Fighter Remastered

by Biggest of the Milks

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Fighter Remastered


Fighter
Level Proficiency Bonus Features Maneuvers Known Superiority Dice
1st +2 Fighting Style, Second Wind - -
2nd +2 Action Surge, Remarkable Athlete - -
3rd +2 Combat Superiority, Martial Archetype 2 2d6
4th +2 Ability Score Improvement 2 2d6
5th +3 Extra Attack 3 2d6
6th +3 Ability Score Improvement 3 2d6
7th +3 Martial Archetype Feature 4 3d8
8th +3 Ability Score Improvement 4 3d8
9th +4 Indominable 5 3d8
10th +4 Martial Archetype Feature 5 4d10
11th +4 Extra Attack (2), Second Wind (two uses) 6 4d10
12th +4 Ability Score Improvement 6 4d10
13th +5 Action Surge (two uses), Indominable (two uses) 7 4d10
14th +5 Ability Score Improvement 7 4d10
15th +5 Martial Archetype Feature 8 5d12
16th +5 Ability Score Improvement 8 5d12
17th +6 Extra Attack (3) 9 5d12
18th +6 Martial Archetype Feature 9 5d12
19th +6 Ability Score Improvement 9 5d12
20th +6 Action Surge (three uses), Indominable (three uses), Second Wind (three uses) 10 6d12

Class Features

As a Fighter, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per Fighter level
  • Hit Points at 1st level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Fighter level after 1st

Proficiencies


  • Armor: Light armor, medium armor, heavy armor and shields
  • Weapons: simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following items, plus anything provided by your background.

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two melee 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 may start with 200 gp to buy your own equipment.

Fighting Style

Beginning at 1st level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Whenever you gain a level in this class, you can replace one Fighting Style you know with another.

Fighting Styles

Second Wind

You have a limited well of stamina 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. At 11th level, you can use this ability twice before a rest. At 20th level, you can use this ability three times before a rest.

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.

Once you use this feature, you must finish a short or long rest before you can use it again. At 13th level, you can use this ability twice before a rest, but only once on the same turn. At 20th level, you can use this ability thrice before a rest, but only once on the same turn.

Remarkable Athlete

Beginning at 2nd 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.

Combat Superiority

At 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.


  • Maneuvers. You learn two maneuvers of your choice, which are listed in "Maneuvers" at the end of this document. Many maneuvers enhance an attack in some way. You can only use one maneuver per attack.

You learn additional maneuvers as shown in the "Maneuvers Known" column of the Fighter table. Whenever you gain a level in this class, you can replace one maneuver you known with a different one.


  • Superiority Dice. You have two superiority dice, which are d6s. 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 an additional superiority die at 6th, 10th, 14th, and 17th levels. Your superiority dice turn into d8s at 5th level, d10s at 9th level, and d12s at 13th 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.

Manuever save DC: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Martial Archetype

At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3d level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th, 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 1 and gain a feat. 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 17th level in this class.

Indominable

Beginning at 9th level, whenever you fail a saving throw, you can instead choose to succeed that saving throw. Once you use this feature, you cannot use this feature gain 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 20th level.

Martial Archetypes

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.

Survivor

At 3rd level, you become increasingly resilient in battle. At the start of each of your turns, you regain hit points equal to half your fighter level (rounded down) if you have no more than half your hit points left. You don't gain this benefit if you have 0 hit points.

Improved Critical

Beginning at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.

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.

Ultimate Warrior

At 18th level, you become unparalleled in the art of combat. Your Strength, Dexterity, and Constitution scores all increase by 2, to a maximum of 22.

Battlemaster

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

Student of War

At 3rd level, you gain proficiency with one skill and one tool of your choice. Additionally, choose any one of your skill or tool proficiencies. You can use twice your proficiency bonus for any check that uses that skill or tool.

Improved Combat Superiority

Also at 3rd level, you gain two additional superiority dice and your maneuver dice all become a d8 if they were lower.

Additionally, whenever you finish a long rest, you can replace any maneuver you know with any other maneuver of your choice.

Know Your Enemy

Starting at 7th level, you can quickly assess threats in the middle of combat. You gain the following benefits:

  • You learn one maneuver of your choice and you gain one superiority dice.
  • You can use the Analyze action as a bonus action. Whenever you do so, you can choose to expend a superiority die and add it to the result.
  • Whenever you attempt an Analyze, you always learn the target's armor class, fighter levels (if it has any), and whether its CR is greater than, equal to, or less than your character level.

Battle Tactics

At 10th level, your knowledge of combat grows deeper. You gain the following benefits:

  • You learn one maneuver of your choice and you gain one additional superiority die.
  • Whenever you roll a 1 or a 2 on a maneuver die, you can reroll the die, but you must take the second result.

Relentless

At 15th level, your stamina in combat is unmatched. You gain the following benefits:

  • You learn one maneuver of your choice and you gain one additional superiority die.
  • Whenever you use your Second Wind class feature, you regain use of a superiority die.

Ultimate Technique

At 18th level, your skill in combat is unmatched. You gain the following benefits:

  • You learn one maneuver of your choice and you gain one additional superiority die.
  • You can use two maneuvers on the same attack, instead of just one.

Eldritch Knight

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

Spellcasting

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 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.

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. Choose two different spell schools. You know three 1st-level wizard spells of your choice, two of which you must pick from the spell schools you chose.

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 from one of the spell schools you chose at 3rd level, 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 from one of your chosen spell schools, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

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

Equipment and Spellcasting. Though you cast spells similar to a wizard, you use simplified components that are easier to perform. Armor does not restrict the spellcasting of the spells you know from this class. Additionally, you can use an arcane focus for your wizard spells.

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

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

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

War Magic

Beginning at 7th level, immediately before or after you use your action to cast a spell or cantrip, 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.

Improved War Magic

At 18th level, you regain a single 1st-level slot whenever you use your Second Wind.

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 trying.

Bonus Proficiency

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

Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help your strike true. Whenever you use your Second Wind class feature, you can give yourself advantage on weapons attack roll until the end of your current turn. When you do so, you also have resistance to the damage of the next attack that hits you before the start of your next turn.

If you have no uses of your Second Wind remaining, or if you do not wish to use Second Wind, you can instead use this feature as a bonus action. You can use this feature without using Second Wind once, and must finish a long rest before you can do so again.

Elegant Courtier

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier, and whenever you make a Wisdom (Insight) check, you gain a bonus to the check equal to your Charisma modifier

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Tireless Spirit

Starting at 10th level, whenever you start your turn and are frightened, paralyzed, stunned, or have at least 1 level of exhaustion, you can immediately end one effect causing one of those conditions or reduce your level of exhaustion by 1, but only if you use your Fighting Spirit before doing anything else on that turn. Once you use this feature, you cannot use it again until you complete a long rest.

Rapid Strikes

Starting at 15th level, you learn to trade acuracy 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 only do so once per turn.

Strength Before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during this 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.

Cavalier

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

Bonus Proficiency

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

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Unwavering Mark

Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While marked by you, the creature 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 melee weapon attack against the marked creature as a bonus action on your next turn. This attack has advantage.

Warding Maneuver

At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within your reach 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 proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.

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. Additionally, you have advantage on attacks roll made as part of an opportunity attack.

Ferocious Charge

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.

Additionally, creatures you mount are immune to being charmed or frightened.

Banneret

Royal Envoy

When you choose this archetype at 3rd level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Rallying Cry

At 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind class feature, you can choose up to 6 allied creatures within 60 feet of you that can hear or see you. Each of those creatures gains temporary hit points equal to the result on the d10 plus your fighter level.

Inspiring Strike

At 7th level, whenever you use your Action Surge feature, you can choose one allied creature within 60 feet of you that can see or hear you. That creature can immediately use its reaction to make one weapon attack.

Bulwark

At 10th level, whenever an allied creature within 60 feet of you fails a saving throw, you can expend a single use of your Indominable class feature as a reaction to instead cause that ally to succeed. The ally must be able to see or hear you.

Additionally, whenever you expend a use of your Indominable class feature, you can choose a creature that can see or hear you other than yourself within 30 feet of you. That creature is inspired by you, and once within the next minute they can use that inspiration to gain advantage on a saving throw.

Inspiring Warrior

Starting at 15th level, you become an expert at inspiring your allies in battle. You gain the following benefits:

  • Victory Through Pain. Whenever a creature gains temporary hit points from Rallying Cry, they also regain an equal amount of hit points.
  • Inspiring Surge. You can target two allies creatures with your Inspiring Strike.
  • For Glory. You can inspire two creatures with your Bulwark feature. A creature's inspiration is only expended if they succeed the save.

Vanguard

At 18th level, whenever you expend and roll a superiority die, choose an ally within 60 feet of you that can see or hear you. That ally's AC increases by an amount equal to the result on the superiority die until the start of your next turn. A creature cannot benefit from this feature more than once per turn.

Echo Knight

A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.

Manifest Echo

Starting at 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 30 feet of you. This echo is a magical, translucent, gray image of you and is a creature that lasts until it is destroyed, until you dismiss it as a bonus action, or until you manifest another echo. The echo also disappears if you're incapacitated or if your echo is ever more than 30 feet away from you.

The echo shares your size, speeds, AC, and ability scores. If it has to make a saving throw or ability check, it uses your saving throw bonus for the roll. It has 1 hit point and its spectral nature means that it cannot grapple or shove other creatures, and they can pass through its space (and vice versa). It also cannot speak, cast spells, use magic items, or pass through objects.

The echo cannot make attacks, but when you take the Attack action, any attack you make with that action can originate from the echo's space (using your own line of sight). Additionally, you can make opportunity attacks as if you were in the echo's space, using your own reaction as normal.

In combat, your echo shares your turns. You can command it to move (no action), but it takes no actions of its own unless you use a bonus action to command it to take another action. You can also use your bonus action and expend half your movement to teleport and switch places with your echo.

Unleash Incarnate

At 3rd level, whenever you use your Second Wind class feature, you can resummon your echo and immediately make a weapon attack originating from its space.

Echo Avatar

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

Starting 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

At 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 1d10 + your Fighter level.

You can use this feature a number of times equal to your proficiency bonus. 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 echoes with your Manifest Echo and Unleash Incarnate features, and these echoes can coexist. 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.

Additionally, each of your echo's has their own special reaction, which they can use instead of your own reaction whenever you make an opportunity attack as if you were in their space.

Psi Warrior

Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.

Psionics

When you reach 3rd level, you learn how to manifest the untapped psionic power within. You learn how to use psionics much like a mystic does. See Psionics for the mystic power list and general rules on psionics.

Talents. You learn two talents of your choice from the mystic list. You learn an additional talent at 10th level.

Psi Points. The Psi Warrior Psionics table shows you how many psi points you have to manifest your powers of 1st level and higher. The table also shows what the maximum power you can cast at a given level. You regain all expended psi points when you finish a short or long rest.

You expend a number of psi-points to manifest a power of a given level. The Psi-Point Cost table summarizes the cost in psi-points of powers from 1st to 4th level. Talents don't require psi-points and thus do not have a cost.

For example, if you are a 7th level psi-warrior and you know the 1st-level power deja vu, you can spend 2 psi-points to manifest the power as a 1st-level power or you can spend 3 psi-points to manifest it as a 2nd-level power.

Powers Known of 1st-Level and Higher. You know two 1st-level powers from the mystic power list, one of which must be from the psychometabolism or psychokinesis disciplines.

The Powers Known column of the Psi Warrior Psionics table shows when you learn more mystic powers of 1st level or higher. Each of these must be a psychometabolism or psychokinesis power of your choice, and must be of a level no higher the your max power level. The powers you learn at levels 9, 14, and 20 can be from any discipline.

Whenever you gain a level in this class, you can replace one of the mystic powers you know with another power of your choice from the mystic power list. The new power must be of a level no higher than your max power level and must be from the psychometabolism or psychokinesis disciplines, unless you're replacing the power you learned at 3rd, 9th, 14th, or 20th level from any discipline.

Psionic Ability. Wisdom is your psionic ability for your mystic powers. You use your Wisdom whenever a power refers to your psionic ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a mystic power you manifest and when making an attack roll with one.


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


Psionic attack modifier = your proficiency bonus + your Wisdom modifier

Armor and Powers. Though you manifest powers similar to a mystic, you draw upon psychic energy more efficiently for these powers. Armor does not restrict the manifesting of powers you know from this class.

Battle Discipline

Beginning at 3rd level, you learn how to preserve your psionic power between battles. Whenever you regain psi points while having psi-points remaining, you can choose to store those psi points for the battles ahead. You can have a number of psi points stored this way equal to your proficiency bonus. Additionally, you gain the following benefits:


  • Psionic Bond. You can never be disarmed of a weapon or shield you are holding while you are conscious.
  • Telekinetic Pull. While you have at least one free hand, you can use a bonus action on your turn to pull an object that is not being worn or carried into that hand. The object must weight less than 10 lbs, be within 30 feet of you, and it must have an unobstructed path towards you.

Telekinetic Maneuvers

At 7th level, you learn a few minor telekinetic tricks, gaining the following benefits:


  • Psychic Leap. As a bonus action on your turn, you can give yourself the benefit of a running start and double your jump distance for the rest of the turn. If during your jump you do not have enough movement remaining to finish the jump, you can complete the jump if the distance remaining is no more than your base walking speed.
  • Telekinetic Thrust. Once per turn whenever you hit with a weapon attack on your turn, you can move the target 10 feet horizontally.

Guarded Mind

At 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend 1 psi point and end every effect on yourself subjecting you to those conditions.

Swift Power

Starting at 15th level, you can use your bonus action to manifest any power with a casting time of 1 action that is incapable of targeting more than one creature, but only if you manifest that power on yourself.

Font of Psi

At 18th level, you can restore your mental energy in the heat of battle. Whenever you use your second wind class feature, you regain a number of psi points equal to the number rolled on the d10.

Psi-Warrior Psionics
Fighter Level Talents Known Powers Known Psi Points Max Power Level
3 2 2 2 1st
4 2 3 4 1st
5 2 3 4 1st
6 2 3 4 1st
7 2 4 6 2nd
8 2 4 6 2nd
9 2 5 6 2nd
10 3 5 6 2nd
11 3 5 6 2nd
12 3 6 6 2nd
13 3 7 10 3rd
14 3 8 10 3rd
15 3 8 10 3rd
16 3 9 10 3rd
17 3 9 10 3rd
18 3 9 10 3rd
19 3 10 12 4th
20 3 11 12 4th
Psi-Point Cost
Power Level Point Cost
1st 2
2nd 3
3rd 5
4th 6

Rune Knight

Unchanged

Arcane Archer

Arcane Archers gain a third use of their Arcane Shot feature at 10th level. They otherwise remain unchanged.

New Subclass

The Pugilist

Those fighters who embody The Pugilist fight with their unarmed strikes, using jabs, scratches, headbutts, grabs, kicks, and everything in between to defeat their opponents. The more nimble pugilists fight like monks, but hone in on their agility and martial prowess over mystical ki. Others wrestle in armor, fighting with fists of steel, backed by pure strength.

Close-Quarters Combat

Beginning when you choose this archetype at 3rd level, you become adept at using your unarmed attacks, gaining the following benefits:

Martial Artist. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. Additionally, while not using a shield, you gain the ability to engage in two-weapon fighting whenever you attack with your unarmed strikes, treating them like light weapons for that purpose. Whenever you engage in two-weapon fighting with your unarmed attacks, you can add your ability modifier to the damage of the additional attacks granted by two-weapon fighting.

Specials. You learn two specials of your choice. Whenever you gain a level in this class, you can replace one Special you know with another from the list. You also learn one additional special at 7th, 10th, and 15th level.

Special Attack. Immediately before or after you make an unarmed attack, grapple attempt, or shove attempt on your turn, you can use a bonus action to use a special you know.

Pugilist Specials

Whenever you learn a pugilist special, you can choose from the following list.


  • Backdash. You can immediately move up to half your speed. This movement does not provoke opportunity attacks.
  • Block. The next melee attack that hits you before the start of your next turn has its damage reduced by an amount equal to your fighter level.
  • Duck and Weave. You gain the benefits of the dodge action until the start of your next turn. You lose this benefit if you are incapacitated, your speed is reduced in any way, or if you take any damage.
  • Grab. You can immediately attempt to grapple against a creature within reach. If you have hit the target with an unarmed attack this turn, you gain advantage on the check.
  • Jab. You make an unarmed attack, but do not add your ability modifier to the damage. You cannot replace this attack with a shove, grapple, or outmaneuver attempt.


  • Sweep. You make a shove attempt against a creature within reach. You can only use this shove to knock a creature prone. Additionally, you can use Dexterity in place of Strength for the Athletics check you make as part of this shove.
  • Crossup. You can make an outmaneuver attempt against a creature within reach. On a success, you gain advantage on your next unarmed attack against that creature.
  • Pumped Up. You gain temporary hit points equal to twice your proficiency bonus. These temporary hit points expire at the end of your next turn.

Bonus Proficiencies

Also at 3rd level, you gain proficiency in the Athletics or Acrobatics skill.

Furious Fists

Starting at 7th level, your power with your unarmed strikes increases. You gain the following benefits:

  • Your unarmed attacks are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
  • You learn one additional special of your choice.

Okizme

Beginning at 7th level, whenever a creature within your reach stands up from being prone, you can immediately make an opportunity attack against that creature, occurring right before they stand up.

Crushing Attacker

At 10th level, your unarmed attacks become exceptionally strong. You gain the following benefits:

  • Your unarmed attacks are considered adamantine for the purpose of damaging objects and creatures.
  • You learn one additional special of your choice.

Combo

Beginning at 10th level, you learn to chain together attacks into deadly combos. Whenever you use your Action Surge class feature, you gain an additional bonus action, but that bonus action can only be used for your Second Wind class feature, a maneuver, or to use one of your specials.

Master Grappler

Also at 15th level, you become an extraordinary grappler, able to wrestle creatures many times your size. You gain the following benefits:

  • Your speed is not reduced while grappling other creatures, and you ignore the size restrictions for grappling and shoving creatures larger than you.
  • You learn one additional special of your choice.

Super Move

At 18th level, you've unlocked a powerful finishing move. You can use this move as an action, making an unarmed attack against a target within reach. On a hit, the target takes your unarmed attacks normal damage, plus an additional 5d10 damage. The target is then knocked up to 30 feet away from you in a straight line and falls prone.

If the damage from this attack reduces the target to 100 or less hit points, they instead drop to 0 hit points. On a miss, the attack deals no damage.

Once you hit with this special attack, you cannot use this feature again until you complete a long rest.

Maneuvers


  • Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks 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, landing either at the targets feet, or, if the target is within 5 feet of you, in one of your free hands (if you have a free hand).
  • 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. As a bonus action you can spend a superiority die to gain the benefits of either the disengage or dash action. You then gain a bonus to your armor class equal to one roll of your superiority die against the next attack that targets you before the start of your next turn.
  • Feinting Attack. You can expend one superiority die as a bonus action and feint, choosing one creature that can see or hear you. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.
  • Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against target others 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, 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. The creature can use its reaction to move up to half its speed without provoking opportunity attacks.
  • 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 weapon attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
  • Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
  • Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
  • Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
  • Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
  • Sweeping Attack. When you hit a creature with a melee weapon attack, you can add one superiority die to attempt to damage another creature with the same attack. Roll your superiority die and choose another creature within 5 feet of the original target and within your reach. You add the result to the damage of the original attack, and 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 as the original attack.
  • Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
  • Silent Step. When you make a Dexterity (Stealth) check, you can expend one superiority die and add the die to the roll. Additionally, you have resistance to the damage of the next trap that affects you within the next minute.

  • Bait and Switch. When you're within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.
  • Brace. When an enemy you can see moves within your reach, you can use your reaction to expend one superiority die and make an opportunity attack against that creature. If the attack hits, you add the superiority die to the attack's damage roll.
  • Restraining Strike. Whenever you hit with a melee attack against a prone creature you are grappling, you can use your bonus action to attempt another grapple against the same creature. On a success, the creature is also restrained for as long as the grapple persists.
  • Silver Tongue. When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.
  • Studious Eye. When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.
  • Eagle Eye. When you make a Wisdom (Perception) check, you can expend one superiority die, and add the superiority die to the ability check. Additionally, for the next minute you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.
  • Quick Draw. Whenever you roll initiative, you can expend one superiority die, and add the superiority die to the check. If you would normally be surprised, you are no longer surprised.

Changelog

Features

  • Second Wind gets a second use at 11th level and a third at 17th.
  • Remarkable Athlete baked into the class at 2nd level.
  • Action Surge gets additional uses at 13th and 17th level
  • Combat Superiority baked into the class with a tweaked progression.
  • Indominable now allows you to automatically succeed a save whenever you fail it.

Maneuvers

  • Evasive Footwork now gives you the benefits of the dash action.
  • Maneuvering Attack now prevents all opportunity attacks.
  • Sweeping Attack also adds the damage to your original attack.
  • New maneuver: Silent step, which gives you a bonus to stealth checks and gives you resistance to the damage of the next trap you trigger.
  • New Maneuver: Silver Tongue, which gives you a bonus to a Deception or Persuasion check
  • New Maneuver: Eagle Eye. Gives you a bonus to Perception and lets you see further away at greater detail.
  • Many of the UA and TCE maneuvers are present in a slightly tweaked form

Champion

  • Overhauled.
  • Survivor moved to 3rd level, now scales with half fighter level.
  • Improved Critical moved to 7th level.
  • New capstone: Ultimate Warrior, which increases your physical stats.

Battlemaster

  • Reworked from the ground up.

Samurai

  • Fighting Spirit only has one use, but can also be triggered when you use Second Wind. Also gives you resistance to the damage of the next attack that hits you instead of THP.
  • Elegant Courtier lets you add Wisdom to your Persuasion checks and Charisma to your Insight checks.
  • Tireless Spirit reworked and lets you ignore a condition 1/lr if you use Fighting Spirit.

Arcane Archer

  • Gains a third arcane shot at 10th level.

Banneret

  • Royal Envoy moved to 3rd level
  • Rallying Cry now gives THP and is equal to the hit points you regain. Also lets you target more creatures.
  • New Feature: Inspiring Strike, which does the same thing as Inspiring Surge initially did.
  • Bulwark lets you use Indominable on allies.
  • Inspiring Surge lets you choose two allies for Inspiring Strike.
  • New Feature: Vanguard, which lets you give allies AC when you roll superiority dice.

Echo Knight

  • Overhauled

Cavalier

  • Unwaivering Mark's special attack can be made at-will, but no longer gets advantage or bonus damage.
  • Warding Maneuver uses now scales with proficiency bonus.
  • Hold The Line no longer reduces a creatures speed to 0 if you hit with an OA, but now your OAs have advantage.
  • Vigilant Defender now makes your mount immune to the frightened and charmed conditions.

Psi Warrior

  • Overhauled to utilize my psionics homebrew.
  • New Feature: Battle Discipline, which prevents you from being disarmed and allows you to pull objects towards you as a bonus action.
  • Psychic Leap is at-will and lets you jump further than your speed.
  • Telekinetic Thrust cannot knock prone, but automatically pushes enemies (instead of forcing a save.)
  • Guarded Mind now uses psi points.
  • Bulwark of Force replaced with Swift Power, which lets you use your bonus action to cast any power you know so long as it cannot target multiple creatures and you only target yourself.
  • Capstone replaced with Font of Psi, which gives you psi points when you use your second wind.

Pugilist

  • New option presented for fighters.
 

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