Fighter Unchained | A 2024 Fighter Overhaul

by Smug Coffee Man

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Unchained Fighter

Introduction

This document exists as one of several that is a way to completely overhault the way Dungeons & Dragons 2024 handles its progresssion and power level. The name comes from older editions of Dungeons & Dragons such as 3rd Edition and similar spinoff games, and aims to empower classes and make D&D 2024 a better feeling game to play for Players.

References to Other Documentation

The following abbreviations are used to reference official Dungeons & Dragons 5th Edition and 2024 expansion documents as well as other documents I have created.

  • AAG: Astral Adventurer's Guide
  • BMT: Book of Many Things
  • DMG14: Dungeon Master's Guide (2014)
  • DMG24: Dungeon Master's Guide 2024
  • EEPC: Elemental Evil Player's Companion
  • EFA: Eberron: Forge of the Artificer
  • EGW: Explorer's Guide to Wildemount
  • ERLW: Eberron: Rising From the Last War
  • FRHoF: Forgotten Realms: Heroes of Faerun
  • FTD: Fizzban's Treasury of Dragons
  • GGR: Guildmaster's Guide to Ravnica
  • IDRotF: Icewind Dale: Rime of the Frostmaiden
  • MCoC: Magniloth's Compendium of Changes
  • MOT: Mythic Odysseys of Theros
  • MPMM: Mordenkainen Presents: Monsters of the Multiverse
  • MM25: Monster Manual 2025
  • MTF: Mordenkainen's Tome of Foes
  • PHB14: Player's Handbook (2014)
  • PHB24: Player's Handbook 2024
  • SCAG: Sword Coast Adventurer's Guide
  • SCC: Strixhaven: A Curriculum of Chaos
  • SCoC: Smug's Compendium of Changes
  • SatO: Sigil and the Outlands
  • TCE: Tasha's Cauldron of Everything
  • TDSCR: Tal'Dorei Campaign Setting Reborn
  • UCR: Unchained Rules
  • VGM: Volo's Guide to Monsters
  • VRGR: Van Richten's Guide to Ravenloft
  • XGE: Xanathar's Guide to Everything
  • XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses
  • XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses
  • XUA25P: Unearthed Arcana 2024: The Psion
  • XUA25PU: Unearthed Arcana 2025: The Psion Update
  • XUA25SU: Unearthed Arcana 2025: Subclasses Update

How to Use

To use this Document, simply use it in place of the normal Dungeons & Dragons 2024 Class this document is named after. Game Masters should increase the CR of all Encounters by +1 from the normal calculations to account for the greater power of these Classes.

Note that the Unchained Class documents do not include any of the Spells listed in their Spells appendix, should they have one. These are found in official documentation from Wizards of the Coast, their affliates, or within other Homebrew documents found on the References to Other Documentation list to the left. Purchase official products from Wizards of the Coast to gain access to that content if it is from an official source, or via other homebrew documents linked in that list.

If a document does not list an Unchained Class in the list of Classes or Subclasses that can learn or prepare that Spell, then the list found in the appropriate appendix in that Unchained Class's Document takes priority.

Unchained Fighter

Unchained Unchained Unchained Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries—as Unchained Unchained 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.

Unchained Unchained Fighters master various weapon techniques, and a well-equipped Unchained Fighter always has the right tool at hand for any combat situation. Likewise, an Unchained Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Unchained 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 Unchained Unchained Fighters superior combatants.

Well-Rounded Specialists

Unchained Unchained Fighters learn the basics of all combat styles. Every Unchained 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, an Unchained Fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each Unchained 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 Unchained Unchained 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 an Unchained 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 Unchained Unchained Fighters.

Some Unchained Unchained 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 an Unchained Fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few Unchained Unchained 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 Unchained Fighter is perhaps the greatest paradox. On the one hand, a singular feature of the class is that no two Unchained Unchained 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 Unchained Fighter's motivation lies the same basic truth: it is better to wound than to be wounded.

Although some adventuring Unchained Unchained 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 Unchained Unchained Fighters comes from sending enemies to their doom.

Heraldic Sign

Unchained Unchained 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, an Unchained 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 Unchained Unchained 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 Unchained 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 Unchained 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 Unchained Unchained Unchained 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 an Unchained 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 Unchained Fighter
Level Proficiency Bonus Features Second Wind Weapon Mastery Maneuvers Known Maneuver Dice Strikes Known Talents Known
1st +2 Fighting Style, Martial Maneuvers, Martial Strikes, Second Wind, Unchained Fighter Subclass, Weapon Mastery 2 3 4 2 2 -
2nd +2 Action Surge, Martial Aggression, Martial Talents, Tactical Mind 2 3 4 2 2 2
3rd +2 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, Subclass Feature, Tactical Shift 3 4 6 4 2 3
6th +3 Ability Score Improvement 3 4 6 4 3 3
7th +3 Heroic Resistance (One Use) 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 Heroic Resistance (Two Uses), Peak Performance 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 6 10 8 4 6
16th +5 Ability Score Improvement 4 6 10 8 4 6
17th +6 Unbreakable 4 6 10 8 4 7
18th +6 Heroic Resistance (Three Uses) 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 an Unchained Fighter

As you build your Unchained 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 an Unchained 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 Unchained Fighter level.
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Unchained 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.

Fighting Style

At 1st level, you have honed your martial prowess and gain a Fighting Style feat of your choice from the 2024 Player's Handbook or the Unchained Rules document. Defense is recommended.

Whenever you gain an Unchained Fighter level, you can replace the feat you chose with a different Fighting Style feat.

Martial Maneuvers

At 1st level, your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Maneuver 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 Round, and cannot use a maneuver on the same Attack you would use a Weapon Mastery Property, Martial Strike, the Power Attack Class Feature, an attack you would apply Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.

You learn two additional maneuvers of your choice when you reach levels 5, 10, and 15 in the Class you gained your Maneuvers from. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Maneuver Dice. You have four Maneuver Dice, which are d6s. A Maneuver Die is expended when you use it. You regain half of your expended Maneuver Dice (minimum 1) when you finish a Short Rest and all of your expended Maneuver Dice when you finish a Long Rest.

You gain two additional Maneuver Dice when you reach levels 5 (four dice total), 10 (six dice total) and 15 (eight dice total) in the class you gained your Maneuver Dice from.

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 Martial Maneuvers are presented here in Alphabetical order.

Ambush. When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Maneuver 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 Maneuver 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 Maneuver 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 Maneuver Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Maneuver 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 Maneuver Die and add that die to the roll.

Disarming Attack. When you hit a creature with an attack roll, you can expend one Maneuver Die to attempt to disarm the target. Add the Maneuver 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 Maneuver Die to distract the target. Add the Maneuver 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 Maneuver 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 Maneuver 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 Maneuver Die to the attack's damage roll.

Goading Attack. When you hit a creature with an attack roll, you can expend one Maneuver Die to attempt to goad the target into attacking you. Add the Maneuver 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 Maneuver 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 Maneuver Die to the attack's damage roll.

Maneuvering Attack. When you hit a creature with an attack roll, you can expend one Maneuver Die to maneuver one of your comrades into another position. Add the Maneuver 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 Maneuver Die to attempt to frighten the target. Add the Maneuver 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 Maneuver Die to reduce the damage by the number you roll on your Maneuver Die plus your Strength or Dexterity modifier (your choice).

Precision Attack. When you miss with an attack roll, you can expend one Maneuver 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 Maneuver Die to attempt to drive the target back. Add the Maneuver 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 Maneuver 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 Maneuver Die roll plus half your Unchained Fighter level (round down).

Riposte. When a creature misses you with a melee attack roll, you can take a Reaction and expend one Maneuver Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Maneuver 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 Maneuver 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 Maneuver 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 Maneuver 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 Maneuver 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.

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. If a Strike has an Area of Effect, you choose which creatures within that Area of Effect are affected by the Martial Strike. You cannot use a Martial Strike on the same Attack you would use a Weapon Mastery Property, Martial Strike, the Power Attack Class Feature, an attack you would apply Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.

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.

Damage Dice. Strikes typically deal a single roll of a Weapon's Damage Dice. At 12th Level in the class you gained your Martial Strikes from, you roll the Weapon's Damage Dice twice when you use a Martial Strike.

Strikes

The strikes are presented 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 12th level.

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 12th level, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which).

Crush. Cannot be used with Ranged weapons. Each creature within a 10-foot Sphere that expands outward from a point within 5 feet 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 Sphere increases to 20 feet at 12th level.

Cull. Must be wielding a Melee Weapon with the two-handed property to use. Each creature within cone with a maximum length and width of 15 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 30 feet when you reach 12th level.

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 makes 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.

At 12th level, you move your full Movement Speed + 5 Feet instead.

Deflect. When you would take damage from a ranged weapon attack, you can roll 1d10 + your Strength Modifier (Melee Weapon or Unarmed) or your Dexterity Modifier (Ranged Weapon) 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 12th level, you can use this Strike gainst all Attacks made against you, even 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 12th level, you gain a bonus to the re-rolled saving throw equal to your Strength or Dexterity Modifier (you choose which).

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 12th level, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which).

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 10 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 20 feet when you reach 12th level.

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 12th level, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which).

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 of the Line becomes 30 Feet and its Width becomes 15 feet when you reach 12th level. Ranged Weapons instead use their full effective range at 12th level.

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.

When you reach 12th Level, the distance the target is pulled is 30 feet.

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 12th level, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which).

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 12th level.

Volley. Must be wielding a Ranged Weapon to use. Choose one creature. That creature and each creature within a 10-foot Sphere of 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 20 feet when you reach 12th level.

Whirlwind. Must be wielding a Melee Weapon to use. Each creature within a 10-foot Emanation centered on you must make a Dexterity Saving Throw as you spin your weapon 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 Emanation of this feature increases to 20 feet when you reach 12th level.

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 Unchained 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 Unchained Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Unchained Fighter Features table.

Unchained Fighter Subclass

At 1st level, you gain an Unchained Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Unchained Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Unchained Fighter level or lower.

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 Unchained 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 Unchained 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 Unchained Fighter Level 17, you can use it twice before a rest but only once per round.

Martial Aggression

At 2nd level, you have learned how to prove yourself as a threat to your enemies. When your turn ends, choose one creature within 10 feet of you (no action required). If the chosen creature damages a creature other than you or forces a creature other than you to make a Saving Throw, the next next Melee Weapon Attack or Unarmed Strike you land against the chosen creature is treated as a Critical Hit. The effect of this Feature lasts for 1 minute or until you use it again to target a new creature. A creature can only be affected by one instance of Martial Aggression at a time.

At 10th level, if there is a creature targeted with this feature by you at the start of your turn, you increase your Speed by 15 feet until the end of your turn, and must use this additional movement to move towards the creature targeted by this feature. At 15th level, you double your Speed instead of increasing it by 15 feet with this feature.

You can use this ability twice, gain an additional use at Unchained Fighter level 12, and regain all expended uses when you finish a Short or Long Rest.

Martial Talents

At 2nd Level, you gain access to Martial Talents. Refer to the list on page 26 for a list of options. At Unchained Fighter Level 2, you learn 2 Martial Talents. You learn an additional Martial Talent at Unchained Fighter Levels 5, 8, 11, 14, 17, and 20.

When you gain an Unchained Fighter Level, you may substitute one Martial Talent you currently know for a different one for which you meet the prerequisites. If you do so, all benefits of the previous Martial Talent you knew are lost.

Tactical Mind

At 2nd 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.

Martial Knowledge

At 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 Unchained Fighter Level 10, you gain Expertise in a second skill proficiency of your choice.

Martial Might

At 3rd Level, you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift as well as for wielding weapons designed for larger creatures.

You count as two sizes larger at Level 10 of this Class and three sizes larger at Level 15 of this Class.

Additionally, you now add your Strength Modifier (minimum +1) to all Dexterity (Acrobatics), Dexterity (Stealth), and Charisma (Intimidation) Skill Checks you make.

Ability Score Improvement

When you reach Unchained Fighter Level 4, and again at Unchained 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

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 -1 Penalty.

Power Attack

At 5th Level, when you deal damage with Weapon Attack or Unarmed Strike, you can choose to deal extra damage equal to your Proficiency Bonus. You can only use this Feature Once per Round, and you cannot use Power Attack on the same Attack you would use a Weapon Mastery Property, Martial Maneuver, Martial Strike, an attack you would apply Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.

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.

Heroic Resistance

At 7th level, you gain the ability to shrug off magical effects. When you are forced to make a Saving Throw, you can choose to succeed on that Saving Throw (no action required), and if you would take damage from succeeding on the Saving Throw, you do not.

You can use this feature once, and must finish a Long Rest to use this feature again.

You gain an additional use of this feature at Unchained Fighter Level 11 (two uses), and again at Unchained Fighter Level 18 (three uses).

Indomitable

At 9th level, you add half of your Proficiency Bonus (rounded down, minimum 1) to any Saving Throws you lack proficiency in.

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 ten years counting as one for you.

Additionally, you are immune to magical aging and your Strength, Dexterity, and Constitution scores and Hit Point Maximum cannot be reduced by any means.

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.

Unbreakable

At 17th level, you become immune to the Charmed and Frightened conditions.

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 land a hit against a creature that has 50 or fewer Maximum Hit Points with a Weapon Attack or Unarmed Strike, you instantly reduce it to 0 hit points.

You may use this feature Once per Round.

Arcane Marksman

An Arcane Marksman studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. The first Arcane Marksmans stood watch over their communities, keeping a keen eye out for dangers and using magic-infused arrows to defeat monsters and invaders. Over the centuries, other species have learned the elves' mystical methods of blending arcane aptitude with archery and broadened their application to ranged weapons of many kinds while applying those talents to an adventuring life.

Arcane Marksman Lore

At 1st level, you learn magical theory and secrets of nature, granting you the following benefits.

Cantrip. You know either the Druidcraft or Prestidigitation cantrip. Intelligence is your spellcasting ability for it.

Skills. You gain proficiency in the Arcana and Nature skills. If you already have one of these proficiencies, you instead gain proficiency in a different skill of your choice (or with two other skills if you have both).

Arcane Shot

At 1st level, you learn to unleash special magical effects with some of your shots.

Arcane Shot Options. You learn four Arcane Shot options of your choice from the "Arcane Shot Options" section later in this subclass's description.

You learn an additional Arcane Shot option of your choice when you reach Unchained Fighter levels 5, 10, and 15. Each time you gain an Unchained Fighter Level, you can also replace one option you know with a different one.

Using an Arcane Shot Option. Once per Round, when you make a ranged attack using a weapon with the Ammunition property, you can apply one of your Arcane Shot options to that attack. You decide to use the option when you hit a creature and deal damage to it unless the option doesn't involve an attack roll. You cannot use an Arcane Shot option on the same Attack you would use a Weapon Mastery Property, Martial Maneuver, Martial Strike, the Power Attack Class Feature, an attack you would apply Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.

You can use this feature a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.

Arcane Shot Die. Arcane Shot options refer to your Arcane Shot Die. Your Arcane Shot Die is a d6.

Saving Throws. If an Arcane Shot option requires a saving throw, the DC equals 8 plus your Dexterity Modifier plus your Proficiency Bonus.

Arcane Shot Options

The Arcane Shot options are presented here in alphabetical order.

Banishing Shot. Your magic temporarily sequesters your target in a harmless demiplane. The creature you hit takes additional Psychic damage equal to one roll of your Arcane Shot Die and must succeed on a Charisma saving throw or be banished. While banished, the creature has the Incapacitated condition and a Speed of 0. At the end of its next turn, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

The psychic damage increases to two rolls of your Arcane Shot Die when you reach 15th level in this class.

Beguiling Shot. Your magic causes the ammunition to temporarily beguile your target. The creature you hit takes additional Psychic damage equal to two rolls of your Arcane Shot Die and must succeed on a Wisdom saving throw or have the Charmed condition until the start of your next turn, treating either you or one of your allies within 30 feet of the target (your choice) as the charmer. The Charmed condition ends early if the charmer attacks the target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to four rolls of your Arcane Shot Die when you reach 15th level in this class.

Bursting Shot. You imbue your ammunition with explosive force energy. Immediately after you deal damage to the creature, your target and each creature within a 10-foot Emanation originating from the target takes Force damage equal to two rolls of your Arcane Shot Die.

The force damage increases to four rolls of your Arcane Shot Die when you reach 15th level in this class.

Enfeebling Shot. Your ammunition saps your target's strength. The creature you hit takes additional Necrotic damage equal to two rolls of your Arcane Shot Die. The target must also succeed on a Constitution saving throw or have the Poisoned condition until the end of its next turn. Whenever a target Poisoned in this way hits with an attack roll, it subtracts an amount equal to one roll of your Arcane Shot Die from the total damage of that attack.

The necrotic damage increases to four rolls of your Arcane Shot Die when you reach 15th level in this class.

Grasping Shot. Your ammunition creates clutching brambles around your target. The creature you hit takes additional Slashing damage equal to one roll of your Arcane Shot Die and must succeed on a Strength saving throw or have the Restrained condition until the start of your next turn. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your Arcane Shot DC, removing the brambles and ending the Restrained condition on the target on a successful check.

The slashing damage increases to two rolls of your Arcane Shot Die when you reach 15th level in this class.

Piercing Shot. You give your ammunition an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the ammunition shoots forward in a 30-foot Line that is 1 foot wide, originating from you, then vanishes. The Line ignores cover, as the ammunition phases through solid objects. Each creature in the Line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit plus additional Piercing damage equal to two rolls of your Arcane Shot Die. On a successful save, a creature takes half as much damage.

The piercing damage increases to four rolls of your Arcane Shot Die when you reach 15th level in this class.

Seeking Shot. You grant your ammunition the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the last minute. The ammunition flies toward that creature, moving around corners if necessary and ignoring Half Cover and Three-Quarters Cover. If the target is within your weapon's long range, the target must make a Dexterity saving throw. Otherwise, the ammunition disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit plus additional Force damage equal to two rolls of your Arcane Shot Die, and you learn the target's current location. On a successful save, the target takes half as much damage only.

The force damage increases to four rolls of your Arcane Shot Die when you reach 15th level in this class.

Shadow Shot. Your magic occludes your foe's vision with shadows. The creature you hit takes additional Psychic damage equal to one roll of your Arcane Shot Die, and it must succeed on a Wisdom saving throw or have the Blinded condition until the end of its next turn.

The psychic damage increases to two rolls of your Arcane Shot Die when you reach 15th level in this class.

Curving Shot

At 5th level, you learn how to direct an errant shot toward a new target. If you make an attack roll with a weapon with the Ammunition property and miss, as a Bonus Action immediately after the attack, you can make an extra attack with the same weapon against a different target that you can see, that is within the weapon's long range, and that isn't behind Total Cover. This extra attack doesn't require ammunition.

Ever-Ready Shot

At 5th level, when you roll Initiative and have no uses of Arcane Shot left, you regain one expended use of it.

Arcane Ammunition

At 10th level, any Weapon that has the Ammunition property no longer requires ammunition, creating its own when it is fired, the ammunition vanishing when an attack with the weapon hits or misses.

Additionally, your attacks with weapons that have the Ammunition property ignore Resistance and Immunity.

Improved Shots

At 10th level, your Arcane Shot Die becomes a d8.

Powerful Shots

At 15th level, your Arcane Shot Die becomes a d10.

Additionally, all of your Arcane Shot options improve as described above.

Arcane Sniper

At 15th level, you treat the Long Range of any weapon that has the Ammunition property as the weapon's normal range.

Battlemaster

Battlemasters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battlemasters 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 1st level, you learn two additional Martial Maneuvers of your choice, gain one additional Maneuver Die, learn one additiional Martial Strike, and gain one additional Martial Talent.

Extra Martial Maneuvers. You learn two more Martial Maneuvers of your choice, and two more at Unchained Fighter Levels 5, 10, and 15.

Extra Martial Strike. You learn one more Martial Strike of your choice, and one more at Unchained Fighter Levels 6, 12, and 18.

Extra Martial Talent. You learn one Martial Talent of your choice, and one more at Unchained Fighter Levels 5, 11, and 14.

Extra Maneuver Dice. You gain an additional Maneuver Die, and another at Unchained Fighter Levels 5, 10, and 15.

Superior Maneuver Dice. Your Maneuver Dice become d8s. They become d10s at 10th level and d12s at 15th level.

Student of War

At 1st level, you gain proficiency with one type of Artisan's Tools, proficiency in one skill, and fluency in one language of your choice.

Know Your Enemy

At 5th 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.

You can use this feature a number of times equal to your Strength or Dexterity Modifier (whichever is higher, minimum once), and regain all expended uses when you finish a Long Rest. You can also restore a use of the feature by expending one Maneuver Die (no action required).

Improved Combat Superioirty

At 10th level, your Maneuver Die becomes a d10.

Additionally, if you roll Initiative and no Maneuver Dice remaining, you regain two Maneuver Die.

Relentless

At 15th level, when you use a maneuver, you can roll 1d8 and use the number rolled instead of expending a Maneuver Die.

You can use this feature a number of times equal to your Strength or Dexterity Modifier (whichever is higher, minimum once), and regain all expended uses when you finish a Long Rest.

Ultimate Combat Superiority

At 15th level, your Maneuver Die becomes a d12.

Brute

Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.

Brutish Strikes

At 1st level, you learn two additional Martial Strikes.

At 15th level, you add an additional die of your weapon's damage to the damage dealt with strikes.

Brutish Power

At 1st level, you have advantage on any Ability Check that uses Strength.

At 15th level, this also applies to Strength Saving Throws.

Brutish Durability

At 5th level, your toughness allows you to shrug off assaults that would devastate others. You add your Constitution Modifier to any saving throws you make.

If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style feature.

Brutish Survivalist

At 10th level, you ignore extreme temperatures and going without food and water no longer incurs levels of Exhaustion.

Additionally, you are immune to poison damage and the poisoned condition.

Devastating Critical

At 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon's damage roll equal to your level in the Unchained Fighter class.

Undying Brutality

At 15th level, you attain the pinnacle of resilience in battle. If you have the Bloodied Condition at the start of your turn in Combat, you regain 10 plus your Constitution Modifier (minimum +1) Hit Points.

Cavalier

The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these Unchained Unchained Unchained Fighters leave their lives of comfort to embark on glorious adventure.

Cavalier Training

At 1st level, you gain proficiency in one Skill of your choice and gain fluency in one Language of your choice.

Born to the Saddle

At 1st level, mounting or dismounting a creature costs you no movement if it is within 5 feet of you, and you have Advantage on saving throws made to avoid falling off your mount.


Additionally, if you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.


Finally, the cost of Barding for your mount is is only two times the cost of the base armor rather than four times.

Unwavering Mark

At 1st level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a Melee weapon or Unarmed Strike, you can mark the creature until the end of your next turn. This effect ends early if you have the Incapacitated condition, you die, or someone else marks the creature.


While a marked creature is within 5 feet of you, it has Disadvantage on attack rolls against creatures other than you.


In addition, if a creature marked by you deals damage to anyone other than you, you can use a Reaction to make an Attack Roll with a Weapon Attack or Unarmed Strike against the marked creature provided they are within range of your Weapon or Unarmed Strike. You have advantage on the attack roll, and if it hits, the attack deals extra damage to the target equal to half your Unchained Fighter level.

Warding Maneuver

At 5th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d10 as a reaction if you're wielding a melee weapon or wearing a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has Resistance against the attack's damage.

You can use this feature a number of times equal to your Strength Modifier (minimum once), and regain all expended uses of this feature when you finish a long rest.

Hold the Line

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach


When you hit a creature with an opportunity attack, the target's Speed becomes 0 until the end of the current turn.

Ferocious Charger

Starting at 10th level, you can run down your foes, whether you're mounted or not. You and your mount's Speed increases by 10 feet (this is a passive benefit), and during the first round of each combat, your movement doesn't provoke Opportunity Attacks for that round.


When you move within 5 feet of a creature this round, that creature must succeed on a Strength saving throw (DC 8 plus your Strength modifier and Proficiency bonus) or you either push it 5 feet away or cause it to have the Prone condition. A creature makes this save only once during a turn.

Vigilant Defender

Starting at 15th level, you respond to danger with extraordinary vigilance. In combat, you get a special Reaction that you can take once on every creature's turn except your turn. You can take this Reaction only to make an Opportunity Attack, and you can't take it on the same turn that you take your normal Reaction.

Champion

A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.

Improved Critical

At 1st 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 1st level, whenever you hit with a weapon or Unarmed Strike and deal damage, you deal an additional die of damage, determined by your Unchained Fighter Level as shown on the Champion's Might Table.

Champion's Might Table
Unchained Fighter Level Damage Increase
1st 1d4
5th 1d6
10th 1d8
15th 1d10

Remarkable Athlete

At 1st 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.

Champion's Fervor

At 5th level, when you score a critical hit, you treat the first roll of your Champion's Might Die as if it were its maximum value. This means that the roll made with the attack is affected, while the roll made as part of the Critical Hit damage is not.

Heroic Warrior

At 5th level, the thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.

Additional Fighting Style

At 10th level, you gain another Fighting Style feat of your choice.

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.

Echo Knight

Feared by their foes, the Echo Knight has mastered the art of summoning the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.

Manifest Echo

At 1st Level, You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.

Your echo has AC 14 Plus your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

You can use the echo in the following ways:

  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.

Unleash Incarnation

At 1st level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.

You can use this feature equal to your Strength Modifier (minimum once). You regain all expended uses when you finish a long rest.

Echo Avatar

At 5th level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

Shadow Martyr

At 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.

Once you use this feature, you can't use it again until you finish a short or long rest.

Reclaim Potential

By 10th level, you've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 Plus your Constitution modifier, provided you don't already have temporary hit points.

You can use this feature equal to your Strength Modifier (minimum once). You regain all expended uses when you finish a long rest.

Legion of One

At 15th level, you can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.

In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.

Eldritch Knight

Eldritch Knights combine the martial mastery common to all Unchained Unchained Unchained 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 1st 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 Unchained Wizard spell list (see that class's document for its list). Booming Blade (TCE) and Starry Wisp are recommended. Whenever you gain an Unchained Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Unchained Unchained Wizard spell list.

When you reach Unchained Fighter level 10, you learn another Unchained 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 two level 1 spells from the Unchained Wizard spell list. Shield (MCoC) and Shower of Sparks (MCoC) are recommended.

The number of spells on your list increases as you gain Unchained Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Unchained 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 Unchained Fighter, your list of prepared spells can include eight Unchained Wizard spells of levels 1 and 2 in any combination.

Changing your Prepared Spells. Whenever you gain an Unchained Fighter level, you can replace one spell on your list with another Unchained Wizard spell for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Unchained 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 Unchained Wizard spells.

Weapon Bond

At 1st level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Unchained 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 Unchained 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 5th level when you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Unchained 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 10th 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 15th 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 Unchained Wizard spells that has a casting time of an action.

Eldritch Knight Spellcasting Table
Level Cantrips Prepared Spells 1st 2nd 3rd 4th 5th
1st 2 2 2
2nd 2 3 2
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

Gladiator

Gladiators are just as much performers as they are warriors. Whether brawling in underground fighting rings or fighting for survival in bloodstained arenas, a Gladiator combines martial skill with theatrics to awe and intimidate their audiences.

Brutality

At 1st level, Shaped by the intensity of the arena, you've learned to execute brutal martial moves. Once per turn, when you hit a creature with an attack roll using a Melee weapon, you can add one of the following Brutality effects of your choice. You can do this a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.

Bleed. You can activate the Sap mastery property in addition to a different mastery property you're using with that weapon, and the target takes extra damage equal to your Charisma modifier (minimum of 1 damage). The extra damage's type is the same type as the weapon's type

Bluff. You can activate the Vex mastery property in addition to a different mastery property you're using with that weapon, and you have Advantage on the next saving throw you make before the end of your next turn.

Stumble. You can activate the Topple mastery property in addition to a different mastery property you're using with that weapon, and on its next turn, the target can take only an action or a Bonus Action, not both.

Combat Theatrics

At 1st level, you've honed your combat skills to entertain, devastating opponents and dazzling onlookers. You gain the following benefits.

Athletic Flair. You add your Strength Modifier (minimum +1) to all Charisma (Perform) Skill Checks you make.

Bonus Proficiency. You gain proficiency in one of these skills of your choice: Acrobatics, Athletics, Deception, Intimidation, or Performance. If you are already proficient in all of these skills, gain Expertise in one of these skills instead.

Flourish Parry

At 5th level, you've learned to stylishly counter blows from your opponents. When an enemy hits you with a melee attack roll, you can take a Reaction to add your Charisma modifier (minimum of +1) to your AC against the attack, potentially causing the attack to miss.

Flourish Counter. If this Reaction causes the attack to miss, you can retaliate with a powerful counterattack as part of the same Reaction. Make an attack roll with a Melee weapon against the triggering creature. If this attack hits, you can use one of your Brutality effects on the target without expending a use of that feature.

Once this counterattack hits, you can't use this feature to make another counterattack until you finish a Long Rest. You can also restore your use of this counterattack by expending one of your Maneuver Dice (no action required).

Bolder Brutalities

At 10th level, your brutal martial prowess has improved. The following effects are added to your Brutality options.

Rive. You can activate the Cleave mastery property in addition to a different mastery property you're using with that weapon, and you can add your ability modifier to the damage of the additional attack made as part of that property's activation.

Rush. You can activate the Push mastery property in addition to a different mastery property you're using with that weapon, and you can immediately move up to your Speed without provoking Opportunity Attacks.

Stagger. You can activate the Slow mastery property in addition to a different mastery property you're using with that weapon, and the target has Disadvantage on the next saving throw it makes before the end of your next turn.

Brutal Resurgence

At 15th level, whenever you use your Second Wind to regain Hit Points, you regain an expended use of Brutality. You also regain an expended use of Brutality whenever you use your Action Surge.

Monster Hunter

As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror.

Hunter's Training

At 1st level, you gain proficiency in one Skill of your choice and Smith's Tools. If you are already proficient with Smith's Tools, you choose another set of Artisan's Tools to gain Proficiency with.

Hunter's Maneuvers

At 1st level, any damage you deal with a Maneuver Die is Radiant or Necrotic (you choose which when you deal damage with a Maneuver Die).

Hunter's Mysticism

At 1st level, your study of the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells.

In addition, you gain the ability to speak Abyssal, Celestial, and Infernal.

Gather Materials

At 5th level, you can always gather at least 50 GP worth of crafting materials from the body of any dead beast, fiend, or monstrosity type creature. This material can be used in the crafting of magical or nonmagical weapons and armor with which you are proficient.

At Unchained Fighter level 10, this increases to 100 GP worth of crafting materials and aberration, fey, and undead become valid creature types for this feature. At Unchained Fighter level 15, this increases to 200 GP worth of crafting materials and Dragon becomes a valid creature type for this feature.

Monster Slayer

At 5th level, whenever you expend a maneuver die to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them.

Against The Darkness

At 10th level, you have advantage on saving throws you make against abberations, fey, fiends, and undead.

At Unchained Fighter Level 15, this advantage applies to all Saving Throws made against any creature that is not a Celestial, Humanoid, or Plant type creature.

Rend Monster

At 10th level, when you score a critical hit, the target of the attack has disadvantage on all attack rolls and saving throws it makes against creatures other than you until the end of your next turn, and you can roll a Manuever Die once and add that result to the damage without expending a Maneuver die.

You can roll two Maneuver Dice with this feature if the target is an aberration, a fey, a fiend, or an undead.

Slay Monster

At 15th level, you can replace one Attack you make with a use of this feature. The target makes a Constitution Saving Throw a gainst your Maneuver Save DC. On a failed save, if it has less than 100 hit points remaining, it is reduced to 0 hit points. If it has more than 100 hit points remaining and fails the save or succeeds on the save, it takes 5d10 Radiant Damage that ignores resistance and immunity instead. Aberrations, fey, fiends, and undead make this save with Disadvantage, and the threshold for the feature is 150 hit points against such creatures.

You must finish a Short or Long Rest to use this feature again.

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 1st 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 Unchained Fighter levels.

Unchained Fighter Level Die Size Number
1 D6 4
5 D8 6
8 D8 8
10 D10 8
13 D10 10
15 D12 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 5th 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

At 10th level, you can shield yourself and others with telekinetic force. As a Bonus Action, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has Half Cover for 1 minute or until you have the Incapacitated condition.

Once you use this feature, you can't do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.

Telekinetic Master

At 15th 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 1st level, you know how to conduct yourself with grace as a noble ambassador. You gain the following benefits.


Comprehension. You can cast the Comprehend Languages spell but only as a Ritual. Intelligence is your spellcasting ability for it.


Polyglot. You learn one language. When you finish a Long Rest, you can replace a language learned from this benefit with another language you have heard, seen, signed, or read in the past 24 hours.


Well Learned. You gain Proficiency in one skill of your choice. You also gain Expertise in the chosen Skil.

Purple Dragon Companion

At 1st 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 plus your Constitution Modifier
  • Hit Points 5 + 5 times your Unchained Fighter Level (the dragon has a number of Hit Dice [d8s] equal to your Unchained 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 5th 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 Unchained 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 10th 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.

Enduring Commander

At 15th level, you and your purple dragon have Resistance to Force and Psychic damage.

Perfect Bond

At 15th 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.

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.

Giant's Might

At 1st level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:

  • 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 equal to your Strength Modifier (minimum once), and you regain all expended uses of it when you finish a long rest.

Rune Carver

At 1st Level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.

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.

Unchained Fighter Level Number of Runes
3rd 2
7th 3
10th 4
15th 5


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 Plus your proficiency bonus Plus your Strength modifier.

Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or 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.

Frost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.

In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.

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.

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.

Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.

In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and 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.

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 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.

Rune Carver's Tools

At 1st level, you gain proficiency with smith's tools, and you learn to speak, read, and write Giant.

Runic Shield

At 5th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

You can use this feature equal to your Strength Modifier (minimum once), and you regain all expended uses when you finish a long rest.

Great Stature

At 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll and you have advantage on Strength (Athletics) Skill Checks made to push, pull or lift nonliving objects. You also gain 10 x the result of your roll to increase your height in carrying capacity.

Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.

Master of Runes

At 10th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

Runic Juggernaut

At 15th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.

Samurai

The Samurai is an Unchained Fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.

Bushido

At 1st level, you gain proficiency in a skill of your choice, learn a language of your choice, and gain proficiency with Calligrapher's Supplies.

Iajutsu

At 1st level, you can add your Constitution Modifier (Minimum +1) to your Initiative Rolls.

Samurai's Blade

At 1st level, Melee Weapons that lack the Heavy, Special, or Two-Handed properties that deal Slashing damage gain the Finesse property while wielded by you.

Teinei

At 5th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Dexterity modifier.

Additionally, you gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Iado

At 10th level, when a creature misses an attack against you while you are wielding a weapon that has the Finesse property, you can use a reaction to immediately make a single attack against that creature with a weapon you are wielding that has the Finesse property. This special attack cannot be modified by any Species Abilities, Class or Subclass Features, Feats, or Spells, including Martial Maneuvers and Martial Strikes.

You can use this feature a number of times equal to your Dexterity Modifier and regain one expended use when you finish a Short Rest and all expended uses when you finish a Long Rest.

Ono-ha Itto-ryu

At 15th level, you can put all your might and skill into one decisive blow. When you would take the Attack Action using a weapon with the Finesse Property, you can forgo making additional attacks using your Multi-Strike Class Feature. Make a single Attack Roll against a creature. On a hit, you roll the weapon's damage dice once for each Attack from the Multi-Strike Feature beyond the first you sacrificed for this Feature's use. Add the damage rolled to the amount you deal.

If you score a Critical Hit, if the creature has 100 hit points remaining or fewer, it must roll a Constitution Saving Throw against a DC of 8 plus your Dexterity Modifier and Proficiency Bonus. On a failure, it is instantly reduced to 0 Hit Points. On a success, it takes 8d10 Slashing Damage that ignores Resistance and Immunity instead.

Once you use this feature, you can't use it again until you finish a Long Rest.

Fumetsu no Tamashī

At 15th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can't use it again until you finish a Long Rest.

Sharpshooter

The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this Unchained Fighter is a perilous foe who can defeat an entire war band so long as they are kept at range.

Deadly Aim

At 1st level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you're wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:

  • The attacks ignore half and three-quarters cover.
  • On each hit, the weapon deals 1d4 additional force damage. This increases to 1d6 at 5th level, 1d8 at 10th level, and 1d10 at 15th level.


You can use this feature a number of times equal to your Dexterity Modifier (minimum once). You regain all expended uses of it when you finish a short or long rest.

Ranged Weapon Mastery

At 1st level, if a weapon with the Ranged Property also has the Loading or Reload property, you ignore the Loading or Reload property with that weapon.

Additionally, making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll.

Careful Eyes

At 5th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.

In addition, you gain Proficiency and Expertise in the Perception Skill. If you already have Proficiency in the Perception Skill, you gain Expertise. If you have both, choose one Skill to gain Proficiency and Expertise in.

Long Range Shooting

At 5th level, you no longer suffer disadvantage for firing beyond a weapon's normal range.

Headshot

At 10th level, if you score a Critical Hit with a weapon that has the Ammunition property, you roll an additional die of damage with that weapon after caculating the critical hit's damage.

Rapid Fire

At 10th level, if you have Advantage on a Ranged Weapon Attack, you can forgo that advantage to make an additional attack with that weapon against the same target as the first attack as part of the Attack Action.

You can use this feature a number of times equal to your Dexterity Modifier (minimum once) and regain all expended uses when you finish a Short or Long Rest.

Snap Shot

At 15th level, when you roll Initiative, you can immediately draw a Ranged Weapon on your person provided you have the hands available to wield it, and then make a single Ranged Weapon Attack against one creature within that weapon's Normal Range.

You must finish a Short or Long Rest to use this Feature again.

Distant Shot

At 15th level, you triple the Long Range value of any Ranged Weapon you wield.

Void Knight

Void Knight Unchained Unchained Unchained Fighters have learned to manipulate space to a minor degree, able to strike unseen and chain strikes to great effect. They specialize in quick movement and unleashing a flurry of blows with their wepaons.

Areial Rave

At 1st level, when you deal damage to a creature with a Melee Weapon Attack, you can force it to make a Strength Saving Throw with a DC of 8 plus your Strength Modifier and Proficiency Bonus. On a failure, the creature is launched into the air a number of feet equal to 5 times your Strength Modifier.

If you have the Multi-Strike Class Feature, you can then teleport the same distance as the target as a Reaction, ending Adjacent to the target of this feature, and make another attack with that weapon as part of the Reaction, and until the end of your turn, you and that creature Hover in place. The creature falls and takes falling damage as normal and is Prone when your turn ends, while you safely land on your feet in the same place you began that turn in.

You can use this feature a number of times equal to your Strength Modifier (minimum once) and regain all expended uses when you finish a Short or Long Rest.

Void Jump

At 5th level, you can expend a Maneuver Die as a Bonus Action to teleport to an unoccupied space within 10 feet of you. This increases to 20 feet at Unchained Fighter Level 10 and 30 feet at Unchained Fighter Level 15.

Additionally, your jumping height and long jump distance are now equal to your Speed and any falling damage you take is halved. At Unchained Fighter Level 10, you no longer take falling damage.

Rising Star

At 10th level, when you use your Areial Rave feature, the distance a creature is launched is now 10 times your Strength Modifier, and any falling damage a creature takes due to falling from your Areial Rave Subclass Feature is now Force Damage.

Additionally, if you score at least one Critical Hit during the effects of your Areial Rave or make as many attacks as possible against a target of your Areial Rave feature during your turn and hit with all of them, you gain a point of Heroic Inspiration.

Judgement Cut End

At 15th level, when you end your turn after using your Areial Rave Feature, you can force all creatures of your choice within a 20-foot emanation of you to make a Dexterity Saving Throw (no action required). They take 8d10 Force Damage on a failed save, or half as much on a successful one. If a creature fails its Saving Throw and has 50 or fewer hit points remaining, it is reduced to 0 hit points instead.

Once you use this feature, you can't use it again until you finish a Long Rest.

Unchained 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 climb speed equal to your speed if you don't already have one. If you already have a climb speed, your speed is increased by 10 feet while using it. You can use your climb 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): 2nd level, Battlemaster 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.

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 instead of gaining a bonus to damage 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): 2nd 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 Maneuver 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 an Unchained Fighter Martial Talent or your Species, it matches your 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 swim speed equal to your 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 languages.

Credits

Art (In Order)

Isegawa Yasutaka

Other

Changes: Me, SmugCoffeeMan

Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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Changelog

1.0

  • Created the document.

1.1

  • Martial Aggression was made a 2nd level feature.

1.2

  • Updated Cavalier to better resemble the version in XUA25SU.
  • Knightly Envoy from Purple Dragon Knight was updated to better match its printing in FRHoF, but otherwise remains unchanged as the UA version is easily the superior version of the subclass as far as I'm concerned.