Fighter
Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.
Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles 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 ability and extensive specialization makes Fighters superior combatants.
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.
Honor and Glory
Of all the adventurers in the worlds of D&D, the fighter is perhaps the greatest paradox. On the one hand, a singular feature of the class is that no two fighters ply their craft in quite the same way; their weapons, armor, and tactics differ across a vast spectrum. On the other hand, regardless of the tools and methods one uses, at the heart of every fighter's motivation lies the same basic truth: it is better to wound than to be wounded.
Although some adventuring fighters risk their lives fighting for glory or treasure, others are primarily concerned with the welfare of others. They put more value on the well-being of the society, the village, or the group than on their own safety. Even if there's gold in the offing, the true reward for most fighters comes from sending enemies to their doom.
“Let me know when you're all done talking.” — Tordek
Heraldic Sign
Fighters typically do battle for a cause. Some fight 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 a royal line, or creating a crest to represent one's self-interest.
Your character could be affiliated with an organization or a 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 Signs |
|---|---|
| 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 a 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 a 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 your character 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 to earn money and fame. |
| 2 | Military. Your 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 practically an everyday occurrence. |
| 5 | Street Fighter. Your trainer excels at urban combat, combining close-quarters work with silence and efficiency. |
| 6 | Weapon Master. Your 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 does not necessarily dictate how that 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 than you need. |
| 2 | Brutal. Your attacks rain down like hammer blows, meant to splinter bone or send blood flying. |
| 3 | Cunning. You dart in to attack at 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 a 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 you enjoy mocking your foes as you defeat them. |
The Revised Fighter
| Level | Proficiency Bonus | Features | Second Wind | Weapon Mastery | Maneuvers Known | Superiority Dice | Strikes Known | Talents Known |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Battle Maneuvers, Fighting Style, Martial Strikes, Second Wind, Weapon Mastery | 2 | 3 | 4 | 2 | 2 | - |
| 2nd | +2 | Action Surge, Martial Talents, Tactical Mind | 2 | 3 | 4 | 2 | 2 | 2 |
| 3rd | +2 | Fighter Subclass, Martial Might, Martial Knowledge | 2 | 3 | 4 | 2 | 2 | 2 |
| 4th | +2 | Ability Score Improvement | 3 | 4 | 4 | 2 | 2 | 2 |
| 5th | +3 | Multi-Attack, Power Attack, Tactical Shift | 3 | 4 | 4 | 2 | 2 | 3 |
| 6th | +3 | Ability Score Improvement | 3 | 4 | 4 | 2 | 3 | 3 |
| 7th | +3 | Subclass Feature | 3 | 4 | 6 | 4 | 3 | 3 |
| 8th | +3 | Ability Score Improvement | 3 | 4 | 6 | 4 | 3 | 4 |
| 9th | +4 | Indomitable, Tactical Master | 4 | 4 | 6 | 4 | 3 | 4 |
| 10th | +4 | Subclass Feature | 4 | 5 | 8 | 6 | 3 | 4 |
| 11th | +4 | Peak Performance, Unbreakable | 4 | 5 | 8 | 6 | 3 | 5 |
| 12th | +4 | Ability Score Improvement | 4 | 5 | 8 | 6 | 4 | 5 |
| 13th | +5 | Studied Attacks | 4 | 5 | 8 | 6 | 4 | 5 |
| 14th | +5 | Ability Score Improvement | 4 | 5 | 8 | 6 | 4 | 6 |
| 15th | +5 | Subclass Feature | 4 | 5 | 10 | 8 | 4 | 6 |
| 16th | +5 | Ability Score Improvement | 4 | 6 | 10 | 8 | 4 | 6 |
| 17th | +6 | Heroic Resistance | 4 | 6 | 10 | 8 | 4 | 7 |
| 18th | +6 | Subclass Feature | 4 | 6 | 10 | 8 | 5 | 7 |
| 19th | +6 | Epic Boon | 4 | 6 | 10 | 8 | 5 | 7 |
| 20th | +6 | Martial Mastery, Overkill | 4 | 6 | 10 | 8 | 5 | 8 |
Multiclassing
Ability Score Minimum(s): Strength 13 or Dexterity 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: Light Armor, Medium Armor, Shields
Weapons: Martial Weapons
Creating a Fighter
As you build your fighter, think about two related elements of your character's background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.
You might have enjoyed formal training in a noble's army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death's embrace.
Quick Build
You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight martial archetype. Second, choose the Soldier background.
Class Features
- Hit dice: 1d10 per Fighter level.
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st.
Proficiencies
Armor: light armor, medium armor, heavy armor, shields
Weapons: Simple Weapons, Martial Weapons
Tools: any two of your choice
Saving Throws: Strength, Dexterity
Skills: Any five of your choice.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chain Mail, a Greatsword, a Flail, 8 Javelins, a Dungeoneer's Pack, and 4 GP.
- (b) Studded Leather Armor, a Scimitar, a Shortsword, a Longbow, 20 Arrows, a Quiver, a Dungeoneer's Pack, and 11 GP.
- (c) 155 GP.
Battle Maneuvers
At 1st level, your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.
Maneuvers. You learn four maneuvers of your choice from the "Maneuver Options" section later in this feature'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 levels 7, 10, and 15. 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 d6s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest.
You gain two additional Superiority Dice when you reach Fighter levels 7 (four dice total), 10 (six dice total) and 15 (eight dice total).
Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Maneuver Options
The Battle 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, unless you 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 roll.
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 drop one object of your choice that it's holding, with the object landing in its space.
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.
Evasive Footwork. As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add 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 Wisdom saving throw or have 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 5 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 roll, you can take a 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 the attack to hit.
Pushing Attack. When you hit a creature with an attack roll 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 a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).
Riposte. When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll 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 roll 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 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 roll 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 Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.
Fighting Style
At 1st level, you have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Martial Strikes
At 1st level, you learn to leverage your overwhelming might into special attacks called Martial Strikes. These strikes replace one attack you make with the Attack Action. You may only use one Strike per turn and you cannot use a Strike and a Maneuver on the same attack.
You learn two strikes of your choice from the list below. When you finish a Long Rest, you can swap one Martial Strike you know for another option.
You learn an additional strike of your choice at 6th (three Strikes), 12th (four Strikes), and 18th (five Strikes) level.
Saving Throws. If a strike requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Strikes
The Martial Strikes are presented here in alphabetical order.
Charge. Cannot be used with a Ranged Weapon. You move up to half of your movement speed towards a creature that you can see. If you get within 5 feet of that creature, you can make an attack against them with advantage.
You can move up to your full movement speed when you reach 18th level in this class.
Cleave. Must be wielding a Melee Weapon with the two-handed property to use. Each creature within cone with a maximum length and width of 10 feet in front of you must make a Dexterity Saving Throw as you swing your weapon in front of you. Creatures take a roll of your weapon's damage dice and the next attack made against them has advantage on a failed save or take half as much damage and the next attack made against them does not have advantage on a successful save.
The length and width of the cone increase to 20 feet when you reach 18th level in this class.
Convince. If you fail a Persuasion Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 18th level in this class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).
Crush. Cannot be used with Ranged weapons. Each creature within a 15-foot radius circle that begins in front of you must make a Dexterity Saving Throw as you slam your weapon or a fist into the ground in front of you. Creatures take a roll of your weapon or unarmed strike's damage dice and are knocked prone on a failed save or half as much damage and are not knocked prone on a successful save.
The radius of the circle increases to 30 feet at 18th level in this class.
Dash. Cannot be used with Ranged weapons. You move up to half of your movement speed + 5 feet in a straight line in front of you. Each creature that you pass through make a Dexterity Saving Throw as you cut down any foes in your way. Creatures take a roll of your weapon or unarmed strike's damage dice + your strength or dexterity modifier (you choose which when you choose this Strike) on a failed save or half as much damage on a successful save.
The radius of the circle increases to 30 feet at 18th level in this class.
Deflect. Cannot be used with Ranged weapons. When you would take damage from a ranged weapon attack, you can roll 1d10 + your Strength Modifier and reduce the damage taken by that much. If you reduce the damage to 0, you can use your reaction to force a creature within 15 feet of you to take the damage you would have instead.
When you reach 18th level in this class, you can also use this feature against ranged spell attacks.
Endure. If you fail a Saving Throw, you can use this Strike to re-roll that check and must use the new result.
When you reach 18th level in this class, you gain a bonus to the re-rolled saving throw equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).
Impose. If you fail an Intimidation Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 18th level in this class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).
Knockback. You can use this Strike to force a creature make a Strength saving throw. The creature takes a roll of your weapon's damage dice on a failed save and is pushed back 15 feet in a straight line or takes half as much damage and is not pushed back on a successful save.
The distance the target is pushed back is increased to 30 feet when you reach 18th level in this class.
Overcome. If you fail an Athletics Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 18th level in this class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).
Pillar. Must be wielding a Melee Weapon with the reach property or a ranged weapon to use. Each creature within a line with a width of 5 feet and length of 15 feet in front of you must make a Dexterity Saving Throw as you unleash a straight thrust or shot in front of you. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one. Ranged Weapons instead treat the length of this Strike as half of their effective range rounded down to the nearest 5, to a minimum of 15 feet.
The length and width of the line increase to 25 feet when you reach 18th level in this class. Ranged Weapons instead use their full effective range at 18th level in this class.
Pull. Must be wielding a Ranged Weapon or a weapon with the Thrown property to use. You can use this Strike to force a creature make a Strength saving throw as you fire a projectile with a line attached to drag a foe towards you. The creature takes a roll of your weapon's damage dice on a failed save and is pulled 15 feet in a straight line towards you or takes half as much damage and is not pulled towards you on a successful save.
React. If you fail a Perception Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 18th level in this class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).
The distance the target is pushed back is increased to 30 feet when you reach 18th level in this class.
Shove. You can use this Strike to force a creature make a Strength saving throw. The creature takes a roll of your weapon's damage dice on a failed save and is pushed 5 feet to the left or right (your choice) or takes half as much damage and is not pushed on a successful save.
The distance the target is pushed is increased to 10 feet when you reach 18th level in this class.
Volley. Must be wielding a Ranged Weapon to use. Choose one creature. That creature and each creature within a 15 foot radius centered on that creature must make a Dexterity Saving Throw as you fire a volley of shots at the creatures. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one.
The radius of this feature increases to 30 feet when you reach 18th level in this class.
Whirlwind. Must be wielding a Melee Weapon to use. Each creature within a 5 foot radius centered on you must make a Dexterity Saving Throw as you spin your weapons around you. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one.
The radius of this feature increases to 15 feet when you reach 18th level in this class.
Second Wind
At 1st level, You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Revised Fighter Features table.
Weapon Mastery
At 1st level, your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Revised Fighter Features table.
Action Surge
At 2nd level, 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 can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
Martial Talents
At 2nd level, you gain access to Martial Talents. Refer to the list on page 16 for a list of options. At Fighter Level 2, you learn 2 Martial Talents. You learn an additional Martial Talent at Fighter Levels 5, 8, 11, 14, 17, and 20.
When you gain a Fighter Level, you may substitute one Martial Talent for a different one for which you meet the prerequisites.
Tactical Mind
At 3rd level, you have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Fighter Subclass
At 3rd level, You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.
Martial Knowledge
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice.
Additionally, you gain Expertise in one of your skills of your choice in which you are Proficient. At Fighter Level 10, you gain Expertise in a second skill proficiency of your choice.
Martial Might
At 3rd level, you now count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.
Additionally, you can use weapons for creatures one size larger than you without disadvantage but if you do so your movement speed is reduced by 10 feet. At 9th level, you count as two sizes larger for all parts of this feature. At 15th level, you no longer reduce your movement speed when using a weapon designed for a creature one size larger than you.
Ability Score Improvement
When you reach Fighter Level 4, and again at Fighter Levels 6, 8, 12, 14, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify.
Multi-Attack
Starting at 5th level, when you take the Attack action, you can make attacks equal to your Proficiency Bonus - 1. Each Attack you make beyond the first suffers a stacking -2 Penalty.
Tactical Shift
At 5th level, whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Power Attack
At 5th level, When you make Weapon Attack or Unarmed Strike, you can take a penalty equal to your proficiency bonus to that attack roll. If you do and the attack hits, you gain a bonus to your damage with that attack equal to 2 x your proficiency bonus. You can only use Power Attack Once per Round.
Indomitable
At 9th level, if you fail a saving throw, you may choose to succeed instead. You can't use this feature again until you finish a Long Rest.
You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
Tactical Master
At 9th level, when you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Peak Performance
At 11th level, you reach peak physical performance. You now age slower, with every five years counting as one for you.
Additionally, you are immune to magical aging and your Strength, Dexterity, Constitution scores and your Hit Point Maximum cannot be reduced by any means.
Unbreakable
At 11th level, you become unbreakable. You add half of your Proficiency Bonus (rounded down, minimum 1) to any Saving Throws you lack proficiency in.
Studied Attacks
At 13th level, you study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Heroic Resistance
At 17th level, you gain Resistance to Bludgeoning, Piercing, and Slashing damage.
Epic Boon
At 19th level, you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Martial Mastery
At 20th level, you have become a master of martial combat. Your Strength or Dexterity (your choice) and Constitution scores increase by 4, to a maximum of 26.
Overkill
At 20th level, if you deal damage to a creature that has 20 or fewer remaining Hit Points with a Weapon Attack or Unarmed Strike, you may instantly reduce it to 0 hit point
You may use this feature Once per Round.
Battle Master
Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.
Combat Superiority
At 3rd level, you learn two additional Battle Maneuvers of your choice and gain one additional Superiority die.
Extra Battle Maneuvers. You learn two more Battle Maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Extra Maneuver Dice. You gain an additional Superiority Die, and another at 7th, 10th, 15th and 18th level.
Improved Superiority Dice. Your Superiority Dice become d8s. They become d10s at 10th level and 12s at 17th level.
Student of War
At 3rd level, you gain proficiency with one type of Artisan's Tools and proficiency in one skill of your choice.
Know Your Enemy
At 7th level, as a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required).
Improved Combat Superioirty
At 10th level, your Superiority Die becomes a d10.
Relentless
Starting at 15th level, once per turn, when you use a maneuver, you can roll 1d8 and use the number rolled instead of expending a Superiority Die.
Ultimate Combat Superiority
At 18th level, your Superiority Die becomes a d12.
Additionally, if you roll Initiative and no Superiority Dice remaining, you regain one Superiority Die.
Champion
A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.
Improved Critical
At 3rd level, your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
Champion's Might
At 3rd level, whenever you hit with a weapon or Unarmed Strike and deal damage, you deal an additional die of damage, determined by your Fighter Level as shown on the Champion's Might Table.
Champion's Might Table
| Fighter Level | Damage Increase |
|---|---|
| 3rd | 1d4 |
| 7th | 1d6 |
| 10th | 1d8 |
| 15th | 1d10 |
Remarkable Athlete
At 3rd level, Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.
In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
Additional Fighting Style
At 7th level, you gain another Fighting Style feat of your choice.
Heroic Warrior
At 10th level, the thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
Superior Critical
At 15th level, your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.
Survivor
At 18th level, You attain the pinnacle of resilience in battle, giving you these benefits.
Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.
Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.
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.
Spellcasting
At 3rd level, you have learned to cast spells. See chapter 7 of the 2024 Player's Handbook for the rules on spellcasting. The information below details how you use those rules as an Eldritch Knight.
Cantrips. You know two cantrips of your choice from the Wizard spell list (see that class's section in the 2024 Player's Handbook for its list). Ray of Frost and Shocking Grasp are recommended. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.
When you reach Fighter level 10, you learn another Wizard cantrip of your choice.
Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Wizard spell list. Burning Hands, Jump, and Shield are recommended.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Fighter, your list of prepared spells can include eight Wizard spells of levels 1 and 2 in any combination.
Changing your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus or a Weapon affected by your Weapon Bond Subclass Feature as a Spellcasting Focus for your Wizard spells.
Weapon 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. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned. You can use a Weapon bound to you in this way as a Spellcasting Focus for your Wizard Spells.
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 you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
War Magic
At 7th level when you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.
Eldritch Strike
At 10th level, you learn how to make your weapon strikes undercut a creature's ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Arcane Charge
At 15th level, when you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.
Improved War Magic
At 18th level, when you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Wizard spells that has a casting time of an action.
Eldritch Knight Spellcasting Table
| Level | Cantrips | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | — | — | — | — | — | — | — |
| 2nd | — | — | — | — | — | — | — |
| 3rd | 2 | 4 | 3 | — | — | — | — |
| 4th | 2 | 5 | 3 | — | — | — | — |
| 5th | 2 | 6 | 4 | 2 | — | — | — |
| 6th | 2 | 7 | 4 | 2 | — | — | — |
| 7th | 2 | 8 | 4 | 3 | — | — | — |
| 8th | 2 | 9 | 4 | 3 | — | — | — |
| 9th | 2 | 10 | 4 | 3 | 2 | — | — |
| 10th | 3 | 10 | 4 | 3 | 2 | — | — |
| 11th | 3 | 11 | 4 | 3 | 3 | — | — |
| 12th | 3 | 11 | 4 | 3 | 3 | — | — |
| 13th | 3 | 12 | 4 | 3 | 3 | 1 | — |
| 14th | 3 | 12 | 4 | 3 | 3 | 1 | — |
| 15th | 3 | 13 | 4 | 3 | 3 | 2 | — |
| 16th | 3 | 13 | 4 | 3 | 3 | 2 | — |
| 17th | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18th | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19th | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
Psi Warrior
Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.
Psionic Power
At 3rd level, you harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel powers you have from this subclass. The Psi Warrior Energy Dice table shows the die size and number of these dice you have when you reach certain Fighter levels.
| Fighter Level | Die Size | Number |
|---|---|---|
| 3 | D6 | 4 |
| 5 | D8 | 6 |
| 9 | D8 | 8 |
| 11 | D10 | 8 |
| 13 | D10 | 10 |
| 17 | D12 | 12 |
Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend the Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when all your Psionic Energy Dice are expended.
You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.
Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can take a Reaction to expend one Psionic Energy Die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of yourself with an attack and deal damage to it with a weapon, you can expend one Psionic Energy Die, rolling it and dealing Force damage to the target equal to the number rolled plus your Intelligence modifier.
Telekinetic Movement. You can move an object or a creature with your mind. As a Magic action, choose one target you can see within 30 feet of yourself; the target must be a loose object that is Large or smaller or one willing creature other than you. You transport the target up to 30 feet to an unoccupied space you can see. Alternatively, if the target is a Tiny object, you can transport it to or from your hand.
Once you take this action, you can't do so again until you finish a Short or Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
Telekinetic Adept
At 7th level, You have mastered new ways to use your telekinetic abilities, detailed below.
Psi-Powered Leap. As a Bonus Action, you gain a Fly Speed equal to twice your Speed until the end of the current turn. Once you take this Bonus Action, you can't do so again until you finish a Short or Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus). On a failed save, you can give the target the Prone condition or transport it up to 10 feet horizontally.
Guarded Mind
At 10th level, you have Resistance to Psychic damage. Moreover, if you start your turn with the Charmed or Frightened condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions.
Bulwark of Force
Starting at 15th level, you can shield yourself and others with telekinetic force. As a Bonus Action, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has Half Cover for 1 minute or until you have the Incapacitated condition.
Once you use this feature, you can't do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
Telekinetic Master
By 18th level, You always have the Telekinesis spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Intelligence. On each of your turns while you maintain Concentration on it, including the turn when you cast it, you can make one attack with a weapon as a Bonus Action.
Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
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.
Knightly Envoy
At 3rd level, You learn one language of your choice, which you choose from the language tables in the 2024 Player's Handbook.
Additionally, you can cast the Comprehend Languages spell but only as a Ritual. Intelligence is your spellcasting ability for it.
Purple Dragon Companion
At 3rd level, 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
Medium Dragon, Neutral
- Armor Class 13 + Your Constitution Modifier
- Hit Points 5 + 5 times your Fighter Level (the dragon has a number of Hit Dice [d8s] equal to your Fighter Level)
- Speed 30 ft., fly 30 ft, swim 30 ft.
- Proficiency Bonus Equal to your Proficiency Bonus
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 12 (+1) 8 (-1) 13 (+1) 10 (+0)
- Senses Darkvision 60 ft., passive Perception 11
- Languages understands the languages you know, telepathy 30 ft.
Amphibious. The dragon can breathe both air and water.
Stalwart Bond. Add your Proficiency Bonus to any ability check or saving throw the dragon makes.
Actions
Rend. Melee Attack Roll: Bonus equals your Strength or Dexterity modifier, reach 5 ft. Hit: 1d8 + 3 plus your Strength or Dexterity modifier (whichever was used for the Attack Roll) Force damage.
Gravity Breath (2/Day). Constitution Saving Throw: DC 8 plus your Proficiency Bonus plus your Strength or Dexterity modifier (your choice when the dragon uses this Action), 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).
Dragon Rider
At 7th level, you and your purple dragon gain the following benefits.
Dragon Mount. The dragon grows to Large size. You can use the dragon as a mount if you are Medium or smaller, but while you're riding it, the dragon's Fly Speed is 15 feet. 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, and can now be used 3 times a day. When a creature fails its saving throw against that Gravity Breath, the creature also takes 2d8 Force damage.
Shared Second Wind. When you use your Second Wind to regain Hit Points, the dragon also regains Hit Points equal to 1d8 plus your Fighter level, and it regains one use of its Gravity Breath.
Rallying Surge
At 10th level, 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. If your purple dragon is one of the allies using Advance, the dragon can make one Rend attack.
Retreat. The ally moves up to half its Speed without provoking Opportunity Attacks.
Amethyst Pinnacle
At 15th level, you and your purple dragon gain the following benefits.
Superior Mount. The purple dragon grows to Huge size, and both its Speed and its Fly Speed increase to 40 feet. Additionally, the dragon no longer reduces its Fly Speed while you're riding it.
Tandem Attack. When you take the Attack action on your turn, you can forego one of your attacks to command the dragon to make one Rend attack. Alternatively, you can forego two of your attacks to command the dragon to use Gravity Breath.
Ednuring Commander
At 18th level, you and your purple dragon have Resistance to Force and Psychic damage and gain Immunity to the Charmed and Frightened Conditions.
Perfect Bond
At 18th level, your purple dragon gains the following benefits.
Perfected Mount. The purple dragon grows to Gargantuan size, and its Speed, its Fly Speed and its Swim Soeed increase to 50 feet.
Perfected Gravity Breath. The dragon's Gravity Breath becomes a 60-foot Cone, and can now be used 4 times a day. The Damage a creature takes when it fails its saving throw against that Gravity Breath is increased to 4d8 Force Damage.
Perfected Rend. The dragon's Rend Attack now does 2d8 Force Damage.
Fighter Martial Talents
Arcane Sight
Prerequisites(s): Proficient in the Arcana skill
You can cast detect magic at will, without expending a spell slot.
Blademaster
Prerequisites(s): 5th level, Proficiency with at least one Martial Weapon.
Select one type of martial weapon with which you are proficient. While you are wielding this weapon, it counts as magical for the purpose of piercing resistance and immunity. You also gain one additional Weapon Mastery.
Carnie
Prerequisites(s): Thrown Weapon Fighting Feat.
The ranges of any weapon you use with the Thrown property are doubled when you throw that weapon.
Duel of Honor
Prerequisites(s): Proficient in the Deception or Intimidation Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast compelled duel at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).
Expert
Prerequisites(s): N/A
You choose one Skill or Tool with which you are Proficient. You gain Expertise with that Skill or Tool. This talent can be taken up to two times, and you must choose a different skill or tool to benefit from this Talent for each.
Giantslayer
Prerequisites(s): N/A
You gain a climbing speed equal to your walking speed if you don't already have one. If you already have a climbing speed, your movement is increased by 10 feet while using it. You can use your climbing speed to scale creatures that are at least one size larger than you. At the start of each of your turns while you are climbing this creature, you must make a Strength (Athletics) skill check contested by a Strength (Athletics) skill check from the creature you are climbing.
While you are climbing a creature in this way, you have advantage on your melee attack rolls against it while that creature has disadvantage on attacks against you. The creature you are climbing has advantage on a Strength (Athletics) Skill Check made to grapple you while you are climbing it.
Hard Landing
Prerequisite(s): Constitution 14 or higher.
You halve any falling damage you take. At 10th level, you reduce any damage you would take from falling to 0.
Master of Court and Sword
Prerequisites(s): 3rd level, Battle Master Subclass.
You learn one additional Maneuver and gain one additional Maneuver Die.
Additionally, if you use a Maneuver to add to a Skill Check and still fail the check, you can re-roll the d20 for that Check once and must use the new result.
Mighty Blows
Prerequisites(s): 10th level, Strength or Dexterity 18
Once per turn, when you deal damage with a Melee Weapon Attack or Unarmed Strike, you can deal extra damage equal to your Proficiency Bonus.
Mythical Charm
Prerequisites(s): Proficient in the Persuasion Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast charm person at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).
Pincer Strike
Prerequisites(s): 10th level, Strength 18 or higher, Two-Weapon Fighting Feat, Twin Strikes Martial talent
When you engage in two-weapon fighting using two of the same type of weapon and make a Power Attack with the weapon in your primary hand, you can use your Reaction to strike with your offhand weapon as if it gained the bonus from Power Attack. You must finish a Long Rest to use this talent again.
Precision Shot
Prerequisites(s): Archery Feat.
When you use your Power Attack feature with a weapon that benefits from the Archery fighting style, you can take a penalty to damage equal to your proficiency bonus to gain a bonus to your attack roll equal to your proficiency bonus instead of the normal penalty and bonus, and you score a critical hit on a 19 or 20.
Psychic Surge
Prerequisites(s): 3rd level, Psi Warrior Subclass.
If you roll the maximum value on a Psionic Energy die, you do not expend that die. You may use this talent a number of times equal to your Intelligence Modifier, and regain all expended uses when you finish a Long Rest.
Reliable Maneuvers
Prerequisites(s): N/A
If you roll a 1 on your Superiority Die, you may re-roll that die once and must take the new result.
Silver Fists
Prerequisites(s): 5th level, Unarmed Fighting Feat.
Your Unarmed Strikes count as magical for the purpose of piercing resistance and immunity.
Superhuman Leap
Prerequisites(s): Proficient in the Athletics skill.
Your jumping distance and height are tripled, and if you would land within 5 feet of a creature you can force that creature to make a Dexterity saving throw against 8 + your Strength modifier + your proficiency bonus or take 1d6 Bludgeoning damage for every 10 feet you fell vertically onto them.
Superhuman Speed
Prerequisites(s): N/A
You gain additional walking speed equal to 5 x your Dexterity Modifier (Minimum 5 feet of additional movement). If you have another type of movement speed from a Fighter Martial Talent or your Race, it matches your Walking Speed.
Superhuman Strength
Prerequisites(s): Proficient in the Athletics skill.
The amount of weight you can carry, push, pull, and lift is doubled. This applies to you even if you would already increase your carry, push, pull, and lift weights from another source.
Superhuman Swimmer
Prerequisites(s): N/A
You can hold your breath for three times as long, and you gain a swimming speed equal to your walking speed if you do not already have one.
Thrown Weapon Mastery
Prerequisites(s): 10th level, 18 Strength or Dexterity, Thrown Weapon Fighting Fighting Style, Carnie talent
When you throw a weapon with the Thrown property, you can throw another Weapon with the Thrown property at the same creature as a reaction provided you have one on your person.
Twin Strikes
Prerequisites(s): Two-Weapon Fighting Feat.
When you engage in two-weapon fighting using two of the same type of weapon, you deal +1 damage with both weapons. For example, if you were wielding two Shortswords, you would gain this bonus but if you were wielding a Shortsword and a Dagger you would not.
Unarmored Defense
Prerequisite(s): N/A
When you aren't wearing any armor, your base Armor Class equals 10 plus your Strength and Charisma modifiers. You can use a Shield and still gain this benefit.
Worldly Warrior
Prerequisite(s): Intelligence 14 or higher.
You can read all writing. Additionally, you learn three additional languages which you can speak, read, and write.
Credits
Art (In Order)
- fall (Aki) (Dead Source)
- Carcass
- nicetanaka
- Kotatsu (G-Rough)
- luluchan92
- kk hamster
Other
Changes: Me, SmugCoffeeMan
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Changelog
1.0
- All the stuff from my 2014 Revised Fighter, with a few tweaks.
- Multi-Attack now has a stacking -2 penalty per attack beyond the first and is now Proficiency bonus -1 attacks per action.
- Eldritch Knight is a half-caster.
- Battle Master gets the most Maneuvers and can eventually learn them all.
1.1
- Fixed language with Martial Knowledge to be a bit clearer.
1.2
- Added a revised version of the UA Purple Dragon Knight Subclass.
- Buffed the Purple Dragon Companion at all levels.
- Added a new 18th level feature, Pefected Bond. This further improves the Dragon to a true dragon companion.
- Enduring Commander grants Immunity to the Charmed and Frightened Conditions for the Fighter and their Dragon.
- the dice for Shared Second Wind and Improved Gravity Breath are now d8s.
1.3
- Fixed an error with Battlemaster. It grants one Superiority Die at 3rd.