Multiclassing &
Alternate Martials
Much like spellcasters in the official rules for 5e, there are special rules that apply if you allow classes (or subclasses) that use Alternate Martial rules or Exploits to multiclass.
If you have at least one level in one of the following classes then you use the rules for Martial Multiclassing here. The Alternate versions of classes are marked with an asterisk *.
Exploits
Your skill with Exploits depends partly on combined levels in Exploit classes and partly on individual levels in each class. Once you learn Exploits from more than one class, you use the rules below. If you multiclass but learn Exploits from only one class, you follow the rules as described in that class.
Exploit Dice
You determine your total number of Exploit Dice by adding together the indicated number of levels in the classes listed
in the Exploit Multiclassing Levels table below. When you add together your class levels, you always round down.
Use this total to determine your number of Exploit Dice, and their size, by consulting the Exploit Multiclassing table.
If multiclassing would cause the size of your Exploit Die to decrease, you instead use the size of your largest Exploit Die.
If multiclassing would cause your total number of Exploit Dice to decrease, continue to use the greater total of Dice.
Exploits Known
You determine what Exploits you can learn for each class individually, as if you were a single-classed member of each.
For example, if you are a Fighter 5/Rogue 3, then you know four Martial Exploits of 1st or 2nd-degree (from Fighter), and two Devious Exploits of 1st-degree (from Rogue).
Exploit Multiclassing
| Total Level |
Exploit Die |
Exploit Dice |
|---|---|---|
| 3rd | d4 | 2 |
| 4th | d4 | 2 |
| 5th | d6 | 3 |
| 6th | d6 | 3 |
| 7th | d6 | 3 |
| 8th | d6 | 3 |
| 9th | d6 | 3 |
| 10th | d6 | 3 |
| 11th | d8 | 4 |
| 12th | d8 | 4 |
| 13th | d8 | 4 |
| 14th | d8 | 4 |
| 15th | d8 | 4 |
| 16th | d8 | 4 |
| 17th | d10 | 5 |
| 18th | d10 | 5 |
| 19th | d10 | 5 |
| 20th | d10 | 5 |
Exploit Multiclassing Levels
| All Levels | 1/2 your Levels | 1/3 your Levels |
|---|---|---|
| Alternate Barbarian |
Alternate Monk Way of the Brawler |
Cleric Steel Domain |
| Brawler | Alternate Monk Way of the Silent Blade |
Wizard Arcane Commander |
| Alternate Fighter |
Alternate Ranger Bounty Hunter |
— |
| Alternate Rogue |
Magus Order of Spellblades |
— |
| Wanderer | Paladin Oath of the Blade (Alt) |
— |
| Warlord | Savant Duelist Discipline |
— |
| — | Vessel The Mythic Hero |
— |
Extra Attack & Fighting Styles
If you gain the Extra Attack class feature from more than one class, the features don't add together to grant you additional attacks. Instead, you learn a single Fighting Style of your choice. You must choose this Fighting Style from one of the lists below that corre- -sponds to one of the classes that you gained the Extra Attack feature in.
For example, if you are a 10th level multi-classed character that has 5 levels in Fighter and 5 levels in Warlord, then at 10th level you would learn a new Fighting Style, choosing from either the Fighter list or the Warlord list below, in place of Extra Attack.
You cannot learn a Fighting Style more than once, even if you gain another feature that grants you an additional Fighting Style.
Artificer
Arcane Warrior
Archery
Balanced Fighting
Defensive Fighting
Protection
Shield Warrior
Barbarian
Brawling
Balanced Fighting
Dual Wielding
Exotic Warrior
Great Weapon Fighting
Heavyweight Fighting
Bard
Balanced Fighting
Bardic Warrior
Classical Swordplay
Dual Wielding
Featherweight Fighting
Hurler
Versatile Fighting
Blood Hunter
Archery
Balanced Fighting
Dual Wielding
Featherweight Fighting
Great Weapon Fighting
Hurler
Melee Marksman
Polearm Fighting
Versatile Fighting
Brawler
Blind Warrior
Defensive Fighting
Hurler
Improvised Fighting
Protector
Cleric
Blessed Warrior
Blind Warrior
Defensive Fighting
Druid
Druidic Warrior
Mariner
Mountaineer
Fighter
Arcane Warrior
Archery
Blanced Fighting
Bardic Warrior
Blind Warrior
Brawling
Classical Swordplay
Defensive Fighting
Dual Wielding
Exotic Warrior
Featherweight Fighting
Great Weapon Fighting
Heavyweight Fighting
Hurler
Improvised Fighting
Mariner
Melee Marksman
Mountaineer
Mounted Warrior
Polearm Fighting
Protection
Shield Warrior
Standard Bearer
Strongbow
Tactical Fighting
Versatile Fighting
Magus
Arcane Warrior
Archery
Balanced Fighting
Brawling
Classical Swordplay
Defensive Fighting
Dual Wielding
Featherweight Fighting
Great Weapon Fighting
Hurler
Mounted Warrior
Polearm Fighting
Protection
Shield Warrior
Versatile Fighting
Monk
Archery
Blind Warrior
Defensive Fighting
Featherweight Fighting
Hurler
Improvised Fighting
Paladin
Balanced Fighting
Blessed Warrior
Blind Warrior
Classical Swordplay
Defensive Fighting
Exotic Warrior
Great Weapon Fighting
Heavyweight Fighting
Mounted Warrior
Polearm Fighting
Protection
Shield Warrior
Standard Bearer
Strongbow
Versatile Fighting
Psion
Blind Warrior
Psionic Warrior
Ranger
Archery
Balancing Fighting
Blind Warrior
Brawling
Defensive Fighting
Druidic Warrior
Dual Wielding
Featherweight Fighting
Hurler
Mariner
Melee Marksman
Mountaineer
Mounted Warrior
Strongbow
Versatile Fighting
Rogue
Classical Swordplay
Dual Wielding
Featherweight Fighting
Hurler
Tactical Fighting
Shaman
Blind Warrior
Shamanistic Warrior
Shifter
Blind Warrior
Hurler
Mariner
Mountaineer
Sorcerer
Arcane Warrior
Bardic Warrior
Blessed Warrior
Druidic Warrior
Eldritch Warrior
Psionic Warrior
Shamanistic Warrior
Sorcerous Warrior
Vessel
Balanced Fighting
Blind Warrior
Defensive Fighting
Eldritch Warrior
Exotic Warrior
Wanderer
Archery
Balanced Fighting
Blind Warrior
Brawling
Defensive Fighting
Dual Wielding
Featherweight Fighting
Hurler
Improvised Fighting
Mariner
Melee Marksman
Mountaineer
Mounted Warrior
Polearm Fighting
Protection
Strongbow
Tactical Fighting
Versatile Fighting
Warlord
Archery
Balanced Fighting
Bardic Warrior
Brawling
Classical Swordplay
Defensive Fighting
Mariner
Melee Marksman
Mountaineer
Mounted Warrior
Protection
Shield Warrior
Standard Bearer
Tactical Fighting
Versatile Fighting
Warlock
Eldritch Warrior
Wizard
Arcane Warrior
Arcane Warrior
Prerequisite: proficiency in Arcana
You learn two Cantrips of your choice from the Wizard spell list. These do not count against your total number of Cantrips Known, and they use Intelligence for their spellcasting ability. Whenever you gain a level, you can replace one of these two Wizard Cantrips with another Wizard Cantrip of your choice.
Archery
Prerequisite: Dexterity of 13 or higher
You gain a +1 bonus to attack rolls with ranged weapons, and your attacks with ranged weapons ignore half-cover and treat three-quarters cover as half cover.
Balanced Fighting
When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to weapon damage rolls. You can use a shield and still gain this benefit.
Bardic Warrior
Prerequisite: proficiency in Performance
You learn two cantrips of your Choice from the Bard spell list. These do not count against your total number of Cantrips Known, and they use Charisma for their spellcasting ability. Whenever you gain a level, you can replace one of these two Bard Cantrips with another Bard Cantrip of your choice.
Blessed Warrior
Prerequisite: proficiency in Religion
You learn two Cantrips of your choice from the Cleric spell list. These do not count against your total number of Cantrips Known, and they use Wisdom for their spellcasting ability. Whenever you gain a level, you can replace one of these two Cleric Cantrips with another Cleric Cantrip of your choice.
Blind Warrior
Prerequisite: proficiency in Perception
You have Blindsight with a range in feet equal to 5 times your Proficiency Bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Brawling
Prerequisite: proficiency in Athletics
On hit, your unarmed strikes deal damage equal to 1d6 + your Strength modifier. When you have both hands free, you can make a single unarmed strike, Shove, or Grapple as a bonus action on each of your turns.
Classical Swordplay
Prerequisite: Dexterity of 13 or higher
While wielding a single finesse weapon, no shield, and not wearing heavy armor, you gain a +2 bonus to attack rolls with that weapon and a +1 bonus to your Armor Class.
Defensive Fighting
When you are wearing medium armor, heavy armor, or a shield you gain a +1 bonus to your Armor Class.
Druidic Warrior
Prerequisite: proficiency in Nature
You learn two Cantrips of your choice from the Druid spell list. These do not count against your total number of Cantrips Known, and they use Wisdom for their spellcasting ability. Whenever you gain a level, you can replace one of these two Druid Cantrips with another Druid Cantrip of your choice.
Dual Wielding
Prerequisite: Strength or Dexterity of 13 or higher
While two-weapon fighting, you make your off-hand attack as part of your Attack action instead of your bonus action, and you add your ability modifier to the damage of this attack. You cannot also make an attack with your bonus action that turn.
Eldritch Warrior
Prerequisite: proficiency in Arcana
You learn two Cantrips of your choice from the Warlock spell list. These do not count against your total number of Cantrips Known, and they use Charisma for their spellcasting ability. When you gain a level, you can replace one of these Warlock Cantrips with another Warlock Cantrip of your choice.
Exotic Warrior
You are trained in exotic weapons typically associated with performative warriors, granting you the following benefits:
- You gain proficiency with two exotic weapons.
- 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.
Featherweight Fighting
Prerequisite: Dexterity of 13, proficiency in Acrobatics
While you are unarmed or wielding only light weapons, and are not wearing medium or heavy armor, your walking speed increases by 10 feet, and you gain a +1 bonus to your damage rolls with light melee weapons and unarmed strikes.
Great Weapon Fighting
Prerequisite: Strength of 13 or higher
Whenever you hit a target with a heavy melee weapon attack, you can treat any of the weapon's damage dice as the average roll if you rolled lower: d4 (2), d6 (3), d8 (4), d10 (5), d12 (6).
Heavyweight Fighting
Prerequisite: Strength of 13 or higher
You gain a +1 bonus to your damage rolls with heavy melee weapons. When you hit a target with a heavy melee weapon attack, you can use your bonus action on that turn to make a Shove attack against the same target with advantage.
Hurler
Prerequisite: Strength or Dexterity of 11
You can draw one thrown weapon as part of a ranged attack you make with it, and the range of your thrown weapon attacks is doubled.
If you are wielding only thrown weapons, you can make a single ranged attack with a thrown weapon as a bonus action.
Improvised Fighting
Prerequisite: Strength of 11 or higher
You gain proficiency with improvised weapons. Once per turn, when you hit with an improvised weapon attack that uses a non-magical object, you can choose to destroy the object, rendering is useless for attacks, but deal the maximum possible damage, in place of rolling.
Mariner
Prerequisite: proficiency in Athletics
When you are not wearing heavy armor or a shield, you have a swimming speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.
You also suffer no drawbacks from underwater combat.
Melee Marksman
Prerequisite: Dexterity of 13 or higher
Having a hostile creature within 5 feet of you does not impose disadvantage on your ranged weapon attacks, so long as you are attacking a target within 5 feet.
When you make a ranged weapon attack against a creature within 5 feet, it cannot target you with opportunity attacks for the rest of the turn regardless if you hit or missed your attack.
Mountaineer
Prerequisite: proficiency in Athletics
So long as you are not wearing heavy armor or a shield, you have a climbing speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.
Also, whenever you take falling damage, you can use your reaction to reduce the damage by twice your level.
Mounted Warrior
Prerequisite: proficiency in Animal Handling
While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block or another action.
Polearm Fighting
Prerequisite: Strength and Dexterity of 11 or higher
You gain a +1 bonus to damage rolls with glaives, halberds, pikes, quarterstaffs, and spears so long as you are wielding only that weapon and no shield. When doing so, creatures provoke an opportunity attack from you when they enter or move within your reach with that weapon.
Protection
When a creature you can see hits you, or a target within 5 feet with a melee attack, you can use a reaction to add your Proficiency Bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.
Psionic Warrior
Prerequisite: Intelligence of 13 or higher
You learn two cantrips of your choice from the Psion spell list. These do not count against your total number of Cantrips Known, and they use Intelligence for their spellcasting ability. Whenever you gain a level, you can replace one of these two Psion Cantrips with another Psion Cantrip of your choice.
Shamanistic Warrior
Prerequisite: Wisdom of 13 or higher
You learn two Cantrips of your choice from the Shaman spell list. These do not count against your total number of Cantrips Known, and they use Wisdom for their spellcasting ability. When you gain a level, you can replace one of these Shaman Cantrips with another Shaman Cantrip of your choice.
Shield Warrior
Prerequisite: Strength of 13 or higher
You gain proficiency with shields as martial melee weapons. For you, shields deal 2d4 bludgeoning damage on hit. While you are wielding a shield and no other weapons, you gain a
+1 bonus to your Armor Class and to shield attack rolls.
Sorcerous Warrior
Prerequisite: Charisma of 13 or higher
You learn two cantrips of your choice from the Sorcerer spell list. These do not count against your total number of Cantrips Known, and they use Charisma for their spellcasting ability. When you gain a level, you can replace one of these Sorcerer Cantrips with another Sorcerer Cantrip of your choice.
Standard Bearer
Prerequisite: Charisma of 13 or higher
While holding a standard or banner aloft, and nothing else in that hand, you can rally allied creatures within a radius in feet equal to 5 times your Proficiency Bonus.
When a creature within this radius makes a saving throw, you can use your reaction to grant it advantage on its roll.
Strongbow
Prerequisite: Strength of 13 or higher
You can use your Strength modifier, in place of Dexterity, for attack and damage rolls with longbows and shortbows. When you do so, you gain a +1 to damage rolls with those weapons.
Tactical Fighting
Prerequisite: Intelligence of 13 or higher
You can take the Help or the Search action as a bonus action. When you use the Help action to aid an attack, the target can be up to 30 feet away, so long as the attacker can hear you.
Versatile Fighting
Prerequisite: Strength or Dexterity of 11 or higher
While wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can use your bonus action to make a grapple or shove attack, or to take the Use an Object action.
Expert Fighting Styles
The following Expert Fighting Styles are available only to the Fighter Class once they meet all of their prerequisites.
Other classes can learn these Expert Fighting Styles with the Alternate Fighting Initiate Feat below, so long as they meet all of its level and Fighting Style prerequisites:
Alternate Fighting Initiate
Updated Fighting Initiate Feat
Prerequisite: Proficiency with a martial weapon
You have dedicated time to master a specific style of fighting. When you select this Feat you gain the following benefits:
- Increase either your Strength, Dexterity, or Constitution score by 1, up to a maximum of 20.
- You learn one Fighting Style of your choice choosing from those available to the Alternate Fighter. You cannot learn the same Fighting Style more then once. In order to learn a Fighting Style you must meet any prerequisites it has.
Expert Fighting Styles
The following Expert Fighting Styles are available to Fighters and characters who take the Alternate Fighting Initiate Feat:
Archery Expert
Prerequisite: 6th-level, Archery
You gain an additional +1 bonus to attack rolls with ranged weapons. Attacking at a weapon's long range no longer imposes disadvantage on your ranged weapon attack rolls.
Balanced Expert
Prerequisite: 6th-level, Balanced Fighting
When are wielding a versatile melee weapon and a shield, you use the versatile weapon's larger damage die, and you can use your shield to do a Shove attack as a bonus action.
Brawling Expert
Prerequisite: 6th-level, Brawling
You gain a +1 bonus to the damage rolls of unarmed strikes. You also gain the benefits below while grappling creatures:
- You can drag grappled creatures up to your full speed.
- In place of an attack, you can make another grapple check against a target you are grappling. On a success, the target is Restrained for the duration of that grapple.
Classical Swordplay Expert
Prerequisite: 6th-level, Classical Swordplay
When are hit by an attack while using Classical Swordplay, you can use your reaction to add your Dexterity modifier to your Armor Class against that attack.
Defensive Expert
Prerequisite: 6th-level, Defensive Fighting
While wearing heavy armor you can reduce all non-magical bludgeoning, piercing, or slashing damage you take by your Constitution modifier (minimum of 1).
If your armor is magical, this can also reduce magical damage of the types above.
Dual Wielding Expert
Prerequisite: 6th-level, Dual Wielding
One-handed melee weapons are considered to have the Light property for you, and when you are wielding a melee weapon in each hand, you gain a +1 bonus to your Armor Class.
Featherweight Expert
Prerequisite: 6th-level, Featherweight Fighting
When Featherweight Fighting, creatures have disadvantage on opportunity attacks against you, and you can take the Disengage action as a bonus action on each of your turns.
Great Weapon Expert
Prerequisite: 6th-level, Great Weapon Fighting
Whenever you reduce a creature to 0 hit points with a heavy melee weapon attack, you can make another attack as part of that action, bonus action, or reaction with the same weapon.
Heavyweight Expert
Prerequisite: 6th-level, Heavyweight Fighting
When you hit a creature equal to your size or smaller with a heavy melee weapon attack you can knock it 5 feet away from you in a straight line so long as the space behind the creature is unoccupied.
Mounted Expert
Prerequisite: 6th-level, Mounted Warrior
While you are riding a trained mount, you have advantage on melee attack rolls against unmounted creatures smaller than your mount, and whenever your mount takes damage you can use your reaction to take that damage in its stead.
Polearm Expert
Prerequisite: 6th-level, Polearm Fighting
Whenever you take the Attack action while using Polearm Fighting, you can use your bonus action on that turn to make a melee attack with the end of your weapon. On hit, it deals bludgeoning damage equal to 1d4+ your Strength modifier.
Protection Expert
Prerequisite: 6th-level, Protection
When a creature within 5 feet is forced to make a Dexterity saving throw, you can use your reaction to interpose a shield, adding your Proficiency Bonus to its saving throw roll.
You can use this reaction after the creature rolls the d20, but before you know the outcome of its saving throw.
Shield Expert
Prerequisite: 6th-level, Shield Warrior
While wielding a shield, you can use a bonus action on each of your turns to make a Shove attack, even if you do not take the Attack action. You also add the Armor Class bonus from your shield to any Dexterity saving throws you make.
Superior Technique
Prerequisite: 6th-level, at least one Exploit Known
You learn one 1st-degree Martial Exploit from those available to the Alternate Fighter, but it doesn't count against your total Exploits Known. You also gain one additional Exploit Die.
