Fighter: Banneret
Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.
When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
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.
Royal Envoy
Knights of high standing are expected to conduct themselves with grace.
At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Bulwark
Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
Inspiring Surge
Starting at 18th level, when you use your Action Surge feature, you can choose three creature within 60 feet of you that are allied with you. Those creatures can make one melee or ranged weapon attack with their reaction, provided that it can see or hear you.
Fighter: Brute
Source: Unearthed Arcana 47 - Three Subclasses
Brute Force
Starting at 3rd level, you’re able to strike with your weapons with especially brutal force. Whenever you make a weapon attack using Strength the weapon’s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.
| Fighter Level | Brute Bonus Damage Increase |
|---|---|
| 3rd | 1d4 |
| 10th | 1d6 |
| 16th | 1d8 |
| 20th | 1d10 |
Brutish Durability
Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.
Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.
Brutal Charger
Starting at 10th level, you can run down your foes, with great impunity. 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.
Brutal Efficiency
Beginning at 15th level, when making an attack roll with advantage, your weapon attacks score a critical hit on a roll of 18-20.
Relentless Brutality
Beginning at 18th level, your malice and spite becomes so intense it can delay the grasp of death.
If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can 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.
Fighter: Eldritch Scion
The Eldritch Scion is a unique individual who expanded his martial prowess with his unique spell casting talents.
Eldritch Scion Spellcasting
| Fighter Level | Cantrips Known | Sorcery Points |
|---|---|---|
| 3 | 3 | 3 |
| 4 | 3 | 4 |
| 5 | 3 | 5 |
| 6 | 4 | 6 |
| 7 | 4 | 7 |
| 8 | 4 | 8 |
| 9 | 4 | 9 |
| 10 | 4 | 10 |
| 11 | 5 | 11 |
| 12 | 5 | 12 |
| 13 | 5 | 13 |
| 14 | 5 | 14 |
| 15 | 5 | 15 |
| 16 | 6 | 16 |
| 17 | 6 | 17 |
| 18 | 6 | 18 |
| 19 | 6 | 19 |
| 20 | 6 | 20 |
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast and alter spells.
Cantrips
You learn three cantrips of your choice from the sorcerer spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Eldritch Scion table. At each level up, you can change one cantrip you know with a different cantrip of your choice.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
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Spell save DC = 8 + your proficiency bonus + your Charisma modifier
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Spell attack modifier = your proficiency bonus + your Charisma modifier
Sorcery Points
You have 3 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Eldritch Scion table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Levels in Eldritch Scion subclass count as Sorcerer levels for the purpose of determining how many sorcery points you have.
Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
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Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
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Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
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Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
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Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
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Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
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Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
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Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
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Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
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Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
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Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
Eldritch Adaptation
Upon reaching the 3rd level, you gain the ability to use your weapon as a spellcasting focus for your sorcerer spells.
Additionally you gain the ability to expand 3 sorcery to make one weapon attack as a bonus action.
Eldritch Guidance
When you reach 7th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
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.
Eldritch Force
Starting at 15th level, when you make a weapon attack, you can spend 5 sorcery points to gain a bonus to that weapon’s damage roll equal to half your level in this class rounded down.
If you score a critical hit, this bonus is changed to equal your total level class in this class.
Eldritch Onslaught
At 18th level, when you use the Eldritch Adaptation or a Metamagic ability you can add your Charisma modifier to the damage roll.