Alternate Fighter Class v3.2.0 (Complete)
Alternate Fighter Class v3.2.0 (Complete)
Alternate Fighter Class v3.2.0 (Complete)
Dueling Protector
When a creature you can see hits you, or a target within 5 feet, with
When you are wielding a melee weapon in one hand and no other
a melee attack, you can use a reaction to add your proficiency
weapons, you gain a +2 bonus to damage rolls with it.
bonus to the target's Armor Class against that attack. You must be
Featherweight Fighting wielding a shield or a melee weapon.
While you are wielding only light weapons, and nothing else, your
speed increases by 10 feet. You also gain a +1 bonus to damage
Shield Warrior
You gain proficiency with shields as a martial melee weapon, and
rolls with light weapons, so long as you are not wearing medium or
on hit, your shield deals 2d4 bludgeoning damage. If you are
heavy armor, or wielding a shield.
wielding a shield and nothing else, you gain a +1 bonus to attack
Great Weapon Fighting rolls with your shield and to your Armor Class.
Whenever you make an attack with a heavy melee weapon
as part of your Attack action, you can treat a total roll of 5
Standard Bearer
When a creature within 5 feet attacks another creature you can see,
or lower on the weapon's damage dice as a 6. You must be wielding
you can use a reaction to grant it advantage on its attack roll. You
the weapon with two hands.
must be holding a standard or banner in your hand (and nothing
Heavyweight Fighting else in that hand) to use this reaction.
You can use your weight, and the weight of your weapon,
to land devastating blows. While you are wielding a heavy weapon,
Strongbow
You can use your Strength modifier, in place of Dexterity, for
you gain a +1 bonus to damage rolls and you have advantage on
attack and damage rolls with longbows and shortbows. When you
Strength (Athletics) checks made to Shove.
do so, you gain a +1 to damage rolls with those weapons.
Improvised Fighting
You gain proficiency with improvised weapons. Once per turn,
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the
when you hit with a non-magical improvised weapon attack, you
attack you make with the weapon. Moreover, when you hit with a
can roll the damage die twice and take the higher roll. When you
ranged weapon attack using a thrown weapon, you gain a +2 bonus
do so, the improvised weapon is destroyed and cannot be used for
to the damage roll of that attack.
further attacks.
Devastating Critical
10th-level Champion Archetype feature
Whenever you score a critical hit with a weapon attack you can
deal additional damage equal to your Fighter level.
At 15th level, when you score a critical hit with a weapon attack,
you can maximize the damage instead of rolling. Once you do you
must finish a long rest before you can do so again.
Legendary Champion
18th-level Champion Archetype feature
You are a nearly perfect physical specimen and have become
exceedingly hard to kill. If you begin your turn with less than half
of your hit points remaining, but at least 1 hit point, you regain hit
points equal to 5 + your Constitution modifier.
Commander Tactical Exploits
Not all Fighters rely solely on themselves in battle, some lead Below are the Tactical Exploits available to Warlords. If an Exploit
others with their knowledge of tactics. Commanders lead at the has a prerequisite, like a minimum Ability Score or your level, you
front, issuing orders and inspiring greatness in others by their own can learn it when you meet the prerequisites.
brave deeds. By their presence, a Commander can transform an
unorganized militia into a deadly fighting force.
1st-Degree Exploits
Tactical Exploits of the 1st-degree represent minor strategies and
Commander Exploits techniques that can be learned by a Warlord of any level.
3rd-level Commander Archetype feature
You learn certain Tactical Exploits from the Warlord Class at the
Attack Order
Fighter levels noted in the table below. They don't count against When you take the Attack action, you can issue this Order in place
your total number of Exploits Known. Each time you gain a level, of an attack, targeting another that can see or hear you within 30
you can replace one of the Exploits you learned from this feature feet. The next time that creature takes the Attack action before the
with a Tactical Exploit of your choice. start of your next turn, it can make one additional weapon attack as
If a Tactical Exploit has a Warlord level prerequisite, you can part of its Attack action.
learn it if your Fighter level meets that prerequisite.
Defensive Order
Leadership Modifier. Some Tactical Exploits require a
Leadership modifier. Choose either Intelligence, Wisdom, or When you take the Attack action, you can issue this Order in place
Charisma to be your Leadership modifier for these Exploits. of an attack, targeting another creature that can see or hear you
within 30 feet. That creature gains the benefits of the Dodge action
Fighter Level Exploit until the beginning of its next turn.
3rd attack order, defensive order
2nd-Degree Exploits
5th enlivening order, surprise attack Exploits of this degree represent the peak of tactical skill that is
9th tactical reposition achievable without a dedicated education in the art of war. They
can be learned by any Warlord of 5th level and higher.
Student of War Enlivening Order
3rd-level Commander Archetype feature
Prerequisite: 5th level
You have studied the strategy of both politics and war. You gain
When you take the Attack action, you can issue this Order in place
proficiency in either History, Insight, or Persuasion, and whenever
of an attack, targeting another creature that can see or hear you
you make an ability check with that skill you gain a bonus to your
within 30 feet. Until the beginning of your next turn, the creature's
roll equal to one roll of your Exploit Die.
speed increases by a number of feet equal to 5 times your
Leadership modifier (minimum of 5 feet), and its long and high
Strategic Command
jump distances are doubled.
7th-level Commander Archetype feature
You can organize your allies even as you fight. When you use
Second Wind, you can choose up to three creatures within 30 feet
Surprise Attack
that can see or hear you to regain hit points equal to one roll of Prerequisite: 5th level, Intelligence of 13
your Exploit Die + your Leadership modifier. As an action, you can expend one Exploit Die to command another
creature that can see or hear you within 30 feet to instantly make
Heroic Surge one weapon attack with advantage. On hit, it deals bonus damage
10th-level Commander Archetype feature equal to one roll of your Exploit Die.
When you use Action Surge, you can choose another creature
within 30 feet that can see or hear you. It can use its reaction to 3rd-Degree Exploits
move up to its full speed without provoking opportunity attacks Exploits of this degree are masterful strategies that can only be
and then make a single weapon attack. learned by Warlords of 9th level or higher. Each Exploit of 3rd-
At 18th level, you can target two creatures with this feature. degree can only be used once per short or long rest.
Fanatical Disciple
3rd-level Crusader Archetype feature
You gain proficiency in Religion, and whenever you make an
Intelligence (Religion) check related to your god or cause, you gain
a bonus to your roll equal to one roll of your Exploit Die.
Drakesworn Imposing Presence
3rd-level Drakesworn Archetype feature
Of all the creatures that serve great dragons, only their most loyal Your draconic spark increases the force of your personality.
and skilled lieutenants are granted a portion of draconic power. Whenever you make a Charisma (Intimidation) check, you gain a
Known as Drakesworn, these elite fighters wield the elemental bonus to the roll equal to one roll of your Exploit Die.
power of their draconic lords to great effect on the field of battle. You also learn to speak, read, and write Draconic, and you have
These most trusted agents of elder wyrms are second in might and advantage on Charisma checks to interact with dragons.
authority only to the dragon they serve.
Furious Rush
Draconic Element 7th-level Drakesworn Archetype feature
3rd-level Drakesworn Archetype feature You can draw on your draconic power to temporarily move like a
Whether through loyal service, trickery, or deadly bargain, you are dragon. As a bonus action, you can expend an Exploit Die to gain a
imbued with a spark of draconic power. Choose the color of dragon flying speed equal to your walking speed, that lasts until the end of
from which you gained your power from the options listed on the your current turn.
table below. You gain resistance to the damage type associated with
that dragon's Element. Aegis of Scales
Moreover, when you use an Exploit that deals damage, you can 10th-level Drakesworn Archetype feature
choose for its damage to match your Draconic Element. You can draw upon your spark of draconic power to shield you
from harm. As a reaction when you take damage of your Draconic
Color Element Color Element Element, you can expend an Exploit Die to gain temporary
Amethyst Force Gold Fire immunity to that instance of damage.
After this reaction, you are charged with elemental power. The
Black Acid Green Poison
next weapon attack you make deals bonus damage of your
Blue Lightning Red Fire Draconic Element equal to one roll of your Exploit Die.
Brass Fire Sapphire Thunder
Furious Flight
Bronze Lightning Silver Cold 15th-level Drakesworn Archetype feature
When you use Furious Rush, your flying speed lasts for 10
Copper Acid Steel Acid
minutes. At the end of this 10 minutes you can expend one Exploit
Crystal Radiant Topaz Necrotic Die to extend the duration of your flight.
Emerald Psychic White Cold
Legendary Drakesworn
18th-level Drakesworn Archetype feature
Drakesworn Exploits You have unlocked the absolute pinnacle of the draconic power
3rd-level Drakesworn Archetype feature imbued within. You gain the benefits listed below:
You learn certain Exploits at the Fighter levels noted in the table
When you hit with a weapon attack, you can choose for
below. They don't count against your total number of Exploits
it to deal the damage type of your Draconic Element in place of
Known and can't be switched upon gaining a level.
the normal damage of that weapon attack.
Fighter Level Exploit You gain a flying speed equal to your walking speed.
3rd cunning instinct, menacing shout You can use your Aegis of Scales reaction to grant a creature
within 30 feet temporary resistance to one instance of damage
5th heroic will, intimidating command of your Draconic Element.
9th war cry
Guardian Rallying Wind
7th-level Guardian Archetype feature
Guardians are elite defensive warriors whose strengths shine while You inspire others to stand their ground. When you use Second
fighting side by side with their allies. Though trained to use Wind while in your Guardian Stance, creatures of your choice
weapons of all types, Guardians are especially effective when using within 5 feet of you that can see or hear you gain temporary hit
a protective style of fighting with a weapon and shield. Alone, a points equal to your Fighter level.
Guardian is a small threat, but when fighting alongside their allies
they are impenetrable walls of steel. Stalwart Defender
10th-level Guardian Archetype feature
Guardian Exploits You are strongest when standing side by side, and shield by shield
3rd-level Guardian Archetype feature with your allies. You gain the following benefits:
You learn certain Exploits at the Fighter levels noted in the table
You gain a +1 bonus to your Armor Class for each
below. They don't count against your total number of Exploits
allied creature within 5 feet that isn't incapacitated.
Known and can't be switched upon gaining a level.
You cannot be moved against your will or knocked
Fighter Level Exploit prone while you are in your Guardian stance.
3rd reposition, warding strike You and allied creatures within 5 feet have advantage
on Strength and Constitution saving throws while you
5th defensive stance, immovable stance are in your Guardian Stance.
9th mythic resilience When you roll initiative you can instantly enter your Guardian
Stance as long as you are not surprised.
Guardian Stance Improved Stance
3rd-level Guardian Archetype feature 15th-level Guardian Archetype feature
So long as you are wielding a shield, you can use a bonus action to
You improve your defensive technique to better defend those who
enter a Guardian Stance that lasts indefinitely. It ends if you are stand beside you. The range of your Guardian Stance, and all its
incapacitated, you doff your shield, or you end it as a free action. It features, now extends to creatures of your choice within 10 feet of
imposes the following effects: you. Moreover, your Guardian Stance grants creatures half cover,
Your speed is reduced by 10 feet. in place of the +1 bonus to Armor Class.
Both you and creatures of your choice within 5 feet
of you gain a +1 bonus to their Armor Class. Legendary Guardian
As a reaction, when a creature within 5 feet of you is 18th-level Guardian Archetype feature
hit by an attack, you can become the target of that You are a master Guardian and a near-supernatural shield to defend
attack, taking the damage if the attack would hit you. the weak. The range of all your Guardian Stance and its features
You can make a Shove attack as a bonus action. include creatures of your choice within 15 feet of you.
Warrior Smith
3rd-level Guardian Archetype feature
You gain proficiency in leatherworker's and smith's tools.
Over the course of 1 hour, you can use these tools to reinforce a
shield or set of armor you touch, granting it a +1 Armor Class
bonus until the end of your next long rest.
Guerrilla By Land or Sea
7th-level Guerrilla Archetype feature
No matter the mission, a Guerrilla will execute it with utmost You have trained to find success in any environment, either it be
perfection. Sometimes known as commandos, these warriors are land, sea, or sky. You gain the benefits listed below:
marked by their determination and adaptability. Whether harsh
You gain a climbing speed and swimming speed equal
terrain, vicious monsters, enemy soldiers, or powerful spellcasters,
to your walking speed.
nothing short of death will cause the willpower of a Guerrilla
When you fall, you can use your reaction to reduce any falling
warrior to waver in the pursuit of their goals.
damage you would take by your Fighter level.
You can hold your breath for up to 1 hour underwater.
Adaptable Warrior
You ignore the effects of nonmagical difficult terrain.
3rd-level Guerrilla Archetype feature
You can adjust your skills to meet any challenge. Over the course
of 1 hour, which can be during a short or long rest, you can practice
Adaptable Fighting Style
10th-level Guerrilla Archetype feature
new techniques and forms to replace one Martial Exploit you know
You can adapt your style of fighting to better counter your enemies.
with another Martial Exploit of your choice, for which you meet its
Over the course of 1 hour, which can be during a short or long rest,
prerequisites.
you can replace one Fighting Style you know with another Fighter
Fighting Style of your choice.
Guerrilla Exploits
3rd-level Guerrilla Archetype feature
You learn certain Exploits at the Fighter levels noted in the table
Unwavering
15th-level Guerrilla Archetype feature
below. They don't count against your total number of Exploits
You are remarkably hardy, even compared to other fighters. When
Known and they cannot be switched upon gaining a level, or by
you use Second Wind you gain the following benefits:
using your Adaptable Exploits feature.
You regain one of your expended Exploit Dice.
Fighter Level Exploit
Your level of exhaustion, if any, is reduced by 1.
3rd mighty leap, savvy explorer You gain a bonus to the next Strength, Constitution, or
5th aggressive sprint, improvised skill Dexterity ability check or saving throw you make within the
next minute equal to one roll of your Exploit Die.
9th survey wilderness
Legendary Guerrilla
Survivalist 18th-level Guerrilla Archetype feature
3rd-level Guerrilla Archetype feature There is nothing that can stand between you and your goals should
You are an expert at overcoming natural obstacles. You gain you have time to prepare. When you roll initiative and are not
proficiency in two of the skills below: Athletics, Perception, surprised, you gain one of the following benefits:
Stealth, or Survival. If you are already proficient in that skill, then You gain temporary hit points equal to your Fighter level.
whenever you make an ability check with that skill you gain a You can immediately move up to your full walking speed
bonus to the roll equal to one roll of your Exploit Die. without provoking attacks of opportunity.
When you reach 7th level, you can choose two more skills from
the list above to gain these benefits.
Hound Master Steadfast Companion
10th-level Hound Master Archetype feature
Since the dawn of civilization, animals have worked alongside You can face any foe so long as your Hound is by your side. Your
mortals. Most notable of the domesticated animals is the dog. The Hound has advantage on any saving throw it is forced to make so
earliest hunters worked in tandem with these loyal beasts, sharing long as it is within 30 feet and can see or hear you.
both food and fire. Some Fighters still take up this mantle, training Also, whenever you use Second Wind, your Loyal Hound also
Loyal Hounds to adventure by their side. regains hit points equal to 1d10 + your Fighter level so long as it is
within 30 feet and can see or hear you.
Loyal Hound
3rd-level Hound Master Archetype feature Canine Fury
When you adopt this Archetype, you complete the training of a 15th-level Hound Master Archetype feature
Loyal Hound. Your Hound is friendly to you and your allies and Your commands inspire wild fury. When you use a bonus action to
obeys your commands. It uses the Loyal Hound stat block, which command your Hound to make an attack, it can make two Maul
uses your proficiency bonus (PB) and Exploit save DC. attacks, or one Maul and one Bite attack.
In combat, your Hound acts during your turn. It can move and
use its reaction on its own, but it only takes the Dodge action Hound of Legend
unless you use a bonus action to command it to take an action from 18th-level Hound Master Archetype feature
its stat block, or another action. Also, when you take the Attack Thanks to your training, your Hound has come to rival the great
action on your turn, you can forgo one of your attacks to order your beasts of legend. When you use Action Surge, your Hound also
Hound to make a Bite or Maul attack. If you are incapacitated, your gains one extra action on that turn.
Hound can act on its own and it will defend both you and itself to Moreover, your Loyal Hound's Strength and Dexterity scores
the best of its abilities. each become 18, thereby increasing the bonus to hit and damage of
If your Hound is reduced to 0 hit points, it makes death saving both its Bite and Maul attacks by +2 each.
throws like a player character would. Should it die, your skills
allow you to find a canine-like creature and train it as a Loyal
Hound over the course of a long rest, at which point, that creature
uses the Loyal Hound stat block. Loyal Hound
Medium Beast, Lawful Neutral
Hound Master Exploits
3rd-level Hound Master Archetype feature Armor Class 13 + PB (natural armor)
You learn certain Exploits at the Fighter levels noted in the table Hit Points 5 + five times your Fighter level
below. They don't count against your total number of Exploits Speed 40 ft., swim 20 ft.
Known and can't be switched upon gaining a level.
Fighter Level Exploit STR DEX CON INT WIS CHA
3rd cunning instinct, reposition 14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
5th exposing strike, intimidating command
Senses passive Perception 12
9th survey wilderness Languages understands the languages you speak
Iron Jaws Hit Dice. Your Hound has a total number of d8 Hit Dice
7th-level Hound Master feature equal to your fighter level. It also gains all the normal
Your Loyal Hound is infused with a portion of your fighting spirit. benefits of both short and long rests.
The damage of your Hound's Bite and Maul attacks counts as
Loyal Companion. You add your PB to any ability check
magical for the sake of overcoming resistances and immunities to
or saving throw that your Hound makes.
nonmagical attacks and damage.
In addition, any creature that is at least one size smaller than Keen Senses. Your Hound has advantage on any ability
your Hound has disadvantage on its Strength saving throw to resist check that relies on its sense of hearing or smell.
being grappled by your Hound's Bite attack.
Actions
Loyal Hounds & other Canines Bite. Melee Weapon Attack: +2 +PB to hit, reach 5 ft.,
one target. Hit: 1d6 +2 +PB piercing damage. On hit,
Depending on your table and game setting, there are the target must succeed on a Strength saving throw or
many creatures that could be a Loyal Hound. become grappled by the Hound. The Hound can only
In a more mundane or low-magic setting, your grapple one creature or object at a time.
Hound is most likely going to be a dog or wolf.
In other more fantastical games, any four-legged Maul. Melee Weapon Attack: +2 +PB to hit, reach 5 ft.,
beast or monstrosity could serve as a Loyal Hound. one target. Hit: 1d8 +2 +PB slashing damage.
Knight Errant Noble Guardian
7th-level Knight Errant Archetype feature
Often raised at court or in the upper circles of the nobility, the You have trained to defend yourself, your mount, and most
archetypal Knight Errant is a chivalric warrior of the highest order. importantly, your allies from harm. You gain the Protector Fighting
They excel at mounted combat and wander the world in search of Style, and whenever you use the reaction you can add one roll of
adventure and opportunities for heroism. These paragons of virtue your Exploit Die to the target's Armor Class
are bound to defend the weak and weary. instead of your normal proficiency bonus. If the triggering attack
still hits, you can expend an Exploit Die to grant the target
Knight Errant Exploits resistance to the damage of the attack.
3rd-level Knight Errant Archetype feature If you already have the Protector Fighting Style you gain
You learn certain Exploits at the Fighter levels noted in the table an additional Fighting Style of your choice.
below. They don't count against your total number of Exploits
Known and can't be switched upon gaining a level. Unyielding Knight
Fighter Level Exploit 10th-level Knight Errant Archetype feature
No one can move past you without your approval. Creatures
3rd parry, skilled rider provoke an opportunity attack from you whenever they move while
5th defensive stance, honor duel within the reach of a weapon you are wielding. Also, whenever you
hit a creature with an opportunity attack its speed is reduced to 0
9th mythic resilience until the beginning of its next turn.
Finally, you can use the skilled rider Exploit at will without
Courtly Pedigree expending an Exploit Die.
3rd-level Knight Errant Archetype feature
You have been tutored in the traditional skills of the nobility and Perilous Charge
the chivalric virtues. You gain the benefits listed below: 15th-level Knight Errant Archetype feature
You run down your foes, mounted or on foot. Once per turn, when
You learn to speak, read, and write one extra language.
you move 10 feet in a straight line then hit a creature with a melee
You gain proficiency in your choice of Animal Handling,
weapon attack, it must succeed on a Strength saving throw or be
History, Insight, Performance, or Persuasion.
knocked prone. If you are mounted, the creature has disadvantage
If you are mounted, you cannot be knocked from a trained
on this saving throw.
mount against your will unless you or the mount are
incapacitated.
It only costs you 5 feet of movement to mount or dismount
Legendary Knight Errant
18th-level Knight Errant Archetype feature
a creature, rather than half of your movement speed.
You will defend your allies against any foe. You gain a special
reaction that you can take once during every turn, but you can only
Chivalric Mark
use this special reaction for an opportunity attack or your Protector
3rd-level Knight Errant Archetype feature
Fighting Style reaction.
You punish any foe who attacks those under your protection. Once
per turn when you hit a creature with a melee weapon attack, you Moreover, if you are riding a trained mount and it takes damage,
can Mark it until the end of your next turn. While Marked, it has you can choose to take that damage in its place.
disadvantage on attack rolls against targets other than you, so long
as you are within 10 feet of it.
If your Mark deals damage to a creature other than you, you can
use your reaction to make a melee weapon attack against it. As part
of this reaction you can expend an Exploit Die to grant yourself
advantage on the attack roll, and on hit, you deal bonus damage
equal to one roll of your Exploit Die.
Marksman Cunning Shot
7th-level Marksman Archetype feature
While all Fighters learn to draw a bow or hurl a javelin, those Your reflexes are almost supernaturally fast. You add your
known Marksmen are masters of ranged combat. The deadly skills proficiency bonus to your Initiative rolls while conscious.
of a Marksman are often backed up by their signature swagger and You have also learned to identify and exploit even the smallest
unshakable confidence. When combined, there are few challenges weak points in your enemy's defenses. Your attacks with ranged
that a true Marksman cannot overcome. weapons ignore resistance to piercing damage.
Battle Trance
3rd-level Swordsage Archetype feature
You have learned to clear your mind and enter the legendary trance
that gives Swordsages their reputation. So long as you are not
wearing heavy armor or wielding a shield, you can use a bonus
action on to enter a Battle Trance. Your Battle Trance grants you
the following benefits for 1 minute:
You can take the Dash action as a bonus action.
You gain a +1 bonus to your Armor Class.
You have advantage on Dexterity (Acrobatics) checks.
Once per turn when you use a Swordsage Exploit, you can roll
a d4 instead of expending one of your Exploit Dice.
Your Battle Trance ends early if you are incapacitated, or if you
don a shield or heavy armor. Once you enter your Battle Trance
you must finish a short or long rest before you can use it again. If
you have no uses of this feature remaining, you can expend an
Exploit Die to enter a Battle Trance again.
Sylvan Archer Sylvan Lore
3rd-level Sylvan Archer Archetype feature
Originally hailing from the elder forests of the world, Fighters who You are learned in the Sylvan arts. You learn to speak, read, and
train to become Sylvan Archers learn to enchant arrows with write Sylvan, the ancient language of forests. You also gain
ancient elven magics. Traditionally, these warriors serve as proficiency in Nature. You can make Wisdom (Nature) check in
guardians of places of great natural power, but they have been place of the normal Intelligence (Nature) checks.
known to train worth outsiders in their signature magic. Finally, you learn the druidcraft cantrip, and Wisdom is your
spellcasting modifier for it. When you cast druidcraft you can use a
Enchanted Arrows piece of ammunition as a spellcasting focus.
3rd-level Sylvan Archer Archetype feature
You have learned to enchant arrows and other ammunition with Sylvan Shot
elder Sylvan magic. You gain the benefits listed below: 7th-level Sylvan Archer Archetype feature
Shots Known. You learn two Enchanted Shots of your choice You weave small amounts of magic into every shot you take. Your
from the list at the end of this Archetype description. ranged weapon attacks count as magical for the sake of overcoming
You learn one additional Enchanted Shot of your choice when resistance and immunity to nonmagical attacks.
you reach 7th, 10th, 15th, and 18th level in this class. Moreover, once per turn when you make a ranged weapon attack
When you gain a level in this class you can replace one of the and miss, you can use your reaction to curve that shot and repeat
Shots you know with another Shot of your choice. the attack with the same ammunition against another target of your
Enchanting a Shot. Whenever you hit a creature with a ranged choice within range of that weapon.
weapon attack, you can magically apply the effects of one
Enchanted Shot you know as part of that attack. Enchanted Quiver
You can use a number of Enchanted Shots equal to your Wisdom 15th-level Sylvan Archer Archetype feature
modifier (minimum of 1). You regain all expended uses when you You can conjure ammunition for your favored weapons from thin
finish a long rest. If you have no uses left, you can expend an air. Whenever you make a ranged weapon attack you can conjure a
Exploit Die to use one of your Shots again. piece of magical ammunition as part of the attack. After the attack,
Saving Throws. If one of your Enchanted Shots forces a hit or miss, this ammunition vanishes.
creature to make a saving throw or an ability check, it makes its Also, when you roll initiative, you regain one expended use of
roll against your Exploit save DC. your Enchanted Shots.
Water Dance
3rd-level Water Dancer Archetype feature
Your combat style mimics the continual ebb and flow of the waves,
absorbing the strikes of your foes and turning their own momentum
against them. Whenever a creature targets you with an attack and
misses, you gain 1 Flow, which you can use to fuel your elemental
abilities. The maximum Flow you can have at one time is equal to
your Fighter level.
When you hit a creature with a melee weapon attack, you can
expend any amount of Flow to enhance your strike with elemental
water, creating one of the following effects:
It takes 1d4 additional bludgeoning damage per Flow.
It must succeed on a Strength saving throw against your Exploit
save DC or be pushed away from you in a straight line, 5 feet
per Flow. A creature larger than you has this distance halved for
each size category it is larger than you.
Finally, you can use a bonus action to expend an Exploit Die to
gain Flow equal to your Wisdom modifier.
Witchblade Sanguine Offering
3rd-level Witchblade Archetype feature
Those who walk the dark path of the Witchblade are driven by an Once per turn, when you hit a creature with a melee weapon attack,
overwhelming desire to destroy the great evils of the world. Those you can expend one of your Fighter Hit Dice as part of the attack to
especially dedicated, those willing to give up anything, are often deal an additional 1d10 necrotic damage to the target, in addition to
approached by Eldritch Powers, beings of otherworldly might. the normal damage of your weapon.
These benefactors offer power in return for a fraction of the
warrior's soul or unquestioning fealty. Otherworldly Step
7th-level Witchblade Archetype feature
Pact Magic You can use Eldritch power to slip through cracks in reality. When
3rd-level Witchblade Archetype feature you use Second Wind, you can teleport up to 60 feet to an
The bargain you have struck with your Patron has granted you the unoccupied space you can see. If you appear within 5 feet of a
ability to cast spells, much like a Warlock does: creature, you can make one weapon attack against it.
Cantrips. You learn one cantrip of your choice from the
Witchblade spell list. Upon reaching 10th level in this class you Enchanted Strikes
learn one additional Witchblade cantrip of your choice. 10th-level Witchblade Archetype feature
Spell Slots. The Witchblade Spellcasting table shows how many The Eldritch magic within your blood seeps into your weapon
spell slots you have, and the level of those spell slots. All of your strikes. When you hit a creature with a weapon attack, it has
spell slots from this feature are the same level. To cast one of your disadvantage on the first saving throw you force it to make against
Witchblade spells of 1st-level or higher, you must expend a spell a Witchblade spell before the end of your next turn.
slot. You regain all of your expended Pact Magic spell slots when
you finish a short or long rest. Greater Offering
Spells Known of 1st-Level and Higher. You learn two 15th-level Witchblade Archetype feature
1st-level spells of your choice from the Witchblade spell list. The You can restore your own vitality by inflicting pain on others.
Spells Known column of the Witchblade Spellcasting table shows When you use Sanguine Offering, you gain temporary hit points
when you learn more spells of 1st-level or higher. A spell you equal to the necrotic damage dealt to the creature.
choose must be of a level no higher than what's shown in the table's Temporary hit points you gain from this feature last for 1 minute,
Slot Level column for your level. or until you gain temporary hit points again.
When you gain a level, you can choose a Witchblade spell you
know and replace it with another Witchblade spell, which must be Legendary Witchblade
of a level for which you have spell slots. 18th-level Witchblade Archetype feature
Spellcasting Ability. Charisma is your spellcasting ability for You siphon power from death. As a reaction when a creature dies
within 30 feet of you, you can regain one expended Pact Magic
your Witchblade spells. You use your Charisma whenever a spell
spell slot, or 1d4 of your expended Hit Dice.
refers to your spellcasting ability, when setting the saving throw
DC, and when making a spell attack roll. Once you use this feature you must finish a short or long rest
before you can use it again.
Spell save DC = 8 + your proficiency bonus
+ your Charisma modifier
Spell attack modifier = your proficiency bonus
+ your Charisma modifier
Witchblade Spell List Witchblade Spellcasting Table
Here's the list of spells you consult when you learn a Witch- blade
Fighter Level Spells Known Spell Slots Slot Level
spell. It is organized by spell level, not character level. The spells 3rd 2 1 1st
below are from the Player's Handbook, Xanathar's Guide to
Everything*, and Tasha's Cauldron of Everything**.
4th 2 2 1st
5th 3 2 1st
Cantrips (0-Level) 2nd-Level
blade ward cloud of daggers 6th 3 2 1st
booming blade** crown of madness 7th 4 2 2nd
chill touch darkness
green-flame blade** hold person 8th 4 2 2nd
infestation* invisibility 9th 5 2 2nd
mage hand mind spike*
10th 5 2 2nd
mind sliver** mirror image
minor illusion misty step 11th 5 2 2nd
poison spray ray of enfeeblement
12th 5 2 2nd
prestidigitation shadow blade*
resistance shatter 13th 6 2 3rd
sword burst** spider climb
14th 6 2 3rd
toll the dead*
true strike 3rd-Level 15th 6 2 3rd
blinding smite
1st-Level 16th 6 2 3rd
counterspell
absorb elements* dispel magic 17th 7 2 3rd
armor of agathys enemies abound* 18th 7 2 3rd
arms of hadar fear
burning hands hunger of hadar 19th 7 2 4th
cause fear* intellect fortress** 20th 7 2 4th
detect evil & good magic circle
expeditious retreat major image
false life vampiric touch Witchblades & Blood Magic
hellish rebuke
4th-Level The Witchblade Archetype presented here is able to
hex
use minor amounts of both eldritch and blood magic.
illusory script banishment
Check out the Alternate Blood Hunter if you are
inflict wounds blight interested in a full class based around the use of
protection from good & evil dimension door powerful Blood Rites and profane eldritch spells.
searing smite hallucinatory terrain Its counterpart, the Order of Witch Knights, is also a
shield phantasmal killer partial user of the Warlock-style spellcasting.
thunderous smite staggering smite
unseen servant shadow of moil*
witch bolt sickening radiance*
Eloquent Speech
Martial Exploits Prerequisites: Intelligence of 11
Below are the Exploits available to the Fighter. If an Exploit has a Whenever you would normally make a Charisma (Deception) or
prerequisite, like a minimum Ability Score or level, you can learn it Charisma (Persuasion) check, you can choose to use your
at the same time you meet the prerequisites. Intelligence in place of Charisma for that ability check.
Also, whenever you make an Intelligence (Deception) or
1st-Degree Exploits Intelligence (Persuasion) check you can expend one Exploit Die,
roll it, and add the result to your check. You can do so after you roll
Exploits of the 1st-degree are minor techniques slightly more
the d20, but before you know if you succeed.
complicated than swinging a weapon. They can be learned by
Fighters with modest training and have no level prerequisite.
Feat of Strength
Prerequisites: Strength or Constitution of 11
Arresting Strike Whenever you make a Strength or Constitution ability check you
When you hit a target with a weapon attack, you can expend one
can expend Exploit Dice (up to your proficiency bonus), roll those
Exploit Die and force it to make a Dexterity saving throw. On a
dice, and add the result to your Strength or Constitution check.
failure, it takes bonus damage equal to one roll of your Exploit Die
and its speed is 0 until the start of your next turn.
Feint
As a bonus action, you can expend one Exploit Die to feint, forcing
Brace Up a creature that can see you within 15 feet to make a Wisdom saving
Prerequisites: Constitution of 11
throw. On a failed save, you have advantage on your attacks
You steel yourself for combat, preparing yourself to take a hit. As a
against it until the end of your current turn.
bonus action, you can expend one Exploit Die and gain temporary
hit points equal to 1 + your Constitution modifier.
First Aid
As an action, you can touch a creature that has at least 1 hit point
Commanding Presence and expend Exploit Dice (up to your proficiency bonus), roll those
Prerequisites: Charisma or Strength of 11
dice, and that creature regains a number of hit points equal to the
When you make a Charisma (Persuasion) or Charisma
total roll + its Constitution modifier.
(Intimidation) check you can expend one Exploit Die, roll it, and
add the result to your ability check. You can do so after you roll the
Heroic Fortitude
d20, but before you know if you succeed. Whenever you are forced to make a Strength, Dexterity, or
Also, whenever you would normally make a Charisma Constitution saving throw you can expend an Exploit Die, roll it,
(Intimidation) check, you can instead make a Strength and add the result to your saving throw. You can do so after you
(Intimidation) check. roll the d20, but before you know if you succeed or fail.
Counter Hurl
Prerequisites: Dexterity of 11 Prerequisites: Strength of 11
When a creature you can see misses you with a melee attack, you In place of an attack, you can expend an Exploit Die to throw an
can use your reaction to expend an Exploit Die and make a single object that you are holding at a target you can see within 60 feet.
melee weapon attack against your attacker. On hit, you add one roll The target must succeed on a Dexterity saving throw or both the
of your Exploit Die to your damage roll. object and target take bludgeoning damage equal to one roll of your
Exploit Die + your Strength modifier.
Cunning Instinct At 11th level, the range of this Exploit becomes 120 feet.
Prerequisites: Wisdom of 11
When you make a Wisdom (Perception) or a Wisdom (Survival)
Inquisitive Eye
check you can expend one Exploit Die, roll it, and add the result to
Prerequisites: Intelligence or Wisdom of 11
your ability check. You can do so after you roll, but before you
When you make an Intelligence (Investigation) or a Wisdom
know if you succeed or fail.
(Insight) check you can expend one Exploit Die, roll it, and add the
result to your ability check. You can do so after you roll the d20,
Destructive Strike but before you know if you succeed or fail.
Prerequisites: Strength of 11
When you hit a nonmagical object with an attack, you can expend
Lightstep
an Exploit Die, add it to the damage roll, and cause that attack to
Prerequisites: Dexterity of 11
deal maximum damage in place of rolling. When you make a Dexterity (Acrobatics) or a Dexterity (Stealth)
check you can expend one Exploit Die, roll it, and add the result to
Disarm your ability check. You can do so after you roll the d20, but before
When you hit a creature with a weapon attack, you can expend an
you know if you succeed or fail.
Exploit Die to force it to make a Strength saving throw. On a failed
save, it takes additional damage equal to one roll of your Exploit
Lunge
Die, and it drops one item of your choice that it is currently holding
As part of a melee weapon attack, you can expend an Exploit Die
on the ground in the space it is occupying.
to increase the range of that attack by 5 feet. On hit, you deal
additional damage equal to one roll of your Exploit Die.
Mechanical Insight Ruthless Strike
Prerequisites: Intelligence of 11 Prerequisites: Strength of 11
Whenever you make an ability check with a set of thieves' tools or When you hit a target with a melee weapon attack, you can expend
tinker's tools you can expend one Exploit Die, roll it, and add the Exploit Dice (up to your proficiency bonus), roll the dice, and add
result to your ability check. You can do so after you roll the d20, them to the damage roll of that attack.
but before you know if you succeed or fail.
Savvy Explorer
Menacing Shout Prerequisites: Intelligence or Wisdom of 11
Prerequisites: Charisma of 11 When you make an ability check with land or water vehicles,
As a bonus action, you can expend one Exploit Die and force one cartographer's tools, or navigator's tools you can expend one
creature within 30 feet that can see or hear you to make a Wisdom Exploit Die, roll it, and add it to your ability check. You can do so
saving throw. On a failed save, it is frightened of you until the end after you roll the d20, but before you know if you succeed.
of your next turn and must use its action to move as far away from
you as possible without harming itself. Scholarly Recall
Prerequisites: Intelligence of 11
Mighty Leap Whenever you make an Intelligence (Arcana), Intelligence
Prerequisites: Strength of 11 (History), or Intelligence (Religion) check you can expend an
When you move at least 10 feet immediately before you jump, you Exploit Die, roll it, and add the result to your ability check. You
can expend Exploit Dice (up to your proficiency bonus) to increase can do so after you roll, but before you know the result.
the distance of your jump by 10 feet for each Exploit Die
expended, even if this exceeds your remaining speed. Skilled Rider
Prerequisites: Wisdom of 11
Mighty Thrust When your trained mount makes an ability check, attack roll, or
Prerequisites: Strength of 11 saving throw, or you make a Wisdom (Animal Handling) check to
In place of an attack, you can expend an Exploit Die to force one control it, you can expend one Exploit Die, roll it, and add the
target you touch to make a Strength saving throw. On a failed save, result to your ability check. You can do so after you roll the d20,
it is knocked back in a line number of feet equal to 5 times your but before you know if you succeed or fail.
Strength modifier. A target that is more than one size larger than
you has advantage on its saving throw. Streetwise
Prerequisite: Charisma of 11
Parry If you are in a settlement, you can make Charisma (History) and
Prerequisites: Dexterity of 11 Charisma (Investigation) checks instead of the normal Intelligence
When a creature that you can see targets you with a melee attack, (History) or Intelligence (Investigation) checks.
you can use your reaction to expend one Exploit Die, roll it, and Also, when you make a Charisma (History) or a Charisma
add it to your Armor Class against the attack. You must be holding (Investigation) check you can expend one Exploit Die, roll it, and
a melee weapon or shield to use this Exploit. add the result to your ability check. You can do so after
Starting at 5th level, if you use this Exploit and the attack you roll the d20, but before you know if you succeed or fail.
misses, you can make a single melee weapon attack against the
creature that attacked you as part of the same reaction. Subtle Con
Prerequisites: Dexterity or Charisma of 11
Precision Strike When you make a Dexterity (Sleight of Hand), a Charisma
Prerequisites: Dexterity of 11 (Deception), or a Charisma (Performance) check you can expend
As part of a weapon attack you can expend one Exploit Die, roll it, an Exploit Die, roll it, and add it to your ability check. You can do
and add the result to your attack roll. You can use this Exploit after so after you roll, but before you know the result.
you roll, but before you know if you hit or miss.
Sweeping Strike
Reposition When you hit a creature with a melee weapon attack, you can
As a bonus action, you can expend one Exploit Die to switch expend an Exploit Die and force it to make a Dexterity saving
places with a conscious and willing creature within 5 feet of you. throw. On a failure, it takes bludgeoning damage equal to one roll
This movement does not provoke opportunity attacks. of your Exploit Die and falls prone. A creature more than one size
Either you or the creature you switched places with gains larger than you has advantage on its saving throw.
temporary hit points equal to one roll of your Exploit Die.
Take Down
Rustic Intuition Prerequisites: Strength of 11
Prerequisites: Wisdom of 11 As a bonus action, you can expend one Exploit Die to touch
When you make an Intelligence (Nature), Wisdom (Animal a creature and attempt to Shove or Grapple it, and add one roll of
Handling), or Wisdom (Medicine) check you can expend an your Exploit Die to your Strength (Athletics) check.
Exploit Die, roll it, and add the result to your ability check. You
can do so after you roll, but before you know the result. Warding Strike
When a creature moves within the reach of a melee weapon you are
wielding, you can use a reaction to expend an Exploit Die and
make a single attack against it with that weapon. On hit, you add
one roll of your Exploit Die to your damage roll.
2nd-Degree Exploits Exposing Strike
Prerequisites: 5th level
Exploits of the 2nd-degree represent the peak of martial skill When you hit a creature with a weapon attack, you can expend an
achievable by warriors without dedicated training. These can be Exploit Die to temporarily weaken it. The first attack made against
learned by any Fighter of 5th level or higher. that creature before the beginning of your next turn has advantage,
and on hit, that attack deals additional damage equal to one roll of
Aggressive Sprint your Exploit Die.
Prerequisites: 5th level
As a bonus action, you can expend one Exploit Die to move up to Glancing Blow
your walking speed toward a hostile creature that you can see and Prerequisites: 5th level
make a single melee weapon attack against it. When you make a melee weapon attack and miss, you can expend
an Exploit Die to immediately repeat your attack against another
Blinding Debris target within the reach of your weapon.
Prerequisites: 5th level, Dexterity of 13
As a bonus action, you can expend an Exploit Die to attempt to Heroic Will
blind a creature with debris. A creature you can see within 10 feet Prerequisites: 5th level
must succeed on a Constitution saving throw or take piercing Whenever you are forced to make an Intelligence, Wisdom, or
damage equal to one roll of your Exploit Die and become blinded Charisma saving throw you can expend an Exploit Die, roll it, and
until the beginning of your next turn. add the result to your saving throw. You can do so after you roll the
d20, but before you know if you succeed or fail.
Concussive Blow
Prerequisites: 5th level, Strength of 13 Honor Duel
When you hit a creature with a melee weapon attack, you can Prerequisites: 5th level
expend an Exploit Die to empower your attack and force it to make As a bonus action, you can expend an Exploit Die and shout a
a Constitution saving throw. On a failed save, the target suffers the challenge at a foe. One creature of your choice within 30 feet that
effects below until the beginning of your next turn: can see or hear you must make a Wisdom saving throw. On a failed
save, the creature has disadvantage on all attack rolls it makes
Its speed becomes 0, and it can speak only falteringly.
against targets other than you for 1 minute.
It has disadvantage on attack rolls and ability checks.
The creature can repeat this saving throw at the end of each of its
It has disadvantage on Dexterity saving throws.
turns, ending the effect on a success. This effect ends early if you
Attack rolls against it have advantage.
attack a creature other than the target.
Crippling Strike
Prerequisites: 5th level Improvised Skill
When you hit a target with a weapon attack, you can expend an Prerequisites: 5th level
Exploit Die to cripple one of its senses. It must succeed When you make an ability check that doesn't include your
on a Constitution saving throw or it takes additional damage equal proficiency bonus, you can expend an Exploit Die and add it to
to one roll of your Exploit Die and is blinded, deafened, or cannot your roll. You can use this Exploit after you roll, but before you
speak (your choice) until the start of your next turn. know if you succeed or fail.
Unbreakable
Prerequisites: 13th level, Constitution of 17
When you take damage that would reduce you to 0 hit points, even
if that damage would kill you outright, you can expend Exploit
Dice (up to your proficiency bonus) and fall to 1 hit point. For each
Exploit Die you spent, roll three Exploit Dice, and you gain
temporary hit points equal to the total roll.
5th-Degree Exploits Storm of Arrows
Prerequisites: 17th level, Dexterity of 19
Exploits of the 5th-degree are techniques and skills that rival As an action on your turn, you can expend Exploit Dice (up to your
demigods and heroes of legend. These can only be learned by proficiency bonus) to fire a volley of ammunition at a point you can
Fighters of 17th level and higher, and each 5th-degree Exploit you see within the range of your weapon. Creatures of your choice
know can only be used once per long rest. within 30 feet of that point must succeed on a Dexterity saving
throw or they take piercing damage equal to two rolls of your
Banishing Strike Exploit Die for each Exploit Die you spent + your Dexterity
Prerequisites: 17th level, Strength of 19 modifier. Any creature that succeeds on its saving throw takes half
When you hit a creature with a melee weapon attack, you can as much piercing damage.
expend Exploit Dice (up to your proficiency bonus) to strike with You must have enough ammunition to hit each target.
legendary force and force it to make a Charisma saving throw. On a
failure, it takes additional force damage equal to two rolls of your Steel Wind Slash
Exploit Die for each Exploit Die you spent, and half as much force Prerequisites: 17th level, Strength or Dexterity of 19
damage on a successful save. As an action on your turn, you can expend Exploit Dice (up to your
If this attack reduces the creature to 50 hit points or fewer, it is proficiency bonus) and flourish a melee weapon then vanish.
shunted to a harmless demiplane and is incapacitated. The creature Choose up to five targets that you can see within 30 feet and make
reappears in the unoccupied space nearest to the last space it one melee weapon attack against each one.
occupied at the end of your next turn. On a hit, each target takes damage of your weapon's type equal
to two rolls of your Exploit Die for each Exploit Die you spent +
Cataclysmic Slam either your Strength or Dexterity modifier.
Prerequisites: 17th level, Strength of 19 You then appear in an unoccupied space of your choice you can
As an action on your turn, you can expend Exploit Dice (up see within 5 feet of one of the targets of this Exploit.
to your proficiency bonus) to strike the ground with mythic power.
A shockwave of thunderous force erupts from you, forcing all Vorpal Strike
creatures within 30 feet to make a Constitution saving throw. On a Prerequisites: 17th level, Strength or Dexterity of 19
failure, they take bludgeoning damage equal to two rolls of your When you hit a creature with a melee weapon attack, you can
Exploit Die for each Exploit Die you spent + your Strength expend Exploit Dice (up to your proficiency bonus) to strike it with
modifier and are knocked prone, and on a success, they take half as lethal force in an attempt to behead the creature.
much damage and don't fall prone. Objects in this area take It takes additional damage of your weapon's type equal to two
maximum damage. rolls of your Exploit Die for each Exploit Die you spent.
The area becomes difficult terrain, and a creature can use its If the damage of this Exploit reduces the target's remaining hit
action to clear one 5-foot square of this difficult terrain. points to 50 or fewer, you cut off one of the its heads. If the
creature cannot survive without the lost head, it is killed.
Mythic Focus Creatures can use a Legendary Resistance to avoid being
Prerequisites: 17th level beheaded. Any creatures that don't have or don't need a head are
As a bonus action, you can expend one Exploit Die to enter a immune to this Exploit's effects, but still take the damage.
legendary state of focus which you must concentrate on as if you
were concentrating on a spell. For 1 minute, or until you lose
concentration, you gain the following benefits:
You gain 50 temporary hit points. If any of these remain when
the effects of this Exploit end, they are lost.
You have advantage on any weapon attacks you make.
Once per turn when you hit with a weapon attack, you deal
bonus damage equal to one roll of your Exploit Die.
You gain a bonus to Strength, Dexterity, and Constitution
saving throws equal to one roll of your Exploit Die.
When you take the Attack action on your turn, you can make
one additional weapon attack as part of that action.
When the effect ends, you can’t move or take actions until after
your next turn, as a wave of lethargy sweeps over you.
This Exploit doesn't stack with tenser's transformation.
Gladiator
Fighter Builds You are as much of an entertainer as you are a Fighter. Often
One of the goals of the Alternate Fighter class was to bring the masters of exotic weapons and fighting styles, gladiators seek to
versatility of the Battle Master Archetype found in the Player's build their reputation as wondrously extravagant warriors.
Handbook to every Fighter. Depending on their Archetype,
Fighting Style, and Martial Exploit choices, they can reflect any Archetype: Master at Arms
warrior from popular fiction and fantasy. Fighting Style: Dual Wielding, Pit Fighting
The Alternate Fighter builds below suggest particular groupings
of Archetypes, Fighting Styles, Martial Exploits, and Feats, all of aggressive sprint, counter, take down
Exploits:
which are from the Alternate Fighter, the Player's Handbook, or blinding debris, dirty hit
Tasha's Cauldron of Everything*. Feats: Alt Weapon Master, Dual Wielder
Blade Master
You are a true student of the blade and have specialized your skills Marine
for single combat. You often seek out the most powerful foes you Marines are warriors who are trained to fight at sea or on the decks
can find in order to test your skills against them. of ships. They can be elite sailors who defend precious cargo, or
ruthless pirates who pillage all they come across.
Archetype: Swordsage
Archetype: Guerrilla
Fighting Style: Classical Swordplay, Dueling
Fighting Style: Featherweight Fighting, Mariner
counter, disarm, feint, parry
Exploits: parry, savvy explorer, sweeping strike,
honor duel Exploits:
aggressive sprint, honor duel
Feats: Alt Defensive Duelist, Mobile
Feats: Keen Mind, Linguist, Resilient (Dexterity)
Bodyguard
You have trained to defend important figures and to escort precious Peacekeeper
cargo. When you are near, no foe, no matter their strength or Often found patrolling remote territories and other lawless lands,
abilities, can threaten that which you protect. peacekeepers use their finely honed skills and deadly accuracy with
firearms to enforce the law wherever they go.
Archetype: Guardian
Archetype: Marksman
Fighting Style: Protector, Shield Warrior
Fighting Style: Archery, Melee Marksman
disarm, first aid, reposition,
Exploits: inquisitive eye, precision strike,
immovable stance Exploits:
crippling strike, trick shot
Feats: Alert, Sentinel, Shield Master
Feats: Alert, Gunner*, Sharpshooter
Combat Medic
Combat Medics are masters at keeping their comrades in top Sage
Sages are wandering guardians of peace and prosperity who are
condition, assuaging their hurts, and keeping spirits high in battle.
raised from birth to wield their psionic potential in battle. Sages are
They always put the needs of others before their own.
pacifists who only use violence as a last resort.
Archetype: Quartermaster
Archetype: Mystic
Fighting Style: Protector, Improvised Fighting
Fighting Style: Blind Warrior, Versatile Fighting
brace up, first aid, take down,
Exploits: mighty leap, scholarly recall, warding
exposing strike, redirect Exploits:
strike, defensive stance, heroic will
Feats: Chef*, Healer, Inspiring Leader
Feats: Alert, Resilient (Wisdom), Sentinel
Gambler
Gamblers are wandering warriors with a knack for finding trouble Vanguard
and escaping by a thread. They enjoy pushing their luck and tend to You will lead a charge into fortified enemy lines or stand strong
specialize in thrown weapons and knives. against terrifying monsters. You attack with abandon looking to
slay your foes with deadly speed and power.
Archetype: Marksman
Archetype: Champion
Featherweight Fighting,
Fighting Style: Fighting Style: Brawler, Great Weapon Fighting
Thrown Weapon Fighting
feint, parry, streetwise, subtle con, aggressive sprint, brace up, hurl,
Exploits: Exploits:
dirty hit, trick shot, improvised skill mighty thrust, thunderous blow
5. Representation of Authority to Contribute: If You are contributing System Reference Document 5.1 Copyright 2016, Wizards of the
original material as Open Game Content, You represent that Your Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris
Contributions are Your original Creation and/or You have sufficient Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
rights to grant the rights conveyed by this License. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
based on original material by E. Gary Gygax and Dave Arneson.
END OF LICENSE