Fighter_subclasses
Fighter_subclasses
1.Champion
he archetypal Champion focuses on the development of raw physical power honed to
deadly perfection. Those who model themselves on this archetype combine rigorous
training with physical excellence to deal devastating blows.
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a
critical hit on a roll of 19 or 20.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (rounded up) to any
Strength, Dexterity, or Constitution check you make that doesn't already use your
proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases
by a number of feet equal to your Strength modifier.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your
turns, you regain hit points equal to 5 + your Constitution modifier if you have no more
than half of your hit points left. You don't gain this benefit if you have 0 hit points.
2.Battle Master
Those who emulate the archetypal Battle Master employ martial techniques passed down
through generations. To a Battle Master, combat is an academic field, sometimes
including subjects beyond battle such as weaponsmithing and calligraphy. Not every
fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle
Master archetype, but those who do are well-rounded fighters of great skill and
knowledge.
Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by
special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an
attack in some way. You can use only one maneuver per attack. You learn two additional
maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new
maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is
expended when you use it. You regain all of your expended superiority dice when you
finish a short or long rest. You gain another superiority die at 7th level and one more at
15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to
resist the maneuver's effects. The saving throw DC is calculated as follows:
Student of War
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
• Strength score
• Dexterity score
• Constitution score
• Armor Class
• Current hit points
• Total class levels, if any
• Fighter class levels, if any
Relentless
Starting at 15th level, when you roll initiative and have no superiority dice remaining,
you regain 1 superiority die.
Maneuvers
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one
superiority die and add the die to the roll, provided you aren't incapacitated.
Roll the superiority die. Until the start of your next turn, you or the other creature
(your choice) gains a bonus to AC equal to the number rolled.
Brace
When a creature you can see moves into the reach you have with the melee weapon
you're wielding, you can use your reaction to expend one superiority die and make one
attack against the creature, using that weapon. If the attack hits, add the superiority die
to the weapon's damage roll.
Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use
a bonus action to direct one of your companions to strike. When you do so, choose a
friendly creature who can see or hear you and expend one superiority die. That creature
can immediately use its reaction to make one weapon attack, adding the superiority die
to the attack's damage roll.
Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma
(Persuasion) check, you can expend one superiority die and add the superiority die to
the ability check.
Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to
attempt to disarm the target, forcing it to drop one item of your choice that it's holding.
You add the superiority die to the attack's damage roll, and the target must make a
Strength saving throw. On a failed save, it drops the object you choose. The object lands
at its feet.
Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to
distract the creature, giving your allies an opening. You add the superiority die to the
attack's damage roll. The next attack roll against the target by an attacker other than
you has advantage if the attack is made before the start of your next turn.
Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the
number rolled to your AC until you stop moving.
Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint,
choosing one creature within 5 feet of you as your target. You have advantage on your
next attack roll against that creature this turn. If that attack hits, add the superiority
die to the attack's damage roll.
Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to
attempt to goad the target into attacking you. You add the superiority die to the attack's
damage roll, and the target must make a Wisdom saving throw. On a failed save, the
target has disadvantage on all attack rolls against targets other than you until the end
of your next turn.
Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend
one superiority die and then try to grapple the target as a bonus action (see the Player's
Handbook for rules on grappling). Add the superiority die to your Strength (Athletics)
check.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority
die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die
to the attack's damage roll.
Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one superiority die to
maneuver one of your comrades into a more advantageous position. You add the
superiority die to the attack's damage roll, and you choose a friendly creature who can
see or hear you. That creature can use its reaction to move up to half its speed without
provoking opportunity attacks from the target of your attack.
Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to
attempt to frighten the target. You add the superiority die to the attack's damage roll,
and the target must make a Wisdom saving throw. On a failed save, it is frightened of
you until the end of your next turn.
Parry
When another creature damages you with a melee attack, you can use your reaction and
expend one superiority die to reduce the damage by the number you roll on your
superiority die + your Dexterity modifier.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority
die to add it to the roll. You can use this maneuver before or after making the attack
roll, but before any effects of the attack are applied.
Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to
attempt to drive the target back. You add the superiority die to the attack's damage roll,
and if the target is Large or smaller, it must make a Strength saving throw. On a failed
save, you push the target up to 15 feet away from you.
Quick Toss
As a bonus action, you can expend one superiority die and make a ranged attack with a
weapon that has the thrown property. You can draw the weapon as part of making this
attack. If you hit, add the superiority die to the weapon's damage roll.
Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the
resolve of one of your companions. When you do so, choose a friendly creature who can
see or hear you. That creature gains temporary hit points equal to the superiority die
roll + your Charisma modifier.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend
one superiority die to make a melee weapon attack against the creature. If you hit, you
add the superiority die to the attack's damage roll.
Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one superiority
die to attempt to damage another creature with the same attack. Choose another
creature within 5 feet of the original target and within your reach. If the original attack
roll would hit the second creature, it takes damage equal to the number you roll on your
superiority die. The damage is of the same type dealt by the original attack.
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom
(Insight) check, you can expend one superiority die and add the superiority die to the
ability check.
Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to
attempt to knock the target down. You add the superiority die to the attack's damage
roll, and if the target is Large or smaller, it must make a Strength saving throw. On a
failed save, you knock the target prone.
3.Eldritch Night
The archetypal Eldritch Knight combines the martial mastery common to all fighters
with a careful study of magic. Eldritch Knights use magical techniques similar to those
practiced by wizards. They focus their study on two of the eight schools of magic:
abjuration and evocation. Abjuration spells grant an Eldritch Knight additional
protection in battle, and evocation spells deal damage to many foes at once, extending
the fighter's reach in combat. These knights learn a comparatively small number of
spells, committing them to memory instead of keeping them in a spellbook.
Eldritch Knight Spellcasting Spell Slots per Spell Level
Fighter Cantrips Spells
1st 2nd 3rd 4th
Level Known Known
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast
spells.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional
wizard cantrip of your choice at 10th level.
Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your
wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot
of the spell's level or higher. You regain all expended spell slots when you finish a long
rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level
spell slot available, you can cast Shield using either slot.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you
learn more wizard spells of 1st level or higher. Each of these spells must be an
abjuration or evocation spell of your choice, and must be of a level for which you have
spell slots. For instance, when you reach 7th level in this class, you can learn one new
spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you
know with another spell of your choice from the wizard spell list. The new spell must be
of a level for which you have spell slots, and it must be an abjuration or evocation spell,
unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any
school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your
spells through study and memorization. You use your Intelligence whenever a spell
refers to your spellcasting ability. In addition, you use your Intelligence modifier when
setting the saving throw DC for a wizard spell you cast and when making an attack roll
with one.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one
weapon. You perform the ritual over the course of 1 hour, which can be done during a
short rest. The weapon must be within your reach throughout the ritual, at the
conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon
unless you are incapacitated. If it is on the same plane of existence, you can summon
that weapon as a bonus action on your turn, causing it to teleport instantly to your
hand.
You can have up to two bonded weapons, but can summon only one at a time with your
bonus action. If you attempt to bond with a third weapon, you must break the bond with
one of the other two.
War Magic
Beginning at 7th level, when you use your action to cast a cantrip, you can make one
weapon attack as a bonus action.
Eldritch Strike
At 10th level, you learn how to make your weapon strikes undercut a creature's
resistance to your spells. When you hit a creature with a weapon attack, that creature
has disadvantage on the next saving throw it makes against a spell you cast before the
end of your next turn.
Arcane Charge
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you
can see when you use your Action Surge. You can teleport before or after the additional
action.
4.Gunslinger
Most warriors and combat specialists spend their years perfecting the classic arts of
swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons
were seemingly perfected long ago, and the true challenge is to master them.
However, some minds couldn’t stop with the innovation of the crossbow.
Experimentation with alchemical components and rare metals have unlocked the
secrets of controlled explosive force. The few who survive these trials of ingenuity may
become the first to create, and deftly wield, the first firearms.
This archetype focuses on the ability to design, craft, and utilize powerful, yet
dangerous ranged weapons. Through creative innovation and immaculate aim, you
become a distant force of death on the battlefield. However, not being a perfect science,
firearms carry an inherent instability that can occasionally leave you without a
functional means of attack. This is the danger of new, untested technologies in a world
where the arcane energies that rule the elements are ever present.
Should this path of powder, fire, and metal call to you, keep your wits about you, hold
on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike
true.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with
firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You
may use them to craft ammunition at half the cost, repair damaged firearms, or even
draft and create new ones (DM’s discretion). Some extremely experimental and
intricate firearms are only available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of
weapon properties. Some properties are followed by a number, and this number
signifies an element of that property (outlined below). These properties replace the
optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you
must spend 1 attack or 1 action to reload. You must have one free hand to reload a
firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to
or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and
the weapon cannot be used again until you spend an action to try and repair it. To
repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 +
misfire score). If your check fails, the weapon is broken and must be mended out of
combat at a quarter of the cost of the firearm. Creatures who use a firearm without
being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving
throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8
fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away
harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature,
ammunition may be near impossible to find or purchase. However, if materials are
gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost.
Each firearm uses its own unique ammunition and is generally sold or crafted in
batches listed below next to the price.
Firearms
Name Cost Ammo Damage Weight Range Properties
Light, reload
Palm Pistol 50g 2g (20) 1d8 piercing 1 lb. (40/160)
1, misfire 1
Reload 4,
Pistol 150g 4g (20) 1d10 piercing 3 lb. (60/240)
misfire 1
Two-handed,
Musket 300g 5g (20) 1d12 piercing 10 lb. (120/480) reload 1,
misfire 2
Reload 6,
Pepperbox 250g 4g (20) 1d10 piercing 5 lb. (80/320)
misfire 2
Reload 1,
Blunderbuss 300g 5g (5) 2d8 piercing 10 lb. (15/60)
misfire 2
Two-handed,
Bad News Crafted 10g (5) 2d12 piercing 25 lb. (200/800) reload 1,
misfire 3
Reload 1,
Hand Mortar Crafted 10g (1) 2d8 fire 10 lb. (30/60) misfire 3,
explosive
Adept Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots
to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick
Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot
must be declared before the attack roll is made. You can use only one trick shot per
attack.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each
time you learn a new trick shot, you can also replace one trick shot you know with a
different one.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1).
You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack
with a firearm, or deal a killing blow with a firearm to a creature of significant threat
(DM’s discretion). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to
resist the trick shot’s effects. The saving throw DC is calculated as follows:
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can
also stow a firearm, then draw another firearm as a single object interaction on your
turn.
Rapid Repair
Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You
can spend a grit point to attempt to repair a misfired (but not broken) firearm as a
bonus action.
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.
Vicious Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a
grit point on a roll of 19 or 20 on a d20 attack roll.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm,
the target additionally suffers half of the damage from the attack at the end of its next
turn.
Trick Shots
These trick shots are presented in alphabetical order.
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the
resolve of a creature. You can expend one grit point while making a Charisma
(Intimidation) check to gain advantage on the roll.
Dazing Shot
When you make a firearm attack against a creature, you can expend one grit point to
attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must
make a Constitution saving throw or suffer disadvantage on attacks until the end of
their next turn.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to
gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one grit point to
attempt to shoot an object from their hands. On a hit, the creature suffers normal
damage and must succeed on a Strength saving throw or drop 1 held object of your
choice and have that object be pushed 10 feet away from you.
Forceful Shot
When you make a firearm attack against a creature, you can expend one grit point to
attempt to trip them up and force them back. On a hit, the creature suffers normal
damage and must succeed on a Strength saving throw or be pushed 15 feet away from
you.
Piercing Shot
When you make a firearm attack against a creature, you can expend one grit point to
attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s
misfire score. On a hit, the creature suffers normal damage and you make an attack roll
with disadvantage against every creature in a line directly behind the target within your
first range increment. Only the initial attack can misfire.
Violent Shot
When you make a firearm attack against a creature, you can expend one or more grit
points to enhance the volatility of the attack. For each grit point expended, the attack
gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional
weapon damage die per grit point spent when determining the damage.
Winging Shot
When you make a firearm attack against a creature, you can expend one grit point to
attempt to topple a moving target. On a hit, the creature suffers normal damage and
must make a Strength saving throw or be knocked prone.
5.Samurai
The Samurai is a fighter who draws on an implacable fighting spirit to overcome
enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path
have two choices: yield or die fighting.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the
following skills of your choice: History, Insight, Performance, or Persuasion.
Alternatively, you learn one language of your choice.
Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As
a bonus action on your turn, you can give yourself advantage on all weapon attack rolls
until the end of the current turn. When you do so, you also gain 5 temporary hit points.
The number of hit points increases when you reach certain levels in this class,
increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times. You regain all expended uses of it when you finish
a long rest.
Elegant Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social
situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the
check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you
already have this proficiency, you instead gain proficiency in Intelligence or Charisma
saving throws (your choice).
Tireless Spirit
Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit
remaining, you regain one use.
Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack
action on your turn and have advantage on an attack roll against against one of the
targets, you can forgo the advantage for that roll to make an additional weapon attack
against that target, as part of the same action. You can do so no more than once per
turn.
Once you use this feature, you can’t use it again until you finish a long rest.
6.Arcane Archer
An Arcane Archer studies a unique elven method of archery that weaves magic into
attacks to produce supernatural effects. Arcane Archers are some of their most elite
warriors among the elves. They stand watch over the fringes of elven domains, keeping a
keen eye out for trespassers and using magic-infused arrows to defeat monsters and
invaders before they can reach elven settlements. Over the centuries, the methods of
these elf archers have been learned by members of other races who can also balance
arcane aptitude with archery.
Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When
you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane
Shot Options" below).
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack
action, you can apply one of your Arcane Shot options to that arrow. You decide to use
the option when the arrow hits, unless the option doesn’t involve an attack roll. You
have two uses of this ability, and you regain all expended uses of it when you finish a
short or long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels
in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become
an 18th-level fighter.
Magic Arrow
At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a
nonmagical arrow from a shortbow or longbow, you can make it magical for the
purpose of overcoming resistance and immunity to nonmagical attacks and damage.
The magic fades from the arrow immediately after it hits or misses its target.
Curving Shot
At 7th level, you learn how to direct an errant arrow toward a new target. When you
make an attack roll with a magic arrow and miss, you can use a bonus action to reroll
the attack roll against a different target within 60 feet of the original target.
Ever-Ready Shot
Starting at 15th level, your magical archery is available whenever battle starts. If you
roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your
proficiency bonus + your Intelligence modifier.
Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a
harmless location in the Feywild. The creature hit by the arrow must also succeed on a
Charisma saving throw or be banished. While banished in this way, its speed is 0, and it
is incapacitated. At the end of its next turn, the target reappears in the space it vacated
or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the
arrow hits it.
Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its
target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose
one of your allies within 30 feet of the target. The target must succeed on a Wisdom
saving throw, or it is charmed by the chosen ally until the start of your next turn. This
effect ends early if the chosen ally attacks the charmed target, deals damage to it, or
forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Bursting Arrow. You imbue your arrow with force energy drawn from the school of
evocation. The arrow detonates after your attack. Immediately after the arrow hits the
creature, the target and all other creatures within 10 feet of it take 2d6 force damage
each.
The force damage increases to 4d6 when you reach 18th level in this class.
Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by
the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a
Constitution saving throw, or the damage dealt by its weapon attacks is halved until the
start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping,
poisonous brambles, which wrap around the target. The creature hit by the arrow takes
an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing
damage the first time on each turn it moves 1 foot or more without teleporting. The
target or any creature that can reach it can use its action to remove the brambles with a
successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the
brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level
in this class.
Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality.
When you use this option, you don’t make an attack roll for the attack. Instead, the
arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing.
The arrow passes harmlessly through objects, ignoring cover. Each creature in that line
must make a Dexterity saving throw. On a failed save, a creature takes damage as if it
were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target
takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out
your target, allowing the arrow to curve and twist its path in search of its prey. When
you use this option, you don’t make an attack roll for the attack. Instead, choose one
creature you have seen in the past minute. The arrow flies toward that creature, moving
around corners if necessary and ignoring three-quarters cover and half cover. If the
target is within the weapon’s range and there is a path large enough for the arrow to
travel to the target, the target must make a Dexterity saving throw. On a failed save, it
takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you
learn the target’s current location. On a successful save, the target takes half as much
damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your
foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic
damage, and it must succeed on a Wisdom saving throw or be unable to see anything
farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
7.Cavalier
The archetypal cavalier excels at mounted combat. Usually born among the nobility and
raised at court, a cavalier is equally at home leading a cavalry charge or exchanging
repartee at a state dinner. Cavaliers also learn how to guard those in their charge from
harm, often serving as the protectors of their superiors and of the weak. Compelled to
right wrongs or earn prestige, many of these fighters leave their lives of comfort to
embark on glorious adventure.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the
following skills of your choice: Animal Handling, History, Insight, Performance, or
Persuasion. Alternatively, you learn one language of your choice.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather
than half your speed.
Unwavering Mark
Starting at 3rd level, you can menace your foes, foiling their attacks and punishing
them for harming others. When you hit a creature with a melee weapon attack, you can
mark the creature until the end of your next turn. This effect ends early if you are
incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any
attack roll that doesn't target you.
In addition, if a creature marked by you deals damage to anyone other than you, you
can make a special melee weapon attack against the marked creature as a bonus action
on your next turn. You have advantage on the attack roll, and if it hits, the attack's
weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a
number of times equal to your Strength modifier (a minimum of once), and you regain
all expended uses of it when you finish a long rest.
Warding Maneuver
At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures
nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can
roll 1d8 as a reaction if you're wielding a melee weapon or 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 Constitution modifier (a
minimum of once), and you regain all expended uses of it when you finish a long rest.
Ferocious Charger
Starting at 15th level, you can run down your foes, whether you're mounted or not. If
you move at least 10 feet in a straight line right before attacking a creature and you hit
it with the attack, that target must succeed on a Strength saving throw (DC 8 + your
proficiency bonus + your Strength modifier) or be knocked prone. You can use this
feature only once on each of your turns.
Vigilant Defender
Starting at 18th level, you respond to danger with extraordinary vigilance. In combat,
you get a special reaction that you can take once on every creature's turn, except your
turn. You can use this special reaction only to make an opportunity attack, and you can't
use it on the same turn that you take your normal reaction.
8.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.
Rune Carver
Starting at 3rd level, you can use magic runes to enhance your gear. You learn two
runes of your choice, from among the runes described below, and each time you gain a
level in this class, you can replace one rune you know with a different one from this
feature. When you reach certain levels in this class, you learn additional runes, as
shown in the Runes Known table.
Runes Known
Fighter Level Number of Runes
3rd 2
7th 3
10th 4
15th 5
Whenever you finish a long rest, you can touch a number of objects equal to the number
of runes you know, and you inscribe a different rune onto each of the objects. To be
eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or
something else you can wear or hold in a hand. Your rune remains on an object until
you finish a long rest, and an object can bear only one of your runes at a time.
The following runes are available to you when you learn a rune. If a rune has a level
requirement, you must be at least that level in this class to learn the rune. If a rune
requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus +
your Constitution modifier.
• Cloud Rune. This rune emulates the deceptive magic used by some cloud giants.
While wearing or carrying an object inscribed with this rune, you have advantage
on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
o 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.
o 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.
o In addition, you can invoke the rune as a bonus action to increase your
sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and
saving throws that use Strength or Constitution. Once you invoke this
rune, you can't do so again until you finish a short or long rest.
• Stone Rune. This rune's magic channels the judiciousness associated with stone
giants. While wearing or carrying an object inscribed with this rune, you have
advantage on Wisdom (Insight) checks, and you have darkvision out to a range of
120 feet.
o In addition, when a creature you can see ends its turn within 30 feet of
you, you can use your reaction to invoke the rune and force the creature to
make a Wisdom saving throw. Unless the save succeeds, the creature is
charmed by you for 1 minute. While charmed in this way, the creature has
a speed of 0 and is incapacitated, descending into a dreamy stupor. The
creature repeats the saving throw at the end of each of its turns, ending
the effect on a success. Once you invoke this rune, you can't do so again
until you finish a short or long rest.
• Hill Rune (7th Level or Higher). This rune's magic bestows a resilience
reminiscent of a hill giant. While wearing or carrying an object that bears this
rune, you have advantage on saving throws against being poisoned, and you have
resistance against poison damage.
o In addition, you can invoke the rune as a bonus action, gaining resistance
to bludgeoning, piercing, and slashing damage for 1 minute. Once you
invoke this rune, you can't do so again until you finish a short or long
rest.
• Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future
like a storm giant seer. While wearing or carrying an object inscribed with this
rune, you have advantage on Intelligence (Arcana) checks, and you can't be
surprised as long as you aren't incapacitated.
o 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.
Giant Might
At 3rd level, you have learned how to imbue yourself with the might of giants. As a
bonus action, you magically gain the following benefits, which last for 1 minute:
• If you are smaller than Large, you become Large, along with anything you are
wearing. If you lack the room to become Large, your size doesn't change.
• You have advantage on Strength checks and Strength saving throws.
• Once on each of your turns, one of your attacks with a weapon or an unarmed
strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you
regain all expended uses of it when you finish a long rest.
Runic Shield
At 7th level, you learn to invoke your rune magic to protect your allies. When another
creature you can see within 60 feet of you is hit by an attack roll, you can use your
reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you
regain all expended uses when you finish a long rest.
Great Stature
By 10th level, the magic of your runes permanently alters you. When you gain this
feature, roll 3d4. You grow a number of inches in height equal to the roll.
Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.
Master of Runes
At 15th level, you can invoke each rune you know from your Rune Carver feature twice,
rather than once, and you regain all expended uses when you finish a short or long rest.
Runic Juggernaut
At 18th level, you learn how to amplify your rune-powered transformation. As a result,
the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover,
when you use that feature, your size can increase to Huge, and while you are that size,
your reach increases by 5 feet.
9.Echo knight
A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has
mastered the art of using dunamis to summon 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 3rd level, you can use a bonus action to magically manifest an echo of yourself in an
unoccupied space you can see within 15 feet of you. This echo is a magical, translucent,
gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action,
until you manifest another echo, or until you're incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all
conditions. If it has to make a saving throw, it uses your saving throw bonus for the
roll. It is the same size as you, and it occupies its space. On your turn, you can mentally
command the echo to move up to 30 feet in any direction (no action required). If your
echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
• As a bonus action, you can teleport, magically swapping places with your echo at
a cost of 15 feet of your movement, regardless of the distance between the two of
you.
• When you take the Attack action on your turn, any attack you make with that
action can originate from your space or the echo's space. You make this choice
for each attack.
• When a creature that you can see within 5 feet of your echo moves at least 5 feet
away from it, you can use your reaction to make an opportunity attack against
that creature as if you were in the echo's space.
Unleash Incarnation
At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action,
you can make one additional melee attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a
minimum of once). You regain all expended uses when you finish a long rest.
Echo Avatar
Starting at 7th level, you can temporarily transfer your consciousness to your echo. As
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
Starting 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 15th level, you've learned to absorb the fleeting magic of your echo. When an echo of
yours is destroyed by taking damage, you can gain a number of temporary hit points
equal to 2d6 + your Constitution modifier, provided you don't already have temporary
hit points.
You can use this feature a number of times equal to your Constitution modifier (a
minimum of once). You regain all expended uses when you finish a long rest.
Legion of One
At 18th level, you can use a bonus action to create two echos with your Manifest Echo
feature, and these echoes can co-exist. If you try to create a third echo, the previous two
echoes are destroyed. Anything you can do from one echo's position can be done from
the other's instead.
In addition, when you roll initiative and have no uses of your Unleash Incarnation
feature left, you regain one use of that feature.
A banneret is a knight who inspires greatness in others by committing brave deeds in battle.
The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier
prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can
transform even the most poorly equipped militia into a ferocious war band.
A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack,
their actions can awaken reserves of courage and conviction in allies that they never
suspected they had.
Banneret serves as the generic name for the Purple Dragon Knight archetype if you use it in
campaign settings other than the Forgotten Realms or to model warlords other than Purple
Dragon Knights.
When you use your Second Wind feature, you can choose up to three creatures within 60 feet
of you that are allied with you. Each one regains hit points equal to your fighter level,
provided that the creature can see or hear you.
Royal Envoy
Knights of high standing are expected to conduct themselves with grace.
At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you
gain proficiency in one of the following skills of your choice: Animal Handling, Insight,
Intimidation, or Performance.
Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You
receive this benefit regardless of the skill proficiency you gain from this feature.
Inspiring Surge
Starting at 10th level, when you use your Action Surge feature, you can choose one creature
within 60 feet of you that is allied with you. That creature can make one melee or ranged
weapon attack with its reaction, provided that it can see or hear you.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
Bulwark
Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally.
When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving
throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also
failed its saving throw against the same effect. If that creature can see or hear you, it can
reroll its saving throw and must use the new roll.
Awakening to the psionic power within themselves, a Psychic Warrior is a fighter who
augments their physical might with psychically infused weapon strikes, telekinetic lashes, and
barriers of mental force.
As a Psychic Warrior, you might have honed your psionic abilities through your own
disciplined practice, unlocked it under the tutelage of a master, or developed it at an academy
dedicated to wielding the mind's power as both weapon and shield.
Psionic Armament
Starting at 3rd level, you can channel your psychic power to magically augment your prowess.
When you finish a long rest, choose whether to augment your defenses or your strikes. The
chosen benefit lasts until you finish a long rest.
Augmented Defenses. When you or a creature you can see within 30 feet of you takes
damage, you can use your reaction to roll a d10 and reduce the amount of damage taken by
the number rolled. When you reach 10th level in this class, the die changes to a d12.
Augmented Strikes. Once during each of your turns when you hit a creature with a weapon
attack, you can also deal 1d4 psychic damage to that target. When you reach 10th level in this
class, the psychic damage increases to 1d6.
Strength of Mind
At 7th level, as a bonus action, you can telekinetically lash out at a creature you can see
within 20 feet of you. The target must make a Strength saving throw against a DC equal to 8 +
your proficiency modifier + your Intelligence modifier. On a failed save, the target takes force
damage equal to 2d6 plus your Intelligence modifier and is telekinetically moved 15 feet
directly toward or away from you (your choice). On a successful save, it takes half as much
damage and isn't moved.
You can use this feature a number of times equal to your Intelligence modifier (minimum of
once), and you regain all expended uses when you finish a long rest.
Telekinetic Bulwark
At 10th level, when you take the Attack action, you can forgo one of your attacks to project a
bastion of psionic power in a 10-foot radius around yourself. It lasts for 1 minute or until
you're incapacitated. For the duration, you and your allies in that area gain the benefits of
half cover and have advantage on Strength saving throws.
Once you use this feature, you can't do so again until you finish a long rest or until after you
use your Second Wind feature.
Agonizing Strikes
Starting at 15th level, your attacks can channel psychic agony. When you hit a creature with a
weapon attack, you can also deal 2d10 psychic damage to that target and force it to make a
Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence
modifier. Unless the save succeeds, the target falls prone, and it suffers disadvantage on
ability checks until the end of your next turn.
You can use this feature a number of times equal to your Intelligence modifier (minimum of
once), and you regain all expended uses when you finish a long rest.
Psychic Dreadnought
At 18th level, the power of your mind suffuses your entire being, making you a nigh-
unstoppable force on the battlefield. Using your reaction when you take damage, you can
give yourself the following benefits for 1 minute or until you're incapacitated.