The Fighter, Revised
A human in clanging plate armor holds her shield before her as she runs toward the amassed 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.
A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.
All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
Well-Rounded Specialists
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.
Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.
Creating a Fighter
As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.
You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions— the only things that stand between you and death’s embrace.
Quick Build
You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight martial archetype. Second, choose the soldier background.
The Fighter, Revised
| Level | Proficiency Bonus | Features | Second Wind | Superiority Dice | Maneuvers Known | Weapon Mastery |
|---|---|---|---|---|---|---|
| 1st | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | — | — | 3 |
| 2nd | +2 | Action Surge (x1), Tactical Mind | 2 | — | — | 3 |
| 3rd | +2 | Combat Superiority, Martial Archetype, Physical Prowess | 2 | 3d8 | 4 | 3 |
| 4th | +2 | Ability Score Improvement | 3 | 3d8 | 4 | 4 |
| 5th | +3 | Extra attack (x1), Improved Fighting Style, Tactical Shift | 3 | 3d8 | 4 | 4 |
| 6th | +3 | Ability Score Improvement | 3 | 3d8 | 4 | 4 |
| 7th | +3 | Martial Archetype Feature | 3 | 4d8 | 5 | 4 |
| 8th | +3 | Ability Score Improvement | 3 | 4d8 | 5 | 4 |
| 9th | +4 | Indomitable (x1), Tactical Master | 3 | 4d8 | 5 | 4 |
| 10th | +4 | Martial Archetype Feature, Second Wind Improvement | 4 | 4d10 | 6 | 5 |
| 11th | +4 | Extra attack (x2) | 4 | 4d10 | 6 | 5 |
| 12th | +4 | Ability Score Improvement | 4 | 4d10 | 6 | 5 |
| 13th | +5 | Indomitable (x2), Studied attacks | 4 | 5d10 | 6 | 5 |
| 14th | +5 | Ability Score Improvement | 4 | 5d10 | 6 | 5 |
| 15th | +5 | Martial Archetype Feature, Fighting Style Improvement | 4 | 5d10 | 7 | 5 |
| 16th | +5 | Ability Score Improvement | 4 | 5d10 | 7 | 5 |
| 17th | +6 | Action Surge (x2), Indomitable (x3), Extra attack (x3) | 4 | 5d10 | 7 | 5 |
| 18th | +6 | Martial Archetype Feature | 4 | 5d12 | 7 | 5 |
| 19th | +6 | Epic Boon | 4 | 5d12 | 7 | 5 |
| 20th | +6 | Legendary Warrior | 4 | 5d12 | 7 | 5 |
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 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Fighting Style
You adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again. Your Fighting Style gains improvements at 5th level, and again at 15th level.
Archery
You gain a +2 bonus to attack rolls you make with Ranged Weapons. At 5th level, your attacks with Ranged Weapons ignore half and three-quarters cover. At 15th level, you gain a +2 bonus to damage rolls you make with Ranged Weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. At 5th level, you gain a +2 to attack rolls against any creature within your blindsight. At 15th level, your blindsight radius becomes 15 feet.
Defense
While you are wearing armor, you gain a +1 bonus to AC. At 5th level, you may use your reaction to reduce damage from a Weapon attack by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wearing armor to use this reaction. At 15th level, when a creature hits you with an attack while you are wearing armor, you gain a +2 bonus to AC against all subsequent attacks made by that creature for the Rest of the turn.
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. At 5th level, when you are wielding a melee weapon in one hand and no other Weapons and you are hit by a melee attack, you may use your reaction to add +2 to your AC until the end of the current turn, potentially causing the attack to miss. At 15th level, when you are wielding a melee weapon in one hand and no other Weapons, your bonus to Damage Rolls increases to +3.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. At 5th level, you gain a +1 to AC while wielding a weapon in two hands. At 15th level, you gain a +2 to damage rolls with weapons you are wielding with two hands. The weapon must have the Two-Handed or Versatile property for you to gain these benefits.
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 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. At 5th level, you may roll an additional d10 and add it to the total when reducing damage. At 15th level, you may roll an additional d10 and add it to the total when reducing damage.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. At 5th level, you gain a +2 bonus to attack rolls with thrown weapons. At 15th level, when you take the attack action and make a thrown weapon attack, you may make one additional attack as part of the same action.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. At 5th level, you gain a +1 bonus to attack rolls when you make an attack while wielding two weapons which you are proficient with. At 15th level, you may make two attacks as a bonus action when you engage in two-weapon fighting.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. Additionally, at the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. At 5th level, you gain a +1 bonus to attack and damage rolls with unarmed attacks. At 15th level, your unarmed strike damage becomes 1d8 + your Strength modifier, and while you aren't wielding any weapons or a shield, the d8 becomes a d10.
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Action Surge
Starting at 2nd Level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a Rest but only once on a turn.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Combat Superiority
At 3rd level, you gain access to Maneuvers, different techniques to augment your combat. The Maneuver options are listed at the end of the class description.
- Maneuvers. You know 4 Maneuvers to begin with, and learn an additional one at 7th, 10th, and 15th level.
- Superiority Dice. These Maneuvers are fueled by Superiority Dice, which are d8s. You regain all expended superiority dice when you finish a Long Rest. You have 3 to start, and gain an additional one at 7th and 13th level. At 10th level they become d10s, and at 18th level they become d12s. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects.
- Saving Throws. The saving throw DC is calculated as follows: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Martial Archetype
At 3rd Level, you choose an archetype that you strive to emulate in your Combat styles and Techniques. The archetype you choose grants you features at 3rd Level and again at 7th, 10th, 15th, and 18th level. Each archetype is detailed at the end of the class description.
Physical Prowess
At 3rd level, choose either Athletics or Acrobatics. Your proficiency bonus is doubled whenever you make a check using the chosen skill. Additionally, you may add half of your Dexterity score (rounded up) to a long jump you make, or half of your Dexterity modifier (rounded up) to a high jump you make.
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
Martial Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
- Replace a fighting style you know with another fighting style available to fighters.
- You can replace one maneuver you know with a different maneuver.
Extra attack
Beginning at 5th Level, you can attack twice, instead of once, whenever you take the attack action on Your Turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.
Tactical Shift
Also at 5th level, whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity attacks.
Indomitable
Beginning at 9th level, if you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. 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 before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
Tactical Master
Also at 9th level, when you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Studied attacks
Starting at 13th level, you study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have advantage on your next attack roll against that creature before the end of your next turn.
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Legendary Warrior
By 20th level, few mortals can match your combat prowess. Your Strength, Dexterity, and Constitution all increase by 2, as does your maximum for those scores.
Martial Archetypes
Each fighter learns different skills and controls the battlefield differently, exemplified by their archetype.
Arcane Archer
An Arcane Archer studies a unique method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most invaluable archers, thanks to their versatility.
Arcane Archer Lore
When you choose this subclass at 3rd level, you learn magical theory and secrets of nature, granting you the following benefits.
Cantrip. You know either the Druidcraft or Prestidigitation cantrip. Intelligence is your spellcasting ability for it.
Skills. You gain proficiency in the Arcana and Nature skills. If you already have one of these proficiencies, you instead gain proficiency in a different skill of your choice (or with two other skills if you have both)
Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots.
Arcane Shot Options. You learn two Arcane Shot options of your choice from the “Arcane Shot Options” section later in this subclass’s description. You learn an additional Arcane Shot option of your choice when you reach Fighter levels 7, 10, 15, and 18. Each time you learn a new Arcane Shot option, you can also replace one option you know with a different one.
Using Arcane Shot. Once per turn when you make a ranged attack using a weapon with the Ammunition property, you can apply one of your Arcane Shot options to that attack. You decide to use the option when you hit a creature and deal damage to it unless the option doesn’t involve an attack roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.
Arcane Shot Die. Arcane Shot options refer to your Arcane Shot Die. Your Arcane Shot Die is a d6.
Saving Throws. If an Arcane Shot option requires a saving throw, the DC equals 8 plus your Intelligence modifier plus your Proficiency Bonus.
Curving Shot
At 7th level, you learn how to direct an errant shot toward a new target. If you make an attack roll with a weapon with the Ammunition property and miss, as a Bonus Action immediately after the attack, you can make an extra attack with the same weapon against a different target that you can see, that is within the weapon’s long range, and that isn’t behind Total Cover. This extra attack doesn’t require ammunition.
Ever Ready Shot
Also at 7th level, when you roll Initiative and have no uses of Arcane Shot left, you regain one expended use of it.
Improved Shots
At 10th level, your Arcane Shot Die becomes a d8.
Powerful Shots
At 15th level, your Arcane Shot Die becomes a d10.
Masterful SHots
At 18th level, your Arcane Shot Die becomes a d12.
Arcane Shot Options
The Arcane Shot options are presented here in alphabetical order.
Banishing Shot. Your magic temporarily sequesters your target in a harmless demiplane. The creature you hit takes additional Psychic damage equal to one roll of your Arcane Shot Die and must succeed on a Charisma saving throw or be banished. While banished, the creature has the Incapacitated condition and a Speed of 0. At the end of its next turn, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Beguiling Shot. Your magic causes the ammunition to temporarily beguile your target. The creature you hit takes additional Psychic damage equal to two rolls of your Arcane Shot Die and must succeed on a Wisdom saving throw or have the Charmed condition until the start of your next turn, treating either you or one of your allies within 30 feet of the target (your choice) as the charmer. The Charmed condition ends early if the charmer attacks the target, deals damage to it, or forces it to make a saving throw.
Bursting Shot. You imbue your ammunition with explosive force energy. Immediately after you deal damage to the creature, your target and each creature within a 10-foot Emanation originating from the target takes Force damage equal to two rolls of your Arcane Shot Die.
Enfeebling Shot. Your ammunition saps your target’s strength. The creature you hit takes additional Necrotic damage equal to two rolls of your Arcane Shot Die. The target must also succeed on a Constitution saving throw or have the Poisoned condition until the end of its next turn. Whenever a target Poisoned in this way hits with an attack roll, it subtracts an amount equal to one roll of your Arcane Shot Die from the total damage of that attack.
Grasping Shot. Your ammunition creates clutching brambles around your target. The creature you hit takes additional Slashing damage equal to one roll of your Arcane Shot Die and must succeed on a Strength saving throw or have the Restrained condition until the start of your next turn. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your Arcane Shot DC, removing the brambles and ending the Restrained condition on the target on a successful check.
Piercing Shot. You give your ammunition an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the ammunition shoots forward in a 30-foot Line that is 1 foot wide, originating from you, then vanishes. The Line ignores cover, as the ammunition phases through solid objects. Each creature in the Line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit plus additional Piercing damage equal to two rolls of your Arcane Shot Die. On a successful save, a creature takes half as much damage.
Seeking Shot. You grant your ammunition the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the last minute. The ammunition flies toward that creature, moving around corners if necessary and ignoring Half Cover and Three- Quarters Cover. If the target is within your weapon’s long range, the target must make a Dexterity saving throw. Otherwise, the ammunition disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit plus additional Force damage equal to two rolls of your Arcane Shot Die, and you learn the target’s current location. On a successful save, the target takes half as much damage only.
Shadow Shot. Your magic occludes your foe’s vision with shadows. The creature you hit takes additional Psychic damage equal to one roll of your Arcane Shot Die, and it must succeed on a Wisdom saving throw or have the Blinded condition until the end of its next turn.
Battle Master
Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.
Improved Combat Superiority
Also at 3rd level, your tactical skill in combat improves, granting bonuses to your Combat Superiority.
Improved Maneuvers. You know six Maneuvers of your choice, instead of four, and you learn an additional Maneuver at 7th, 10th, and 15th level.
Improved Superiority Dice. You have five Superiority Dice, instead of three, and you gain an additional Superiority Die at 7th and 13th level. Your Superiority Dice increase in size at the same levels as a normal Fighter.
Signature Maneuver
Also, at 3rd level you choose a Maneuver you know from this class that is not Ambush, Bolster, Commanding Presence, Rally, or Tactical Assessment as your Signature Maneuver. Whenever you use that Maneuver, you can use it without expending a Superiority Dice. You may only use this feature once per round.
Student of War
Finally, at 3rd level you gain proficiency with one type of Artisan’s Tools of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1.
Know Your Enemy
Starting at 7th level, as a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Once you use this feature, you can’t do so again until you finish a Long Rest. You can also Restore a use of the feature by expending one Superiority Die (no action required).
Greater Signature Maneuver
At 10th level, you choose a second signature maneuver, following the same rules. You may still only use one Signature Maneuver per round.
Relentless
Starting at 15th level, once per turn, when you use a Maneuver, you can roll 1d8 and use the number rolled instead of expending a Superiority Die.
Maneuver Mastery
At 18th level, once per round, when you roll a Superiority Die, you can instead choose the maximum in place of rolling.
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 Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Additionally, you learn one language of your choice.
Born to the Saddle
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you don't have the Incapacitated condition.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Unwavering Mark
Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack or Unarmed Strike, you can mark the creature until the end of your next turn. This effect ends early if you have the Incapacitated condition or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has Disadvantage on any attack Roll that doesn't target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can 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, you deal additional damage to the target equal to your Fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses of it when you finish a Long Rest.
Warding Maneuver
At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can use a Reaction to roll 1d8 if you're wielding a melee weapon or a shield. Add the number rolled to the target's AC against that attack. If the attack still hits, the target has Resistance against the attack's damage.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses of it when you finish a Long Rest.
Hold the Line
At 10th level, you become a master of locking down your enemies. Creatures provoke an Opportunity attack from you when they move 5 feet or more while within your Reach, and if you hit a creature with an Opportunity attack, the target's Speed is reduced to 0 until the end of the current turn.
Ferocious Charger
Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or have the Prone condition. You can use this feature only once on each of your turns.
Vigilant Defender
Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special Reaction that you can take once on every creature's turn, except your turn. You can use this special Reaction only to make an Opportunity attack, and you can't use it on the same turn that you take your normal Reaction.
Champion
A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.
Improved Critical
Beginning when you choose this archetype at 3rd level, your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
Remarkable Athlete
Also at 3rd level, thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.
In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
Additional Fighting Style
At 7th level, you gain another Fighting Style of your choice from among the options available to Fighters at level 1.
Heroic Warrior
At 10th level, the thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
Superior Critical
Starting at 15th level, your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18-20 on the d20.
Survivor
At 18th level, you attain the pinnacle of resilience in battle, giving you these benefits.
Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18-20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.
Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier (minimum of +1) if you are Bloodied and have at least 1 Hit Point.
Duelist
The Duelist is a fighter that excels at taking apart their opponents, originally hailing from the noble tradition of resolving disputes through single combat. Their focus and precision makes them a difficult attacker to shake off, giving their opponents only two options: yield or die.
Duelist's Focus
Starting at 3rd level, your determination in battle can shield you and help you strike true. As a Bonus Action on your turn, you can give yourself Advantage on all weapon attack rolls and Unarmed Strikes until the end of the current turn. When you do so, you also gain Temporary Hit Points equal to your Fighter level plus your Constitution modifier (minimum of +1).
You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses of it when you finish a Long Rest. You can recover a number of uses equal to half of your Proficiency Bonus (rounded down) at the end of a Short Rest. Once you do, you cannot do so again until you finish Long Rest.
Duelist's Proficiencies
Also at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Additionally, you learn one language of your choice.
Elegant Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. You gain Expertise in the Persuasion skill.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Tireless Focus
Starting at 10th level, while you have Temporary Hit Points from Duelist's Focus, your Speed is increased by 10 feet and you have Advantage on Constitution saving throw.
Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have Advantage on an attack roll against one of the targets, you can forgo the Advantage for that roll to make an additional weapon attack against that target, as part of the same Action. You can do so no more than once per turn.
Undying Resolve
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your Reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 Hit Points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Echo Knight
The Echo Knight has mastered the art of using magic to summon shades of themselves 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
At 3rd level, you can use a Bonus Action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a Bonus Action, until you manifest another echo, or until you have the Incapacitated condition.
Your echo has AC 14 + your Proficiency Bonus, 1 hit point, and immunity to all conditions. If it has to make a Saving Throw, it uses your Saving Throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
-
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
At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack or Unarmed Strike from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long Rest.
Echo Avatar
Starting at 7th level, you can temporarily transfer your consciousness to your echo. As a Magic Action, you can see through your echo's eyes and hear through its ears. During this time, you have the Deafened and Blinded conditions. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
Shadow Martyr
Starting at 10th level, you can make your echo throw itself in front of an attack intended for another creature that you can see. When the creature is hit by an attack, 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 instead targets your echo.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Reclaim Potential
By 15th level, you've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of Temporary Hit Points equal to 2d6 + your Constitution modifier (minimum of +1), provided you don't already have Temporary Hit Points.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.
Legion of One
At 18th level, you can use a Bonus Action to create two echos with your Manifest Echo feature, and these echoes can co-exist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.
In addition, when you roll Initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.
Eldritch Knight
Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.
Class Name
| Fighter Level | Prepared Spells | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|
| 3 | 3 | 2 | — | — | — |
| 4 | 4 | 3 | — | — | — |
| 5 | 4 | 3 | ─ | — | — |
| 6 | 4 | 3 | ─ | — | — |
| 7 | 5 | 4 | 2 | — | — |
| 8 | 6 | 4 | 2 | — | — |
| 9 | 6 | 4 | 2 | — | — |
| 10 | 7 | 4 | 3 | — | — |
| 11 | 8 | 4 | 3 | — | — |
| 12 | 8 | 4 | 3 | — | — |
| 13 | 9 | 4 | 3 | 2 | — |
| 14 | 10 | 4 | 3 | 2 | — |
| 15 | 10 | 4 | 3 | 2 | — |
| 16 | 11 | 4 | 3 | 3 | — |
| 17 | 11 | 4 | 3 | 3 | — |
| 18 | 11 | 4 | 3 | 3 | — |
| 19 | 12 | 4 | 3 | 3 | 1 |
| 20 | 13 | 4 | 3 | 3 | 1 |
Spellcasting
At 3rd level, you have learned to cast spells. The information below details how you use those rules as an Eldritch Knight.
Cantrips. You know two cantrips of your choice from the Wizard spell list. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.
When you reach Fighter level 10, you learn another Wizard cantrip of your choice.
Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.
Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.
War Bond
Also at 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition and you can use that weapon as a Spellcasting Focus for your Wizard spells. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
War Magic
Beginning at 7th level, when you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.
Eldritch Strike
At 10th level, you learn how to make your weapon strikes undercut a creature’s ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next Saving Throw it makes against a spell you cast before the end of your next turn.
Arcane Charge
At 15th level, when you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional Action.
Improved War Magic
Starting at 18th level, when you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Wizard spells that has a casting time of an Action.
Psi Warrior
Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.
Psionic Power
Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel powers you have from this subclass. The Psi Warrior Energy Dice table shows the die size and number of these dice you have when you reach certain Fighter levels.
Psi Warrior Energy Dice
| Fighter Level | Die Size | Number |
|---|---|---|
| 3 | d6 | 4 |
| 5 | d8 | 6 |
| 9 | d8 | 8 |
| 11 | d10 | 8 |
| 13 | d10 | 10 |
| 17 | d12 | 12 |
Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend the Psionic Energy Die, as specified in a power’s description, and you can’t use a power if it requires you to use a die when all your Psionic Energy Dice are expended.
You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.
Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can take a Reaction to expend one Psionic Energy Die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of yourself with an attack and deal damage to it with a weapon, you can expend one Psionic Energy Die, rolling it and dealing Force damage to the target equal to the number rolled plus your Intelligence modifier.
Telekinetic Movement. You can move an object or a creature with your mind. As a Magic action, choose one target you can see within 30 feet of yourself; the target must be a loose object that is Large or smaller or one willing creature other than you. You transport the target up to 30 feet to an unoccupied space you can see. Alternatively, if the target is a Tiny object, you can transport it to or from your hand.
Once you take this action, you can’t do so again until you finish a Short or Long Rest unless you expend a Psionic Energy Die (no action required) to Restore your use of it.
Telekinetic Adept
By 7th level, you have mastered new ways to use your telekinetic abilities, detailed below.
Psi-Powered Leap. As a Bonus Action, you gain a Fly Speed equal to twice your 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 (no action required) to Restore your use of it.
Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus). On a failed save, you can give the target the Prone condition or transport it up to 10 feet horizontally.
Guarded Mind
Starting at 10th level, you have Resistance to Psychic damage. Moreover, if you start your turn with the Charmed or Frightened condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions.
Bulwark of Force
At 15th level, you can shield yourself and others with telekinetic force. As a Bonus Action, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has Half Cover for 1 minute or until you have the Incapacitated condition.
Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to Restore your use of it.
Telekinetic Master
At 18th level, you always have the telekinesis spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Intelligence. On each of your turns while you maintain Concentration on it, including the turn when you cast it, you can make one attack with a weapon as a Bonus Action.
Once you cast the spell with this feature, you can’t do so in this way again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to Restore your use of it.
Rune Knight
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.
Rune Carver
Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
Runes Known
| Fighter Level | Number of Runes |
|---|---|
| 3 | 2 |
| 7 | 3 |
| 10 | 4 |
| 15 | 5 |
Whenever you finish a long Rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long Rest, and an object can bear only one of your runes at a time.
The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
-
Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have Advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your Reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the Attack, using the same roll. This magic can transfer the Attack's effects regardless of the Attack's range. Once you invoke this rune, you can't do so again until you finish a Short or Long Rest.
-
Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your Proficiency Bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an Attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 Fire damage, and it must succeed on a Strength saving throw or have the Restrained condition for 1 minute. While Restrained by the shackles, the target takes 2d6 Fire damage at the start of each of its turns. The target can repeat the Saving Throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a Short or Long Rest.
-
Frost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have Advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, you can invoke the rune as a Bonus Action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all Ability Checks and Saving Throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a Short or Long Rest.
-
Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have Advantage on Wisdom (Insight) checks, and you have Darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your Reaction to invoke the rune and force the creature to make a Wisdom Saving Throw. Unless the save succeeds, the creature is Charmed by you for 1 minute. While Charmed in this way, the creature has a Speed of 0 and also has the Incapacitated condition, descending into a dreamy stupor. The creature repeats the Saving Throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a Short or Long Rest.
-
Hill Rune (7th Level or Higher). This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
In addition, you can invoke the rune as a Bonus Action, gaining Resistance to Bludgeoning, Piercing, and Slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a Short or Long Rest.
-
Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have Advantage on Intelligence (Arcana) checks, and you cannot have the Surprised condition as long as you don't have the Incapacitated condition.
In addition, you can invoke the rune as a Bonus Action to enter a prophetic state for 1 minute or until you have the Incapacitated condition. Until the state ends, when you or another creature you can see within 60 feet of you makes an Attack Roll, a Saving Throw, or an Ability Check, you can use your Reaction to cause the roll to have Advantage or Disadvantage. Once you invoke this rune, you can't do so again until you finish a Short or Long Rest.
Giant's Might
At 3rd level, you have learned how to imbue yourself with the might of giants. As a Bonus Action, you magically gain the following benefits, which last for 1 minute.
Giant Size. If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
Giant's Strength. You have advantage on Strength checks and Strength saving throws.
Giant's Wrath. Once on each of your turns, one of your attacks with a weapon or an Unarmed Strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses of it when you finish a Long Rest.
Runic Shield
At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an Attack Roll, you can use your Reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Great Stature
By 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.
Master of Runes
At 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a Short or Long rest.
Runic Juggernaut
At 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
Maneuvers
The following are the Maneuver options.
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
Bait and Switch
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Blinding Strike
When you hit a creature with a weapon attack, you may spend a superiority die to attempt to blind your opponent. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the next time the target makes an attack, it must roll a die equal to your superiority die, and subtract the number from its attack roll.
Bolster
On your turn, you can use a bonus action and expend one superiority die to harden your resolve. You gain temporary hit points equal to the superiority die roll + your Constitution modifier.
Brace
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
Charge
When you take the attack action on your turn, you may spend a superiority die to rush headlong into the fray. You gain 15 feet of movement. If you use all of it before attacking, your first attack has advantage and deals additional damage equal to your superiority die.
Commander's Strike
When you take the attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Crippling attack
When you hit a creature with a weapon attack, you may expend a superiority die to attempt to cripple it. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failure, the creature's movement speed is reduced to 0 until the end of it's next turn, and it cannot benefit from any bonus to its speed.
Disarming attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
Flash of Lightning
When you roll initiative, you may spend a superiority die to draw your weapon and strike with blinding speed. You immediately gain 10 feet of movement and may move up to your speed and make a melee weapon attack, adding your superiority die to the damage of the attack if it hits.
Goading attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Lunging attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Maneuvering attack
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Quick Toss
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Sweeping attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Tenacious Assault
When you miss with a weapon attack, you may use your reaction to expend a superiority die and make a new attack roll. On a hit, you add the superiority die to the attack's damage roll.
Trip attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is one size larger than you or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.