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CoffeeSorcerer69 | The Fighter, Revised
1
## 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 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. \columnbreak
*Let me know when you're all done talking.* *-Tordek* ### 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. \pagebreak
CoffeeSorcerer69 | The Fighter, Revised
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### Heraldic Sign Fighters typically do battle for a cause. Some fighter on behalf of kingdoms besieged by monsters, while others quest only for personal glory. In either case, a fighter often displays a heraldic sign that represents that cause, either adopting the symbol of a nation or royal line, or creating a crest to represent one's self interest. You character could be affiliated with an organization or cause, and thus might already travel under a banner of some sort. If that's not the case, consider devising a heraldic sign that symbolizes an aspect of your nature or speaks to what you see as your purpose in the world. | d6 | Heraldic Sign | |:---:|:---:| | 1 | A rampant golden dragon on a green field, representing valor and a quest for wealth. | | 2 | The fist of a storm giant clutching lightning before a storm cloud, symbolizing wrath and power. | | 3 | Crossed greatswords in front of a castle gate, signifying the defense of the city or kingdom. | | 4 | A skull with a dagger through it, representing the doom you bring to your enemies. | | 5 | A phoenix in a ring of fire, an expression of an indomitable spirit. | | 6 | Three drops of blood beneath a horizontal sword blade on a black background, symbolizing three foes you have sworn to kill. | ### Instructor Some fighters are natural-born combatants who have a talent for surviving in battle. Others learned the basics of their combat prowess in their formative years from spending time in the military or some other martial organization, when they were taught by the leaders of the group. A third type of fighter comes from the ranks of those who received one-on-one instruction from an accomplished veteran of the craft. That instructor was, or perhaps still is, well versed in a certain aspect of combat that relates to the student's background. If you decide that you characters had an individual instructor, what is that person's specialty? Do you emulate your instructor in how you fight, or did you take the instructor's teachings and adapt them to your own purposes? | d6 | Instructor | |:---:|:---:| | 1 | Gladiator. Your instructor was a slave who fought for freedom in the arena, or one who willingly chose the gladiator's life for to earn money and fame. | | 2 | Military. You trainer served with a group of soldiers and knows much about working as a team. | | 3 | City Watch. Crowd control and peacekeeping are your instructor's specialties. | 4 | Tribal Warrior. Your instructor grew up in a tribe, where fighting for one's life was an everyday occurrence. | | 5 | Street Fighter. Your trainer excels at urban combat, combing close-quarters work with silence and efficiency. | | 6 | Weapon Master. You mentor helped you to become one with your chosen weapon, by imparting highly specialized knowledge of how to wield it most effectively. | ### Style Many Fighters distinguish themselves from their peers by adopting and perfecting a particular style or method of waging combat. Although this style might be a natural outgrowth of a fighter's personality, that's not always the case-someone's approach to the world in general doe not necessarily dictate how that person person operates when lives are on the line. Do you have a combat style that mirrors your outlook on life, or is something else inside you unleashed when weapons are drawn? | d6 | Style | |:---:|:---:| | 1 | Elegant. You move with precise grace and total control, never using more energy that you need. | | 2 | Brutal. You attacks rain down like hammer blows, meant to splinter bone or send blood flying. | | 3 | Cunning. You dart to attack ar just the right moment and use small-scale tactics to tilt the odds in your favor. | | 4 | Effortless. You rarely perspire or display anything other than stoic expression in battle. | | 5 | Energetic. You sing and laugh during combat as your spirit soars. You are happiest when you have a foe in front of you and a weapon in hand. | | 6 | Sinister. You scowl and sneer while fighting and enjoy mocking your foes as you defeat them. | \pagebreak
CoffeeSorcerer69 | The Fighter, Revised
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##### Fighter | Level | Proficiency Bonus | Features | Maneuvers Known | Superiority Die | Superiority Dice | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Fighting Style, Martial Maneuvers, Second Wind | 3 | 1d6 | 3 | | 2nd | +2 | Adaptive, Action Surge (x1) | 3 | 1d6 | 3 | | 3rd | +2 | Know your Enemy, Martial Archetype | 4 | 1d6 | 4 | | 4th | +2 | Ability Score Improvement | 4 | 1d6 | 4 | | 5th | +3 | Advanced Martial Prowess, Extra Attack, Indomitable (x1) | 5 | 1d6 | 5 | | 6th | +3 | Ability Score Improvement | 5 | 1d6 | 5 | | 7th | +3 | Martial Archetype Feature | 6 | 1d6 | 6 | | 8th | +3 | Ability Score Improvement | 6 | 1d8 | 6 | | 9th | +4 | Fortitude | 7 | 1d8 | 7 | | 10th | +4 | Martial Archetype Feature | 7 | 1d8 | 7 | | 11th | +4 | Extra Attack (2), Indomitable (x2) | 8 | 1d8 | 8 | | 12th | +4 | Ability Score Improvement | 8 | 1d8 | 8 | | 13th | +5 | Action Surge (x2), Relentless | 9 | 1d8 | 9 | | 14th | +5 | Ability Score Improvement | 9 | 1d10 | 10 | | 15th | +5 | Martial Archetype Feature | 10 | 1d10 | 10 | | 16th | +5 | Ability Score Improvement | 10 | 1d10 | 11 | | 17th | +6 | Extra Attack (3), Indomitable (x3) | 11 | 1d10 | 11 | | 18th | +6 | Martial Archetype Feature | 12 | 1d10 | 12 | | 19th | +6 | Ability Score Improvement | 12 | 1d10 | 12 | | 20th | +6 | Killer Instincts | 12 | 1d10 | 12 |
#### 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. ## Class Features As an 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 5) + your Constitution modifier per fighter level after 1st \columnbreak #### Proficiencies **Armour:** All armor, shields **Weapons:** All weapons **Tools:** Choose one type of artisan's tools, one musical instrument, or the herbalism kit **Saving Throws:** Constitution and Strength or Dexterity **Skills:** Choose any three #### 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 purchase your starting equipment with a starting wealth of 6d4 x 10gp. \pagebreak
CoffeeSorcerer69 | The Fighter, Revised
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### Fighting Style At 1st Level, 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 +3 bonus to Attack Rolls you make with Ranged Weapons. ___ **Attrition** Your hit point maximum increases by 2 and then increases by 2 whenever you gain a level in this class. As a bonus action, you can choose to recover 10 hit points. You can do this once per short or long rest. ___ **Blind Fighting** You have blindsight with a range of 15 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. ___ **Close Quarters Shooter (UA)** When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. ___ **Defense** While you are wearing armor, you gain a +2 bonus to AC. ___ **Dueling** When you are wielding a melee weapon in one hand and no other Weapons, you gain a +3 bonus to Damage Rolls with that weapon. ___ **Elemental Combatant. (HB)** Pick one of the following damage types: cold, fire, or lightning. You gain resistance to this damage type, and you can add damage equal to your Superiority Die of your chosen damage type to all damage you deal. Once chosen you cannot change your damage type. ___ **Great Weapon Fighting** When you roll a 1-3 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can choose to take the average roll for that die rounded up. The weapon must have the two-handed or versatile property for you to gain this benefit. ___ **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. ___ **Protection** When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. \columnbreak ___ **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 +3 bonus to the damage roll. ___ **Tunnel Fighter (UA)** As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. ___ **Two-Weapon Fighting** When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack. If you have the extra attack feature, then it applies to off hand attacks that you make as well. ___ **Unarmed Fighting** Your unarmed strikes can deal bludgeoning damage equal to your Superiority Die + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll you gain a +1 bonus to AC. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. ### Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to twice your Constitution Modifier + your Fighter Level. You can use this feature a number of times equal to your Proficiency Bonus. You regain 2 uses of this feature when you finish a short rest, and all uses when you finish a long rest. ### Martial Maneuvers Also at 1st level, you have begun to master unique techniques to enhance your martial skill, both on and off the field of battle. #### Superiority Dice The Fighter table shows how many Superiority Dice you have to perform the Maneuvers you know. To use a Maneuver, you must expend one of these Dice. You can only use one Maneuver per attack, ability check, or saving throw. You regain half of your expended Superiority Dice (rounded up) when you roll for initiative or when you finish a short rest, and you regain all expended Superiority Dice when you finish long rest. Your Superiority Dice begin as d6s, and increase in size as you gain levels in this class, as indicated in the Fighter table. #### Maneuvers You know three Maneuvers of your choice from the list at the end of this class. The Maneuvers Known column of the Fighter table shows when you learn more Maneuvers of your choice. To learn a Maneuver you must meet any prerequisites it may have, like a minimum Ability Score or a minimum fighter level. \pagebreak
CoffeeSorcerer69 | The Fighter, Revised
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#### Saving Throws If one of your Maneuvers requires a creature to make a saving throw, your Maneuver saving throw DC is calculated as follows:
**Maneuver Save DC** =
8 + your proficiency bonus +
your Strength or Dexterity modifier
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ### Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 13th level, you can use it twice before a rest, but only once on the same turn. ### Adaptive Thanks to your intense training you've gained amazing adaptability to the world around you. At 2nd level, you're walking speed is increased by 15 feet, you gain a swimming and a climbing speed of 30 feet, your jump distance is multiplied by a quarter of your level (rounded up), and you have advantage on the Constitution saving throw to avoid Exhaustion. ### Know Your Enemy At 3rd level, you can measure the skills of others in comparison to your own. As an action, choose a creature you can see within 60 feet. You learn if it is your equal, superior, or inferior in regards to two of the following attributes: | | | |:---:|:---:| | Armor Class | Strength Score | | Current or Total Hit Points | Dexterity Score | | Proficiency Bonus | Constitution Score | | Class Levels | Maneuvers Known | ___ Once you learn something about a creature, you can't use this feature on that creature again until you finish a rest. When you reach 10th level in this class, you can use this feature as either an action, bonus action, or reaction on your turn. ### Martial Archetype Also at 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose one of the detailed subclasses 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. ### Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the "optional" feats rule, you can forgo taking this feature to take a feat of your choice instead. \columnbreak ### Advanced Martial Prowess Starting at 5th level, your martial capabilities have advanced so far to the point of being supernatural. All attacks you make and damage you deal, counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks. Additionally, you can add half your Proficiency Bonus (rounded down) to attack and damage rolls you make. However, if you have a magical weapon that provides a higher Attack *and* Damage Bonus than this feature, the weapon overrides this feature. ### Extra Attack Also at 5th level, you can attack twice instead of once, whenever you take the attack action. Moreover, you can cast one of your cantrips in place of one of those attacks if you know a cantrip that requires an action to cast. 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. ### Indomitable Finally at 5th level, when you fail a saving throw, you can reroll the save and add your proficiency bonus on the reroll even if you already have 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 short or long rest. You can use this feature twice between short or long rests starting at 11th level and three times between short or long rests starting at 17th level. ### Fortitude Also at 9th level, you can use your action to end one effect on yourself that is causing you to be charmed, frightened, grappled, paralyzed, poisoned, or restrained. You can use this feature a number of times equal to your proficiency bonus. You regain 1 use of this feature when you finish a short rest, and all uses when you finish a long rest. If you're out of uses you can instead expend a Superiority Die to use it again. ### Relentless At 13th level, when you roll initiative and have no Superiority Dice remaining, you regain a number of Superiority Die equal to your Strength, Constitution, or Dexterity Modifier (your choice). ### Killer Instincts At 20th level, your martial skills are pushed to the very limit of mortal might. When you activate this feature as a bonus action, for 1 minute you gain the following benefits: * Once per turn, you can grant yourself advantage on one weapon attack. * You have resistance to all damage. * You have advantage on all saving throws. * All your weapon damage rolls are doubled, including on a critical hit. Once you use this feature, you must finish a short or long rest before you can use it again. Unless you expend a Superiority Die to use it again. \pagebreak
CoffeeSorcerer69 | The Fighter, Revised
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### Martial Archetype: 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. #### Scholar's Insight Whenever you make an Intelligence (Arcana), Intelligence (Nature), or Intelligence (Religion) check, you can expend a Superiority Die and add it to your roll. You can use this feature after you roll, but before you know if you succeeded or failed.
\columnbreak #### Arcane Archer Lore At 3rd level, you learn magical theory, some of the secrets of nature, or knowledge of the divine – typical for practitioners of of this elven martial tradition. You choose one of the following Practices: **Arcane:** You gain proficiency in the Arcana Skill and you learn the Prestidigitation cantrip. **Nature:** You gain proficiency in the Nature Skill and you learn the Druidcraft cantrip. **Divine:** You gain proficiency in the Religion Skill and you learn the Thaumaturgy cantrip. #### Arcane Shot Also at 3rd level, you learn to unleash special magical effects with some of your shots. Once per turn when you fire from a ranged weapon as part of the Attack action, you can apply an Arcane Shot options to that projectile. You decide to use the option when it hits, unless the option doesn’t involve an attack roll. You have a number of uses of this ability equal to twice your Proficiency Bonus, you regain four expended uses of it when you finish a short rest, and you recover all expended uses upon completing a long rest. #### Saving Throws If one of your Arcane Shots requires a creature to make a saving throw, your Arcane Shot saving throw DC is calculated as follows:
**Arcane Shot Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ #### Magic Arrow At 7th level, you gain the ability to infuse projectiles with magic. Whenever you fire a nonmagical projectile from a ranged weapon, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the projectile immediately after it hits or misses its target. #### Curving Shot At 7th level, you learn how to direct an errant projectile toward a new target. When you make an attack roll with a magic projectile 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 Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain four uses of it. #### Ready to Fire At 18th level, you no longer require a physical weapon to use for combat. As a bonus action, you can conjure an ethereal ranged weapon of your choice that you know of. For all intents and purposes it has all the same statistics of the weapon that it's based from, but has infinite ammunition, and deals an additional 2d4 force damage. If the weapon leaves your hands it disappears. \pagebreak
CoffeeSorcerer69 | The Fighter, Revised
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##### Arcane Shot Options The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence or Wisdom modifier. ___ **Banishing Arrow.** You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow takes 2d6 force damage + your fighter level, and 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. ___ **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 + your fighter level, 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. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. ___ **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 + your fighter level each. ___ **Enfeebling Arrow.** You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage + your fighter level. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. ___ **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 2d8 poison damage + your fighter level, 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 with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. ___ **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 2d6 piercing damage + your fighter level. On a successful save, a target takes half as much damage. ___ **Seeking Arrow.** Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 2d6 force damage + your fighter level, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. ___ **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 3d6 psychic damage + your fighter level, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
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CoffeeSorcerer69 | The Fighter, Revised
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### Martial Archetype: Banneret A banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had. Banneret serves as the generic name for the Purple Dragon Knight archetype if you use it in campaign settings other than the Forgotten Realms or to model warlords other than Purple Dragon Knights. #### Rallying Cry When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to a number of creatures equal to your Fighter level + your Charisma modifier within 60 feet of you that are allied with you. Each one regains hit points equal to 1d10 + your fighter level, provided that the creatures can see or hear you. #### Royal Envoy Knights of high standing are expected to conduct themselves with grace. Also at 3rd level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature. \columnbreak #### Leaders Aura You've gained an almost divine aura around you, your allies gain greater protection when they stick close to your, and your foes are weary to fight you. At 7th level, you and your allies gain a +1 bonus to armor class and saving throws. This bonus increases to +2 at 10th level, and +3 at 15th level. #### Commanders Inspiration Your words inspire your comrades to find success in their failures. Also at 7th level, when a creature within 30 feet fails an ability check, attack roll, or saving throw, you can use your reaction to shout a rallying cry, granting it a bonus to its roll equal to your Superiority Die, possibly turning failure into a success. The target must be able to hear you to gain this benefit. Once you use this feature, you must finish a short or long rest before you can use it again. Unless you expend a Superiority Die to use it again. #### Inspiring Surge Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. At 15th level, you can choose two allies, and at 18th level you can choose three allies. #### Unwavering Will As a leader, you do not have the luxury of succumbing to your base instincts. Also at 10th level, you have advantage on saving throws to resist being charmed, frightened, or stunned. #### Bulwark Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll a saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll. #### Revitalizing Order Your words have gained sway over life and death itself. At 18th level, when you take the Attack action, you can issue this Order in place of one of your attacks, targeting a creature within 30 feet that is at 0 hit points or has died within the last minute. The target instantly regains hit points equal to your Fighter level + your Charisma modifier and can immediately stand up and take one action, one bonus action, or move its speed without provoking opportunity attacks. Once you use this feature, you must finish a short or long rest before you can use it again. Unless you expend a Superiority Die to use it again.
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CoffeeSorcerer69 | The Fighter, Revised
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### Martial Archetype: Eldritch Knight The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. #### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. ##### Cantrips You learn two cantrips of your choice from the wizard spell list. You learn an additional cantrip of your choice at 10th level. ##### Spell Slots The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell 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 wizard spells of your choice, one of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be 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 wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots. ##### Spellcasting Ability Intelligence is your spellcasting ability for your wizard 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 a wizard spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
##### Eldritch Knight Fighter | Fighter Level | Cantrips Known | Spells Known | 1st Level | 2nd Level | 3rd Level | 4th Level | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | — | — | — | ─ | ─ | ─ | | 2nd | — | — | — | ─ | ─ | ─ | | 3rd | 2 | 3 | 2 | ─ | ─ | ─ | | 4th | 2 | 4 | 3 | ─ | ─ | ─ | | 5th | 2 | 4 | 3 | ─ | ─ | ─ | | 6th | 2 | 4 | 3 | ─ | ─ | ─ | | 7th | 3 | 5 | 4 | 2 | ─ | ─ | | 8th | 3 | 6 | 4 | 2 | ─ | ─ | | 9th | 3 | 6 | 4 | 2 | ─ | ─ | | 10th | 3 | 7 | 4 | 3 | ─ | ─ | | 11th | 3 | 8 | 4 | 3 | ─ | ─ | | 12th | 3 | 8 | 4 | 3 | ─ | ─ | | 13th | 4 | 9 | 4 | 3 | 2 | ─ | | 14th | 4 | 10 | 4 | 3 | 2 | ─ | | 15th | 4 | 10 | 4 | 3 | 2 | ─ | | 16th | 4 | 11 | 4 | 3 | 3 | ─ | | 17th | 4 | 11 | 4 | 3 | 3 | ─ | | 18th | 4 | 12 | 4 | 3 | 3 | ─ | | 18th | 4 | 12 | 4 | 3 | 3 | 1 | | 20th | 4 | 12 | 4 | 3 | 3 | 2 |
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CoffeeSorcerer69 | The Fighter, Revised
11
#### Magical Swordsmen Starting at 3rd level, you can add your Intelligence modifier to your Strength, Dexterity, and Constitution saving throws. And when you make an Intelligence (Arcana) check, you can add your Superiority Die to the roll. #### Weapon Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. #### War Magic Beginning at 7th level, you can add your Intelligence modifier to your damage rolls to non-spell attacks you make, and you can cast your cantrips as a bonus action. #### Eldritch Strike At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. #### Arcane Charge At 15th level, once per turn, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you take the attack action. You can teleport before or after taking the attack action. #### Improved War Magic Starting at 18th level, upon taking the attack action, you can cast one of your spells that is 1st level or higher that takes one action to cast as a bonus action.
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CoffeeSorcerer69 | The Fighter, Revised
12
### Martial Archetype: Gunslinger Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them. However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms. This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present. Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true. #### Gunsmith Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting. #### Firearm Properties Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons. ___ **Reload.** The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm. ___ **Misfire.** Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1. ___ **Explosive.** Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so. ___ **Ammunition** All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price. #### Adept Marksman When you choose this archetype at 3rd level, you learn to perform powerful Trick Shots to disable or damage your opponents using your firearms. ___ **Trick Shots.** You learn two trick shots of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one. ___ **Grit.** You gain a number of grit points equal to your Dexterity modifier + your Wisdom modifier (minimum of 2). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest. ___ **Saving Throws.** Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
**Trick Save DC** =
8 + your proficiency bonus +
your Dexterity modifier
#### Quickdraw When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn. #### Rapid Repair Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action. #### Lightning Gunner Starting at 15th level, it no longer takes an action to reload your gun, but you still must have a free hand to reload. Also, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. #### Vicious Intent At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll. If you roll a critical hit against a target twice, you can crit on an 18-20 against that target, however, you don't regain a grit point unless you rolled a 19 or 20. #### Hemorrhaging Critical Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn. \pagebreak
CoffeeSorcerer69 | The Fighter, Revised
13
##### Firearms | Name | Cots | Ammo | Damage | Weight | Range | Properties | |:---:|:---:|:---:|----:|:---:|:---:|:---:|:---:| | Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | Light, reload 1, misfire 1 | | Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | Reload 4, misfire 1 | | Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) | Two-handed, reload 1, misfire 2 | | Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | Reload 6, misfire 2 | | Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | Reload 1, misfire 2 | | Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) | Two-handed, reload 1, misfire 3 | | Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) | Reload 1, misfire 3, explosive | ___ ___ ___ ___ ___ ___ ##### Trick Shots ___ **Bullying Shot.** You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll. ___ **Dazing Shot.** When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn. ___ **Deadeye Shot.** When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll. ___ **Disarming Shot.** When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you. ___ **Forceful Shot.** When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you. ___ **Piercing Shot.** When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire. ____ **Violent Shot.** When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage. ___ **Winging Shot.** When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
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CoffeeSorcerer69 | The Fighter, Revised
14
### Martial Archetype: 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 When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Additionally, you learn one language of your choice. You can add your proficiency bonus to the associated skill check even if you already have proficiency in the skill. #### Fighting Spirit Starting at 3rd level, your intensity in battle can shield you and help you strike true. You can add your Wisdom modifier to your Initiative. Also as a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain resistance to bludgeoning, piecing and slashing damage that lasts for the next minute. You can use this feature three times. You regain all expended uses of it when you finish a short or long rest. #### Strength Before Death Starting at 7th 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. \columnbreak Once you use this feature, you can’t use it again until you finish a long rest. #### Elegant Courtier Also at 7th level, 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). #### Tireless Spirit Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use. #### Sight of the Wise Starting at 15th level, you can see the true form of any shapechanger or creature concealed by illusion or transmutation magic. If the appearance of this creature would cause some kind of effect on the viewer, you remain unaffected. #### Rapid Strike Starting at 18th 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 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.
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CoffeeSorcerer69 | The Fighter, Revised
15
## Martial Maneuvers Below are the Maneuvers available to the fighter. If a Maneuver has a prerequisite, like a minimum Ability Score or level, you can learn it at the same time you meet the prerequisites. #### Ambush *Prerequisite: Dex 13* 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 10 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. #### Brace *Prerequisite: Str or Dex 13* When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll. #### Commander's Strike *Prerequisite: Cha 13* 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 *Prerequisite: Cha 13* When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check. #### Disarming Attack *Prerequisite: Str or Dex 15* 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. \columnbreak #### Disorienting Blow *Prerequisites: 5th level, Str 17* When you hit with a melee weapon attack, you can expend a superiority die to strike with overwhelming force. The creature takes additional damage equal to twice your superiority die and it suffers the following effects for 1 minute: * Its speed is halved. * It cannot take reactions. * Its Armor Class is reduced by 2. * Its Dexterity saving throw bonus is reduced by 2. * On its turn it can only take an action or a bonus action. * It cannot make more then one attack during its turn. The creature can make a Wisdom saving throw at the end of each of its turns, ending the effects of this maneuver on a successful save. #### 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 *Prerequisite: Dex 15* When you move, you can expend one superiority die to take the Dash, Disengage, or Dodge actions as a bonus action. At 11th level, you no longer need to spend a superiority die to use this maneuver. #### Feinting Attack *Prerequisite: Str or Dex 15* You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within your weapons range of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll. #### Free Fighter *Prerequisite: 7th level, Dex 17* As an action, you can expend a superiority die to gain the following benefits for an hour: * Your movement is unaffected by difficult terrain. * Spells and other effects can neither reduce your speed nor cause you to be paralyzed or restrained. * You can also spend 5 feet of movement to automatically escape from restraints, such as manacles or a creature that has it grappled. * Being underwater imposes no penalties on your movement or attacks. \pagebreak
CoffeeSorcerer69 | The Fighter, Revised
16
#### 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 *Prerequisite: Str 15* 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. #### Iron Body *Prerequisites: 3rd level, Con 15* As a reaction to when you take damage from a source you can see, you can expend a superiority die to reduce the damage by twice your superiority die + your Constitution modifier. Any hit points not consumed by the attack become temporary hit points. #### Lunging Strikes *Prerequisite: Dex 13* You can temporarily enter a state of focused flexibility to make lunging attack, as a bonus action you can expend one superiority die to increase your reach for your melee attacks by 5 feet for one minute. #### 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 *Prerequisite: Str or Cha 15* 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 *Prerequisite: Str or Dex 15* As a reaction to being struck by an attack, you can expend one superiority die to have a +5 bonus to your AC, including against the triggering attack, until the start of your next turn. #### Precision Attack *Prerequisite: Dex 17* 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. \columnbreak #### Pushing Attack *Prerequisite: Str 17* 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 Draw *Prerequisites: 10th level, Dex 17* As a bonus action, you can expend a superiority die and enter into a heightened state of focus which you must concentrate on as if concentrating on a spell. For the next minute, or until you lose concentration, you can use a bonus action to make two ranged weapon attacks so long as you have ammunition. #### 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. #### Quicker than Time *Prerequisite: 17th level, Con 19* As a bonus action, you can expend a superiority die to enter a state of speed so fast that time has practically paused for everyone else. No time passes for other creatures, while you take 3 turns in a row, during which you can use actions and move as normal. Also, you're immune to affects that manipulate time, such as the spells slow or time stop. Once you use this maneuver, you can't do so again until you finish a short or long rest. #### Rally *Prerequisite: Cha 15* On your turn, you can use a bonus action and expend a number of superiority dice of your choice to bolster the resolve of a number of your companions up to your your Fighter Level. When you do so, choose friendly creatures who can see or hear you. Those creature gain temporary hit points equal to the superiority dice roll + your Charisma modifier. #### Redirect *Prerequisites: 5th level* As a reaction when a creature you can see misses you with an attack, you can expend a superiority die and force it to repeat its attack against a target of your choice within 5 feet. On hit, it deals additional damage equal to your superiority die. #### 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. \pagebreak
CoffeeSorcerer69 | The Fighter, Revised
17
#### Steel Wind Slash *Prerequisites: 9th level, Str or Dex 17* In place of an attack, you expend a superiority die and flourish your melee weapon then vanish. Choose up to five creatures you can see within 30 feet of, making a melee weapon attack against each one. On a hit, each target takes damage of your weapon's type equal to four rolls of your superiority dice + either your Strength or Dexterity modifier (your choice). You then appear in an unoccupied space of your choice that you can see within 5 feet of one of the targets of this Maneuver. #### Storm of Arrows *Prerequisites: 9th level, Dex 17* In place of an attack, you can expend a superiority die to fire a volley of ammunition at a point you can see within the range of your weapon. Creatures of your choice within 30 feet of that point must make a Dexterity saving throw. Targets take piercing damage equal to four rolls of your superiority dice + your Dexterity modifier on a failed save, and half on a success. You must have enough ammunition to hit each target. #### Striking Cloud *Prerequisite: 3rd level* As an attack action, you can spend a superiority die to fill the air with spinning strikes in a cube 5 feet on each side, centered on a point you choose within 10 feet of you. A creature takes bludgeoning, piercing, or slashing damage (your choice) of three rolls of your superiority dice + your fighter level when it enters the area for the first time on a turn or starts its turn there. This cloud lasts for five rounds #### Sweeping Attack *Prerequisite: Str 15* As an attack action, once per turn, you can expend a superiority die to cause the air to shutter with force as you swing your weapon with the greatest strength that you can muster, every creature within a 30-foot cone starting from you must make a Dexterity saving throw. A target takes superiority die + twice your fighter level + your Strength modifier in thunder damage and falls prone on a failed save, or half as much damage and doesn't fall prone on a successful save. #### Swiftness *Prerequisites: 5th level* As a bonus action, you can expend a superiority die to enter a heightened state of combat focus which you must concentrate on as if you were concentrating on a spell. For the next minute, or until you lose your concentration, you gain the following benefits: * Your speed is doubled. * You gain a +2 bonus to your Armor Class. * You have advantage on Dexterity saving throws. * 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. #### Tactical Assessment *Prerequisite: Int or Wis 13* 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. #### Thundering Strike *Prerequisite: Str 15* When you land an attack roll, you can expend a superiority die to deal extra thunder damage equal to two rolls of your superiority dice. Every creature within 10 feat of the target takes thunder damage equal to your Strength modifier. #### Trip Attack *Prerequisite: Str 15* When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. #### Unbreakable *Prerequisites: 3rd level, Con 15* 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 a superiority die to fall to 1 hit point. #### Volley *Prerequisites: 5th level, Dex 15* As an action, you can expend a superiority die to fire a volley of ammunition at a point you can see within the normal range of your weapon. Creatures of your choice within a 15 foot radius of that point must make a Dexterity Saving throw. On a failed save, they take piercing damage equal to your superiority die + your fighter level + your Dexterity modifier, and half as much damage on a success. You must have enough ammunition to hit each target. #### Whirlwind Strikes *Prerequisites: 5th level, Str or Dex 15* In place of an attack, you can expend a superiority die and force each creature within range of melee weapon you are wielding to make a Dexterity saving throw. They take damage equal to your superiority die + your fighter level + either your Strength or Dexterity modifier on a failure, and half as much on a successful save. #### Winds of Hurt *Prerequisite: 15th level* As an attack action, once per turn, you can expend a superiority die to release a gale force on par with a natural disaster, all creatures within a 10-foot-wide, 30-foot-long line starting from you must succeed on a Strength saving throw or take bludgeoning, piercing, or slashing (your choice) damage equal to ten rolls of your superiority dice, and is pushed back 30 feet on a failed save, or half as much damage and is only pushed back 15 feet on a successful save. You can expend additional superiority die to increase to the push back by 10 feat per die spent. \pagebreak
Practice Safe Homebrewing
I thought that I'd make my own fighter revision. It's still in the balancing phase so treat it like UA when using it. Cover Art: [Shimhaq](https://www.instagram.com/shimhaq/?hl=en)
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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##### More Credits Maybe you have so many people to give credit to that you need a bit more space. Well, you can use this column to do exactly that!