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# Alternate Fighter A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage. A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses. A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him. All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face. ## Well-Rounded Specialists 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. ## Trained for Danger Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters. Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example. \columnbreak
## Creating a Fighter As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors. You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace. #### Quick Build You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight martial archetype. Second, choose the soldier background. \pagebreakNum
##### The Fighter | Level | Proficiency Bonus | Features | Maneuvers Known | Superiority Dice | |:-----:|:-----------------:|:--------------------------------------------------|:-----------------:|:-----------------:| | 1st | +2 | Fighting Style, Second Wind | ─ | ─ | 2nd | +2 | Action Surge, Maneuvers | 2 | 2 (d6) | 3rd | +2 | Martial Archetype | 3 | 3 (d6) | 4th | +2 | Ability Score Improvement | 3 | 3 (d6) | 5th | +3 | Extra Attack, Fighting Style | 3 | 3 (d6) | 6th | +3 | Ability Score Improvement | 3 | 3 (d6) | 7th | +3 | Martial Archetype Feature | 4 | 4 (d6) | 8th | +3 | Ability Score Improvement | 4 | 4 (d6) | 9th | +4 | Indomitable, Power Attack | 4 | 4 (d6) | 10th | +4 | Martial Archetype Feature | 4 | 4 (d8) | 11th | +4 | Extra Attack x2, Fighting Style | 5 | 4 (d8) | 12th | +4 | Ability Score Improvement | 5 | 4 (d8) | 13th | +5 | Indomitable x2, Relentless | 5 | 4 (d8) | 14th | +5 | Ability Score Improvement | 5 | 4 (d8) | 15th | +5 | Martial Archetype Feature, Action Surge x2 | 6 | 5 (d8) | 16th | +5 | Ability Score Improvement | 6 | 5 (d8) | 17th | +6 | Extra Attack x3, Indomitable x3, Fighting Style | 6 | 5 (d8) | 18th | +6 | Martial Archetype Feature | 6 | 5 (d10) | 19th | +6 | Ability Score Improvement | 6 | 5 (d10) | 20th | +6 | Survivor | 6 | 5 (d10)
## 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 **Armour:** 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.
### Fighting Style At first level, choose one of the following options. You choose additional options again at 5th level, at 11th level and at 17th level. You cannot choose the same option more than once. * **Ranged:** You gain a +2 bonus to attack rolls you make with ranged and thrown 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 damage for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the weapon damage and must use the new result. * **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 all attack rolls against that creature until the start of your next turn, as long as you remain adjacent to the target. * **Two-Weapon Fighting**: When you engage in Two-Weapon Fighting, you make the offhand attack as part of your Attack action, instead of as a bonus action.
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* **Defensive Duelist:** When you are wielding a one handed melee weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing it to miss you. * **Hand to Hand:** You have advantage on athletics checks to grapple or shove creatures. * **Unarmed:** Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. * **Blind Fighting:** You don't have disadvantage on attack rolls against creatures within 10 feet of you as a consequence of being blinded or in darkness. Moreover, you can sense the location of any creature within that range, unless the creature successfully hides from you, or is behind total cover. ### 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 At second level, on your turn, you can choose to gain 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 15th level, you can use it twice before a rest, but only once on the same turn. ### Maneuvers Starting at second level, you learn two maneuvers of your choice from the list of Basic Maneuvers below. Maneuvers are fueled by Superiority Dice. Many maneuvers enhance an attack in some way. You can only use one maneuver per attack. You learn an additional maneuver of your choice at 3rd, 7th, 10th, and 15th level. Each time you gain a level in this class, you can replace one maneuver you know with a different one. ___ ***Superiority Dice.*** You have three 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 another superiority die at 7th level and one more at 15th level. When you reach 10th level in this class, your superiority dice turn into d8s. When you reach level 18, your dice turn into d10s. ___ ***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 **8** + your **Strength** *or* **Dexterity** modifier + your proficiency bonus.
### 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. Choose from one of the archetypes detailed below.
### 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 17th level in this class. ### Indomitable Beginning at 9th level, you can draw upon the last reserves of your inner strength when all hope seems lost. If you fail a saving throw, you can choose to succeed instead. If you do so, you can't use this feature again until you finish a long rest. You can use this feature twice between rests starting at 13th level and three times between rests starting at 17th level. ### Power Attack Starting at 9th level, your martial prowess allows you to trade accuracy for power. Before you make a weapon attack with a weapon that you are proficient with, you can choose to make that attack without adding your proficiency bonus to the attack roll. If that attack hits, add your proficiency bonus to the damage roll, or twice your proficiency bonus if the attack was made with two hands. ### Relentless Starting at level 13, whenever you roll for initiative and have less than 2 superiority dice, you have 2 superiority dice. ### Survivor At 20th 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.
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### Banneret A banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs 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. #### Improved Combat Superiority When you choose this archytype at 3rd level, you gain an additional Superiority Die bringing your total to 4. You also learn an additional maneuver from the fighter maneuver list, and again at 7th, 10th and 15th levels. These bonus maneuvers don't count against your maneuvers known. #### Rallying Cry At 3rd level as a bonus action on your turn, you can choose to inspire and rally your allies. Choose a number of creatures within 60 feet of you that are allied with you equal to your proficiency bonus. You and each creature, provided they can either see or hear you, gains temporary hit points equal to your 1d10 + fighter level + your Charisma Modifier. You can use this feature 3 times, and you regain all uses when you complete a long rest. \columnbreak #### Royal Envoy At 7th level, you gain proficiency in the Persuasion skill and two 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 proficiencies you gain from this feature. #### Inspiring Surge Starting at 10th level, when you use your Action Surge feature, you can choose two creatures within 60 feet of you that are allied with you. Those creatures can make one melee or ranged weapon attack each with their reactions, provided that they can see or hear you. #### Bulwark Beginning at 18th level, when you see an ally within 60 feet of you roll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can use your reaction to give them advantage on the roll. You can use this feature after the die is rolled, but before the results of the roll are known. #### Banneret Expanded Maneuvers When you choose this archetype at 3rd level, the following options are added to the fighter maneuver list for you. * **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. * **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. Add the superiority die to the attack's damage roll, then choose a friendly creature within 15 feet. That creature can use its reaction to move up to half its speed without provoking opportunity attacks. * **Rally:** On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. 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. * **Commanding Presence:** When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check. * **Bait and Switch:** When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. \pagebreakNum
### 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, 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 use a superiority die to make a melee weapon attack against the marked creature as a bonus action on your next turn and adding the superiority die to the damage roll. \columnbreak
#### 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 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 proficiency bonus, and you regain all expended uses of it when you finish a long rest. #### Noble Cavalry At 7th level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Additionally, you learn one language of your choice. #### 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.
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### 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. #### Improved Combat Superiority When you choose this archytype at 3rd level, you gain an additional Superiority Die bringing your total to 4. You also learn an additional maneuver from the fighter maneuver list, and again at 7th, 10th and 15th levels. These bonus maneuvers don't count against your maneuvers known. #### Improved Critical Starting at 3rd level, your weapon attacks score a critical hit on a die roll of 19 or 20. #### Remarkable Athlete Starting at 3rd level, you can add half your proficiency bonus (rounded down) 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. #### Peak Performance At 7th level, you've managed to perfect your athletic techniques far beyond the average soldier. You gain proficiency in both the athletics and acrobatics skills if you don't already have them, and your proficiency bonus is doubled for any check that uses them. In addition, you can hold your breath twice as long and you can dash twice as far before needing to make exhaustion checks. #### Resilient At 10th level, you can add half your proficiency bonus (rounded down) to any saving throw you make that doesn't already use your proficiency bonus. #### Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. \columnbreak #### Uncrushable Spirit At 18th level, you can use the last reserves of your strength to push though any odds. As an action, you can regain all expended superiority dice. After you take this action you can't do so again until you finish a long rest. #### Champion Expanded Maneuvers When you choose this archetype at 3rd level, the following options are added to the fighter maneuver list for you. * **Feinting Attack:** You can expend one superiority die and one bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. Until the end of your next 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. * **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 plus half the damage of the original attack. The damage is of the same type dealt by the original attack. * **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. * **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. \pagebreakNum ### 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. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. #### Spellcasting | Fighter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:-------------:|:-----------------:|:-------------:|:-----:|:-----:|:-----:|:-----:| | 3rd | 2 | 3 | 2 | — | — | — | | 4th | 2 | 4 | 3 | — | — | — | | 7th | 2 | 5 | 4 | 2 | — | — | | 8th | 2 | 6 | 4 | 2 | — | — | | 10th | 3 | 7 | 4 | 3 | — | — | | 11th | 3 | 8 | 4 | 3 | — | — | | 13th | 3 | 9 | 4 | 3 | 2 | — | | 14th | 3 | 10 | 4 | 3 | 2 | — | | 16th | 3 | 11 | 4 | 3 | 3 | — | | 19th | 3 | 12 | 4 | 3 | 3 | 1 | | 20th | 3 | 13 | 4 | 3 | 3 | 1 | When you reach 3rd level, you augment your martial prowess with the ability to cast spells. ___ ***Cantrips.*** You start with 2 cantrips from the wizard spell list. At 10th level 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. 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 a level for which you have spell slots. 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. ___ ***Spellcasting Ability.*** Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated 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 + Intelligence modifier
\columnbreak #### Weapon Bond Once you reach 3rd level, over the course of a 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 7th level, once per Attack action on your turn you can cast one of your cantrips in place of one of your attacks. #### 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 Starting at 18th level, once per Attack action on your turn you can cast one of your spells in place of one of your attacks.
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### 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. #### 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 you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of 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. You regain all expended uses of it when you finish a long rest. #### 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 or a Charisma (Deception) check, you gain a bonus to the check equal to your Wisdom modifier. Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). #### 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 Attack action. #### 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. \pagebreakNum ### Rune Knight Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family 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 sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment. #### Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant. #### Rune Carver Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table. Runes Known | Fighter Level | Number of Runes | |:----:|:-:| |3rd | 2| |7th | 3| |10th | 4| |15th| 5| 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, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune.
If a rune requires a saving throw, your **Rune Magic save DC** equals **8** + your **proficiency bonus** + your **Constitution** modifier.
___ **Cloud Rune:** This rune emulates the deceptive magic used by some cloud giants. 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 choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest. ___ **Fire Rune:** This rune's magic channels the masterful craftsmanship of great 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 takes an extra 2d6 fire damage, and it 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 this rune, you can't do so again until you finish a short or long rest. ___ **Frost Rune:** This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. 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 sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest. ___ **Stone Rune:** This rune's magic channels the judiciousness associated with stone giants. 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 120 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 creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest. ___ **Hill Rune (7th Level or Higher):** This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears 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 this rune, you can't do so again until you finish a short or long rest.
\pagebreakNum **Storm Rune (7th Level or Higher):** Using this rune, you can glimpse the future like a storm giant seer. 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 aren't 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 this rune, you can't do so again until you finish a short or long rest. #### Giant Might At 3rd level, you have learned how to 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. * Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. 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 long rest. \columnbreak #### Runic Shield 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 force the attacker to reroll the d20 and use the new roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### Great Stature By 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's Might feature increases to 1d8. #### Master of Runes At 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest. #### Runic Juggernaut At 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
\pagebreakNum ### 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. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors. 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. #### Psionic Power At 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. You regain all your expended Psionic Energy dice when you finish a short long rest. Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. In addition, as a bonus action, you can regain a number of expended Psionic Energy dice equal to half your proficiency bonus (rounded down), but you can't do so again until you finish a long rest. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 10th level (d8) and 18th level (d10). ___ The powers below use your Psionic Energy dice. * **Protective Field:** When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force. * **Psionic Strike:** You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. * **Telekinetic Movement;** You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again. \columnbreak #### Telekinetic Adept By the 7th level, You have mastered new ways to use your telekinetic abilities, detailed below. * **Psi-Powered Leap:** As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again. * **Telekinetic Thrust:** When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally. #### Guarded Mind Starting 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 a Psionic Energy die and end every effect on yourself subjecting you to those conditions. #### Bulwark of Force At 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated. Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again. #### Telekinetic Master By 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action. Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.
\pagebreakNum ### Echo Knight A rare and mysterious fearsome frontline warrior, the Echo Knight summons 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 When you choose this archetype 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, illusory gray duplicate 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. You can use the echo in the following ways: * As a bonus action, you can teleport, magically swapping places with your echo at a cost of half 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. \columnbreak 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. #### 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 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 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. 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 Beginning at 18th level, you can use a bonus action to create two echoes with your Manifest Echo feature, 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. In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature. \pagebreakNum ### Basic Maneuvers * **Ambush:** When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated. * **Brace:** When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon'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. * **Grappling Strike:** Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. * **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. \columnbreak * **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 * **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. * **Scout’s Evasion:** 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, potentially turning the hit into a miss. * **Sharpened Attack:** 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. * **Sharpened Senses:** 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. * **Superior Willpower:** 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. * **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. ## Multiclassing ***Ability Score Minimum.*** Strength 13 *or* Dexterity 13 ***Proficiencies Gained.*** Light armor, medium armor, shields, simple weapons, martial weapons
\pagebreakNum ## Appendix
So you're probably wondering whats the reason to revamp the fighter class in the first place. After all, fighters are by no means a bottom tier class and can reliably pump out large amounts of damage so why bother in the first place? The reason is simple: Fighters fail at what they set out to do. They have a large number of dead levels where nothing interesting happens and they aren't even really the best at fighting (I'd argue that goes to either Barbarians or Paladins). To illustrate this and highlight the need for change, here are the original design goals for the 5e Fighter. > ### 1 The Fighter Is the Best at . . . Fighting! > >This might sound like an obvious point, but the fighter should be the best character in a fight. Other classes might have nifty tricks, powerful spells, and other abilities, but when it’s time to put down a monster without dying in the process, the fighter should be our best class. A magic sword might make you better in a fight, but a fighter of the same level is still strictly better. Perhaps a spell such as haste lets you attack more often, but the fighter is still either making more attacks or his or her attacks are more accurate or powerful. > ### 2 The Fighter Draws on Training and Experience, not Magic > >Fighters master mundane tactics and weapon skills. They don’t need spells or some sort of external source of magical power to succeed. Fighters do stuff that is within the limits of mundane mortals. They don’t reverse gravity or shoot beams of energy. > ### 3 The Fighter Exists in a World of Myth, Fantasy, and Legend > >Keeping in mind the point above, we also have to remember that while the fighter draws on mundane talent, we’re talking about mundane within the context of a mythical, fantasy setting. Beowulf slew Grendel by tearing his arm off. He later killed a dragon almost singlehandedly. Roland slew or gravely injured four hundred Saracens in a single battle. In the world of D&D, a skilled fighter is a one-person army. You can expect fighters to do fairly mundane things with weapons, but with such overwhelming skill that none can hope to stand against them. > ### 4 The Fighter Is Versatile > >The fighter is skilled with all weapons. The best archer, jouster, and swordmaster in the realm are all fighters. A monk can match a fighter’s skill when it comes to unarmed combat, and rangers and paladins are near a fighter’s skill level, but the fighter is typically in a class by itself regardless of weapon. > ### 5 The Fighter Is the Toughest Character > > The fighter gets the most hit points and is the most resilient character. A fighter’s skill extends to defense, allowing the class to wear the heaviest armor and use the best shields. The fighter’s many hit points and high AC renders many monsters’ attacks powerless. > ### 6 A High-Level Fighter and a High-Level Wizard Are Equal >Too often in D&D, the high-level fighter is the flunky to a high-level wizard. It’s all too easy for combinations of spells to make the wizard a far more potent enemy or character, especially if a wizard can unleash his or her spells in rapid succession. A wizard might annihilate a small army of orcs with a volley of fireballs and cones of cold. The fighter does the same sword blow by sword blow, taking down waves of orcs each round. Balancing the classes at high levels is perhaps the highest priority for the fighter, and attaining balance is something that we must do to make D&D fit in with fantasy, myth, and legend. Even if a wizard unleashes every spell at his or her disposal at a fighter, the fighter absorbs the punishment, throws off the effects, and keeps on fighting. Now, those of you who were around for the playtest (or just read up on it later) will remember that fighters were very different. Particularly, the fighter had access to special maneuvers to spice up combat that later were stripped from the base class and tacked onto the battlemaster. This to put it bluntly, was a mistake. Without options to vary combat turn to turn, fighters generally turn into "I hit him with a big stick" over and over. Thus, the revamp! The goal of which is to add back in the options and complexity that caster classes take for granted. This is by no means a perfect remake, and is more to be treated as Unearthed Arcana until further playtesting. Odds are, it's overtuned. But it's a hell of a lot easier to find and fix abilities that are too strong than look at a weak class and wonder why it doesn't work.
\pagebreakNum
### Readdressing the design goals The original design goals of the fighter are admirable and deserve to be properly realised. Here I'll explain what my problems were with the base fighter and what I've done to fix them. #### 1 The Fighter Is the Best at . . . Fighting! The base fighter is by no means the best at fighting, I'd probably rank them behind both paladins and barbarians in terms of fighting power. This is due to the only unique ability that fighters get to help them be better fighters is action surge, which is once per rest. Later levels get extra attacks but at the same time fighters get that third swing barbarians are recklessly attacking every turn with bonus damage and paladins get free damage on every hit. The fourth attack comes at level 20, which is so rarely played its pretty much reserved for one-shots and I don't count it as a major plus. ___ What can we do to fix this? By adding the maneuvers back in of course! With the addition of maneuvers to not just deal damage, but augment and enhance a fighters abilities, they become the best at inflicting conditions and effects onto enemies and forcing them to fight on their terms. It's a lot harder for the enemies to do the classic "ignore the front line and go for the squishy casters at the back" when the front liners dictate the flow of the battlefield and demand your attention. As a consequence of this, the battlemaster has been axed and cannibalised into the base chassis. #### 2 The Fighter Draws on Training and Experience, not Magic This holds true on both fighters, everything they can achieve they do without the help of magic (barring subclasses). #### 3 The Fighter Exists in a World of Myth, Fantasy, and Legend This is largely irrelevant to us but does give us the excuse to have more "immersion breaking" features such as attacking 8 times in 6 seconds as well as running 60 feet and grappling an ogre into submission. #### 4 The Fighter Is Versatile This is one of the biggest failures of the original fighter. They straight up aren't versatile at all. Versatility comes from abilities and options, not choosing weapons where you're really just choosing a damage type that won't matter. Vanilla fighters all specialise in some way. Whether its ranged or melee, strength or dexterity, everyone chooses one style to go with because thats what the game pushes as the best strategy. Given the fact that you only get one fighting style (two if you pick the dullest archetype) and how long a process it is to increase ability scores, you are incentivised to pick a style that makes your character better at what they do and never change. ___ This is the main reason that the revamp fighter gets four. You can now take fighting styles to patch up weaknesses or offer new avenues in combat. For example, if you choose the **Great Weapon Fighting** fighting style at first level you can be fairly sure you'll be set for the rest of the game so you can now have options. You might take the **Archery** style to bump your aim with bows to take out flying enemies, or the **Grappler** style that lets you lock down enemies easier. This adds some much needed versatility. #### 5 The Fighter Is the Toughest Character In the vanilla game, this is just straight up not true. Barbarians have rage that lets them keep going forever, Paladins have lay on hands that keep them healthy, Moon druids can tank like no other and even rangers have access to healing magic. This makes the fighter quite far down the list of classes in terms of toughness, with only two abilities to help them out: Second wind and Indomitable. Second wind does its job, but isn't enough on its own and Indomitable is really terrible for a long time. While the wizard is getting access to 5th level spells, you get to re-roll one failed save per long rest. Wooo. I mean even compare it to a monk who at 14th level is proficient in all saves and can reroll as long as they have Ki. At the same time the fighter can re-roll one failed save twice per long rest. It hardly seems fair. ___ To try fix this, Indomitable has been changed to mimic a legendary resistance so a fighter can get out of a crippling condition like stun/paralysed and get back in the fight without being held back by a poor mental save modifier. I chose to emulate legendary resistance due to bounded accuracy scaling at higher levels, I.E. a +1 bonus will be a much bigger help to a DC 12 save compared to a DC 19 save. If a wizard can end an entire encounter with a single spell, a fighter should have a good defense against it - tying into the fact that they are the best at fighting. On top of this, the level 20 feature ties back into the toughness of a fighter. While other classes must stop and heal eventually, the fighter can keep fighting and fighting and fighting until the job's done. #### 6 A High-Level Fighter and a High-Level Wizard Are Equal It's now more evenly matched. A wizard still has spells (like wall of force) that the fighter will never have the answer to (which is a good thing, inspiring teamwork in the party) but they can now better resist the "control spells" the wizard throws out and
____ So, there you have it. This document may change in time to reflect feedback but the core will (hopefully) reamin the same. The objective is not and has never been to make a class that "does a shitload of damage", but to make a martial that better fits the fantasy of a legendary fighter. ___ Happy Fighting ___ OisinR
\pagebreakNum ## Image Credits All images were taken randomly from the internet, in order of appearance: 1. Heroes of Camelot Wiki https://heroes-of-camelot.fandom.com/wiki/Sir_Gawain 2. Knight Arrows Blood Warrior Battle Art https://www.amazon.co.uk/Knight-Arrows-Warrior-Battle-POSTER/dp/B00LABH9K2 3. Eowyn by Magali Villeneuve https://www.inprnt.com/gallery/magvilleneuve/eowyn/ 4. Lieutenant of Defence by Concept-Art-House https://www.deviantart.com/concept-art-house/art/Lieutenant-of-Defence-501216771 5. Knight Exemplar by Magic the Gathering https://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=243431 6. Fighter by Wizards of the Coast 7. Fighter Mage LI qian https://www.artstation.com/artwork/dKAle 8. Duelist - pathfinder https://pathfinderkingmaker.wiki.fextralife.com/Duelist 9. Sword and Giant Runes - Wizards of the Coast 10. Psi Knight - Hexblade Warlock by Veronika Dobrzhanska https://www.artstation.com/froxtain 11. Echo Knight (Illusionist kenku) - ThemeFinland https://www.deviantart.com/themefinland/art/Kenku-illusionist-commission-731109405 12. Armoury - Medieval Armory by DM Studio https://www.unrealengine.com/marketplace/en-US/product/medieval-armory