapon Misfires, the attack misses, and it cannot be used to attack again until an Action and successful Tinker’s Tools Ability Check (DC = 10 + Firearm’s Misfire Score) is used to repair and clear the weapon. Should the Tinker’s Tools check fail, the weapon is considered broken and must be repaired out of combat at half the cost of the weapon (or DM’s discretion).

### Firearms

#### Pistol

Cost - 250g

Damage - 1d10 piercing

Weight - 3 lbs

Range - (100/400)

Properties - Reload 4, Misfire 1

#### Musket

Cost - 500g

Damage - 1d12 piercing

Weight - 10 lbs

Range - (200/800)

Properties - Two-handed, Reload 1, Misfire 2

#### Pepper Box

Cost - 450g

Damage - 1d10 piercing

Weight - 4 lbs

Range - (150/600)

Properties - Reload 6, Misfire 2

#### Scattergun

Cost - 500g

Damage - 1d8 piercing (30ft cone)

Weight - 20 lbs

Range - (15/30)

Properties - Reload 2, Misfire 3

#### Boomstick

Cost - Crafted

Damage - 2d12 piercing

Weight - 25 lbs

Range - (300/1200)

Properties - Two-Handed, Reload 1, Misfire 3

## Mage Breaker

### Engage the Arcane

Starting at 3rd level when you choose this subclass, you gain the effects of the Martial Adept feat. You begin with 1d6 superiority die, and choose 2 combat maneuvers from the Battle master’s list. You gain 1 more superiority die for every 5 additional fighter levels you take after 3rd level.
Additionally, you may add your intelligence modifier to your Maneuver DC against a creature concentrating on a spell.

### Shield of the Martyr

Starting at 7th level, Your bravery against the arcane has given you the confidence to face down the most feared opponents. Once per short rest, you may cast compelled duel against a foe. Your spell casting modifier is your intelligence, and your spell save DC is equal to your Combat Maneuver DC
Additionally, if an ally within 5 feet of you becomes the target of a spell attack, you may use your reaction to interpose yourself and become the target of the attack instead.

### Combat Reflexes

You learn to anticipate the arcane attacks of your foes and often move out of their way before being hurt by them. Starting at 10th level, you are considered proficient in saving throws against spells requiring a Intelligence, Strength, or Dexterity saving throw.
Additionally, you have learned several new uses for your reactions each turn:

* As a reaction to being attacked with a melee spell attack, you may add your intelligence modifier to your Armor Class. You must be able to see the attack to use this ability.
* As a reaction, you can force you or one ally within 5 feet of you to reroll a saving throw against a spell, taking the second result regardless of the roll. You must be able to see the attack to use this ability, and the ally must be willing to reroll otherwise this fails.\*
* As a reaction to taking damage from a spell attack that targets you can move up to half your movement speed immediately. Alternatively, if you know a cantrip, you may cast a cantrip you know with casting time of one action or less.

### Turn the Arcane

Starting at 15th level, your extensive understanding of the arcane has given you power over those weak in the arcane. As a bonus action on your turn, you may extend an arcane shield around those around you, lasting until the start of your next turn. This shield has a radius equal to five times your intelligence modifier. Whenever you or an ally within this shield becomes the target of a spell, the attacker must first overcome the arcane defenses around you. Casters make spell attacks at disadvantage against creatures within your shield. If the caster fails this check, the spell ricochets off the shield harmlessly. Otherwise the attack proceeds as normal. For area of effect spells, while inside the shield creatures take half damage if they fail the saving throw and no damage on a successful save.
This ability acts like concentration on a spell. If you take damage while maintaining the shield, roll a concentration check against a DC of 10 or 1/2 the damage you took, which ever is higher. If you fail the saving throw or cast another concentration spell, the shield drops.

### Advanced Arcane Turning

Starting at 18th level, your study and experience has made you a master of fighting the arcane. When using your Turn the Arcane feature, you may use your reaction to impose a penalty equal to your intelligence modifier to the next spell-based attack against one creature withing your shield's radius. Additionally, if the barrier successfully deflects the spell it instead absorbs it, bolstering your defenses. The first time the shield absorbs a spell, choose one of the following effects. You may choose only one such effect to be active for this round.
The weave breaks down the magical attack into energy that protects you. Each additional spell absorbed by the shield adds +1 to your AC until the start of your next turn. If the spell absorbed is of 8th level or higher, the boost is +2.\*
The magical energy flows through your veins like fire, spurring you into motion. You gain a number of reactions this turn equal to your dexterity modifier. At the beginning of your next turn you loose any unused reactions. Any additional spells absorbed by the shield have no effect.

### Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice.

### Combat Superiority

When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called 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. You can expend superiority dice to gain a number of different benefits:

* When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
* When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
* When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.
* When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.

### Hunter's Mysticism

At 3rd level, you can cast Detect Magic as a ritual. You can cast Protection from Evil and Good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells. In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.

### Monster Slayer

At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them.

### Improved Combat Superiority

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

### Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

## Praetorian

The best offense is a good defense. While being a man-at-arms and martial expert, you prioritize defense more highly than other fighters.

### Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Insight, Investigation, Nature, or Perception. If you have proficiency in this skills already, you may choose any that you are not currently proficient in.

### Deflection Mastery

At 3rd level, you become more proficient in blocking incoming attacks. You gain +1 AC against all attacks against you as long as you are wielding a two-handed weapon or a shield.

### Shock Tactics

Starting at 7th level, you may attempt to disrupt enemy movements. If an enemy moves within 10 feet of you during their turn, you may use your reaction to move up to 10 feet and attempt to halt them with your weapon or shield. Roll an attack roll against the target. They contest your roll with a dexterity save. If they fail, you successfully stop them from moving any further.

### Defensive Strike

At 10th level, you are able to harness your defense to supplement your attacks. When performing an attack roll and missing your target, you may choose to take your overall AC value as your attack roll instead. You may use this feature once per rest.

### Tenacious Momentum

At 15th level, your Second Wind feature gains the following benefits when used:

* If you are below half your maximum hit points, you are healed for an additional 1d10.
* Gain temporary hit points equal to 1d12 + your fighter level.
* Until the start of your next turn, gain +1 AC for each non-magical attack made against you.
* Roll 1d6 at the end of your current turn. If you roll a 6, you regain the use of your Second Wind feature.

## Psychic Warrior

Awakening to the psionic power within
themselves, a Psychic Warrior is a fighter who
augments their physical might with psychically
infused weapon strikes, telekinetic lashes, and
barriers of mental force.

As a Psychic Warrior, you might have honed
your psionic abilities through your own
disciplined practice, unlocked it under the
tutelage of a master, or developed it at an
academy dedicated to wielding the mind’s power
as both weapon and shield.

### Psionic Armament

At the 3rd level, you can channel your psychic power to magically
augment your prowess. When you finish a long
rest, choose whether to augment your defenses
or your strikes. The chosen benefit lasts until
you finish a long rest.

***Augmented Defenses.*** When you or a creature
you can see within 30 feet of you takes damage,
you can use your reaction to roll a d10 and
reduce the amount of damage taken by the
number rolled. When you reach 10th level in this
class, the die changes to a d12.

***Augmented Strikes.*** Once during each of your
turns when you hit a creature with a weapon
attack, you can also deal 1d4 psychic damage to
that target. When you reach 10th level in this
class, the psychic damage increases to 1d6.

### Telekinetic Hand

At the 3rd level, you learn the mage hand cantrip. You can cast it
without components, and you can make the
spectral hand invisible. Intelligence is your
spellcasting ability for this spell.

### Strength of Mind

At the 7th level, and as a bonus action, you can telekinetically lash
out at a creature you can see within 20 feet of
you. The target must make a Strength saving
throw against a DC equal to 8 + your proficiency
bonus + your Intelligence modifier. On a failed
save, the target takes force damage equal to 2d6
plus your Intelligence modifier and is
telekinetically moved 15 feet directly toward or
away from you (your choice). On a successful
save, it takes half as much damage and isn’t
moved.

You can use this feature a number of times
equal to your Intelligence modifier (minimum of
once), and you regain all expended uses when
you finish a long rest.

### Telekinetic Bulwark

Starting at the 10th level when you take the Attack action, you can forgo
one of your attacks to project a bastion of psionic
power in a 10-foot radius around yourself. It
lasts for 1 minute or until you’re incapacitated.
For the duration, you and your allies in that area
gain the benefits of half cover and have
advantage on Strength saving throws.

Once you use this feature, you can’t do so again
until you finish a long rest or until after you use
your Second Wind feature.

### Agonizing Strikes

At the 15th level, your attacks can channel psychic agony. When
you hit a creature with a weapon attack, you can
also deal 2d10 psychic damage to that target and
force it to make a Constitution saving throw
against a DC equal to 8 + your proficiency bonus
+ your Intelligence modifier. Unless the save
succeeds, the target falls prone, and it suffers
disadvantage on ability checks until the end of
your next turn.

You can use this feature a number of times
equal to your Intelligence modifier (minimum of
once), and you regain all expended uses when
you finish a long rest.

### Psychic Dreadnaught

At the 18th level, the power of your mind suffuses your entire
being, making you a nigh-unstoppable force on
the battlefield. Using your reaction when you
take damage, you can give yourself the following
benefits for 1 minute or until you’re
incapacitated:

* At the start of each of your turns, you regain 10 hit points.

* Your walking speed increases by 10 feet.
* If you’re prone, you can stand up by spending 5 feet of movement.

Once you activate this feature, you can’t use it
again until you finish a long rest.

## Renegade

### Warrior's Grit

When you choose this archetype at 3rd level, whenever you take damage, you can expend and roll any number of available hit dice to reduce your damage by the amount rolled. If you consume more than three hit dice per round of combat, you suffer one point of exhaustion. This does not count as an action.

### Relentless Push

Starting at 3rd level, you may take the Dash action as a bonus action. If you take the dash action and move at least half of the total possible distance you can travel, you gain +1 to all attack rolls on your current turn.

### Fierce Momentum

At 7th level, each time you expend hit dice through Warrior's Grit, you gain advantage and +1 to all attack and damage dice rolls per hit dice expended until the start of your next turn.

### Flurried Support

Starting at 10th level, whenever you are within 5 feet of an ally during combat, you can take your reaction immediately after their turn to attack a target as you normally would during your own turn. You cannot take a bonus action through the use of this feature.

### Enduring Assault

At 15th level, whenever a target you can see within 10 feet makes an attack against you or a friendly target, you can make a single offhand attack at advantage against that target. If you roll a natural 20, you may attack an additional time in addition to inflicting critical damage. Aditionally, whenever you roll a natural 20 when making this offhand attack, you regain any spent hit dice used for Warrior's Grit during your previous turn.

### Supreme Stoutness

At 18th level, and at the start of each of your turns in combat, you regain hit points equal to 3 + your Strength modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

## Rune Knight

(Unearthed Arcana)

You discovered how to enhance your martial
prowess using the supernatural power of runes.
The ancient practice of rune magic originated
with giants. Skiltgravr (“rune cutters”) can be
found among any type of giants, and you likely
learned your methods first or second hand from
such a mystical artisan. Whether you found the
giant’s work carved into a hill or cave, learned of
the runes from a traveling sage, or met the giant
in person, you studied the giant’s craft. In time,
you learned how to carve and apply runes to
your equipment and how to invoke their magic,
ultimately becoming a Rune Knight.

### Bonus Proficiencies

At 3rd level, you gain proficiency with smith’s tools, and you
learn to speak, read, and write Giant.

### Rune Magic

At 3rd level, you learn how to use runes to enhance your
gear. When you gain this feature, you learn how
to inscribe two runes of your choice on weapons,
armor, or shields (see “Rune Options”).

Whenever you finish a long rest, you can touch
a number of objects equal to the number of
runes you know, and you inscribe a different
rune onto each of the objects. To be eligible, an
object must be a weapon, a suit of armor, or a
shield.

Your rune remains on an object until you finish
a long rest, and an object can bear only one of
your runes.

Each time you gain a level in this class, you can
replace one rune you know with a different one.

#### Rune Options

Here are rune options for the Rune Magic
feature. They are all magical effects.

If a rune requires a saving throw, your Rune
Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier.

***Haug (Hill Rune).*** This rune’s magic bestows a
resilience reminiscent of a hill giant. While
wearing or carrying an object inscribed with this
rune, you have advantage on saving throws
against being poisoned, and you have resistance
against poison damage.

In addition, you can invoke the rune as a bonus
action, gaining resistance to bludgeoning,
piercing, and slashing damage for 1 minute. Once
you invoke the rune, you can’t do so again until
you finish a short or long rest.

***Ild (Fire Rune).*** This rune’s magic channels the
masterful craftsmanship of fire giant smiths.
While wearing or carrying an object inscribed
with this rune, your proficiency bonus is doubled
for any ability check you make that uses your
proficiency with a tool.

In addition, when you hit a creature with a
weapon attack, you can invoke the rune to
summon fiery shackles: the target must succeed
on a Strength saving throw or be restrained for 1
minute. While restrained by the shackles, the
target takes 2d6 fire damage at the start of each
of its turns. The target can repeat the saving
throw at the end of each of its turns, banishing
the shackles on a success. Once you invoke the
rune, you can’t do so again until you finish a
short or long rest.

***Ise (Frost Rune).*** This rune’s magic evokes a
frost giant’s stoic calm. While wearing or
carrying an object inscribed with this rune, you
have advantage on Wisdom (Animal Handling)
checks and Charisma (Intimidation) checks.

In addition, you can invoke the rune as a bonus
action to increase your Strength score by 2 for
10 minutes. This increase can cause your score
to exceed 20, but not 30. Once you invoke the
rune, you can’t do so again until you finish a
short or long rest.

***Skye (Cloud Rune).*** This rune’s magic
emulates the deceptiveness of a cloud giant.
While wearing or carrying an object inscribed
with this rune, you have advantage on Dexterity
(Sleight of Hand) checks and Charisma
(Deception) checks.

In addition, when you or a creature you can
see within 30 feet of you is hit by an attack roll,
you can use your reaction to invoke the rune and
cause that attack to target a different creature
within 30 feet of you (other than the attacker),
using the same roll. This magic can transfer the
attack regardless of the attack’s range. Once you
invoke the rune, you can’t do so again until you
finish a short or long rest.

***Stein (Stone Rune).*** This rune’s magic
channels the insightfulness of a stone giant.
While wearing or carrying an object inscribed
with this rune, you have advantage on Wisdom
(Insight) checks, and you have darkvision out to
a range of 60 feet. If you already have darkvision,
its range increases by 30 feet.

In addition, when a creature you can see ends
its turn within 30 feet of you, you can use your
reaction to invoke the rune and force the
creature to make a Wisdom saving throw. Unless
the save succeeds, the creature is charmed by
you for 1 minute. While charmed in this way, the
creature has a speed of 0 and is incapacitated,
descending into a dreamy stupor. The effect ends
if the charmed creature takes any damage or if
someone else uses an action to shake the
creature out of its haze. Once you invoke the
rune, you can’t do so again until you finish a
short or long rest.

***Uvar (Storm Rune).*** Using this rune, you can
glimpse the future like a storm giant. While
wearing or carrying an object inscribed with this
rune, you have advantage on Intelligence
(Arcana) checks, and you can’t be surprised as
long as you are not incapacitated.

In addition, you can invoke the rune as a bonus
action to enter a prophetic state for 1 minute or
until you’re incapacitated. Until the state ends,
when you or another creature you can see within
60 feet of you makes an attack roll, a saving
throw, or an ability check, you can use your
reaction to cause the roll to have advantage or
disadvantage. Once you invoke the rune, you
can’t do so again until you finish a short or long
rest.

### Giant Might

Starting at 3rd level, you can imbue yourself with the might of giants. As a bonus action, you magically gain the
following benefits, which last for 1 minute:

* If you are smaller than Large, you become

Large, along with anything you are wearing. If
you lack the room to become Large, your size
doesn’t change.

* You have advantage on Strength checks and

Strength saving throws.

* Your weapon attacks deal an extra 1d6

damage.

You can use this feature twice, and you regain
all expended uses of it when you finish a long
rest.

### Defensive Runes

At 7th level, you learn to invoke your rune magic to protect
your allies. When another creature you can see
within 60 feet of you is hit by an attack roll, you
can use your reaction to grant a bonus to the
creature’s AC against that attack. The bonus
equals 1 + your Intelligence modifier (minimum
of +2).

In addition, you learn one new rune of your
choice from the Rune Magic feature (for a total of
three).

### Great Stature

At 10th level, the magic of your runes permanently alters you.
When you gain this feature, roll 3d4. You grow a
number of inches in height equal to the roll.
Moreover, the extra damage you deal with your
Giant Might feature increases to 1d8.

In addition, you learn one new rune of your
choice from your Rune Magic feature (for a total
of four).

### Rune Magic Mastery

At 15th level, you can invoke each rune you know from your
Rune Magic feature twice, rather than once, and
you regain all expended uses when you finish a
short or long rest.

In addition, you learn one new rune of your
choice from the Rune Magic feature (for a total of
five).

### Blessing of the All Father

At 18th level, you learn how to share your rune magic with
your allies. When you use your Giant Might
feature, you can choose one willing creature you
can see within 60 feet of you. The chosen
creature also gains the benefits of your Giant
Might feature.

### Bonus Proficiency

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.

### Fighting Spirit

Starting at 3rd level, 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.

### Elegant Courtier

Starting at 7th level, whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. You also gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

### Tireless Spirit

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

### Rapid Strike

Starting at 15th level, 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 only do so once per turn.

### Strength Before Death

Starting at 18th level, 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 immediately take an extra 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.

### Bonus Proficiencies

At 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves' tools in place of one skill choice.

### Combat Superiority

At 3rd level, 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 long or short rest. You gain another superiority die at 7th level and one more at 15th level. You can expend superiority dice to gain a number of different benefits:

* When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
* When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
* If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.

### Natural Explorer

At 3rd level, you gain the ranger class feature of the same name, with the following alteration:

* You choose additional favored terrain types at 7th and 15th level.
* Alternately, your DM may let you take the UA Revised Ranger version of Natural Explorer.

### Improved Combat Superiority

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

### Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

### Steady Aim

At 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you're wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:

* The attacks ignore half and three-quarters cover .
* On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level.

You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.

### Careful Eyes

Starting at 7th level, you can take the Search action as a bonus action. You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).

### Close-Quarters Shooting

At 10th level, making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll. In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can't take reactions until the end of this turn.

### Rapid Strike

Starting at 15th level, if you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

### Snap Shot

Starting at 18th level, if you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.

## Swashbuckler

### Bonus Proficiencies

At 3rd level, you gain proficiency in Nature and Survival if you do not already.

### Unrivaled Finesse

Starting at 3rd level, your weapon attacks with finesse weapons score a critical hit on a roll of 19 or 20. You also receive bonus damage on all damage dice with finesse weapons according to your level. See the table below to determine your bonus damage.

#### Bonus Finesse Damage

 7th
 12th
 16th
 20th

### Champion of the Seas

Starting at 7th level, you are unhindered by difficult terrain that contains water. In addition, you have learned how to navigate and use watery conditions to your advantage when in combat. You have advantage on all melee attacks against targets you can see as long as you are standing or swimming in water.

### Turn the Tide

Starting at 10th level, you may use this feature to impose disadvantage to any target who attempts to make a physical attack against you for one full round. You may also perform a counterattack, that does not count as your reaction, against any applicable target that strikes you during this round. You must then complete a short or long rest before you may use this feature again.

### Expedient Ambusher

At 15th level, double your dexterity modifier and add your proficiency whenever you roll for initiative. If you are first in the initiative order and act before any other target during combat, you can take the Dash action as a bonus action and make any attack roll at advantage on the first round of combat.

### Survivor

At 18th level, at the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

## Tactician

### Bonus Proficiencies

At 3rd level, you gain proficiency in History and Insight if you do not already. If you are proficient in both, you may pick any other skill to become proficient in.

### Tactical Points

Starting at 3rd level, you acquire 3 tactical points. You may expend tactical points as bonus actions to turn the tide of battle in your favour. Expend one tactical point to use one of the following tactics:

***Expose Weakness.*** Impose disadvantage on a target within 5 feet of you. This target must make all rolls at disadvantage until the start of its next turn. In addition, the target takes an extra 50% damage from the next successful attack against it.

***Masterful Recovery.*** If your next attack is a critical fail, treat it as a critical hit instead.

***Observant Retaliator.*** Allows you to make a free attack of opportunity before your next turn without using your reaction. This attack will also be at advantage.

***Prepared for Anything.*** Gain +1 AC either until the next time you are attacked or the start of your next turn.

***Waylaying Advancement.*** Gain an additional 5 feet of movement. If you move and attack a target from either side or from behind, you have advantage on the attack roll.

Once you expend all tactical points, you must finish a long rest to recover them.

### Spatial Awareness

Starting at 7th level, you cannot be surprised by anyone attempting to ambush you in combat. In addition, you gain +1 to all initiative rolls.

### Impenetrable Mind

Starting at 10th level, you are immune to any effect that would charm you or otherwise confuse or muddle your mind. Targets attempting to roll insight against you are also at disadvantage.

### Advancing Vanguard

Starting at 15th level, you gain +1 to attack and damage rolls for all friendly targets within 10 feet. In addition, you can move through any tile occupied by a friendly target without using any of your movement.

### Field Commander

At 18th level, your skills as a masterful tactician motivate those around you. As long is at least one ally within 10 feet of you, you and all allies within range receive the following benefits:

* 1d4 inspiration each round of combat.
* Advantage on all attack rolls.
* Use ability modifiers and proficiency when rolling to attack with offhand weapons.
* Use the Dodge and Ready actions as bonus actions.

Any target that leaves the 10 foot radius of this feature immediately loses all benefits.

## Warrior

#### Signature Attack

When you take this class archetype at 3rd level, you learn one signature attack that you can only perform once per turn even if you have extra attacks at your disposal. You must declare that you are using your signature attack prior to rolling to attack. You learn additional signature attacks of your choice at 7th, 10th, and 15th level. Available signature attacks are:

* **Adrenaline Rush:** Roll to attack. If your attack lands, you may subtract up to X (where X is equal to your fighter level) from the damage you inflict and add it to your own hit points as healing.
* **Cratering Impact:** Roll to attack. If your attack lands, your target is knocked prone and is stunned until the end of its next turn.
* **Daring Strike:** Roll to attack, but do not add any modifiers or your proficiency bonus. If you still hit your target, you deal maximum damage.
* **Feign Swing:** Roll to attack. If your attack lands, you only inflict 1d4 damage of your weapon type (bludgeoning, piercing, or slashing). The target must pass an intelligence save equal with a DC equal to your attack roll. Upon failing, they are disoriented until the end of your next turn, and all attacks against them are at advantage.
* **Fierce Charge:** Roll to attack your target. If you roll an 17 or above without modifiers, count it as a natural 20.
* **Precise Strike:** Your roll to attack automatically passes and counts as a regular hit. Reduce all damage dice rolls by -2.
* **Rampaging Assault:** Roll to attack at disadvantage. If your attack lands, add an additional damage die to the damage.
* **Sniper Strike:** Receive +1d6 to your attack roll.
* **Steadied Hands:** Receive an additional +1 to your attack roll and a critical fail is counted as a regular miss.
* **Sundering Impact:** Receive -10 to your attack roll after adding modifiers. If your attack still lands, it is an automatic critical and it deals maximum damage.

If your signature attack misses, you must complete another turn before you can use it again. Once you use a specific signature attack, you must finish a short rest before you can use it again. Upon completing a short rest, you regain the use of all used signature attacks.

### Improved Critical

Starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

### Ceaseless Willpower

Starting at 7th level, any non-magical strength check or save that you make that would otherwise fail is considered a slight pass.

### Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style feature.

### Martial Brilliance

At 15th level, your ability to strike down opponents with melee weapons reaches an unfathomable level. All targets that would otherwise have immunity to non-magical bludgeoning, piercing, or slashing damage now take half damage from your attacks. Likewise, targets that were previously vulnerable take full damage.

### Exceptional Technique

At 18th level, you may use two signature attacks per turn.

   **Class Pages**
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