My Documents
Support GM Binder!
# Fighter: Revised Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
##### Fighter | Level | Proficiency Bonus | Features | Superiority Uses | |:---:|:---:|:---|:---:| | 1st | +2 | Fighting Style, Second Wind | — | | 2nd | +2 | Action Surge | — | | 3rd | +2 | Combat Superiority, Martial Archetype | 4 | | 4th | +2 | Ability Score Improvement | 4 | | 5th | +3 | Extra Attack | 4 | | 6th | +3 | Ability Score Improvement | 4 | | 7th | +3 | Martial Archetype Feature| 5 | | 8th | +3 | Ability Score Improvement | 5 | | 9th | +4 | Indomitable (one use) | 5 | | 10th | +4 | Martial Archetype Feature| 5 | | 11th | +4 | Extra Attack (2) | 5 | | 12th | +4 | Ability Score Improvement | 5 | | 13th | +5 | Indomitable (two uses) | 5 | | 14th | +5 | Ability Score Improvement | 5 | | 15th | +5 | Martial Archetype Feature| 6 | | 16th | +5 | Ability Score Improvement | 6 | | 17th | +6 | Action Surge (two uses), Indomitable (three uses) | 6 | | 18th | +6 | Martial Archetype Feature| 6 | | 19th | +6 | Ability Score Improvement | 6 | | 20th | +6 | Extra Attack (3) | 6 |
\columnbreak ## 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 #### Proficiencies ___ - **Armor:** Light Armor, Medium Armor, Heavy Armor, Shields - **Weapons:** Simple Weapons, Martial Weapons - **Tools:** none ___ - **Saving Throws:** Strength, Dexterity - **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, longbow, and 20 arrows - *(a)* a martial weapon and a shield, *(b)* two martial weapons, or *(c)* two simple weapons - *(a)* a light crossbow and 20 bolts or *(b)* two handaxes - *(a)* an explorer's pack or *(b)* a dungeoneer's pack Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment. ### Fighting Style You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again. #### 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. #### Marksman You gain a +2 bonus to Attack rolls you make with Ranged Weapons or with ranged weapon attacks made with weapons with the Thrown property. \pagebreakNum #### 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. #### Pugilist You can roll a d4 in place of the normal damage of your unarmed strike, and when you use the Attack action with unarmed strikes on Your Turn, you can make one unarmed strike as a Bonus Action. #### 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. ### Combat Superiority Beginning at 3rd level, you learn special maneuvers from your martial archetype that allow you to enhance your attacks. **Maneuvers**. You learn maneuvers from your chosen martial archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You can use your maneuvers up to four times. You regain all of your expended uses when you finish a short or long rest. You gain another use of this feature 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) ### Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your Combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
### 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. ## Martial Archetypes Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. Choose one of the following: * Arcane Archer * Banneret * Brute * Cavalier * Champion * Eldritch Knight * Samurai * Tactician \pagebreakNum ### Arcane Archer An Arcane Archer studies a unique method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. ##### Arcane Archer Features | Fighter Level | Feature | |:---:|:-----------:| | 3rd | Arcane Lore, Arcane Archer Maneuvers | | 7th | Enspelled Arrow | | 10th | Arcane Shot | | 15th | Improved Enspelled Arrow | | 18th | Ever-Ready Shot | #### Arcane Lore Beginning when you choose this archetype at 3rd level, you choose one of the following options: gain proficiency in Arcana and learn the Prestidigitation cantrip or gain proficiency in Nature and learn the Druidcraft cantrip. In addition, you can imbue your ranged attacks with magic. When you make a ranged weapon attack, you can make the weapon or piece of ammunition magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the weapon or ammunition immediately after it hits or misses its target. #### Arcane Archer Maneuvers Starting when you choose this archetype at 3rd level, you learn the following maneuvers. **Precision Attack**. When you make a weapon attack roll against a creature, you can roll an extra 1d4 and 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 to attempt to drive the target back. 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. **Curved Attack**. When you miss a creature with a weapon attack, you can target another creature within 15 feet of the original target instead. #### Enspelled Arrow Starting at 7th level, when you use one of your maneuvers with a ranged weapon attack, you can choose to enhance it with arcane magic. The attack deals an extra 1d6 damage of your choice of one of the following damage types: fire, cold, lightning, thunder, poison, acid. When you reach 15th level, the damage dealt by your Arcane Shot increases to 2d6.
#### Arcane Shot Beginning at 10th level, you can manifest pure arcane energy into physical form. As an action, you can create a piece of ammunition or a weapon with the thrown property that has one of the special properties listed below and send it towards a creature. They are all magical effects, and each one is associated with one of the schools of magic. You may use this feature a number of times as equal to your Intelligence modifier, and regain all expended used when you finish a long rest. 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. **Beguiling 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 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. **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. **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. \pagebreakNum **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 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. **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. **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. **Shadow Arrow**. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and 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. #### Ever-Ready Shot At 18th level, you are always ready for battle. When you roll initiative and you have no uses of Arcane Shot left, you regain one use. \pagebreakNum ### Banneret A Banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a Banneret in a hamlet is enough to cause some ores and bandits to seek easier prey. A lone Banneret is a skilled warrior, but a Banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. A Banneret prefers to lead through deeds, not words. As a Banneret spearheads an attack, the Banneret's actions can awaken reserves of courage and conviction in allies that they never suspected they had. ##### Banneret Features | Fighter Level | Feature | |:---:|:-----------:| | 3rd | Rallying Cry, Banneret Maneuvers | | 7th | Bolstering Morale | | 10th | Inspiring Surge| | 15th | Bulwark | | 18th | Improved Bulwark | #### 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 willing creatures within 60 feet of you. Each one gains temporary hit points equal to half the amount of the hit points restored to yourself, provided that the creature can see or hear you.
\columnbreak
#### Banneret Maneuvers Starting when you choose this archetype at 3rd level, you learn the following maneuvers. **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. That creature can immediately use its reaction to make one weapon attack. **Rally**. On your turn, you can use a bonus action to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to 1d6 + your Charisma modifier. **Maneuvering Attack**. When you hit a creature with a weapon attack, you can maneuver one of your comrades into a more advantageous position. 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. #### Bolstering Morale At 7th level, you are able to boost the morale of your companions. When you take a short rest, you and up to five allies of your choice within 60 feet regain an expended hit die. #### Inspiring Surge Starting at 10th level, when you use your Action Surge feature, you can choose one willing creature within 60 feet of you to inspire to action. That creature can use their reaction to take an additional turn in combat at the end of your turn, provided that the creature can see or hear you. #### Bulwark Beginning at 15th level, you bolster your allies defenses. When an ally within 60 feet of you fails a saving throw, you can use your reaction to allow them to reroll the saving throw and take the new result, provided that the creature can see or hear you. You can use this feature once and can do so again when you finish a short rest. When you reach 18th level, you may use this feature twice between short rests.
\pagebreakNum ### Brute 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. ##### Brute Features | Fighter Level | Feature | |:---:|:-----------:| | 3rd | Brute Force, Brute Maneuvers | | 7th | Brutish Durability | | 10th | Improved Brute Force, Survival of the Fittest | | 15th | Devastating Critical | | 18th | Greater Improved Brute Force, Guts | #### Brute Force When you choose this archetype at 3rd level, you’re able to strike with brutal force. Whenever you hit with a simple weapon, an improvised weapon, or an unarmed strike, you deal an additional 1d4 damage for the attack. When you reach 10th level, this damage increased to 1d6. When you reach 18th level, this damage increases to 1d8. #### Brute Maneuvers Starting when you choose this archetype at 3rd level, you learn the following maneuvers. **Lock Down**. When you hit a creature with a melee attack, you can immediately attempt to grapple the creature. **Menacing Attack**. When you hit a creature with a weapon attack, you can attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. **Shoving Attack**. When you hit a creature with a melee attack, you can also shove a Large or smaller creature up to 5 feet in any direction. #### Brutish Durability Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others. Whenever you make a Strength, Dexterity, or Constitution saving throw, roll 1d6 and add the die to your saving throw total. You use this ability after the roll, but before you determine if you pass or fail. You can use this ability a number of times equal to your Constitution modifier, and regain all expended uses when you finish a short or long rest. \columnbreak
#### Survival of the Fittest At 10th level, you have become more likely to be the last man standing. When you reduce a creature to 0 hit points, you gain temporary hit points equal to the total damage dealt by the felling blow. #### 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 fighter level. #### Guts Beginning at 18th level, you never back down from a fight. You are immune to the frightened condition. In addition, on your first turn in combat you can make a single weapon attack in addition to your normal actions. \pagebreakNum ### Cavalier The archetypal Cavalier excels at mounted combat. Cavaliers 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. ##### Cavalier Features | Fighter Level | Feature | |:---:|:-----------:| | 3rd | Born to the Saddle, Cavalier Maneuvers | | 7th | Sturdy Mount | | 10th | Hold the Line | | 15th | Ferocious Charger | | 18th | Vigilant Defender | #### Born to the Saddle Starting at 3rd level, your mastery as a rider becomes apparent. You gain proficiency in your choice of Animal Handling or Persuasion. In addition, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. 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.
\columnbreak #### Cavalier Maneuvers Starting when you choose this archetype at 3rd level, you learn the following maneuvers. **Goading Attack**. When you hit a creature with a weapon attack, you can attempt to goad the target into attacking you. 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. **Mounted Defense.** If either you or your mount is hit by an attack while you are mounted, you roll a d4 as a reaction, adding the number rolled to your or your mount’s AC. If the attack still hits, you or your mount take half damage from it. **Lunging Attack**. When you make a melee weapon attack on your turn, you can increase your reach for that attack by 5 feet. #### Sturdy Mount Beginning at 7th level, you bolster the strength of your mount in combat. When you use a maneuver, your mount gains temporary hit points equal to your fighter level. #### Hold the Line At 10th level, 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. #### Ferocious Charger Starting at 15th level, 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. #### Vigilant Defender Starting at 18th level, 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. \pagebreakNum ### Champion 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. ##### Champion Features | Fighter Level | Feature | |:---:|:-----------:| | 3rd | Improved Critical, Champion Maneuvers | | 7th | Remarkable Athlete | | 10th | Moxie | | 15th | Superior Critical | | 18th | Survivor | #### Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. #### Champion Maneuvers Starting when you choose this archetype at 3rd level, you learn the following maneuvers. **Injuring Attack**. When you make a melee weapon attack on your turn, you can reduce the target's speed by half on its next turn. **Sweeping Attack**. When you hit a creature with a melee weapon attack, you can 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 your Strength or Dexterity modifier (whichever was used for the original attack). The damage is of the same type dealt by the original attack. **Readied Attack**. When a creature moves within 5 feet of you, you can make an attack of opportunity against them as a reaction. #### 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.
#### Moxie At 10th level, when you score a critical hit with a weapon attack on your turn, you can use a bonus action to make an additional weapon attack. #### Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20. #### Survivor At 18th level, 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. \pagebreakNum ### Eldritch Knight Those who choose to enhance their melee abilities with magic are the Eldritch Knights. Although their magic ability is limited due to their martial focus, the spells they do know are highly specialized for their arcane technique. ##### Eldritch Knight Features | Fighter Level | Feature | |:---:|:-----------:| | 3rd | Spellcasting, Eldritch Knight Maneuvers | | 7th | War Magic | | 10th | Eldritch Strike | | 15th | Arcane Charge | | 18th | Improved War Magic |
##### Spell Slots | Fighter Level | Cantrips | Spells Known | 1st | 2nd | 3rd | 4th | |:---:|:-----------:|:-----------:|:--------:|:--------:|:-------:| :-----:| | 3rd | 2 | 3 | 2 | — | — | — | | 4th | 2 | 4 | 3 | — | — | — | | 5th | 2 | 4 | 3 | — | — | — | | 6th | 2 | 4 | 3 | — | — | — | | 7th | 2 | 5 | 4 | 2 | — | — | | 8th | 2 | 6 | 4 | 2 | — | — | | 9th | 2 | 6 | 4 | 2 | — | — | | 10th | 3 | 7 | 4 | 3 | — | — | | 11th | 3 | 8 | 4 | 3 | — | — | | 12th | 3 | 8 | 4 | 3 | — | — | | 13th | 3 | 9 | 4 | 3 | 2 | — | | 14th | 3 | 10 | 4 | 3 | 2 | — | | 15th | 3 | 10 | 4 | 3 | 2 | — | | 16th | 3 | 11 | 4 | 3 | 3 | — | | 17th | 3 | 11 | 4 | 3 | 3 | — | | 18th | 3 | 11 | 4 | 3 | 3 | — | | 19th | 3 | 12 | 4 | 3 | 3 | 1 | | 20th | 3 | 13 | 4 | 3 | 3 | 1 | \columnbreak
#### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 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 choose an arcane order of which to model your techniques. You choose one of the following: * **Order of the Eldritch Hand** - Abjuration and Evocation * **Order of the Eldritch Mantle** - Conjuration and Transmutation * **Order of the Eldritch Eye** - Divination and Illusion * **Order of the Eldritch Soul** - Enchantment and Necromancy You know three 1st-level wizard spells of your choice, two of which you must choose from your chosen schools 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 of your chosen schools, 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 of your chosen schools, 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 \pagebreakNum #### Eldritch Knight Maneuvers Starting when you choose this archetype at 3rd level, you learn the following maneuvers. **Rearmament**. When you are disarmed of your weapon, you use a reaction to return the weapon to your hand and make a weapon attack against the creature. **Enspelling Strike**. When you make a melee weapon attack, you can imbue the attack with magic. This attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. **Jaunt**. When you make a melee weapon attack, you can move 15 feet immediately before or after, provoking no attacks of opportunity. #### War Magic Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. When you reach 18th level, when you use your action to cast any spell, you can make one weapon attack as a bonus action. #### Eldritch Strike At 10th level, 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. #### Arcane Charge At 15th level, 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. \pagebreakNum ### Samurai 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. ##### Samurai Features | Fighter Level | Feature | |:---:|:-----------:| | 3rd | Fighting Spirit, Samurai Maneuvers | | 7th | Readied Hand | | 10th | Disciplined Mind | | 15th | Rapid Strike | | 18th | Honor of the Fallen | #### Fighting Spirit Beginning when you choose this archetype at 3rd level, you can use your maneuvers to fuel your spirit. When you expend a superiority die, you gain temporary hit points equal to twice your proficiency bonus. Any temporary hit points gained in this way are lost upon completing a short or long rest. #### Samurai Maneuvers Starting when you choose this archetype at 3rd level, you learn the following maneuvers. **Parry**. When another creature damages you with a melee attack, you can reduce the damage equal your Strength or Dexterity modifier. **Feinting Attack**. You can 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. **Riposte**. When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature. #### Readied Hand When you reach 7th level, you are better able to react to threats. On the first turn of combat, your movement speed increases by 10 feet.
#### Disciplined Mind At 10th level, your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in your choice of either Intelligence or Charisma saving throws. #### Rapid Strike Starting at 15th level, 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. #### Honor of the Fallen Starting at 18th level, your strong 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. \pagebreakNum ### Tactician Tacticians excel at controlling the battlefield. They specialize in combat maneuvers that distract, goad, and manipulate their enemies with deadly precision. They are well rounded fighters who have a trick for nearly every situation. ##### Tactician Features | Fighter Level | Feature | |:---:|:-----------:| | 3rd | Student of War, Tactician Maneuvers | | 7th | Battlemaster | | 10th | Fighting Techniques, Improved Superiority | | 15th | Improved Battlemaster | | 18th | Greater Improved Superiority | #### Student of War Starting at 3rd level, 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. A creature can only be examined in this way once. 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 #### Tactician Maneuvers Starting when you choose this archetype at 3rd level, you learn the following maneuvers. **Trip Attack**. When you hit a creature with a weapon attack, you can attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. **Distracting Strike**. When you hit a creature with a weapon attack, you can attempt to distract the creature, giving your allies an opening. 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. **Disarming Attack**. When you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. \columnbreak #### Battlemaster At 7th level, you have studied the techniques of other disciplines. You learn two maneuvers of your choice any other martial archetype. When you reach 15th level, you can learn two additional maneuvers of your choice any other martial archetype. #### Fighting Techniques At 10th level, you learn an additional fighting style. #### Improved Superiority Starting at 10th level, when you use a maneuver you deal an additional 1d10 damage with the attack. When you reach 18th level, this damage increases to 1d12.