The Revised 5.24e Fighter
| Level | Proficiency Bonus | Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1st | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
| 2nd | +2 | Action Surge, Tactical Mind | 2 | 3 |
| 3rd | +2 | Fighter Subclass | 2 | 3 |
| 4th | +2 | Ability Score Improvement | 3 | 4 |
| 5th | +3 | Extra Attack, Tactical Shift | 3 | 4 |
| 6th | +3 | Subclass Feature, Ability Score Improvement | 3 | 4 |
| 7th | +3 | Tactical Master | 3 | 4 |
| 8th | +3 | Ability Score Improvement | 3 | 4 |
| 9th | +4 | Indomitable (One use) | 3 | 4 |
| 10th | +4 | Fighter Subclass | 4 | 5 |
| 11th | +4 | Two Extra Attacks | 4 | 5 |
| 12th | +4 | Ability Score Increase | 4 | 5 |
| 13th | +5 | Indomitable (Two uses), Studied Attacks | 4 | 5 |
| 14th | +5 | Subclass Feature, Ability Score Improvement | 4 | 5 |
| 15th | +5 | Action Surge (Two uses) | 4 | 5 |
| 16th | +5 | Ability Score Improvement | 4 | 6 |
| 17th | +6 | Three Extra Attacks, Indomitable (Three uses) | 4 | 6 |
| 18th | +6 | Subclass Feature | 4 | 6 |
| 19th | +6 | Ability Score Improvement (Epic Boon) | 4 | 6 |
| 20th | +6 | Ultimate Action Surge, Legendary Attack | 4 | 6 |
Class Features
- As a Fighter, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per Fighter level
- Hit Points at 1st Level: 20 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Fighter level after 1st.
Proficiencies
- Saving Throws: Strength, Constitution
- Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, Survival
- Weapons: Simple weapons, Martial Weapons
- Tools: None
Armor Training
- Light Armor, Medium Armor, Heavy Armor, Shields
Starting Equipment
- As a 1st-level character, you either can spend 175 GP on
- equipment of your choice or you start with the following
- equipment:
-
Chain Mail
Crossbow Bolts (20)
Dungeoneer's Pack
Light Crossbow
Quiver
11 GP and
(a) Greatsword or
(b) Longsword, Shield,
and 25 GP
Multiclassing and the Fighter
- If your group uses the multiclassing rules in the Player’s
- Handbook, here’s what you need to know if you choose
- Fighter as one of your Classes.
- Ability Score Minimum. As a multiclass character, you
- must have a score of at least 13 in the Fighter’s primary
- ability, Dexterity or Strength, to take a level in this Class or
- to take a level in another Class if you are already a Fighter.
- Proficiencies Gained. If Fighter isn’t your initial Class,
- here you gain proficiency with Martial Weapons when you
- take your first Fighter level.
- Armor Training. When you gain your first Fighter level,
- you gain armor training with the following: Light Armor,
- Medium Armor, and Shields.
Fighter Class Features:
- As a Fighter, you gain the following Class Features when
- you reach the specified levels in this Class. These features
- are listed on the Fighter table.
1st level: Fighting Style
- You have honed your martial prowess and gain a Fighting
- Style feat of your choice (those feats have this feature as a
- prerequisite). Whenever you gain a Fighter level, you can
- replace the feat you chose with a different Fighting Style
- feat.
1st level: 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 + your Fighter level.
- You can use this feature twice. You regain one expended
- se when you finish a Short Rest, and you regain all
- 4expended uses when you finish a Long Rest.
1st level: Weapon Mastery
- Your training with weapons allows you to usethe Mastery
- property 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
- table.
2nd level: Action Surge
- You can push yourself beyond your normal limits for a
- moment. On your turn, you can take one additional
- action, except the Magic action.
- Once you use this feature, you must finish a Short Rest or
- Long Rest before you can use it again. Starting at level 15,
- you can use it twice before a rest but only once on a turn.
2nd level: Tactical Mind
- You have a mind for tactics and getting the upper hand 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.
3rd level: Fighter Subclass
- You gain a Fighter subclass of your choice: Battle Master,
- Champion, Eldritch Knight, Rune Knight. Subclasses are
- detailed after this class’s description.
- A subclass is a specialization that grants you special
- abilities at certain Fighter levels. For the rest of your
- career, you gain each of your subclass’s features that are
- of your Fighter level and lower. You gain new Subclass
- features at 3rd, 6th, 10th, 14th, and 18th level.
4th level: Ability Score Improvement
- You gain the Ability Score Improvement feat or another
- feat of your choice for which you qualify. As shown on the
- Fighter table, you gain this feature again at levels 6, 8, 12,
- 14, 16, and 19.
5th level: Extra Attack
- You can attack twice, instead of once, whenever you take
- the Attack action on your turn.
5th level: Tactical Shift
- Whenever you activate your Second Wind with a Bonus
- Action, you can move up to half your Speed without
- provoking Opportunity Attacks.
6th level: Subclass Feature
- You gain a feature from your Fighter Subclass.
7th level: Tactical Master
- 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..
9th level: Indomitable
- If you fail a saving throw, you can reroll it with a bonus
- equal to your Fighter level. If you do so, you must use the
- new roll, and you can’t use this feature again until you
- finish a Long Rest.
- You can use this feature twice between Long Rests
- starting at level 13 and three times between Long Rests
- starting at level 17.
10th level: Subclass Feature
- You gain a feature from your Fighter Subclass.
11th level: Two Extra Attacks
- Your Extra Attack feature now confers two extra attacks
- rather than one.
13th level: Studied Attacks
- You masterfully 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.
14th level: Subclass Feature
- You gain a feature from your Fighter Subclass.
17th level: Three Extra Attacks
- Your Extra Attack feature now confers three extra attacks
- rather than two.
18th level: Subclass Feature
- You gain a feature from your Fighter Subclass.
20th level: Legendary Attacks
- When you make an Opportunity Attack, you may make an
- extra attack against the target that triggered the
- Opportunity Attack.
20th level: Ultimate Action Surge
- When you use Action Surge, you gain another Bonus
- action as well as an action.
Fighter Subclasses
Fighter Subclasses Table
| Fighter Subclasses | Original Source |
|---|---|
| Arcane Archer | Arcane Subclasses UA* |
| Banneret | Forgotten Realms |
| Battlemaster | Player's Handbook |
| Champion | Player's Handbook |
| Eldritch Knight | Player's Handbook |
| Purple Dragon Knight | Forgotten Realm CS |
| Rune Knight | Tasha's Cauldron of Everything |
Fighter Subclasses
- A Fighter subclass is a specialization that grants you
- special abilities at certain Fighter levels, as specified in the
- subclass. This section presents the Battlemaster,
- Champion, Eldritch Knight, and Rune Knight
Arcane Archer
- An Arcane Archer studies a unique elven method of
- archery that weaves magic into attacks to produce
- supernatural effects. Arcane Archers are some of their
- most elite warriors among the elves. They stand watch
- over the fringes of elven domains, keeping a keen eye out
- for trespassers and using magic-infused arrows to defeat
- monsters and invaders before they can reach elven
- settlements. Over the centuries, the methods of these elf
- archers have been learned by members of other races
- who can also balance arcane aptitude with archery.
- Original Source: Xanathar's Guide to Everything
- *This version Credit to Sir Atlas on Discord.
3rd level: Arcane Infused Archer
- Cantrip: You know the Druidcraft and 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.
- Magical Prowess: When you make a Ranged Attack with a Ranged Weapon, you may use your Intelligence Modifier instead of your Dexterity Modifier for to Hit and Damage modifier for attack rolls and damage rolls.
3rd level : Arcane Shot
- You are able to imbue magic into your ranged attacks.
- Your Arcane Shot Damage is 2d8.
- Once per turn, when you hit with a ranged attack using a
- weapon with the Ammunition property, the target takes
- extra damage equal to your Arcane Shot Damage. The
- extra damage’s type is the same as the weapon’s type.
- 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.
- At Higher Levels. Your Arcane Shot Damage changes
- when you reach certain Fighter levels. The damage
- becomes 3d8 at level 10, 4d8 at level 14, and 5d8 at level
- 18.
3rd level: Arcane Versatility
- You’ve learned ways to manipulate the magic of your
- Arcane Shot. You can decide to add one of the following
- options if you deal damage with your Arcane Shot.
- Each effect has a die cost, which is the number of Arcane
- Shot Damage dice you must forgo to add the effect. You
- remove the die before rolling, and the effect occurs
- immediately. For example, if you add the Beguiling Shot
- effect, you would only roll 1d8 instead of 2d8.
- If you critically hit a creature, the cost is taken after
- calculating the critical dice. For example, if you add the
- Beguiling Shot effect to a critical hit, you would roll 3d8
- instead of 4d8.
- If an Arcane Versatility option requires a saving throw, the
- DC equals 8 plus your Intelligence plus your Proficiency
- Bonus.
- Beguiling Shot (Cost: 1d8): The creature must succeed on a Wisdom saving throw or have the Charmed condition until the start of your next turn. The creature either treats you or an ally within 30 feet of it (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 (Cost: 1d8): All creatures within 10 feet of the creature you hit, other than itself, take damage equal to your Arcane Shot Damage.
- Enfeebling Shot (Cost: 1d8): The creature must succeed on a Constitution saving throw or have the Poisoned condition until the end of its next turn. Whenever a target Poisoned 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.
- Vine Shot (Cost: 2d8, Varies): A 60-foot-long vine grows from the ammunition. You and other creatures can then climb it. The vine withers away after 10 minutes. The Vine has an AC of 13 and 10 HP per die Cost, and is vulnerable to fire damage. You may have only 1 of these option active at a time. If the Arcane Archer pay an additional 1d8 cost, any additional cost not paid is wasted, and you can do any of the following:
- Enduring: Increase the duration to an hour.
- Aid: Creatures you Designate that use your Vine Shot have a bonus to Athletics and Acrobatics Ability Checks while using the Vine equal to 1d8 plus your Intelligence Modifier.
- Hinder: Once per turn, creatures you don't designate for Vine Shot that interact with the vine must make a Dexterity save vs your Arcane Versatility Spell save DC or become Restrained for the duration. On Subsequent turns the target or a creature within reach may use their action to make a Strength Athletic check to release themselves. Once a creature is released, they can't be affected by the same Vine Shot.
- Blasting Shot (Cost: 2d8, Varies): A burst of magic fills a 15-foot Emanation originating from the ammunition. A loud knock, audible up to 300 feet away, also emits from the ammunition. Any object in the Emanation that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. Once you use this feature you can't do so for another minute. If the Arcane Archer pay an additional 1d8 cost, any additional cost not paid is wasted, you can do any of the following:
- Darkening Shot (Cost: 2d8, Varies): Magical shadows fill a 15-foot Emanation originating from the ammunition for 1 minute. Nonmagical flames in the Emanation are extinguished, and creatures in the Emanation have a –5 penalty to Wisdom (Perception) checks and Passive Perception. You may only have one of these active at a time. If the Arcane Archer pay an additional 1d8 cost, any additional cost not paid is wasted, you can do any of the following:
- Push : Each creature within the 15 foot Emanation must make a Strength Saving throw vs your Arcane Shot DC or be pushed back 20 ft from point of impact
- Scream: Each creature within the 15 foot Emanation must make a Constitution Saving throw vs your Arcane Versatility DC or be Deafened for 1 minute. Creatures casting a spell with Verbal components while affected by this deafen must make a Concentrate check vs your Arcane Shot DC or the spell fails to cast, wasting the action, but no spell resource is used.
- Greater Blast: You can Increase the Emanation to be 30 ft, and you can choose target within the Emanation to be affected by any saving throws.
- Enveloping: Increase the 15-Foot Emanation to a 30-Emanation
- Miasma:Can alter the Darkness to be Magical Darkness that blocks normal Darkvision. You may still see within your own Darkening Shot as if it were not present.
- Lost: Creatures of your choice that move within the Emanation must make a Wisdom saving throw vs your Arcane Versatility DC. If they fail, they Randomly move in a direction rather than in the direction that they were intending instead. Make only 1 save per turn.
6th level Controlled Shots
- You are able to manipulate your arrows mid-flight. You
- can expend a use of Arcane Shot to use the following
- abilities. Any Arcane Shot Damage dealt is reduced by the
- option’s cost, as per Arcane Versatility.
- Curving Shot (Cost: 1d8): If you make an attack roll with a weapon with the Ammunition property and miss, you can immediately make an additional 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. If this attack hits, the creature takes additional damage equal to your Arcane Shot Damage. If the attack misses, the use of Arcane Shot is refunded.
- Seeking Shot (Cost: 2d8): When you use this option, you don’t make an attack roll. Instead, choose one creature you have seen within the last minute. The ammunition flies towards that creature, moving around corners if necessary. If the target is within your weapon’s long range, they take damage as if it were hit by the weapon plus your Arcane Shot Damage.
- Piercing Shot (Cost: 1d8): When you use this option, you don’t make an attack roll. Instead, the ammunition shoots forward in a 60-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 equal to the weapon’s damage die plus your Intelligence modifier plus your Arcane Shot Damage. On a successful save, a creature takes half as much damage.
10th level: Ever-Ready Quiver
- When you roll initiative, you can regain all expended uses
- of your Arcane Shot. Once you use this feature, you
- cannot do so again until you finish a Long Rest.
- When you use or expend a use of your Second Wind
- feature, you may regain one use of your Arcane Shot.
10th level: Arcane Infusion
- When you use your Second Wind feature, you may gain an
- additional magical effect along with it. Choose from one
- of the following as part of the same action.
- Invisible: You become Invisible until the start of your next turn.
- Teleport: You may Teleport up to 30 feet away.
- Burst: Each creature of your choice in a 10-foot Emanation originating from you must succeed on a Strength saving throw against your Arcane Shot DC or be pushed up to 20 feet straight away from you.
14th level: Enhanced Versatility
- The following effects are now among your Arcane
- Versatility options:
- Banishing Shot (Cost: 3d8): The creature must succeed on a Charisma saving throw or be banished. While banished, the creature is Incapacitated and has 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.
- Grasping Shot (Cost: 3d8): The creature must succeed on a Strength saving throw or having the Restrained condition. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your Arcane Shot DC, ending the Restrained condition on a successful check.
- Shadow Shot (Cost: 3d8): The creature has the Blinded condition until the end of your next turn.
18th level: Masterful Shots
- You employ agility in your sharpshooting. When a
- creature makes an attack roll against you, after
- the attack, you can take a Reaction to move up to half
- your Speed away from the attacker without provoking
- Opportunity Attacks. You can then make a ranged attack
- roll against the attacker as part of this Reaction if the
- attacker is within the weapon’s range.
- In addition, you may use your Controlled Shots and
- Arcane Versatility options on the Same shot, paying the
- cost of both as normal.
Battle Master
3rd level: Combat Superiority
- Your experience on the battlefield has honed your
- fighting techniques. You learn Maneuvers that are fueled
- by special dice called Superiority Dice.
- Maneuvers: You learn three different Maneuvers of your choice from the “Maneuvers Options” section later in this subclass’s description. Many Maneuvers enhance an attack in some way. You can use only one Maneuver per attack.
- You learn two additional Maneuvers of your choice when you reach Fighter level 6, 10, 14, and 18. Each time you learn new Maneuvers, you can also replace one Maneuver you know with a different one.
- Superiority Dice: You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it You regain all expended Superiority Dice when you finish a Short Rest or Long Rest.
- Saving Throws: If a Maneuver requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice).
- You gain an additional Superiority Die when you reach Fighter level 6 (five dice total) and 14 (six dice total).
3rd level: Student of War
- 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.
6th level: Know your Enemy
- 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
- damage 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).
10th level: Improved Combat Superiority
- Your Superiority Die becomes a d10.
14th level: Relentless
- Once per turn, when you use a Maneuver, you can roll a
- d8 and use the number rolled instead of expending a
- Superiority Die.
18th level: Ultimate Combat Superiority
- Your Superiority Die becomes a d12.
Maneuvers Options
- The Maneuvers are presented here in alphabetical order
- Ambush: When you make a Dexterity (Stealth) check or an initiative roll, you can expend one Superiority Die and add the die to the roll, provided you don’t have the Incapacitated condition.
- 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 doesn’t have the Incapacitated condition. 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.
- Commander’s Strike: When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack’s damage roll on a hit.
- Commanding Presence: When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the ability check.
- Disarming Attack: When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw, or it drops one object of your choice that it’s holding, with the object landing in a space within 5ft of you.
- Distracting Strike: When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll 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. The next attack roll the target makes against you before the start of your next turn has Disadvantage
- Evasive Footwork: As a Bonus action, you can expend one Superiority Die to take an Evasive stance in combat, allowing you to take the Disengage action with the same Bonus action. When you move at least 5 feet on this turn, roll the expended Superiority Die, adding the number rolled to your AC until the start of your next turn.
- Feinting Attack: As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack’s damage roll.
- Goading Attack: When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Charisma saving throw or the target has Disadvantage on attack rolls against targets other than you until the end of your next turn.
- Lunging Attack: As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 10 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack’s damage roll.
- Maneuvering Attack: When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.
- Menacing Attack: When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition 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 plus your Strength or Dexterity modifier (your choice).
- Precision Attack: When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing it to hit.
- Pushing Attack: When you hit a creature with an attack using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
- Rally: As a Bonus Action, you can expend one Superiority Die to bolster the resolve of your companions. Choose a number of other creatures who can see or hear you equal to your proficiency bonus. Those creatures gains Temporary Hit Points equal to the Superiority Die roll plus your Intelligence, Wisdom, or Charisma modifier (your choice).
- Riposte: When a creature misses you with a melee attack, you can use your Reaction and expend one Superiority Die to make a melee attack with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack’s damage.
- Sweeping Attack: When you hit a creature with a melee attack using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to half the damage of the roll plus 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 (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.
- Trip Attack: When you hit a creature with an attack using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack’s damage roll. If the target is 1 size category larger than you or smaller, it must succeed on a Strength saving throw or have the Prone condition.
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.
3rd level: Improved Critical
- Your attack rolls with weapons and Unarmed Strikes can
- score a critical hit on a roll of 19 or 20.
3rd level: Remarkable Athlete
- Thanks to your athleticism, you have Advantage on
- Initiative rolls and Strength (Athletics) checks.
- In addition, when you make a running long jump, the
- distance you can cover increases by a number of feet
- equal to your Strength modifier.
6th level: Additional Fighting Style
- You gain another Fighting Style feat of your choice.
10th level: Heroic Warrior
- The thrill of battle drives you toward victory. During
- combat, you can give yourself Heroic Advantage
- whenever you start your turn without it.
14th level: Superior Critical
- Your attack rolls with weapons and Unarmed Strikes can
- now score a critical hit on a roll of 18–20.
18th level: Survivor
- 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 save, you gain the benefit of rolling a 20 on a death save.
- Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 + your Constitution modifier if you have no more than half your Hit Points remaining. You don’t gain this benefit if you have 0 Hit Points.
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.
3rd level: Spellcasting
- You have learned to cast spells. See the Player’s
- Handbook for the rules on spellcasting. The information
- below details how you use those rules as an Arcane
- Trickster.
- Cantrips: You know three cantrips of your choice from
- the Arcane spell list.
- Whenever you gain a Fighter level, you can replace one of
- your cantrips, except Mage Hand, with another cantrip of
- your choice from the Arcane spell list.
- When you reach 10th level in this class, you learn another
- Arcane cantrip of your choice.
- Spell Slots: The Eldritch Knight Spellcasting table shows
- how many spell slots you have to cast your 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.
- Prepared Spells of 1st+ Level: You prepare a list of spells
- of 1st level and higher that are available for you to cast
- with this feature. To start, choose three 1st-level spells
- from the Arcane spell list, two of which must be from the
- abjuration and evocation spells schools of magic.
- 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
- Arcane 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 7th-level Fighter, your list of prepared spells can
- include six Arcane spells of 1st or 2nd level, in any
- combination.
- Changing Your Prepared Spells: Whenever you gain a
- level in this class, you can replace one of the spells you
- know with another spell of your choice from the Arcane
- 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 Eldritch Knight spells.
- Spellcasting Focus: You can use an Arcane Focus as a
- Spellcasting Focus for the spells you prepare for this
- subclass.
Eldritch Knight Spellcasting Table
| Level | Cantrips Known | Prepared | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 3 | 3 | 2 | - | - | - |
| 4th | 3 | 4 | 3 | - | - | - |
| 5th | 3 | 4 | 3 | - | - | - |
| 6th | 3 | 4 | 3 | - | - | - |
| 7th | 3 | 5 | 4 | 2 | - | - |
| 8th | 3 | 6 | 4 | 2 | - | - |
| 9th | 3 | 6 | 4 | 2 | - | - |
| 10th | 4 | 7 | 4 | 3 | - | - |
| 11th | 4 | 8 | 4 | 3 | - | - |
| 12th | 4 | 8 | 4 | 3 | - | - |
| 13th | 4 | 9 | 4 | 3 | 2 | - |
| 14th | 4 | 10 | 4 | 3 | 2 | - |
| 15th | 4 | 10 | 4 | 3 | 2 | - |
| 16th | 4 | 11 | 4 | 3 | 3 | - |
| 17th | 4 | 12 | 4 | 3 | 3 | - |
| 18th | 4 | 12 | 4 | 3 | 3 | - |
| 19th | 4 | 13 | 4 | 3 | 3 | 1 |
| 20th | 4 | 14 | 4 | 3 | 3 | 1 |
3rd level: War Bond
- 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 have the
- Incapacitated condition. 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 can
- summon only one at a time with your Bonus Action. If you
- attempt to bond with a third weapon, you must break the
- bond with one of the other two.
- You can use your Weapon Bond as the somatic
- components for your spellcasting feature. You can embed
- an Arcane focus into your weapons to act as the material
- components for spellcasting.
6th level: War Magic
- 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.
10th level: Eldritch Strike
- 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.
14th level: Arcane Charge
- 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.
18th level: Improved War Magic
- When you take the Attack action on your turn, you can
- replace two of the attacks with a Wizard spell that has a
- casting time of an action and uses a Spell Slot of 1st
- or higher.
Purple Dragon Knight
- The Purple Dragon Knights are paragons of valor and
- leadership who partner with amethyst dragons. Such
- knights aspire to protect the innocent and rally fellow
- adventurers to the causes of justice and freedom.
- Although the Purple Dragons were originally founded in
- Cormyr, new recruits are enlisted from any realms where
- chivalry is in abundance, including the Silver Marches,
- Damara, and Chessenta.
- Characters with this subclass are special among the order.
- Unlike most Purple Dragons, who partner with amethyst
- dragons who’ve already reached adulthood, a Purple
- Dragon Knight character psionically bonds with an
- amethyst dragon hatchling. This bond irrevocably
- transforms both dragon and knight, allowing the dragon
- to grow in strength alongside its partner knight.
3rd level: Knightly Envoy
- You learn one language of your choice, which you choose
- from the language tables in the Player’s Handbook.
- Additionally, you can cast the Comprehend Languages
- spell but only as a Ritual. Charisma is your spellcasting
- ability for it.
3rd level: Purple Dragon Companion
- You are bonded with an amethyst dragon hatchling that
- serves as your purple dragon companion and uses the
- Purple Dragon Companion stat block. The purple dragon
- is Friendly to you and your allies and obeys your
- commands.
- The Dragon in Combat: In combat, the dragon
acts during your turn. It can move and use its
Reaction on its own, but the only action it takes
is the Dodge action unless you take a Bonus
Action to command it to take an action in its stat
block or some other action. If you have the
Incapacitated condition, the dragon acts on its
own and isn’t limited to the Dodge action.
- Resurrecting the Dragon: If the dragon
companion has died within the last hour, you can
take a Magic action to touch the dragon and
expend a use of your Second Wind. The dragon
returns to life after 1 minute with all its Hit
Points restored.
- Otherwise, you can perform a 1-hour
ceremony to resurrect the dragon; this
ceremony can be performed as part of a Short or
Long Rest.
Purple Dragon Companion
Small Dragon
- AC: 15 + Charisma Modifier (natural armor)
- HP: 4 + 4 times Fighter level level (the Beast
- has a number of Hit dice [d6s] equal to your
- Fighter level)
- Speed: 30 ft., Fly 30 ft., Climb 30 ft.
MOD SAVE MOD SAVE MOD SAVE Str 16 +3 +3 Dex 16 +3 +3 Con 12 +1 +1 Int 8 -1 -1 Wis 13 +1 +1 Cha 10 +0 +0
- Senses Darkvision 60 ft, passive Perception 11
- Languages understands languages you speak; Telepathy 60 ft.
- Challenge: None
- Proficiency Bonus (PB): equals your bonus
Traits
Amphibious: The Dragon can breathe both air and water.
Traits
Stalwart Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Rend Melee Weapon Attack: +3 + PB + your Charisma modifier, reach 5 ft. Hit: 1d6 + 3 + Charisma Modifier Force damage
Gravity Breath (2/Day) : Constitution Saving Throw: DC 8 plus your Proficiency Bonus plus your Charisma modifier, each creature in a 15-foot Cone. Failure: The target is either pulled up to 15 feet straight toward the dragon or pushed 15 feet straight away from the dragon (your choice) and takes 2d6 + you Charisma modifier Force damage. Success: Half damage.
6th level: Dragon Rider
- You and your purple dragon gain the following benefits.
- Dragon Mount: The dragon grows to Medium
size. You can use the dragon as a mount if you
are Medium or smaller, but while you’re riding it,
the dragon falls at the end of a turn if it’s
airborne and the only thing holding it aloft is its
Fly Speed. It takes you only 5 feet of movement
to mount or dismount the dragon.
- Improved Gravity Breath: The dragon’s
Gravity Breath becomes a 30-foot Cone. When a
creature fails its saving throw against that
Gravity Breath, the creature also take an additional
2d6 Force damage on a Failed save, and half as much
on a success.
- Shared Second Wind: When you use your
Second Wind to regain Hit Points, the dragon
also regains Hit Points equal to 1d6 plus your
Fighter level, and it regains one use of its Gravity
Breath.
10th level: Rallying Surge
- When you use your Action Surge, you can choose up to
- three allies within a 30-foot Emanation originating from
- you. Each ally can take a Reaction to use one of the
- following options.
- Advance: The ally makes one attack with a
weapon or an Unarmed Strike. Add your Charisma Modifier
to the Attack and Damage roll of your chosen Allies. If
your Purple Dragon Companion is one of the allies using Advance,
the dragon can make one Rend attack.
- Retreat The ally moves up to half its Speed that does
not provoke Opportunity Attack. Add your Charisma
modifier to the chosen allies AC until the beginning of
their next turn.
14th level: Amethyst Pinnacale
- You and your purple dragon gain the following benefits.
- Superior Mount: The purple dragon grows to
Large size, and both its Speed and its Fly Speed
increase to 40 feet with hover. Additionally, the
dragon no longer falls at the end of a turn if
airborne while you’re riding it.
- Improved Rend: Increase the damage of the
purple dragon's Rend attack by 1d6 Force damage.
- Tandem Attack: When you take the Attack
action on your turn, the Purple Dragon Companion
can make one Rend attack as part of the same action.
Alternatively, you can forego one of your attacks to
command the dragon to use Gravity Breath.
18th level: Enduring Commander
- You and your purple dragon have Resistance to Force and
- Psychic damage.
- In addition, you may have any allies within the area of the
- Purple Dragon Companions Gravity Breath also gain the
- resistance to Psychic and Force damage until the start of
- your next turn.
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.
3rd level: Bonus Proficiencies
- You gain proficiency with smith’s tools, and you learn to
- speak, read, and write Giant.
3rd level: Rune Carver
- 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 table
| Fighter level | Number of Runes |
|---|---|
| 3rd | 2 |
| 6th | 3 |
| 10th | 4 |
| 14th | 5 |
| 18th | 6 |
- Whenever you finish a long rest, you can touch a number
- of objects equal to the number of runes you know, and
- you inscribe a different rune onto each of the objects. To
- be eligible, an object must be a weapon, a suit of armor, a
- shield, a piece of jewelry, or something else you can wear
- or hold in a hand. Your rune remains on an object until
- you finish a long rest, and an object can bear only one of
- your runes at a time.
- The following runes are available to you when you learn a
- rune. If a rune has a level requirement, you must be at
- least that level in this class to learn the rune. If a rune
- requires a saving throw, your Rune Magic save DC equals
- 8 + your proficiency bonus + your Constitution modifier.
- Cloud Rune: This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
- 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.
- 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.
- 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 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.
- In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
- 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.
- In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't
do so again until you finish a short or long rest.
- Hill Rune (7th Level or Higher): This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
- Storm Rune (7th Level or Higher): Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
- In addition, you can invoke the rune as a bonus action, 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.
- In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.
3rd level: Giant Might
- You have learned how to imbue yourself with the might of
- giants. As a bonus action, you magically gain the following
- benefits, which last for 1 minute:
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
- You have advantage on Strength checks and Strength saving throws.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
- You can use this feature a number of times equal to your
- proficiency bonus, and you regain all expended uses of it
- when you finish a long rest.
6th level: Runic Shield
- 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.
10th level: Great Stature
- 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.
- Finally, your Giant's Might feature now is recovered on a
- Short or Long Rest instead of just a Long Rest.
14th level: Master of Runes
- 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.
18th level: Runic Juggernaut
- 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.