Revised Fighter

by Tatarius

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The Fighter Revised

Original Source: Player's Handbook
The Fighter
Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement, Martial Versatility
5th +3 Extra Attack, Resolute
6th +3 Ability Score Improvement
7th +3 Martial Archetype Feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Martial Archetype Feature, Indomitable (two uses)
14th +5 Ability Score Improvement,
15th +5 Action Surge (two uses), Improved Combat Style
16th +5 Ability Score Improvement
17th +6 Martial Archetype Feature, Indomitable (three uses)
18th +6 Extra Attack (3)
19th +6 Ability Score Improvement
20th +6 Reactionary Weapon Master, Improved Action Surge

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: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Acrobatics, Animal
  • Handling, Athletics, History, Insight, Intimidation,
  • Perception, and Survival

Equipment


  • You start with the following equipment, in addition to the
  • equipment granted by your background:
  • (a) chain mail or (b) leather 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

Fighting Style


  • You adopt a particular style of fighting as your specialty.
  • Choose one of the following options. You can’t take a
  • Fighting Style option more than once, even if you later get
  • to choose again.
  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting: You have Blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature is successfully hides from you.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Intersection: When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
    • You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of any bonus action attacks.
  • Unarmed Fighting: Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind


  • You have a limited well of stamina that you can draw on
  • to protect yourself from harm. On your turn, you can use
  • a bonus action to regain hit points equal to 1d10 + your
  • fighter level. Once you use this feature, you must finish a
  • short or long rest before you can use it again.

  • The hit points recovered with this feature improves to
  • 2d10 + your fighter level at level 5, 3d10 + your fighter
  • level at level 11 and 4d10 + your fighter level at level 17.

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. Starting at 15th level, you
  • can use it twice before a rest, but only once on the same
  • turn.

Martial Archetype


  • At 3rd level, you choose an archetype that you strive to
  • emulate in your combat styles and techniques. Choose
  • Champion, Battle Master, or Eldritch Knight, all detailed at
  • the end of the class description. The archetype you
  • choose grants you features at 3rd level and again at 7th,
  • 10th, 13th, and 17th level.

Martial Versatility


  • Whenever you reach a level in this class that grants the
  • Ability Score Improvement feature, you can do one of the
  • following, as you shift the focus of your martial practice.

  • Replace a fighting style you know with another fighting
  • style available to fighters. If you know any maneuvers
  • from the Battle Master archetype, you can replace one
  • maneuver you know with a different maneuver

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.

  • Using the optional feats rule, you can forgo taking this
  • feature to take a feat of your choice instead.

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 18th
  • level in this class.

Resolute


  • Beginning at 5th level, when you use your action to take
  • the Dodge action, you may make a single weapon attack
  • as part of that action.

Indomitable


  • Beginning at 9th level, you can reroll a saving throw that
  • you fail. If you do so, you must use the new roll, and you
  • can’t use this feature again until you finish a long rest.
  • When you use this feature to reroll a saving throw for
  • which you are not proficient, add your proficiency
  • modifier to the result of the new roll.

  • You can use this feature twice between long rests starting
  • at 13th level and three times between long rests starting
  • at 17th level.

Improved Combat Style


  • Beginning at 15th level, you have mastered your combat
  • style to an unparalleled degree. The bonuses of your
  • combat style improves. If you have more than one
  • fighting style, choose one to improve. The original fighting
  • style is replaced by the improved one.
  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons. If you begin your turn within 5' of an enemy, your movement on your turn does not provoke attacks of opportunity from that enemy.
  • Blind Fighting: You have Blindsight with a range of 20 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature is successfully hides from you.
  • Defense: While you are wearing armor, you gain a +2 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +4 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. If the roll is a 1 or 2 again, you treat the die as rolling its maximum possible result.
  • Intersection: When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus + your fighter level (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you impose disadvantage on the attack roll. You must be wielding a shield.
  • Superior Technique: You learn two maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
    • You gain 2 superiority die, which is a d8 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +4 bonus to the damage roll
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of any bonus action attacks. You also gain a +1 bonus to attacks while holding a weapon in each hand. You gain a +1 bonus to AC when holding a weapon in each hand.
  • Unarmed Fighting: Your unarmed strikes deal bludgeoning damage equal to 1d8 + your Strength modifier on a hit. If you aren't wielding any weapons or shield when you make the attack roll, the d8 becomes a d10. At the start of each of your turns, you can deal 2d4 bludgeoning damage to one creature grappled by you.

Reactionary Weapon Master


  • Beginning at 20th level, when you make an Opportunity
  • Attack, you may take the Attack Action with your reaction.
  • Your Extra Attack feature now works whenever you take
  • the Attack action, regardless of whose turn it is. All attacks
  • must be against the creature that triggered the
  • Opportunity Attack. You may not move between attacks

Improved Action Surge


  • At 20th level, when you use Action Surge, you gain
  • another Bonus action as well as an action.

Martial Archetypes


  • Different fighters choose different approaches to
  • perfecting their fighting prowess. The martial archetype
  • you choose to emulate reflects your approach.

Battle Master


  • 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.


Combat Superiority


  • When you choose this archetype at 3rd level, you learn
  • maneuvers that are fueled by special dice called
  • superiority dice.
Maneuvers.

  • You learn three maneuvers of your choice, which are
  • detailed under “Maneuvers” below. Many maneuvers
  • enhance an attack in some way. You can use only one
  • maneuver per attack.

  • You learn two additional maneuvers of your choice at 7th,
  • 10th, 13th, and 18th level. Each time you learn new
  • maneuvers, you can also replace one maneuver you know
  • with a different one.

Superiority Dice.

  • You have four superiority dice, which are d8s. A
  • superiority die is expended when you use it. You regain all
  • of your expended superiority dice when you finish a short
  • or long rest.

  • You gain another superiority die at 7th level, another at
  • 13th level and another at 17th.

Saving Throws.

  • Some of your maneuvers require your target to make a
  • saving throw to resist the maneuver’s effects. The saving
  • throw DC is calculated as follows:

    Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Student of War


  • At 3rd level, you gain proficiency with one type of artisan’s
  • tools of your choice.
Maneuvers

  • The maneuvers are presented in alphabetical order:
  • 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.
  • 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.
  • 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.
  • Commander’s Strike: When you take the Attack action on your turn, you can 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.
  • 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.
  • 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 in the space of your choice within 10' of the enemy.
  • 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, you can expend one superiority die, rolling the die and adding the number rolled to your AC until the beginning of your next turn.
  • Feinting Attack: You can expend one superiority die on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.
  • Goading Attack: When you hit a creature with a melee 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 has disadvantage on all attack rolls against targets other than you until the end of your next turn.
  • 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.
  • Lunging Attacks: 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 until the beginning of your next turn. On your first hit with that weapon before the beginning of your next turn, add your superiority die to the damage roll.
  • Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
  • Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
  • Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
  • Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
  • Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
  • Quick Toss: As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
  • 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: On your turn, when you reduce a creature to 0 hit points with a melee weapon, you can expend one superiority die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. You may make a single weapon attack against the creature, if the attack hits, add your superiority die to the damage roll.
  • Tactical Assessment: When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
  • 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 and its movement speed is reduced by 10' until the end of its next turn.

Know Your Enemy


  • Starting at 7th level, if you spend at least 1 minute
  • observing or interacting with another creature outside
  • combat, you can learn certain information about its
  • capabilities compared to your own. The DM tells you if the
  • creature is your equal, superior, or inferior in regard to
  • two of the following characteristics of your choice:
  • Strength, Dexterity, and Constitution scores
  • Armor Class
  • Resistances and Damage Immunities (but not condition Immunities)
  • Vulnerabilities
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)

Improved Combat Superiority


  • At 10th level, your superiority dice turn into d10s. At 17th
  • level, they turn into d12s.

Relentless


  • Starting at 13th level, when you roll initiative and do not
  • have your maximum amount of superiority dice
  • remaining, regain one superiority die.

Unfailing Maneuvers


  • Starting at 17th level, when you attempt to use one of
  • your Battlemaster Manuever's and the attempt fails,
  • (whether the target makes their save, you fail to hit, or
  • your ability check isn't successful) you no longer expend
  • the superiority die.

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.

Gladiator's Training


  • At 3rd level, you gain the following benefits:
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • Being attack more than once by the same creature in a round, you have a bonus to your AC for each attack after the first equal to half your proficiency bonus (rounded up), until the end of the current turn.

Improved Critical


  • Beginning when you choose this archetype at 3rd level,
  • your weapon attacks score a critical hit on a roll of 19
  • or 20.

  • In addition, when you roll damage for a critical hit, your
  • damage minimum is equal to the maximum of the dice
  • roll divided by 2. (rounded down if somehow the die's are
  • an odd value.)

Remarkable Athlete


  • Starting at 7th level, you can add half your proficiency
  • bonus (round up) to any Strength, Dexterity, or
  • Constitution check you make that doesn’t already use
  • your proficiency bonus.

  • In addition, when you make a running long jump, the
  • distance you can cover increases by a number of feet
  • equal to your half your Strength score

Additional Fighting Style


  • At 10th level, you can choose a second option from the
  • Fighting Style class feature. When you reach 15th level,
  • you may select an additional fighting style to improve.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Intersection: When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
    • You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of any bonus action attacks.
  • Unarmed Fighting: Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Superior Critical


  • Starting at 13th level, your weapon attacks score a critical
  • hit on a roll of 18–20.,

  • In addition when you critically hit with weapon attacks,
  • your damage dice are tripled instead of doubled.

Survivor


  • At 17th level, you attain the pinnacle of resilience in battle,
  • if at the start of your turn, you have no more than half
  • your hit points left, you regain hit points equal to 5 + your
  • Constitution modifier. You don’t gain this benefit if you
  • have 0 hit points.

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 Spells Rules for
  • the general rules of spellcasting and the Spells Listing for
  • the wizard spell list.


Cantrips

  • You learn three cantrips of your choice from the wizard
  • spell list. You learn an additional wizard cantrip of your
  • choice at 10th level. You may swap out Cantrips known
  • when you gain a level in this class.
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 charm person
  • and have a 1st-level and a 2nd-level spell slot available,
  • you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

  • You know three 1st-level wizard spells of your choice, two
  • of which you must choose from the abjuration and
  • evocation spells on the wizard spell list.

  • The Spells Known column of the Eldritch Knight
  • Spellcasting table shows when you learn more wizard
  • spells of 1st level or higher. Each of these spells must be
  • an abjuration and evocation spell of your choice, 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
  • an abjuration and evocation spells, unless you’re
  • replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

  • Intelligence is your spellcasting ability for your wizard
  • spells, since you learn your spells through 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 + your Intelligence modifier.
Eldritch Knight Spellcasting Table
Level Cantrips Known Spell Known 1st 2nd 3rd 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 12 4 3 3 -
18th 4 12 4 3 3 -
19th 4 13 4 3 3 1
20th 4 14 4 3 3 1


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.

  • You can use your Weapon Bond as the somatic
  • components for your spellcasting feature. You can embed
  • an Arcane focus into your weapons to act as the material
  • components for spellcasting.


War Magic


  • Beginning at 7th level, when you take the Attack Action on
  • your turn, you may cast a wizard Cantrip you know as a
  • Bonus action.

  • In addition, if another creature casts a spell within your
  • weapon's reach, you may take an Opportunity Attack
  • against that creature. If the attack hits, that creature must
  • make a Concentration check equal to 15 or 5 + half the
  • damage, whichever is higher, or the spell slot is wasted
  • and the spell fails.

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, or you
  • have advantage on a melee or ranged spell attacks before
  • the end of your next turn.

  • In addition, until the beginning of your next turn,
  • if the creature you hit casts spell at you or includes
  • you in the area of effect, you have advantage on the
  • saving throw. You may add your proficiency bonus to this
  • saving throw if you are not already proficient.

Arcane Charge


  • At 13th 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.

  • In addition, you can use your bonus action to set up an
  • Arcane Charge at your current location. At the end of your
  • turn you return to the location of your Arcane Charge.
  • Once use this part of this feature, you can't do so again
  • until you finish a short or long rest.

Improved War Magic


  • Starting at 17th level, when you take the Attack Action on
  • your turn, you may cast a known wizard spell of 1st level
  • or higher, as a Bonus action. This takes spells slots per
  • usual.

  • When you take an Opportunity Attack against a creature
  • casting a spell within your weapon's reach, and the attack
  • hits, the concentration check is done so at disadvantage.

Purple Dragon Knight/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.

  • A banneret prefers to lead through deeds, not words. As a
  • banneret spearheads an attack, their actions can awaken
  • reserves of courage and conviction in allies that they
  • never suspected they had.

  • Banneret serves as the generic name for the Purple
  • Dragon Knight archetype if you use it in campaign settings
  • other than the Forgotten Realms or to model warlords
  • other than Purple Dragon Knights.

  • Original Source: Sword Coast Adventurer's Guide

Rally 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 your proficiency bonus number of creatures other
  • than you within 60 feet. Each one regains hit points equal
  • to your fighter level + your proficiency bonus, provided
  • the creature are not behind total cover, or they can hear
  • you. For the purposes of this ability, if a creature is
  • unconscious or at 0 hit points, they can hear/benefit from
  • this Rallying Cry.

  • In addition, you can use your Second Wind feature a
  • number of additional times per short or long rest equal to
  • half your proficiency bonus (rounded up). This is in
  • addition to the 1 time the Fighter gets at 1st level.

Inspiring Surge


  • At 3rd level, when you use your Action Surge feature, you
  • can choose one creature other than you within 60 feet,
  • provided that creature is not behind total covewr, or they
  • can hear you. That creature can make one of these 3
  • choices, using their reaction:

  • That creature can make one melee or ranged weapon attack, if it is able to do so.
  • That creature can attempt to break free of a grapple, restrained, charmed or frightened condition, if the original effect would offer a saving throw or ability check either as an action on their turn at at some point on their turn. This break free attempt add the Purple Dragon Knight's[Banneret] Charisma Modifier.
  • That creature can move up to half their movement, and this movement doesn't provoke Opportunity Attacks

  • Starting at 17th level, you can choose two allies, rather
  • than one, with this Inspiring Surge.

Royal Envoy


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

  • In addition, you gain proficiency in the History Skill. If you
  • are already proficient in History, you gain proficiency in
  • one of the following skills of your choice instead. Arcana,
  • Religion, Nature, or Investigation.

  • Choose either History or Persuasion skill. Your proficiency
  • bonus is doubled for either History or Persuasion. You
  • receive this benefit regardless of the skill proficiency you
  • gained from this feature.

Bulwark


  • Beginning at 10th level, you can extend the benefit of
  • your Indomitable feature to a number of creatures of
  • your choice equal to your proficiency bonus. When you
  • decide to use Indomitable to reroll a saving throw, you
  • can choose up to your proficiency bonus number of
  • creatures other than you within 60 feet, provided that
  • creature is not behind total cover, or they can hear you.

  • For the purposes of this ability, if a creature is
  • unconscious or at 0 hit points, they can hear/benefit from
  • this Bulwark. If that creature failed its saving throws
  • against the same effect, then that creature can reroll the
  • saving throw, but with advantage (regardless the
  • advantage/disadvantage situation of the original roll). If
  • you were not part of the original save, you still must use
  • your reaction to use Bulwark to aid your allies.

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

Dragoon Counterattack


  • At 13th level, you gain the two following features:

  • Counter Strike: When you make Opportunity Attacks, you may make one additional attack during Opportunity attacks. The additional attack must be towards the creature that triggered the Opportunity Attack. You can use Counter Strike proficiency bonus times per long rest.
  • Defensive Strikes: While creatures are within your weapon's reach, other allies within 60 feet of you and attacking the creatures within your weapon's reach, gain a +2 bonus to attack and damage rolls against those targets. The other allies must be able to hear you, and see the creature you are threatening.

Inspiring Commander


  • At 17th level, your Rallying’s Cry upgrades:
  • Your Rallying Cry also grants temporary hit point equal to your Fighter level + your proficiency bonus to all creatures of your choice effected by your second wind feature or Rallying Cry feature. While a creature has these temporary hit points, they have resistance to Bludgeoning, Piercing, and Slashing damage and damage done by Fiends, Undead and Dragons.
  • For 1 minute after receiving the benefits of a Rallying Cry, those creature adds the Purple Dragon Knight’s Proficiency bonus to Death Saving Throws.

Arcane Archer


  • An Arcane Archer studies a unique elven method of
  • archery that weaves magic into attacks to produce
  • supernatural effects. Arcane Archers are some of their
  • most elite warriors among the elves. They stand watch
  • over the fringes of elven domains, keeping a keen eye out
  • for trespassers and using magic-infused arrows to defeat
  • monsters and invaders before they can reach elven
  • settlements. Over the centuries, the methods of these elf
  • archers have been learned by members of other races
  • who can also balance arcane aptitude with archery.

  • Original Source: Xanathar's Guide to Everything

Arcane Archer Lore


  • At 3rd level, you learn magical theory or some of the
  • secrets of nature – typical for practitioners of of this elven
  • martial tradition. You gain proficiency in the Arcana and
  • the Nature skills, and you learn the Prestidigitation,
  • Druidcraft and Thaurmaturgy cantrips.

Arcane Shot


  • At 3rd level, you learn to unleash special magical effects
  • with some of your shots. When you gain this feature, you
  • learn two Arcane Shot options of your choice (see "Arcane
  • Shot Options" below).

  • Once per turn, when you fire an arrow from a shortbow
  • or longbow as part of the Attack action, you can apply one
  • of your Arcane Shot options to that arrow. You decide to
  • use the option when the arrow hits, unless the option
  • doesn’t involve an attack roll. You have have 4 uses at 3rd
  • level, and regain all uses on a long rest. You gain 6 uses at
  • 7th level, 8 uses at 10th level, 10 uses at 13th and 12 uses
  • at 17th level.

  • You gain an additional Arcane Shot option of your choice
  • when you reach certain levels in this class: 7th, 10th, 13th,
  • and 17th level.

Magic Arrow


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

Curving Shot


  • At 7th level, you learn how to direct an errant arrow
  • toward a new target. When you make an attack roll with a
  • magic arrow and miss, you can use a bonus action to
  • reroll the attack roll against a different target within 60
  • feet of the original target.

  • In addition you when you use an Arcane Shot that
  • requires a Ranged attack on a creature within 5 feet of
  • you, you do not have disadvantage on the attack.

Ever-Prepared Shot


  • Starting at 10th level, your magical archery is available
  • when you have prepared for in advance. Once per long
  • rest, when you take a short rest, you can regain up to half
  • your maximum number of Arcane shot uses.


Improved Arcane Shots


  • At 13th level, all Arcane Shot's increase in effectiveness

  • In addition, when you use an Arcane Shot, your Arcane
  • Shot ignores 1/2 and 3/4th cover.

Twin Arcane Shot


  • At 17th level, when you choose an Arcane shot, you may
  • target up to 2 separate targets or 2 separate arrows if
  • they have AOE effects with each Arcane Shot use.
  • Creature's targeted must be within 30 feet of each other.
Arcane Shot Options

  • The Arcane Shot feature lets you choose options for it at
  • certain levels. The options are presented here in
  • alphabetical order. They are all magical effects, and each
  • one is associated with one of the schools of magic or
  • study of magic

  • If an option requires a saving throw, your Arcane Shot
  • save DC equals 8 + your proficiency bonus + your
  • Intelligence modifier.

  • Banishing Arrow: You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. After you reach 13th level in this class, a target also takes 2d6 force damage when the arrow hits it.
  • Bursting Arrow: You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d8 force damage each. the force damage increases to 4d8 when you reach 13th level in this class.
  • Cursed Arrow: You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d4 necrotic damage. The target hit makes melee or ranged weapon attacks, they take an additional 2d4 damage (damage type same as weapon attack used) each time it attacks for 1 minute. The target at the end of their turn may make a Constitution Saving throw to remove this Curse Arrow effect. The damage from attacking ignores resistances and immmunities. The initial necrotic damage and the damage from attacking both increases to 4d4 when you reach 13th level in this class.
  • Enthralling Arrow: Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target becomes enthralled and ignore the target ally, as if they were invisible, until the start of your next turn. This effect ends early if the chosen ally attacks the target, deals damage to it, or forces it to make a saving throw. The psychic damage increases to 4d6 when you reach 13th level in this class.
  • Grasping Arrow: When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d4 poison damage, its speed is reduced by 10 feet, and it takes 2d4 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison damage and slashing damage both increase to 4d4 when you reach 13th level in this class.
  • Piercing Arrow: You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and upto 60 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 2d10 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 4d10 when you reach 13th level in this class. In Addition, the Saving throw DC is increased by 2
  • Seeking Arrow: Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 2d12 radiant damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The radiant damage increases to 4d12 when you reach 13th level in this class. In addition, the saving throw DC is increased by 2
  • Shadow Arrow: You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 4d6 when you reach 13th level in this class.
  • Gravity Arrow: (optional, require 7th level or higher) You weave graviturgy magic into your arrow, causing it to bend space around the target. The creature hit by the arrow takes an extra 2d6 force damage and is move 10 feet in any direction, ignoring creatures, but not solid objects blocking path, and all creatures within 10 feet of the target (before or after it is moved, your choice) must make a Dexterity saving throw or be thrown within 5 feet of the target creature that was hit from the Arcane Shot and fall Prone. The force damage increases to 4d6 when you reach 13th level in this class.
  • Future Arrow: (optional, required 7th level or higher) You use chronurgic magic to your arrow, allowing history to repeat itself. The creature hit by the arrow takes an extra 2d6 radiant damage. In addition, at the end of the hit creature's next turn, it makes a Constitution saving throw. On a failed save, the creature takes 2d6 psychic damage on a failed save, striking them again with the same arrow and gains disadvantage on their next saving throw before the end of your next turn. On a successful save, a target takes half as much damage and no disadvantage on their next saving throw. The radiant damage and psychic damage both increases to 4d6 when you reach 13th level in this class.
  • Dispelling Shot: (optional, require 7th level or higher) You weave war magic into your arrow, dispelling magical effects. When a creature with an active spell is hit with this Arrow. You learn what spells the creature is currently active on the creature, or what effects/conditions they are currently sufferring from. Make an Intelligence (Arcana) check vs 1 of the spells currently on the creature. DC is 10 + the spell's level. If you succeed, you successfully dispell the active spell. In doing so you gain a Power Charge that last until you take a short rest. You may activate that Power Charge to do an extra 2d6 force damage when you hit with a Ranged weapon attack from a Shortbow or Longbow. You may only have 1 Power Charge active at a time. The force damage from the Power charge increases to 4d6 when you reach 13th level in this class.
  • Arrow of Song and Dance: (optional, require 7th level or higher) You have fused the arrow with the grace of Bladesinging, gaining additional properties after hitting a target. For 1 minute after hitting a creature with your Arrow of Song and Dance, you gain the following benefits:
    • You gain a bonus to ranged weapon attack damage with shortbows or longbows, including this shot, equal to your Intelligence modifier
    • You have advantage on Dexterity Acrobatics checks
    • When you make an attack with a shortbow or longbow, and you have advantage, you may roll 3 dice instead of 2 and choose the highest.
    When you reach 13th level, the initial arrow also does an additional 2d6 piercing damage.
  • Arrow of Manifestation: (optional, required 7th level or higher) You fuse your arrow with the power of the scribes, utiliziing their techniques. The creature hit by the arrow takes 2d4 force damage and is marked. The creature sheds dim light in a 10 foot radius. In addition, for 1 minute you can hear and see what the target sees, using it senses, and telepathically relaying this information to you. For the same 1 minute you may designate the creature's space to be where your arrow manifest from. You still shoot the arrows from your longbow or shortbow, but they instantly disappear and reappear, seemingly coming from the target creature hit. If you choose the creature's space as the location origin of your arrow, the arrow deals an additional 1d4 piercing damage. If you choose to aim subsequent arrows at the creature currently manifested, the effect ends early. If the creature is damaged once affected by this feature they can make an Intelligence Saving throw to end the manifested link early. At 13th level, the damage of the force damage increases to 4d4 and the additional damage for subsequent arrows increases to 2d4.

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.

  • Original Source: Xanathar's Guide to Everything

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 are not incapacitated. Mounting or dismounting a
  • creature costs you only 5 feet of movement, rather than
  • half your speed.

  • Additionally, your mount gains bonus to it's AC, saving
  • throws, and attack rolls equal to your proficiency bonus
  • while you are mounted on it.

  • Furthermore, as a Bonus action, you may allow a
  • controlled mount you are mounted on to use it's Action to
  • take the Attack action.

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 a
  • Cavalier other than you marks the creature.


  • While a creature is within your weapons reach of you, a
  • creature marked by you has disadvantage on any attack
  • roll that doesn't target you.

  • In addition, if a creature marked by you deals damage to
  • anyone other than you, you can make a special melee
  • weapon attack against the marked creature as a bonus
  • action on your next turn. You have advantage on the
  • attack roll, and if it hits, the attack's weapon deals extra
  • damage to the target equal to half your fighter level
  • (rounded down).

  • Regardless of the number of creatures you mark, you can
  • make this special attack a number of times equal to
  • your Strength modifier (a minimum of once), and you
  • regain all expended uses of it when you finish a long rest.

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 weapon's reach of you is
  • hit by an attack, you can roll 1d8 as a reaction if you're
  • wielding a melee weapon. 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.

Hold the Line


  • At 10th level, you become a master of locking down your
  • enemies. Creatures provoke an opportunity attack from
  • you when they move 5 feet or more while within your
  • reach, and if you hit a creature with an opportunity attack,
  • the target's speed is reduced to 0 until the end of the
  • current turn.

Ferocious Charger


  • Starting at 13th 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.

  • Additionally, you no longer need to use your Bonus Action
  • from your Born to the Saddle feature to make your mount
  • use it's Attack Action while being a controlled mount.

  • Furthermore, if you mark a creature with Unwavering
  • Mark, when you make the special attack as a bonus
  • action, if your mount attacks the same creature on the
  • same turn, increase the damage of one of your controlled
  • mount's attacks equal to half your fighter level
  • (rounded down)


Vigilant Defender


  • Starting at 17th 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 your
  • normal reaction to make an Opportunity Attack on the
  • same turn you take this special reaction. When you reach
  • 20th level, you cannot use this special reaction to take the
  • Attack action with Reactionary Weapon Master.

  • Furthermore, you gain twice as many uses of your
  • Warding Manuever per long rest.

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.

  • Original Source: Explorer's Guide to Wildemount

Manifest Echo


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

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

  • The Echo is not a creature, any effect or attack that can only target creatures cannot target the Echo. Echoes are considered objects.
  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
  • When a creature that you can see within your echo's reach, using your melee weapon's reach, moves out of this reach, 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 and your echo is manifested
  • and near creatures, you can make one additional melee
  • weapon attack from the echo's position as if the echo was


  • using your melee weapon, assuming creatures are within
  • the weapons reach from the echoes location.

  • You have have 4 uses at 3rd level, and regain all uses on a
  • long rest. As you gain fighter levels, you gain more uses.
  • You gain 6 uses at 7th level, 8 uses at 10th level,
  • 10 uses at 13th and 12 uses at 17th level.

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.

  • While in this state, the only actions from the Echoes
  • location you may take is the Search action while in this
  • state, only using your vision and hearing (you can't move
  • or lift objects during your search). The only action you
  • may take from your location is to drop this state,
  • although you can still move.

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 13th 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 your Fighter level + your proficiency
  • bonus, provided you don't already have temporary hit
  • points.

  • 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.

  • Once per long rest, when you take a short rest, you may
  • regain half your maximum expended uses of Unleash
  • Incarnation.

Legion of One


  • At 17th level, you can use a bonus action to create two
  • echos with your Manifest Echo feature, and these echoes
  • can co-exist. If you try to create a third echo, the
  • previous two echoes are destroyed. Anything you can do
  • from one echo's position can be done from the other's
  • instead.

  • In addition, once per short rest, when you use your
  • Unleash Incarnation and you have two echoes near
  • creatures when you take the attack action, you may make
  • 2 additional attacks from your echoes location against
  • those creatures when you take the Attack action, if with
  • your weapon's reach, those creatures are within range
  • from the echoes positions.

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.

  • Original Source: Tasha's Cauldron of Everything

Forceful Personality


  • At 3rd level, you gain proficiency in either the Intimidation
  • or Persuasion skill. If you are already proficient in both,
  • you may choose 1 other skill to gain proficiency. Once per
  • long rest, or if you expend a Psionic Energy die, when you
  • roll an Ability Check with either Intimidation or
  • Persuasion, before you roll the d20 for the check, you may
  • roll your Psionic Energy die and add it to the total of the
  • check. This Ability Check you add this die roll ignores
  • Disadvantage.

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 twice your proficiency bonus, and they
  • fuel various psionic powers you have, which are detailed
  • below.

  • 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. You regain all your expended Psionic
  • Energy dice when you finish a long rest.

  • In addition, once per long rest, when you take a short rest,
  • you may regain up to half of your total number of Psionic
  • Energy Dice.

  • When you reach certain levels in this class, the size of
  • your Psionic Energy dice increases: at 5th level (d8), 11th
  • level (d10), and 17th level (d12).

  • The powers below use your Psionic Energy dice:


  • Protective Field: Once per turn, when you or another creature you can see within 30 feet of you takes damage, you may 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 total rolled plus your Intelligence modifier.
  • Telekinetic Movement: You can move an object or a creature with your mind. As an action, or replacing one of your attacks when you take the Attack 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.

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. With the same bonus action as this feature, you may either Dash or Disengage. 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 15 feet in any direction. Your Psionic Strike feature now expends one Psionic Energy die, rolling it twice and dealing force damage to the target equal to the total rolled plus your Intelligence modifier.

Guarded Mind


  • Starting at 10th level, the psionic energy flowing through
  • you has bolstered your mind. You have resistance to
  • psychic and force 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.

  • Additionally, when you reroll a save using your fighter's
  • Indomitable feature, you may choose to expend a Psionic
  • Energy die and add the total to the result if the new result
  • still fails. You may use this part of this feature once per
  • long rest.

Bulwark of Force


  • At 13th level, you shield yourself and others with
  • telekinetic force. As a bonus action, you and up to a
  • number of other creatures equal to your Intelligence
  • modifier (minimum of one creature) are protected,
  • gaining a bonus to their AC equal to half your proficiency
  • bonus (rounded up) for 10 minutes, as long as they stay
  • within 30 feet of you or until you're incapacitated. If other
  • creature you chose ever move more than 30 feet from
  • you, they lose this protection, and do not gain it back for
  • moving within the 30 feet again. Only using this feature
  • again to reestablish a connection renews this protection.

  • 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 17th 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. On subsequent turns while
  • concentrating on the Telekinesis spell, once per turn you
  • can replace 1 attack when you take the attack action to
  • perform one of the opt1ions of the Telekinesis spell. You
  • may once per turn continue to replace 1 attack (or use an
  • action if you so choose, but not both) when you take the
  • Attack action to continually affect a creature with the the
  • spell.

  • 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.

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.

  • Original Source: Xanathar's Guide to Everything

Preserving Honor


  • 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. Additionally,
  • 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 7th level and 15 at 13th level.

  • You can use this feature a number of times equal to your
  • proficiency bonus. 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 Intelligence
  • (History) 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).

  • In addition, you cannot be surprised so long as you are
  • not unconscious.

Tireless Spirit


  • Starting at 10th level, once per long rest, when you take a
  • short rest, you regain a number of uses of Fighting Spirit
  • equal to half your proficiency bonus (rounded up).

  • Once per short rest, when you roll a critical hit on a
  • weapon attack roll, you regain 1 use of Fighting Spirit.

Rapid Strike


  • Starting at 13th level, you learn to trade accuracy for swift
  • strikes. If you take the Attack action on your turn and
  • have advantage on an attack roll against one of the
  • targets, you can forgo the advantage for that roll to make
  • an additional weapon attack against that target, as part of
  • the same action. You can do so no more than once per
  • turn.

Strength Before Death


  • Starting at 17th level, your fighting spirit 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.

  • Additionally, while Strength Before Death is active, for the
  • extra turn, you are no longer limited to the number of
  • additional weapon attacks you may gain by forgoing
  • advantage from Rapid Strike.

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

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.

  • Original Source: Tasha's Cauldron of Everything

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
13th 5
17th 6

  • 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 an attack using a weapon, 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.
  • 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


  • When you choose this archetype at 3rd level, you gain
  • proficiency with smith’s tools, and you learn to speak,
  • read, and write Giant. You have advantage on Charisma
  • checks when dealing with Giants.

  • Additionally, 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.

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 13th 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.

  • Additionally, while Giant's Might duration is in effect, a
  • second weapon attack or unarmed strike that hits, add
  • 1d6 extra damage to that attack's damage.

Runic Juggernaut


  • At 17th 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.

  • Additionally, your Giant's Might is now affective even
  • when it is not your turn. While Giant's Might is in effect,
  • add 1d6 extra damage to all Opportunity Attacks that hit.
 

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