Fighter, the Bamstacks Variant v1

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Fighter, the Bamstacks Variant

The 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 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.

The Fighter
Level Proficiency Bonus Features Exploits Known Exploit Die Exploit Dice
1st +2 Fighting Style, Second Wind - - -
2nd +2 Martial Exploits 2 d4 2
3rd +2 Know Your Enemy, Martial Archetype 3 d4 2
4th +2 Ability Score Improvement 3 d4 3
5th +3 Extra Attack (1) 4 d6 3
6th +3 Action Surge (1) 4 d6 3
7th +3 Martial Archetype Feature 5 d6 3
8th +3 Ability Score Improvement 5 d6 4
9th +4 Indomitable (1), Resolute 6 d8 4
10th +4 Martial Archetype Feature, Ability Score Improvement 6 d8 4
11th +4 Extra Attack (2) 7 d8 4
12th +4 Ability Score Improvement, Reactionary 7 d8 5
13th +5 Indomitable (2), Second Wind (2) 8 d10 5
14th +5 Improved Combat Style 8 d10 5
15th +5 Martial Archetype Feature 9 d10 5
16th +5 Ability Score Improvement 9 d10 6
17th +6 Action Surge (2), Indomitable (3), Extra Attack (3) 10 d12 6
18th +6 Martial Archetype Feature, Resolute improvement 10 d12 6
19th +6 Ability Score Improvement 10 d12 6
20th +6 Weapon Master 10 d12 6

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, Wisdom, or Charisma depending on the martial archetype you plan to take. Second, choose the soldier background.

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

Alternatively, you can roll 8d4 x 10 gp and buy your starting equipment.

Fighter Multiclassing

Fighters follow all the normal rules for multiclassing. The following tables function as additions to the normal multiclassing rules.

Ability Score Minimum. As a multiclass character, you must have at least a Strength or Dexterity score of 13 to take a level in this class, or to take a level in another class if you are already a fighter.

Proficiencies Gained. If fighter isn’t your initial class, here are the proficiencies you gain when you take your first level as a fighter: light armor, medium armor, shields, simple weapons, martial weapons.

Spell Slots. If you are an Arcane Knight, Crusader, or Islander, add a third of your levels, rounded down, in the fighter class to the appropriate levels from other classes to determine your available spell slots.

Spell Points. If you are a Witch Knight, add a third of your levels, rounded down, in the fighter class to the appropriate levels from other classes to determine your available spell points and maximum spell level.

Fighter Proficiency Bonus. When multiclassed, any fighter class feature that refers to your fighter proficiency bonus refers to what your proficiency bonus would be if only taking your fighter levels into account. If not multiclassed, this value will equal your regular proficiency bonus. Refer to the Fighter Class Table in the Proficiency Bonus column for your fighter level for what your fighter proficiency bonus is.

Fighting Style

1st-level Fighter feature

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.

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, as well as a +2 bonus to Dexterity saving throws.

Great Weapon Fighting

When making melee attacks using Strength as part of your action with a heavy, two-handed melee weapon, you can add half your Strength modifier, rounded up, to the damage roll. You must keep both hands on your weapon for the entirety of your turn to use this fighting style.

Mounted Warrior

Once per turn, when you hit a creature with a melee attack while riding a mount, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength/Dexterity modifier. On a failed save, a Large or smaller target is knocked prone.

Pit Fighting

Your have trained to fight with weapons typically associated with gladiators, granting you the following benefits:

  • For you, tridents deal 1d8 (1d10) piercing damage on hit.
  • When making an attack roll with a net against a creature within 5 feet, you do not have disadvantage on the roll.
  • When you take the Attack action on your turn, making an attack with a net only takes the place of one attack.

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 and any additional attacks it makes against that target before the start of your next turn. You must be wielding a shield.

Shield Warrior

You can use a shield as a martial melee weapon. On hit, you deal 2d4 bludgeoning damage. If you are wielding a shield and no other weapons, you gain a +1 bonus to both your damage rolls with shield attacks, and to your Armor Class.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of any offhand attacks.

Versatile Fighting

While wielding a single versatile weapon and no shield, you can make a shove attack or unarmed strike as a bonus action.

You can choose to wield your weapon one or two-handed until the start of your next turn. One-handed you gain a +1 bonus to attack rolls and to your Armor Class. Two-handed you gain a +2 bonus to damage rolls with that weapon.

Wrestler

You can attempt to grapple a creature as a bonus action on your turn, so long as your have a free hand to do so. When you hit a creature grappled by you with a melee weapon attack, you deal an extra 1d4 damage of the weapon's type.

Second Wind

1st-level Fighter feature

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. Starting at 13th level, you can use it twice before a rest.

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.

Martial Exploits

2nd-level Fighter feature

Your training sets you apart from other warriors. This skill is represented by Martial Exploits that you can use in combination with your attacks, ability checks, and saving throws. They are fueled by a pool of special Exploit Dice.

Exploit Dice

The Fighter table shows how many Exploit Dice you have to perform your Martial Exploits. To use an Exploit, you must expend one of these Dice. You can only use one Exploit per attack, ability check, or saving throw and you regain all expended Exploit Dice when you finish a short or long rest.

Your Exploit Dice begin as d4s, and increase in size as you gain levels in this class, as indicated in the Fighter table.

Exploits Known

You know two Exploits of your choice from the list at the end of the class description. The Exploits Known column of the Fighter table shows when you learn more Exploits of your choice. When you gain a level, you can choose one Exploit you know and replace it with another Exploit of your choice.

Saving Throws

If an Exploit requires a creature to make a saving throw, your Exploit saving throw DC is calculated as follows:


Exploit Save DC = 8 + your proficiency bonus +

your Strength/Dexterity modifier

Martial Archetype

3rd-level Fighter feature

You choose an archetype that you strive to emulate in your combat styles and techniques. Choose from those detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Archetype Exploits

Each Warrior Archetype grants access to exclusive Archetype Exploits; detailed at the end of the Martial Exploits section of this document. When you learn a new Exploit, you can choose to learn an Archetype Exploit, or one from the list at the end of this class.

Know Your Enemy

3rd-level Fighter feature

You can measure the martial prowess of other creatures in comparison to your own skill. As a bonus action, choose a creature you can see within 60 feet. You then learn if the creature is your equal, superior, or inferior in regards to one of the following attributes of your choice:

  • Armor Class
  • Current or Total Hit Points
  • Proficiency Bonus
  • Fighter Class Levels
  • Strength Score
  • Dexterity Score
  • Constitution Score
  • Exploits Known

Once you learn something about a creature, you can't use this feature on that creature again until you finish a long rest.

Ability Score Improvement

4th-level Fighter feature

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, you can increase two ability scores of your choice by 1, or you can take a feat. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

5th-level Fighter feature

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.

Action Surge

6th-level Fighter feature

Starting at 6th 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 17th level, you can use it twice before a rest, but only once on the same turn.

Resolute

9th-level Fighter feature

When you use your action to take the Dodge action, you may make a single weapon attack as part of that action.

When you reach 18th level in this class, you can make two weapon attacks as part of the Dodge action instead of one.

Indomitable

9th-level Fighter feature

You can reroll a saving throw that you fail, and you add your fighter proficiency bonus to the new roll, even if you already had proficiency in the saving throw. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. You can only use this feature once per saving throw.

Reactionary

12th-level Fighter feature

When you use your reaction to make an opportunity attack against a creature you can see that moves out of your reach, you may choose to attempt a grapple or shove against that creature in place of the weapon attack.

Improved Combat Style

14th-level Fighter feature

You have mastered your combat style to an unparalleled degree. The bonuses of your combat style improve. 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 feet of an enemy, your movement on your turn does not provoke attacks of opportunity from that enemy.

Defense

While you are wearing armor, you gain a +1 bonus to AC, and you reduce any bludgeoning, piercing, and slashing damage you take by an amount equal to your fighter proficiency bonus.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack and damage rolls with that weapon, and you gain proficiency in Dexterity saving throws.

Great Weapon Fighting

When making melee attacks using Strength as part of your action with a heavy, two-handed melee weapon, you can
add half your Strength modifier, rounded up, to the
damage roll. In addition, you can also deal your
Strength modifier of your weapon's damage type to
creatures within your weapon's range and within 5 feet
of the target when you hit. You must keep both hands on
your weapon for the entirety of your turn to use this
fighting style.

Mounted Warrior

When you hit a creature with a melee attack while riding a mount, you can force the target to make a Strength saving throw against your Exploit save DC. On a failed save, a Large or smaller target is knocked prone.

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 force that attack to miss, as well as force any other attack rolls it makes that aren't against you to have disadvantage until the start of your next turn. You must be wielding a shield.

Pit Fighting

Your have trained to fight with weapons typically associated with gladiators, granting you the following benefits:

  • For you, tridents deal 1d10 (1d12) piercing damage on hit.
  • When making an attack roll with a net against a creature within 5 feet, you have advantage on the roll.
  • When you take the Attack action on your turn, making an attack with a net only takes the place of one attack.

Shield Warrior

You can use a shield as a martial melee weapon. On hit, you deal 2d4 bludgeoning damage. If you are wielding a shield and no other weapons, you gain a +2 bonus to your damage rolls with shield attacks, to your Armor Class, and to Dexterity saving throws you make.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of any offhand attacks, and you can make one more offhand weapon attack as part of the same action as you would normally be able to.

Versatile Fighting

When wielding a versatile weapon with two hands you gain a +4 bonus to damage rolls. When wielding a versatile weapon with one hand, and nothing in your other hand, you gain a +2 bonus to both your attack rolls and your Armor Class.

You can also make a shove attack or an unarmed strike as a bonus action so long as you have a free hand to do so.

Wrestler

You gain an extra attack when you take the Attack action, but this attack can only be used to grapple.

In addition, you can attempt to grapple a creature as a bonus action on your turn, so long as your have a free hand to do so. Also, you can drag grappled creatures up to your full movement speed, and when you hit a creature grappled by you with a melee weapon attack, you deal an extra 1d4 damage of the weapon's type.

Weapon Master

20th-level Fighter feature

Whenever you hit a creature with a weapon attack, any additional attacks you make against that creature on your turn are made with advantage.

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.

Arcane Archer Lore

3rd-level Arcane Archer feature

You learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or druidcraft cantrip. You can choose for either Intelligence or Wisdom to be your spellcasting ability for this spell.

Arcane Shot

3rd-level Arcane Archer feature

You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Archer Shots.

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 Shots to that arrow. You decide to use the Shot when the arrow hits, unless the Shot doesn’t involve an attack roll.

You can use two Arcane Archer Shots, unless you expend an Exploit Die to use one again. You regain expended uses of this feature when you finish a short or long rest. When you use an Arcane Archer Shot through expending an Exploit Die, any damage dealt by the Shot is halved.

You gain an additional Arcane Shot option of your choice and an additional use of your Arcane Shot when you reach certain levels in this class: 7th, 10th, 15th, and 18th level.

Magic Arrow

7th-level Arcane Archer feature

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

7th-level Arcane Archer feature

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.

Ever-Ready Shot

15th-level Arcane Archer feature

Your magical archery is available whenever battle starts. If you roll initiative and have less than all of your uses of your Arcane Shots left, you regain 1.

Arcane Arrow Barrage

18th-level Arcane Archer feature

You no longer face the restriction of using only 1 Arcane Shot on your turn.

Additionally, at the beginning of each of your turns during combat, if you have no more uses of your Arcane Archer Exploits left, you regain 1.

Arcane Archer Shots

Arcane Archer exploits utilize their knowledge of the arcane to suffuse magic into their arrows.

If an Arcane Archer Exploit requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence/Wisdom modifier (choose when you gain this feature).

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 11th level in this class, a target also takes 2d6 force damage when the arrow hits it. This damage increases to 4d6 at 18th level.

Beguiling Arrow

Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. A creature charmed by this effect regards the creature it is charmed by as friendly and will not attack the creature or any other creatures friendly to it. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 4d6 when you reach 11th level in this class, and again to 6d6 at 18th level.

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 2d6 force damage each, and must make a Strength saving throw or be knocked prone.

The force damage increases to 4d6 and the range increases to 15 feet when you reach 11th level in this class, and again to 8d6 and 20 respectively at 18th level.

Enfeebling Arrow

You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is quartered until the start of your next turn.

The necrotic damage increases to 4d6 when you reach 11th level in this class, and again to 6d6 at 18th level.

Grasping Arrow

When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 3d6 when you reach 11th level in this class, and again to 5d6 at 18th level.

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 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 4d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 6d6 when you reach 11th level in this class, and again to 8d6 at 18th level.

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 takes damage as if hit by the arrow, plus another 1d6 force damage. You also learn the location of the creature until it moves.

The force damage increases to 3d6 when you reach 11th level in this class, and again to 5d6 at 18th level.

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 end of your next turn.

The psychic damage increases to 4d6 when you reach 11th level in this class, and again to 6d6 at 18th level.

Arcane Knight

Arcane Knights are fighters who supplement their skill with the armaments of war with arcane knowledge. Compared to other mages who study only magic, Arcane Knights can only produce minor spells. However, when combined with their skill in the weapons of warfare, these minor magical spells become deadly enhancements. Proficient in both the arcane arts and the art of war, these spellswords are a deadly force.

Spellcasting

3rd-level Arcane Knight feature

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 two cantrips of your choice from the Arcane Knight spell list. You learn an additional Arcane Knight cantrip of your choice at 10th level.

Spell Slots. The Arcane Knight Spellcasting table shows how many spell slots you have to cast your Arcane Knight spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level spells from the Arcane Knight spell list. The Spells Known column of the Arcane Knight Spellcasting table shows when you learn more Arcane Knight spells of 1st level or higher. Your spells 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.

Whenever you gain a level in this class, you can replace one of the Arcane Knight spells you know with another spell from the Arcane Knight 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 Arcane Knight spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Arcane Knight 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
Arcane Knight Spellcasting
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Weapon Bond

3rd-level Arcane Knight feature

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 a bonded weapon as a spellcasting focus for your Arcane Knight spells.

War Magic

7th-level Arcane Knight feature

You can weave minor spells between your weapon attacks. When you take the Attack action, you can cast an Arcane Knight cantrip in place of one of your attacks.

Enchanted Strikes

10th-level Arcane Knight feature

Your weapon attacks weaken a creature's resistance to your magic. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell cast by you, before the end of your next turn.

Arcane Charge

15th-level Arcane Knight feature

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.

True Spellsword

18th-level Arcane Knight feature

You are a master of spell and sword. When you take the Attack action, you can cast an Arcane Knight spell in place of one of your attacks.

Arcane Knight Spell List

Cantrips (0-Level)

Blade Ward*
Booming Blade*
Control Flames*
Fire Bolt
Green-Flame Blade*
Gust*
Light*
Lightning Lure*
Message*
Minor Illusion*
Mold Earth*
Resistance*
Shape Water*
Shocking Grasp*
Spectral Hand*
Sword Burst*
Thunderclap*
True Strike*

1st-Level

Absorb Elements
Armor of Agathys
Burning Hands*
Chromatic Orb*
Compelled Duel
Earth Tremor
Force RamHB
Frost Fingers*
Hellish Rebuke*
Mage Armor
Magic Missile
MajoziHB
Protection from Evil and Good
Searing Smite*
Shield*
Thunderous Smite*
Thunderwave

2nd-Level

Aganazzar's Scorcher
Branding Smite*
Darkness
Flame Blade*
Gust of Wind
Magic Weapon*
Protection from Poison
Scorching Ray
Shatter
Shadow Blade
Warding Wind

3rd-Level

Blinding Smite*
Counterspell
Dispel Magic
Elemental Weapon*
Fireball
Haste
Lightning Bolt
Magic Circle
Melf's Minute Meteors
Protection from Energy*
Leomund's Tiny Hut
Thunder Step

4th-Level

Banishment
Death Ward
Fire Shield
Freedom of Movement
Ice Storm*
Iron MaidenHB
Otiluke's Resilient Sphere
Staggering Smite
Storm Sphere

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

3rd-level Cavalier feature

You gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Additionally, you learn one language of your choice.

Born to the Saddle

3rd-level Cavalier feature

Your mastery as a rider becomes apparent. You can spend 10 minutes, counting as light activity, with an indifferent or friendly creature you can ride with a CR less than your fighter level to make it into your mount. 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. Your mount shares your initiative and acts on your turn. Furthermore, while you have a mount tamed, its maximum hit points are increased by an amount equal to five times your fighter level.

In addition, mounting or dismounting a creature costs you only 5 feet of movement, rather than 15 feet of movement.

Further, you can choose to have attacks targeting your mount target you instead.

Finally, choose an ability score between Intelligence, Wisdom, or Charisma. This ability score becomes your Cavalier Presence ability. While riding a mount, you can give yourself advantage on an ability check using that ability score a number of times equal to your Cavalier Presence ability modifier, and you regain all expended uses of this ability when you finish a long rest.

Unwavering Mark

3rd-level Cavalier feature

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 you mark a different 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 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.

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

Warding Manuever

7th-level Cavalier feature

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 Cavalier Presence ability modifier (a minimum of once), and you regain all expended uses of it when you finish a short or long rest.

Hold the Line

10th-level Cavalier feature

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

15th-level Cavalier feature

You can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

Vigilant Defender

18th-level Cavalier feature

You respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.

Champion

While most fighters improve their capabilities by mastering various combat techniques, or augment their skill with magic, Champions forgo all other routes to improvement and focus on enhancing their raw physical strength. Imposing figures; Champions strive to maintain their peak physical condition through never-ending training. On the battlefield, Champions perform feats of supernatural athleticism and overwhelm their foes with their immense physical might.

Mighty Warrior

3rd-level Champion feature

The raw physical might that you have cultivated enhances your attacks. Your critical range increases by 1, and you deal additional damage on a critical hit equal to your Exploit Die.

You also learn the Feat of Strength Exploit, but it doesn't count against your number of Exploits Known. If you already know this Exploit, you learn another Exploit of your choice.

Remarkable Athlete

7th-level Champion feature

Your intense training and dedication to physical perfection allows you to perform feats of athleticism that would seem impossible for most mortals. You gain proficiency in Dexterity saving throws, and you can add your proficiency bonus to any Strength, Dexterity, or Constitution check you make. If you would already add your proficiency bonus to that check, you add double your proficiency bonus.

Also, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, your speed increases by 10 feet, your maximum jump distance is tripled, and you gain a climb and swim speed equal to your walking speed.

Additional Fighting Style

10th-level Champion feature

Your raw skill surpasses that of most other fighters. You can select a second option from the Fighting Style class feature. You cannot select a Fighting Style that you already know. When you reach 14th level, you may select an additional fighting style to improve.

Versatile Champion

10th-level Champion feature

You can blend together your feats to fit your situation. You can use a bonus action and expend 2 Exploit Dice to regain a use of Second Wind, or expend 3 Exploit Dice to regain a use of Action Surge.

Paragon of Might

15th-level Champion feature

The power of your attacks overwhelms any foe who would dare stand against you. Your critical range increases by 1.

Also, whenever you make a Strength or Constitution check or saving throw, you roll a d6 and add the result to your roll, in addition to any other bonuses to that check or saving throw.

Mythical Champion

18th-level Champion feature

You are a nearly perfect specimen of physical vigor, and have become exceedingly hard to kill. If you start your turn with half of your hit points or less remaining, you immediately regain hit points equal to your fighter level..

You do not regain any hit points from this feature if you begin your turn with 0 hit points.

Echo Knight

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

Manifest Echo

3rd-level Echo Knight feature

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. You can summon this echo a number of times equal to your Intelligence modifier, unless you expend an Exploit Die to use it again. You regain expended uses of your Echo summon when you finish a long rest.

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 fighter 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.

  • 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 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

3rd-level Echo Knight feature

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.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Echo Avatar

7th-level Echo Knight feature

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

10th-level Echo Knight feature

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

15th-level Echo Knight feature

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 Intelligence modifier, provided you don't already have temporary hit points.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Legion of One

18th-level Echo Knight feature

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, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.

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

3rd-level Psi Warrior feature

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy Dice, which fuel various psionic powers you have, which are detailed below. You have a number of Psionic Energy Dice equal to your Intelligence modifier (minimum 1). These Dice are the same size as your Exploit Dice. You regain all expended Psionic Energy Dice when you finish a long rest.

Some of your powers expend your Psionic Energy Dice, as specified in a power's description. An Exploit Die can be used in place of a Psionic Energy Die if you have no remaining Psionic Energy Dice. Your psionic powers use your Intelligence as the ability you use if an ability calls for your Psionic Save DC.

Psionic Save DC = 8 + your proficiency bonus +

your Intelligence modifier

You have the following powers.

Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to add 2 to the creature's AC until the start of your next turn. You can choose to expend one Psionic Energy
Die, rolling the die, and reducing 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. Your weapon range increases by 5 feet. 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 choose to expend one Psionic Energy Dice, 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. 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. If you expend one Psionic Energy Die, you can move a creature
of a size dependent on your Intelligence modifier. For each additional Intelligence modifier above 0, you can move a creature one size bigger than Tiny. For example, with an Intelligence of 2, you can move Medium creatures using
this ability. If a creature is unwilling to be moved, it must make a Strength saving throw against your Psionic Save
DC or else be moved.

Telekinetic Adept

7th-level Psi Warrior feature

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 your Psionic Save DC. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.

Guarded Mind

10th-level Psi Warrior feature

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

15th-level Psi Warrior feature

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

18th-level Psi Warrior feature

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 two weapon attacks as part of the same action you use to use an action granted as part of the spell.

Once you cast the spell with this feature, you can't do so again until you finish a long rest.

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

3rd-level Samurai feature

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

3rd-level Samurai feature

Your intensity in battle can shield you and help you strike true. You can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you gain temporary hit points equal to your fighter level.

You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum 2). You regain all expended uses of it when you finish a long rest. You regain 1 use of it on a short rest.

Elegant Courtier

7th-level Samurai feature

Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

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). At 18th level, you gain proficiency in your choice of Intelligence or Charisma saving throws.

Rapid Strike

10th-level Samurai feature

You learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have any levels of advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make a number of attacks equal to the level of advantage you had on the attack, as part of the same action. You can do so no more than once per turn.

Tireless Spirit

15th-level Samurai feature

When you roll initiative, you can regain 1 expended use of Fighting Spirit.

Strength Before Death

18th-level Samurai feature

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 and gain the benefits of Action Surge. 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.

Homebrew Adaptation

Armiger

UAH's Armiger found here.

Fighting Style

Interception and Protection are replaced with these versions:

Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d6 + 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. The damage reduction increases by 1d6 at 5th level (2d6+prof), 11th level (3d6+prof), and 17th level (4d6+prof).

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 and any additional attacks it makes against that target before the start of your next turn. You must be wielding a shield.

Armiger Exploits

The Exploits below are exclusive to fighters of the Armiger Archetype. Armiger Exploits focus on amplifying the defensive power of their armor.

Reflectance

When you are hit by a ranged spell attack, you can use your reaction and expend an Exploit Die to attempt to reflect the spell back at the caster. Roll the exploit die. If the result is higher than the level of spell used to attack you, the spell attack is reflected as if you were the caster and the caster were the original target. Even if you are still hit by the spell attack, its damage is reduced by an amount equal to 2 times the roll of your Exploit Die.

Bone Knight

Valda's Bone Knight Archetype found here.

Bone Knight Exploits

The Exploits below are exclusive to fighters of the Bone Knight Archetype. Bone Knight Exploits focus on reinforcing their bone armor and Hit Dice.

Bone Substitution

When you hit a bloodied creature with more than 0 hit points that has bones in its body, you can expend an Exploit Die to take some of its fractured and damaged bone into yourself, restoring one of your expended Hit Dice.

Bonespark

You gain the ability to make a projectile out of the sparks made by running your bone blades together. When you are wielding two bone blades, one in each hand, you can expend an Exploit Die to make a special ranged weapon attack. Is has a short range of 20 feet and a long range of 60 feet, and it deals fire damage equal to two Exploit Dice + your Strength modifier on a hit.

Combat Medic

The Complete Martialist's Handbook's Combat Medic found here.]

Doctor of War

Add the following to the end of the feature:

"Starting at 15th level, you can make two weapon attacks instead of one. You can make 3 weapon attacks as part of the same action starting at 20th level."

Combat Medic Exploits

The Exploits listed below are exclusive to fighters who adopt the Combat Medic Archetype. Combat Medic Exploits focus on getting the most out of their medical expertise and healing capacity.

Focused Medicine

When you expend dice from your Battlefield Medicine pool as part of your action, you can expend 1 Exploit Die and add it to the healing total.

Medical Researcher

When you make an Intelligence (History), Intelligence (Investigation), or Wisdom (Perception) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

Speedy Medicine

When a creature you can see drops below half their hit point maximum, you can expend an Exploit Die and use your reaction to move up to your speed towards that creature. If you end this movement within 5 feet of the creature, you may roll the Exploit Die and heal the creature for that amount plus your Intelligence or Wisdom modifier.

Martial Exploits

Listed below are the Martial Exploits available to the fighter. Each time you gain a level in this class, you can replace one Exploit you know with another Exploit of your choice.

Aggressive Strike

As a replacement for one of your attacks, you can expend an Exploit Die to move up to your full movement speed towards a hostile creature and make one weapon attack against that creature. On hit, you deal additional damage equal to your Exploit Die. You must have at least 5 feet of movement to use this Exploit.

Bait and Switch

When you’re within 5 feet of a creature on your turn, you can use a Bonus Action and expend an Exploit Die to switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks.

Roll the Exploit Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to half the number rolled, rounded up.

Blinding Strike

As a bonus action, you can expend an Exploit Die and force a creature within 10 feet, to make a Constitution saving throw. On a failed save, it takes piercing damage equal to your Exploit Die and is blinded until the start of your next turn.

Brace Up

As a bonus action on your turn, you can expend an Exploit Die to grant yourself temporary hit points equal to your Exploit Die + your Constitution modifier (minimum of 1).

Charlatan's Guile

When you make a Dexterity (Sleight of Hand) or Charisma (Deception) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

Crippling Strike

When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Dexterity saving throw. On a failed save, the creature takes additional damage equal to your Exploit Die and its movement speed is reduced to 0 until the beginning of your next turn.

Defensive Stance

As a bonus action, you can expend an Exploit Die to enter a defensive stance. Until the start of your next turn, each time a creature hits you with an attack, you roll your Exploit Die and add it to your Armor Class against that attack.

Dirty Hit

When you hit a creature with a weapon attack, you can expend an Exploit Die and force it to make a Constitution saving throw. On a failed save, it takes additional damage equal to your Exploit Die, and until the start of your next turn, it cannot take reactions and its movement speed is halved.

Disarm

When you hit a creature with a weapon attack, you can expend an Exploit Die to force them to make a Strength saving throw. On a failed save, the creature takes additional damage equal to your Exploit Die, and it drops one item that it is currently holding (your choice) at its feet.

Disorienting Blow

When you hit a creature with a melee weapon attack, you can expend an Exploit Die to force them to make a Constitution saving throw. On a failed save, the creature can use either an action or a bonus action on its next turn, not both, and it can’t make more than one attack during that turn.

Disciple's Conviction

When you make a Wisdom (Insight) or Intelligence (Religion) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

Empowered Strike

As part of a weapon attack, you can expend an Exploit Die to attack recklessly. You have advantage on your attack roll, but you subtract your Exploit Die from your roll. On hit, you deal additional damage equal to twice your Exploit Die.

Execute

You can expend an Exploit Die when you hit with an attack to try to execute an incapacitated or prone creature. Roll a number of Exploit Dice equal to 1 plus your fighter proficiency bonus. If the result exceeds the creature's remaining hit points, their hit points are reduced to 0.

Feat of Strength

When you make an ability check or saving throw that uses your Strength score, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

Feint

As a bonus action, you can expend an Exploit Die to force a creature within 30 feet of you that can see you to make a Wisdom saving throw. On a failed save, the next attack you make against that creature has advantage, and on a hit, it deals additional damage equal to your Exploit Die.

First Aid

As an action, you can expend an Exploit Die and touch a conscious and willing creature. As a reaction, the target can expend one of their Hit Dice to regain hit points equal to their Hit Die + their Constitution modifier + your Exploit Die.

Form Up

While you are wielding a shield, you can expend an Exploit Die to form a defensive formation with your allies. Until the start of your next turn, you, and each friendly creature within 5 feet of you, gains a +1 bonus to their Armor Class for each friendly creature within 5 feet of each creature. A creature can only benefit from one instance of this feature.

Glancing Blow

When you make a melee weapon attack and miss, you can expend an Exploit Die to immediately repeat your attack against another target within the reach of your weapon.

Keen Observation

When you make an Intelligence (Investigation) or Wisdom (Perception) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

Lightstep

When you roll for initiative or make a Dexterity (Stealth) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

Martial Focus

Once per turn, after you make a weapon attack roll, but before you know whether your attack hits or misses your target, you can expend an Exploit Die to reroll the attack roll.

Menacing Shout

As a bonus action, you can expend an Exploit Die to force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, the target is frightened of you until the start of your next turn.

The fear effect ends early if the frightened creature sees you take damage.

Mighty Leap

When you make a running or standing jump, you can expend an Exploit Die to increase the distance of your jump by a number of feet equal to one roll of your Exploit Die + your Strength modifier, even if the distance of the jump would exceed your remaining movement speed for that turn.

Mighty Thrust

Prerequisite: 15 Strength


When you hit a creature with a melee weapon attack, you can expend an Exploit Die to force the target to make a Strength saving throw. On a failed save, the target is pushed away from you in a straight line, a number of feet equal to five times your Strength modifier (minimum of 10 feet). Creatures more than one size larger than you have advantage on this saving throw. On a successful save a creature is pushed 5 feet away from you.

Naturalist's Intuition

When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

Quick Toss

As a bonus action, you can expend an Exploit 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 exploit die to the weapon's damage roll.

Redirect

When a creature misses you with a melee attack, you can expend an Exploit Die as a reaction to force them to repeat their attack against a target of your choice within their reach.

Ruthless Strike

When you hit a creature with a melee weapon attack, you can expend an Exploit Die to force them to make a Constitution saving throw. On a failed save, the target takes additional damage equal to your Exploit Die and their Armor Class is reduced by 2 until the start of your next turn.

Riposte

When you are hit by a melee attack, you can use your reaction to expend an Exploit Die, adding it to your Armor Class against that attack. If the attack misses, you can immediately make one weapon attack against the attacker.

Ruthless Strike

When you hit a creature with a melee weapon attack, you can expend an Exploit Die to deal additional damage to the target equal to two rolls of your Exploit Die.

Sheer Presence

Whenever you make a Charisma (Intimidation) or Charisma (Persuasion) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

Shield Impact

As a reaction when you are hit by a melee attack, you can expend an Exploit Die to reduce the damage by an amount equal to your Exploit Die + your Constitution modifier. You must be wielding a shield to use this Exploit. As you gain fighter levels, the damage reduction increases by one additional Exploit Die at 5th, 11th, and 17th level.

Strike of the Zephyr

As an action, you can flourish your weapon and expend an Exploit Die to move up to your full movement speed in a straight line. Any creature you move through must make a Dexterity saving throw. Creatures take damage of your weapon's type equal to a number of Exploit Dice equal to your fighter proficiency bonus on a failed save, or half as much on a success.

This movement does not provoke opportunity attacks.

Suppressing Strike

When you hit a creature with a weapon attack, you can expend an Exploit Die to force them to make a Constitution saving throw. On a failed save, the creature takes bludgeoning damage equal to your Exploit Die, and it is either deafened or cannot speak (your choice) until the start of your next turn.

Survivalist's Cunning

When you make a Wisdom (Medicine) or Wisdom (Survival) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

Sweeping Strike

When you hit a creature with a melee weapon attack, you can expend an Exploit Die to force it to make a Dexterity saving throw. On a failed save, it falls prone and takes bludgeoning damage equal to your Exploit Die. Creatures more than one size larger than you have advantage on this saving throw.

Swordsman's Grace

Whenever you make a Dexterity (Acrobatics) or Charisma (Performance) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

Take Cover

When a creature that you can see hits you with a ranged attack or forces you to make a Dexterity saving throw, you can expend an Exploit Die to immediately fall prone. While prone in this way you have advantage on any Dexterity saving throw you make. When you fall prone you gain temporary hit points equal to your Exploit Die that last until you stand up.

Take Down

As a bonus action, you can expend an Exploit Die to make a Shove or Grapple attack against a creature within your reach, adding your Exploit Die to your Strength (Athletics) roll.

Taunt

As a bonus action, you can expend an Exploit Die to enter into a goading series of manuevers. Each creature of your choice within a radius of 5 times your fighter proficiency bonus must make a Wisdom saving throw or else have disadvantage on attack rolls against creatures other than you until the start of your next turn.

Warrior's Fortitude

Whenever you are forced to make a Strength or Constitution saving throw, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

Warrior's Reflexes

Whenever you are forced to make a Dexterity or Intelligence saving throw, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

Warrior's Willpower

Whenever you are forced to make a Wisdom or Charisma saving throw, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

Whirlwind Attack

As an action, you can expend an Exploit Die to make a graceful and deadly whirlwind slash. All creatures within range of a weapon you are holding that you are proficient with must make a Dexterity saving throw. On a failed save, they take damage of you weapon's type equal to a number of Exploit Dice equal to your fighter proficiency bonus, plus your Strength or Dexterity modifier (your choice). On a success they take half as much damage.

Weakening Blow

When you hit a creature with a weapon attack, you can expend an Exploit Die to temporarily weaken their defenses. The first attack made against the target before the start of your next turn is made with advantage, and on a hit, the attack deals additional damage equal to your Exploit Die.

Crushing Strike

Prerequisite: 5th Level Fighter, 15 Strength


When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Constitution saving throw. On a failed save, it takes extra damage equal to your Exploit Die, and its Armor Class is reduced by 1 until its defenses are repaired, or it finishes a short or long rest.

Destructive Slam

Prerequisite: 5th Level Fighter, 15 Strength


As an action, you can expend an Exploit Die and strike the ground at your feet, forcing all creatures in an adjacent 20-foot cube to make a Dexterity saving throw. On a failed save, they take bludgeoning damage equal to a number of Exploit Dice equal to your fighter proficiency bonus and fall prone. On a success they take half as much damage.

The area becomes difficult terrain until a creature takes 1 minute to clear it, and any objects take maximum damage.

Gale Force Slash

Prerequisite: 5th Level Fighter


As an action, you can flourish your weapon and expend an Exploit Die to rend the air in front of you. Creatures in an adjacent 20-foot cone must make a Constitution saving throw. On a failed save, they take thunder damage equal to a number of Exploit Dice equal to your fighter proficiency bonus. On a success they take half as much damage.

Thunderous Shot

Prerequisite: 5th Level Fighter


As an action while you are wielding a ranged weapon, you can expend an Exploit Die and fire a piece of ammunition in a straight line the length of your weapon's normal range. Any creature that the ammunition passes through must make a Dexterity saving throw. They take the normal damage of the weapon, plus thunder damage equal to the Exploit Dice you spent on a failed save. On a success they take half damage.

Heroic Focus

Prerequisite: 9th Level Fighter, 15 Dexterity


As a bonus action, you can expend an Exploit Die to enter into a heightened state of focus that requires Concentration. For 1 minute, or until you lose Concentration, you gain an additional action on each of your turns. It can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Search, or Use an Object action.

When the effect ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.

Volley of Arrows

Prerequisite: 9th Level Fighter, 15 Dexterity


As an action while you are wielding a ranged weapon, you can expend an Exploit Die and choose a point within the normal range of your weapon. Creatures within 5 feet of that point must make a Dexterity saving throw. They take piercing damage equal to a number of Exploit Dice equal to your fighter proficiency bonus on a failed save, or half as much on a success.

You must have a piece of ammunition to hit each creature in order for that target to take damage of this Exploit.

Unbreakable

Prerequisite: 13th Level Fighter, 17 Constitution


When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can use your reaction to expend an Exploit Die to fall to a number of hit points equal to a roll of your Exploit Die instead.

Strikes of Steel Wind

Prerequisite: 17th Level Fighter


As an action, you can flourish your weapon and expend an Exploit Die to move at blinding speed. Make a melee attack against up to five creatures you can see within 30 feet of you. On a hit, a target takes 4d12 damage of your weapon's type.

You then appear to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Legendary Exploit

Prerequisite: 17th Level Fighter


Epic level fighters should be capable of legendary feats on par with powerful spellcasters. Should your table allow it, consult your GM to design a Legendary Exploit for your fighter, considering the following guidelines for creation:

  • You should expend Exploit Dice as an action to use it.
  • If it targets a single creature, it should deal damage equal to the Exploit Dice you spent + your Strength or Dexterity modifier in bludgeoning, piercing, or slashing damage. Consider adding a rider effect like stunned or blinded.
  • If it targets an area, reduce the damage of the Exploit accordingly. The larger the area, the less damage.
  • If it targets an area, it should force creatures in that area to make a Strength, Dexterity, or Constitution saving throw based on the Exploit's nauture to resist its effects.
  • If it causes a condition in addition to damage (such as prone, blinded, stunned, etc) the damage should also be reduced according to the strength of the condition.

Arcane Knight Exploits

The Exploits below are exclusive to fighters of the Arcane Knight Archetype. They use Exploits to enhance their attacks with magic and defend themselves from arcane assaults.

Arcanist's Insight

Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

Arcane Smite

When you hit a creature with a melee weapon attack, you can expend an Exploit Die to deal additional force damage to the target, equal to your Exploit Die + your Intelligence modifier.

Spellguard

As a reaction when you make an Intelligence, Wisdom, or Charisma saving throw to resist a spell, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

Cavalier Exploits

The Exploits below are exclusive to fighters of the Cavalier Archetype. Cavalier Exploits focus on defending their allies and making use of their trained mounts in combat.

Cavalier's Training

When you make a Charisma (Persuasion), Wisdom (Insight) or Wisdom (Animal Handling) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

Mounted Strike

When you hit a creature with an attack from atop a mount, you can expend an Exploit Die, adding it to the damage of your attack and forcing it to make a Strength saving throw. On a failed save, it is knocked prone.

Skilled Rider

Whenever a mount you are riding makes an ability check or saving throw, you can expend an Exploit Die and add it to the result of the roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

Champion Exploits

The Exploits listed below are exclusive to fighters who adopt the Champion Archetype. Champion Exploits make use of their impressive physical power, and ability to overwhelm their opponents with displays of might and athleticism.

Champion's Vigor

Whenever you make a saving throw to resist the effects of exhaustion, or you make Strength (Athletics) or a Dexterity (Acrobatics) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

Concussive Blow

When you hit a creature with a melee weapon attack, you can expend an Exploit Die to force them to make a Constitution saving throw. On a failed save, the target takes additional damage equal to your Exploit Die and is stunned until the beginning of your next turn.

Crippling Strike

When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Dexterity saving throw. On a failed save, the creature takes additional damage equal to your Exploit Die and its movement speed is reduced to 0 until the beginning of your next turn.

Echo Knight Exploits

The Exploits listed below are exclusive to fighters of the Echo Knight Archetype. Echo Knight Exploits focus on strange shadow magic which they can use to duplicate themselves.

Echo Knight's Esoterica

When you make a Intelligence (Arcana), Dexterity (Stealth) or Wisdom (Insight) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

Enhanced Echo

When you create an Echo, you can expend an Exploit Die as part of that bonus action and add twice the number rolled to the Echo's hit points.

Shadow Transposition

As a bonus action , you can expend an Exploit Die to switch places with your Echo. You and your Echo instantly teleport to the other's location without using movement or provoking opportunity attacks.

Psi Warrior Exploits

The Exploits listed below are exclusive to fighters of the Psi Warrior Archetype. Psi Warrior Exploits focus on combing their wondrous psionic power with deadly martial skill.

Awakened Mind

When you are forced to make a Intelligence, Wisdom, or Charisma save to resist the effects of a spell, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

Psi Warrior's Aura

When you make a Wisdom (Insight), Charisma (Intimidation), or Charisma (Persuasion) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

Psionic Strength

When you make a Strength (Athletics) check, you can expend an Exploit Die, and you gain a bonus to that roll equal to your Exploit Die + your Intelligence modifier (minimum of +1).

Samurai Exploits

The Exploits below are exclusive to fighters of the Samurai Archetype. Samurai Exploits focus on their regal demeanor in diplomacy and relentless fighting spirit on the battlefield.

Critical Strike

When you score a critical hit with a weapon attack, you can expend an Exploit Die to add two weapon damage die to the damage.

Regal Spirit

Whenever you are forced to make a saving throw to resist being charmed, frightened, or stunned, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

Samurai's Nobility

When you make an Intelligence (History), Wisdom (Insight), or Charisma (Persuasion) check, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

Inspiration

This variant is inspired by laserllama's Alternate Fighter found here and expanded here, as well as by Treantmonk's Variant Fighter found here.

Art Credits

Art (Cover): EsbenLash: Another one Bites the Dust (Link)
Art (Page 2): Dave Greco: Hero, the First Crow. (Link)
Art (Page 3): Colin Boyer: Battershield Warrior (Link)
Art (Page 4): Tom Garden: Wrath (Link)
Art (Page 5): Craig Spearing: Defiance (Link)
Art (Page 6): RobinRuan: league of legends Xin Zhao (Link)
Art (Page 7): rudiindra4: Goblin Slayer (Link)
Art (Page 8): Kim Junghun: For honor warden_Fanart (Link)
Art (Page 9): Dave Rapoza: Arcane Archer (Link)
Art (Page 10): Vitali Timkin: Elf (Link)
Art (Page 11-12): Noah Alonzo: RUIN: Eren, The Emerald Wind (Link)
Art (Page 13): Livia Prima: Lucia_LotC (Link)
Art (Page 14): Lake Hurwitz: Hammer Dropper (Link)
Art (Page 15): MeAndMyGaster: [DND NOVEMBER] Kris as Echo Knight (Link)
Art (Page 16): Marcela Medeiros: Psychic Warrior (Link)
Art (Page 18): Catilus: Darthoridan Vale, Human Psy Warrior (Link)
Art (Page 19): Conrad Atega: Verann, Hobgoblin Samurai (Link)
Page Stains: /u/flamableconcrete

Base Class Changelog

  • Fighting Styles: Great Weapon Fighting changed to feel nicer, Mounted Warrior, Pit Fighting, Shield Warrior, Versatile Fighting, and Wrestler added as options.
  • Second Wind: the healing now scales better as your level.
  • Action Surge pushed to 6th level, Martial Exploits are given at 2nd level instead. These allow for fighters to occasionally do something other than just attack every turn, and feel like they're a demigod from fiction, doing an act of mythical strength and skill.
  • The Extra ASI given at 6th level is removed, as fighters now get exploits at 2nd and action surge at 6th, the former of which's power should more than compensate for the removal.
  • Know Your Enemy added as 3rd level feature. This seems like something a skilled fighter should be able to do: sizing up their foe and estimating their abilities/strengths/weaknesses.
  • Extra Attacks now increases to 4 attacks at 17th instead of 20th level to match cantrip scaling.
  • Resolute added at 9th level to allow a fighter to gain some mileage out of taking the dodge action.
  • Indomitable now allows you to add your fighter proficiency bonus to the reroll, allowing you a better chance on the reroll to make those high DC Wisdom saves that you were failing, and pretty much ensuring success on the few Strength/Constitution saves you fail.
  • Reactionary added at 12th level to allow for grappling attempts with your opportunity attack.
  • Improved Combat Style added at 14th level to allow the fighter to be uniquely good at fighting styles at later levels.
  • Weapon Master added as the new capstone.

Subclass Changelog

These changes only cover changes to published classes. Most borrowed homebrew subclasses have also undergone changes, but as they aren't as widely known, the changes aren't comprehensively covered here.

Arcane Archer

  • You can use either Intelligence or Wisdom for your Arcane Archer abilities.
  • Arcane Shot has had the most criticism surrounding the limited uses on its Arcane Shots. I haven't increases the uses, but they can now use exploit dice to use shots more often. When they do so, the damage is lessened.
  • Ever-Ready Shot changed so you regain a use as long as you have less than all, so you aren't punished for being conservative with your shots.
  • Arcane Arrow Barrage added as an 18th-level ability, instead of just relying on damage scaling.
  • Arcane Shot Options in generally scale way too slowly, and they weren't balanced well against each other (Grasping Arrow was the best one by far). Now they scale more quickly in damage, and there has been an attempt at balancing them against one another.

Arcane Knight

  • Renamed from Eldritch Knight (why are we evoking warlock flavor on a subclass with arcane gish flavor?)
  • Arcane Knight now has its own spell list, specifically to allow Arcane Knight to have its own feel, and also to help the subclass to be more newbie-friendly.
  • War Magic buffed to allow you to give up one attack and use your bonus action to cast a cantrip. You should want to be using this nearly every turn, and this allows you to do that, instead of potentially giving up 2-3 attacks for a cantrip at later levels, you're giving up 1 and whatever you can do with a bonus action.
  • True Spellsword changed to match War Magic, but with leveled spells.

Battlemaster

  • This class has been removed. Its spiritual successor is the Master at Arms, which is uniquely good at exploits.

Cavalier

  • Born to the Saddle now gives you additional benefits taken from the Mounted Combatant feat, and you pick a modifier between Int, Wis, and Cha to be what you use for your Cavalier features, rather than have it vary between Strength and Constitution.

Champion

  • Mighty Warrior replaced Improved Critical, and replaces the wording with a reduced critical range, meant to be consistent across all classes/subclasses, and meant to be able to stack with other ways to decrease critical range. It also adds a bit more damage on a critical, as a crit range buff on a fighter, who doesn't get a whole lot from crits, wasn't adding very much to DPR, at least compared to what other subclasses could do.
  • Remarkable Athlete buffed to also improve skills you took proficiency in, avoiding the problem of punishing you for picking proficiencies in skills you know you wanted to use.
  • Additional Fighting Style now works with Improved Fighting Style, allowing the Champion to be only subclass in the game that can have two Improved Fighting Styles.
  • Versatile Champion added at 10th level to allow a Champion to convert exploit dice into additional Second Winds or Action Surges.
  • Paragon of Might now also applies an extra d6 to any Strength or Constition check or saving throw. Why a champion is getting only a small crit range improvement equivalent to what they got at 3rd level at 15th level is beyond me.
  • Mythical Champion has the hit point recovery changed to equal your fighter level. The healing here deserves to be significant, not just 7 or 8 hit points that only applies some of the time.

Echo Knight

  • Manifest Echo was nerfed to have a limited number of uses for summoning the echo equal to your Int mod times per rest. You can also use exploit dice to summon it again. The echo's AC is also dependent on your fighter level.
  • In general, the subclass was modified to key off of Intelligence, rather than Constitution. This fighter should have to be a little multiple ability score dependent in exchange for the massive increase in mobility and positioning it gets, as well as the power that comes with Unleash Incarnation.

Psi Warrior

  • Your psionic energy dice are now the same size as your exploit dice, and exploit dice can be used in place of psionic energy dice.
  • Telekinetic movement now has size differentiation dependent on your Intelligence modifier.

Samurai

  • Temporary hit points from Fighting Spirit now changed to equal your fighter level, so it scales more evenly. Its uses are now tied to your Wisdom modifier, and you regain 1 expended use when you finish a short rest.
  • Rapid Strike and Tireless Spirit have been switched; Rapid Strike is too interesting and core a feature that works incredibly well with Fighting Spirit to wait until 15th level for.
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