Alternate Fighter Class v3.2.0 (Complete)

Download as pdf or txt
Download as pdf or txt
You are on page 1of 41

The Complete Fighter Exploits Exploit Exploit

Level PB Features Known Die Dice


1st +2 Fighting Style, Second Wind ─ ─ ─
2nd +2 Martial Exploits 2 d6 2
3rd +2 Know Your Enemy, Warrior Archetype 3 d6 2
4th +2 Ability Score Improvement 3 d6 3
5th +3 Extra Attack (1) 4 d8 3
6th +3 Action Surge (1) 4 d8 3
7th +3 Archetype Feature 5 d8 3
8th +3 Ability Score Improvement 5 d8 4
9th +4 Indomitable (1) 6 d8 4
10th +4 Archetype Feature 6 d8 4
11th +4 Extra Attack (2), Martial Superiority 7 d10 4
12th +4 Ability Score Improvement 7 d10 5
13th +5 Indomitable (2) 8 d10 5
14th +5 Ability Score Improvement, Second Wind (2) 8 d10 5
15th +5 Archetype Feature 9 d10 5
16th +5 Ability Score Improvement 9 d10 6
17th +6 Extra Attack (3), Indomitable (3) 10 d12 6
18th +6 Archetype Feature 10 d12 6
19th +6 Ability Score Improvement 10 d12 6
20th +6 Action Surge (2), Relentless 10 d12 6

Class Features Fighting Style


At 1st level, choose the Fighting Style from the options below that
Hit Points best reflect your martial training and skill with weapons. You
Hit Dice: 1d10 per Fighter level
cannot select a Fighting Style more than once, even if a feature
Hit Points at 1st Level: 10 + your Constitution modifier.
allows you to select an additional Fighting Style.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
Whenever you gain a level in this class, you can switch your
modifier per Fighter level after 1st
Fighting Style for another Fighting Style of your choice.
Proficiencies
Armor: All armor, shields Archery
Weapons: Simple weapons, martial weapons You gain a +2 bonus to attack rolls with ranged weapons.
Tools: One set of artisan's tools of your choice
Blind Warrior
Saving Throws: Strength, Constitution You have blindsight with a range in feet equal to 5 times your
Skills: Choose two of the following: Acrobatics, Athletics, History, proficiency bonus. In that range, you can see invisible targets and
Intimidation, Perception, Stealth, and Survival anything that isn't behind total cover or hidden from you.
Equipment Brawler
As a Fighter, you start with the following equipment:
Your unarmed strikes deal bludgeoning damage equal to 1d6 +
(a) chain mail or (b) leather armor, a longbow, 20 arrows your Strength modifier on hit. If you have two free hands and use
(a) martial weapon and shield or (b) two martial weapons your action to make only unarmed strikes you can make a single
(a) light crossbow and 20 bolts or (b) two handaxes unarmed strike as a bonus action on that turn.
(a) a dungeoneer’s pack or (b) an explorer’s pack
Classical Swordplay
While wielding a finesse weapon and no other weapons, you gain a
+2 bonus to your attack rolls and a +1 to your Armor Class so long
as you are not using heavy armor or a shield.
Defensive Fighting Pit Fighting
So long as you are either wearing armor or wielding a shield, you Your have trained to fight with weapons typically associated with
gain a +1 bonus to your Armor Class. gladiators, granting you the following benefits:
For you, tridents deal 1d8 (1d10) piercing damage on hit.
Dual Wielding
When making an attack roll with a net against a creature within
When you take the Attack action while two-weapon fighting, you
can make the single additional attack with your off-hand weapon as 5 feet, you do not have disadvantage on the roll.
When you take the Attack action on your turn, making an attack
part of your action instead of your bonus action, adding your ability
with a net only takes the place of one attack.
modifier to the damage of this attack.

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.

Mariner Versatile Fighting


While wielding a single versatile weapon and no shield, you gain a
When you are not wearing medium or heavy armor, or using a
+1 bonus to your attack rolls with that weapon. While doing so,
shield, you have a swimming speed equal to your walking speed,
you can also use your bonus action to make a single grapple or
and you gain a +1 bonus to your Armor Class.
shove attack, or to take the Use an Object action.
Melee Marksman
Having a hostile creature within 5 feet of you doesn't impose
Wrestler
When you hit a creature with a melee attack on your turn, you can
disadvantage on your ranged weapon attacks, so long as you are
use a bonus action on that turn to attempt to grapple or shove that
attacking a creature within 5 feet.
creature, so long as you have a free hand to do so. Also, you can
When you make a ranged weapon attack against a creature
drag grappled creatures up to your full speed.
within 5 feet, you can use your bonus action to make a melee attack
against it with your ranged weapon. On hit, you deal bludgeoning
damage equal to 1d4 + your Strength modifier. Second Wind
You can fight on where lesser warriors would fail. Also at 1st level,
Mountaineer you can use your bonus action to regain hit points equal to 1d10 +
When you are not wearing medium or heavy armor, or using a
your Fighter level. Once you do so, you must finish a short or long
shield, you have a climbing speed equal to your walking speed, and
rest before you can do so again.
you gain a +1 bonus to your Armor Class.
Upon reaching 14th level, you can use your Second Wind bonus
action twice between each short or long rest.
Mounted Warrior
While you are riding a controlled mount, both you and your mount
gain a +1 bonus to your Armor Class, and you can use a bonus Martial Exploits
action on each of your turns to command the mount to take one At 2nd level, you begin to learn techniques that enhance your
action from its stat block. martial skill in and out of battle. You gain the features below:
Exploit Dice Archetype Exploits
The Fighter table shows the number of Exploit Dice you have to Some Archetypes have a list of Archetype Exploits that you learn at
perform any Exploits you know. Most Exploits require you to the Fighter levels noted in the Archetype description. They don't
expend these Dice in order to use them. You can only use one count against your number of Exploits Known and can't be
Exploit per attack, ability check, or saving throw, and you regain switched out for other Exploits. If you do not meet an Archetype
all Exploit Dice when you finish a short or long rest. Exploit's prerequisites, you learn it regardless.
Your Exploit Dice begin as d6s and increase in size as you gain
levels in this class, as indicated in the Fighter table. Ability Score Improvement
Exploits Known At 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you
You know two Exploits of your choice from the list at the end of can increase one ability score of your choice by 2, or two different
this class. The Exploits Known column of the Fighter table shows ability scores of your choice by 1. As normal, you cannot increase
when you learn more Exploits of your choice. To learn an Exploit an ability score above 20 using this feature.
you must meet any prerequisites it may have, like a minimum
Ability Score or a minimum Fighter level. Extra Attack
Whenever you gain a Fighter level, you can replace one of the
Beginning at 5th level, you can attack twice, instead of once,
Exploits you know with another Exploit of your choice.
whenever you take the Attack action on your turn.
Saving Throws When you reach certain levels in this class, the number of
If one of your Exploits requires a creature to make a saving throw, attacks you can make as part of your Attack action increases; at
your Exploit saving throw DC is calculated as follows: 11th level (3 attacks) and at 17th level (4 attacks).

Exploit save DC = 8 + your proficiency bonus + your Strength


or Dexterity modifier (your choice) Action Surge
Starting at 6th level, you can push yourself past your limits, if only
Know Your Enemy for a moment. On your turn, you can take one additional action on
that current turn. Once you do so, you must finish a short or long
Beginning at 3rd level, you can use an action to choose one rest before you can use this feature again.
creature you can see within 60 feet. You learn if it is your equal,
When you reach 20th level, you can use this feature twice
superior, or inferior in one of the following attributes:
between each short or long rest, but only once per turn.
Armor Class Strength Score
Current Hit Points Dexterity Score
Indomitable
Your fighting spirit allows you to grasp success from the jaws of
Hit Point Maximum Constitution Score defeat. Beginning at 9th level, when you fail a saving throw, you
Walking Speed Exploits Known can choose to succeed instead. Once you use this feature you must
finish a long rest before you can use it again.
Once you use this feature to learn something about a creature,
At certain Fighter levels you can use this feature additional times
you can't use it on it again until you complete a short or long rest.
between each long rest. You can use this feature twice starting at
When you reach 14th level, you can use this feature to learn of
13th level, and three times starting at 17th level.
your foe's strengths through battle. Once per turn, you can use this
feature when you hit with a weapon attack. You can use this feature
to learn 3 things about a creature between each short or long rest. Martial Superiority
Your martial skill eclipses even that of professional warriors.
Warrior Archetype Starting at 11th level, whenever you use your Second Wind feature
you regain one of your expended Exploit Dice.
At 3rd level, you choose one of the following Warrior Archetypes
Also, you regain all Expended Exploit dice if you spend 10
that best represents the skills and training of your fighter:
minutes doing only activity that would be part of a short rest.

Arcane Knight Knight Errant Shadowdancer


Champion Marksman Swiftblade
Relentless
At 20th level, your skills in combat are those of legend. When you
Commander Master at Arms Swordsage roll initiative, you regain all expended Exploit Dice.
Crusader Mystic Sylvan Archer Also, if you start your turn with no Exploit Dice remaining, you
immediately regain one of your expended Exploit Dice.
Drakesworn Pugilist Tinker Knight
Guardian Quartermaster Water Dancer
Guerrilla Ronin Witchblade
Hound Master Runecarver ─

The Warrior Archetype you choose grants you features at 3rd


level and again when you reach 7th, 10th, 15th, and 18th level.
Warrior Archetypes Arcane Knight Spellcasting
Fighter Spells 1st 2nd 3rd 4th
At 3rd level, you choose one of the following Warrior Archetypes: Level Known Level Level Level Level

Arcane Knight 3rd 3 2 — — —


4th 4 3 — — —
Arcane Knights supplement their skill with the armaments of war
with arcane knowledge. Compared to mages who study only 5th 5 3 ─ — —
magic, Arcane Knights can only produce minor spells, but, when
6th 5 3 ─ — —
combined with their deadly skill with the weapons of warfare,
these minor spells become potent enhancements. 7th 6 4 2 — —
8th 6 4 2 — —
Weapon Bond
3rd-level Arcane Knight Archetype feature 9th 7 4 2 — —
You can magically bond yourself to a weapon of your choice. At
10th 7 4 3 — —
the end of a short or long rest, you can touch a weapon, forging a
magical bond between you and that weapon. 11th 8 4 3 — —
You cannot be disarmed of a bonded weapon unless you are 12th 8 4 3 — —
incapacitated. If it is on the same plane of existence, you can use a
bonus action to instantly summon it to you. It can be used as a 13th 9 4 3 2 —
spellcasting focus for your Arcane Knight spells. 14th 9 4 3 2 —
You can have up to two bonded weapons at any one time,
15th 10 4 3 2 —
though, they must be summoned one at a time. If you bond a third
weapon, you break the bond with one of the other two. 16th 10 4 3 3 —
17th 11 4 3 3 —
Spellcasting
3rd-level Arcane Knight Archetype feature 18th 11 4 3 3 —
You have learned to produce arcane spells to enhance your abilities
19th 12 4 3 3 1
in combat. You gain the features listed below:
Cantrips. You learn two cantrips of your choice from the Arcane 20th 12 4 3 3 1
Knight spell list at the end of this Archetype, and you learn an
additional Arcane Knight cantrip at 10th level. War Magic
Spell Slots. The Arcane Knight Spellcasting table shows how 7th-level Arcane Knight Archetype feature
many spell slots you have to cast your spells of 1st-level and You can seamlessly weave minor spells with weapon attacks. When
higher. To cast one of these spells, you must expend a slot of the you use your action to cast an Arcane Knight spell you can make a
spell's level or higher. You regain all expended spell slots when you weapon attack as a bonus action on that turn.
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 Enchanted Strikes
can cast shield using either slot. 10th-level Arcane Knight Archetype feature
Spells Known of 1st-Level and Higher. You know three 1st- Your strikes weaken your foe's resistance to your magic. If you hit
level Arcane Knight spells. The Spells Known column of your a creature with a weapon attack, it has disadvantage on the first
Spellcasting table shows when you learn more spells of 1st-level or saving throw you force it to make against an Arcane Knight spell
higher, of a level for which you have spell slots. before the end of your next turn.
When you gain a level, you can replace one of your Spells
Known with another spell from the Arcane Knight spell list. The Arcane Surge
spell must be of a level for which you have spell slots. 15th-level Arcane Knight Archetype feature
Spellcasting Ability. Intelligence is your spellcasting ability for When you use Action Surge, you can teleport up to 30 feet to an
your Arcane Knight spells. You use Intelligence whenever a spell unoccupied space you can see. You can choose to teleport before or
refers to your spellcasting ability. You also use your Intelligence after the additional action from your Action Surge.
modifier when setting the saving throw DC or making a spell attack
roll for an Arcane Knight spell. Legendary Arcane Knight
18th-level Arcane Knight Archetype feature
Spell save DC = 8 + your proficiency bonus You expertly weave spell and sword together. When you take the
+ your Intelligence modifier Attack action on your turn, you can cast an Arcane Knight spell
with a casting time of one action in place of one attack.
Spell attack modifier = your proficiency bonus
+ your Intelligence modifier
Arcane Knight Spell List Champion
Here is the list of spells available to the Arcane Knight. Champions forgo all other forms of improvement to focus on
They are from the Player's Handbook, Xanathar's Guide enhancing their raw physical might. These immense figures strive
to Everything*, and Tasha's Cauldron of Everything**. to maintain peak physical condition through relentless training. In
battle, Champions perform supernatural feats of athleticism and
Cantrips (0-Level) 2nd-Level overwhelm their foes with their raw power.
blade ward arcane scorcher
booming blade** branding smite
Champion Exploits
chill touch flame blade 3rd-level Champion Archetype feature
control flames* gust of wind
You learn certain Exploits at the Fighter levels noted in the table
firebolt magic weapon
below. They don't count against your total number of Exploits
green-flame blade** misty step
Known and can't be switched upon gaining a level.
gust* protection from poison
light scorching ray Fighter Level Exploit
lightning lure** shatter 3rd feat of strength, ruthless strike
mold earth* shadow blade*
prestidigitation warding wind* 5th concussive blow, heroic will
resistance 9th mythic athleticism
shape water*
3rd-Level
shocking grasp blinding smite
sword burst** counterspell Mighty Warrior
dispel magic 3rd-level Champion Archetype feature
true strike
elemental weapon You raw physical might enhances your attacks. Your weapon
1st-Level fireball attacks score a critical hit on a roll of 19 or 20 on the d20.
absorb elements* lightning bolt At 15th level, your critical hit range increases again, and you
burning hands magic circle score a critical hit on a roll of 18-20 on the d20.
catapult minute meteors*
chromatic orb protection from energy Remarkable Strength
compelled duel 3rd-level Champion Archetype feature
earth tremor* 4th-Level You easily perform feats of raw strength and endurance that would
hellish rebuke banishment seem impossible. Whenever you make a Strength or Constitution
mage armor death ward ability check or saving throw you gain a bonus
magic missile fire shield to your roll equal to one roll of your Exploit Die.
protection from good & evil freedom of movement
searing smite ice storm Peak Athlete
shield resilient sphere 7th-level Champion Archetype feature
thunderous smite staggering smite Your physical abilities are peerless. You gain a climbing and
thunderwave storm sphere* swimming speed equal to your walking speed, and when you use
Second Wind you gain the benefits of the Dash action.

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.

Inspiring Commands Tactical Reposition


15th-level Commander Archetype feature Prerequisite: 9th level, Intelligence of 15
Once per turn when you use a Tactical Exploit that targets at least As an action, you can expend one Exploit Die and dictate a
one friendly creature, one target of your choice gains temporary hit strategic course of action to a number of creatures equal to your
points equal to your Leadership modifier. Leadership modifier (minimum of 1) within 30 feet that can see or
hear you. Creatures can use their reaction to move up to their speed
without provoking opportunity attacks.
Crusader Renewed Fervor
7th-level Crusader Archetype feature
Many warriors swear Oaths to gods of battle and war, but not all Your fanaticism grants you bursts of fervor in battle. When you use
are blessed with the divine power of Paladins or Clerics. Those Second Wind you regain the use of Crusader's Ire.
who fight for the gods without their explicit blessing are called In addition, when you Mark a creature as the target of your
Crusaders. These zealots are champions of divine causes, their Crusader's Ire, you can move up to 30 feet toward it as part of the
fervent belief fueling their battle fury. same bonus action without expending your movement.

Crusader Exploits Zealous Fury


3rd-level Crusader Archetype feature 10th-level Crusader Archetype feature
You learn certain Exploits at the Fighter levels noted in the table Your conviction allows you to survive blows that would slay those
below. They don't count against your total number of Exploits of lesser faith. When you are reduced to 0 Hit Points but not killed
Known and can't be switched upon gaining a level. outright, you can drop to 1 hit point instead and immediately make
Fighter Level Exploit one weapon attack against your attacker.
Once you use this feature you must finish a short or long rest
3rd commanding presence, warding strike before you can use it again. If you have no uses left, you can use it
5th honor duel, intimidating command again, but you instantly gain a level of exhaustion.

9th inspirational speech Righteous Judgment


15th-level Crusader Archetype feature
Crusader's Ire You are the arbiter of divine wrath. When you hit the target of
3rd-level Crusader Archetype feature Crusader's Ire with a weapon attack, you can end the Mark to have
You mark your foes for divine judgment. As a bonus action, you your attack to deal maximum damage instead of rolling.
can Mark a creature within 60 feet as the target of your Crusader's If the attack reduces the target to 0 hit points you instantly regain
Ire, granting you the following benefits: the use of Crusader's Ire.
Once per turn when you miss the creature with a weapon attack,
you can immediately make another weapon attack against that
Legendary Crusader
18th-level Crusader Archetype feature
creature using the same weapon.
When the target of Crusader's Ire targets you with an attack, you
When the creature is within your reach and casts a spell or
can use your reaction to make a single weapon attack against that
makes an attack against a creature other than you, you can use
creature. If you use this reaction after the attack hits you, your
your reaction to make an opportunity attack.
weapon attack is made with advantage.
When it forces you to make a saving throw, you gain a bonus to
your roll equal to one roll of your Exploit Die.
Your Mark lasts for 1 minute, or until the creature is slain. Once Optional Rule: Oathbreaker Paladins
you use this feature you must finish a long rest before you can use Should a Paladin break or forsake their Oath in your
it again. When you have no uses remaining, you can expend an game, the Crusader Archetype here can be used to
Exploit Die to use this feature again. represent a Paladin who has lost their divine power.

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.

Marksman Exploits Reposition


3rd-level Marksman Archetype feature 10th-level Marksman Archetype feature
You learn certain Exploits at the Fighter levels noted in the table When you use Second Wind, your walking speed increases by 10
below. They don't count against your total number of Exploits feet, and any opportunity attacks against you are made at
Known and can't be switched upon gaining a level. disadvantage until the end of your current turn.
Fighter Level Exploit
Reliable Shot
3rd arresting strike, inquisitive eye 15th-level Marksman Archetype feature
5th crippling strike, volley You make even impossible shots with ease. Your normal; and long
range for ranged weapon attacks increases by a number of feet
9th thunderous shot equal to 10 times your Fighter level.
Also, once per turn, when you have advantage on a ranged
Elite Training weapon attack, you can forgo advantage and make one additional
3rd-level Marksman Archetype feature ranged weapon attack.
Your training has enhanced your reaction times. When you make a
Dexterity check or saving throw, you can expend an Exploit Die Legendary Marksman
and add it to your roll. You can do so after you roll, but before you 18th-level Marksman Archetype feature
know the result. Your marksmanship is supernaturally accurate. When you Focus,
the benefits last for 1 minute, and you have advantage on all ranged
Marksman's Focus weapon attacks for the duration. Finally, your speed is only reduced
3rd-level Marksman Archetype feature to 10 feet. At the start of your turn you can end your Focus (no
You can quiet your body to fire with deadly accuracy. When you action required).
begin your turn and are not surprised or incapacitated, you can
choose to enter a state of Focus, which imposes the following
benefits and effects until the end of your turn: Gunpowder & Firearms
If your game includes firearms and gunpowder, and
Your speed is reduced to 0 feet.
your Marksman has been exposed to the operation of
Until you hit a creature with a ranged weapon attack, you have
such weapons, they are proficient with them.
advantage on all ranged weapon attack rolls.
When you roll a 1 or 2 on a damage die for an attack you make
with a ranged weapon, you can re-roll the die. You must use this
new roll, even if the new roll is a 1 or a 2.
Master at Arms Master of Forms
7th-level Master at Arms Archetype feature
While most Fighters master one specific martial discipline, a Your skill allows you to learn exotic techniques from a variety of
Master at Arms is the rare warrior who is able to truly master disciplines. You learn two Exploits of your choice from any class.
multiple styles of combat. Whether through grit, dedication, or If the Exploits have a prerequisite level, you can learn them as long
extraordinary skill, these elite Fighters learn all they can about the as your Fighter level meets that prerequisite.
theory of combat. A Master at Arms is always on the lookout for a Any Exploit that you learn through this feature does not count
new weapon or style of fighting to master against your total number of Exploits Known.
You learn one additional Exploit of your choice from any class at
Advanced Technique 15th level, and one final Exploit at 18th level.
3rd-level Master at Arms Archetype feature
Your ability to learn and execute martial techniques exceeds that of Masterful Surge
most other warriors and even other trained Fighters. You gain the 10th-level Master at Arms Archetype feature
following benefits to your Fighter features: When you Action Surge, you gain a single Exploit Die that must be
Exploits. You learn two 1st-degree Martial Exploits of your used as part of the additional action you gain. If not used, it
choice from the list at the end of this class. These Exploits do not disappears at the end of your additional action.
count against your total number of Exploits Known. Also, you can benefit from two of the Fighting Styles you know,
You learn additional Martial Exploits following the same rules at but you can only switch one as a bonus action.
certain levels: at 5th level you learn two 2nd-degree Exploits, and
at 9th level you learn one 3rd-degree Exploit. Warrior of Legend
Exploit Dice. Your total number of Exploit Dice increases by 1, 18th-level Master at Arms Archetype feature
and all of your Exploit Dice increase to become d8s. Your mastery of the weapons of war is near-supernatural. Once per
At certain Fighter levels your Exploit Dice increase again; at 5th turn when you use an Exploit in combat, you can roll a d6 in place
level they are d10s, and at 11th level they are d12s. of expending an Exploit Die.
Fighting Styles. You learn one additional Fighting Style of Also, over the course of 1 hour, which can be during a short or
your choice from those available to the Fighter. However, you can long rest, you can practice your techniques to replace one Exploit
only benefit from one Fighting Style that you gained from the you know with a Martial Exploit of the same degree.
Fighter Class or this Master at Arms feature at a time.
As a bonus action, you can switch your current Fighting Style
for another Fighter Fighting Style that you know.
You learn an additional Fighting Style of your choice at
7th level, and again when you reach 15th level in this class.

Advanced Martial Classes


Master of Forms references learning Exploits from any
class. Other than the Alternate Fighter, there are
currently three other classes that use Exploits:
Alternate Fighter & Fighter: Expanded
Alternate Barbarian & Barbarian: Expanded
Alternate Rogue & Rogue: Expanded
Warlord Class
Mystic Mystic Empowerment
3rd-level Mystic Archetype feature
Where most Fighters look to increase their physical abilities, those You enhance your techniques with psionic power. When an Exploit
known as Mystics work to unlock the psionic potential of their would use your Strength, Dexterity, or Constitution, you can
mind. Drawing upon wondrous inner power, these ascetic warriors choose to use your Intelligence instead.
can perform feats that would be impossible through strength alone. Also, once per turn when you damage a creature with a Martial
Where others strive for physical victory in battle, Mystics strive for Exploit you know, you can choose for the Exploit to deal psychic
spiritual enlightenment. damage in place of its normal damage type.

Psionics Phase Step


3rd-level Mystic Archetype feature 7th-level Mystic Archetype feature
You have unlocked the true potential of your mind, and have When you use Second Wind, you also gain the benefits of the Dash
learned to manifest psionic spells, much like a Psion does: action and partially discorporate. Until the end of your current turn,
Psi Points. The potential of your mind is represented by a pool you can move through solid nonmagical objects and creatures as if
of Psi Points. The Mystic Psionics table on the following page they were difficult terrain.
shows how many Psi Points you have to manifest your spells of If you end your movement inside an object or creature, you are
1st-level and higher. To manifest a spell, you expend Psi Points instantly shunted to the nearest unoccupied space, taking 1d10
equal to the spell's level (0 for cantrips). You regain all expended force damage for every 5 feet you are forced to move.
Psi Points when you finish a short or long rest.
Mental Limit. Your Fighter level limits the potency of spells Mystic Psionics
you can psionically manifest. This limit is reflected in the Mental Fighter Spells Psi Mental
Limit column of the Mystic Psionics Table. Level Known Points Limit
Spells Known of 1st-Level and Higher. You learn two
3rd 2 2 1st
1st-level spells of your choice from the Psion spell list. The Spells
Known column of the Mystic Psionics table shows when you learn 4th 2 3 1st
more Psion spells of 1st-level or higher. Your spells must be of a
5th 3 3 1st
level equal to your Mental Limit or lower.
Whenever you gain a Fighter level, you can choose one of the 6th 3 4 1st
Psion spells you know and replace it with a Psion spell of your 7th 4 4 2nd
choice, of a level equal to your Mental Limit or lower.
Spellcasting Focus. Your mind itself is your spellcasting focus 8th 4 5 2nd
for your Psion spells. You must have at least one free hand to cast 9th 5 5 2nd
spells with somatic or material components, and you must provide
material components that are consumed by the spell or have a
10th 5 6 2nd
required gold cost. When you manifest a spell with your psionics, 11th 5 6 2nd
you exhibit noticeable changes.
12th 5 7 2nd
Spellcasting Ability. Intelligence is your spellcasting ability for
your Psion spells. You use Intelligence whenever 13th 6 7 3rd
a spell refers to your spellcasting ability. You also use your
14th 6 8 3rd
Intelligence modifier when setting the saving throw DC or making
a spell attack roll for a Psion spell you know. 15th 6 8 3rd
Spell save DC = 8 + your proficiency bonus 16th 6 9 3rd
+ your Intelligence modifier 17th 7 9 3rd
Spell attack modifier = your proficiency bonus 18th 7 10 3rd
+ your Intelligence modifier
19th 7 10 4th
Minor Telekinesis 20th 7 11 4th
3rd-level Mystic Archetype feature
You can move objects with pure psionic power. You learn the mage
hand spell, and when you manifest it you do not need Inscrutable Mind
to provide the verbal or the somatic components. Your mage hand 10th-level Mystic Archetype feature
is invisible, and it can lift a number of pounds equal to 10 times The vast power of your mind makes you difficult for others
to dominate. You have advantage on saving throws to resist being
your Intelligence modifier (minimum of 10 pounds).
charmed, frightened, or having your thoughts read.
Also, whenever you succeed on an Intelligence, Wisdom,
or Charisma saving throw, you can spend 1 Psi Point to force the
attacker to make an Intelligence saving throw. On a failed save, it
takes psychic damage equal to your Fighter level.
Psionic Ward Pugilist Exploits
15th-level Mystic Archetype feature 3rd-level Pugilist Archetype feature
You can project psionic power to defend allied minds. As a bonus You learn certain Exploits at the Fighter levels noted in the table
action, you can spend 5 Psi Points to project a Psionic Ward which below. They don't count against your total number of Exploits
emanates out from you in a 30-foot radius for 1 minute. You, and Known and can't be switched upon gaining a level.
creatures of your choice within range gain resistance to psychic
Fighter Level Exploit
damage and can add your Intelligence modifier (minimum of +1) to
any Intelligence, Wisdom, and Charisma saving throws that you are 3rd streetwise, take down
forced to make. 5th concussive blow, defensive stance
Legendary Mystic 9th disorienting blow
18th-level Mystic Archetype feature
You have unlocked the full potential of your mind. You learn the Counter Punch
telekinesis spell, but it does not count against your total number of 7th-level Pugilist Archetype feature
Spells Known. You can manifest this spell once, without expending You have learned to exploit every opening your foes give you.
any Psi Points. When a creature you can see misses you with a melee attack, you
Once you manifest telekinesis in this way, you must finish a long can use your reaction to make a single unarmed strike, improvised
rest before you can manifest it again. If you have no uses left, you weapon, shove, or grapple attack against it.
can expend 5 Psi Points to manifest this spell again. If you make an Athletics check as part of this reaction, you gain
Finally, when you use Phase Step, you gain a flying speed equal a bonus to your roll equal to one roll of your Exploit Die.
to your walking speed until the end of that turn. Finally, your pure grit empowers your unarmed strikes and
improvised weapon attacks to count as magical attacks.
Pugilist Evasive Footwork
Most often coming from the school of hard knocks, Fighters known 10th-level Pugilist Archetype feature
as Pugilists learned to fight in the dark underbelly of society. You have trained to evade your foes' strikes in combat. When you
Where others use tactics and practiced techniques, Pugilists rely on take the Attack action on your turn and make at least one unarmed
brute force and dirty tricks. To them, every fight is a fight for their strike, grapple, or shove, you can take the Dash or Disengage
life and they find victory at any cost. action in place of one of your attacks on that turn.

Contender Diamond Physique


3rd-level Pugilist Archetype feature 15th-level Pugilist Archetype feature
You have learned to fight with anything that you can get your hands You have learned to take hits that would be deadly to weaker
on. You learn one additional Fighting Style from the following list: warriors. You learn the unbreakable Exploit, but it does not count
Brawler, Improvised Fighting, or Wrestler. against your total number of Exploits Known.
You learn another Fighting Style from this list at 7th and 10th Moreover, you can use the unbreakable Exploit more than once
level. If you already know all three Fighting Styles, you instead between each long rest, however, in order to do so you must
learn a Fighter Fighting Style of your choice. expend your Hit Dice in place of Exploit Dice.

Iron Physique Legendary Pugilist


3rd-level Pugilist Archetype feature 18th-level Pugilist Archetype feature
You have learned to take a punch better than most people. You can Your fists have become weapons of legend. When you score a
use your Constitution, in place of Dexterity, when calculating your critical hit with an unarmed strike and the creature has 50 hit points
Armor Class in light and medium armor. or fewer, you can choose to instantly reduce it to 0 hit points.
Also, if you are not wearing any armor or wielding a shield, your Once you do so, you must finish a short or long rest before you
Armor Class equals 10 + your Dexterity modifier + your can do so again.
Constitution modifier.
Quartermaster Dependable
7th-level Quartermaster Archetype feature
All successful adventurers know the value of teamwork, but none You are always there to lend a helping hand to your allies.
value it more than the Quartermaster. These supportive Fighters You can take the following special actions as a bonus action:
strive to help their allies reach their full potential in combat. Administer. You feed a potion, Ration, or consumable item to a
Putting the needs of their companions before their own, willing or unconscious creature within 5 feet of you.
Quartermasters keep their comrades in top condition. Arm. You give a weapon, item, or any ammunition you are
carrying to a creature within 5 feet. The creature can then equip the
Down to Earth given item, and stow one item as a free action.
3rd-level Quartermaster Archetype feature Encourage. You take the Help action, targeting a creature of
You gain proficiency with cook's utensils, land vehicles, and your choice within 10 feet that can see or hear you.
Animal Handling, and whenever you make an ability check that Wrangle. You make a Wisdom (Animal Handling) or a land
uses one of these three proficiencies, you a bonus to vehicles check to control a mount or cart you are riding.
your roll equal to one roll of your Exploit Die.
Quick Ration
Quartermaster Exploits 10th-level Quartermaster Archetype feature
3rd-level Quartermaster Archetype feature You have greatly improved the speed at which you prepare Rations.
You learn certain Exploits at the Fighter levels noted in the table You can use a bonus action on your turn to create
below. They don't count against your total number of Exploits
a Ration of your choice, eating it or feeding it to a creature within 5
Known and can't be switched upon gaining a level.
feet of you as part of that same bonus action. Any Rations created
Fighter Level Exploit in this way expire after 1 minute.
You can create a Quick Ration a number of times equal
3rd first aid, rustic intuition
to your Constitution modifier (minimum of once), and you regain
5th exposing strike, immovable stance all expended uses when you finish a long rest.
9th daring rescue
Ever Ready
15th-level Quartermaster Archetype feature
Rations You are always ready to support your companions. When you roll
3rd-level Quartermaster Archetype feature initiative, so long as you are not surprised, you prepare one Ration
You are able to prepare potent morsels of food that keep your allies of your choice without expending an Exploit Die.
in peak condition. At the end of a long rest, you can use cook's
utensils to prepare a number of Rations equal to your Constitution Legendary Quartermaster
modifier from the list at the end of this subclass. 18th-level Quartermaster Archetype feature
As a bonus action, you can eat a prepared Ration, or feed a Your experiments with Rations have toughened your body. Your
Ration to a creature within 5 feet. Consuming a Ration ends any Constitution score, and maximum Constitution score, increase by
current Ration effects on that creature. Any Rations you have 2, and you are immune to the poisoned condition.
prepared become inert at the end of your next long rest. In addition, you are always under the effects of one Ration of
As an action, you can expend an Exploit Die to prepare an your choice with a duration of at least 1 minute. You can change
additional Ration of your choice, though you don't regain that the Ration effect at the end of each short or long rest.
Exploit Die until that Ration is eaten. You can eat a Ration or feed
it to a creature as part of the action used to create it.
Rations Engorging Ration
Prerequisite: 7th-level Fighter (duration, 1 minute)
Below are the Rations available to Quartermaster Fighters. If
Upon consumption, the creature grows by one size category, for
a Ration has a Fighter level prerequisite, you can prepare the
example, from Medium to Large. While the creature's size is
Ration at the same time you meet the prerequisite level.
increased in this way, its reach increases by 5 feet, it has advantage
A creature can only be under the effect of one Ration at a time,
on Strength checks and saving throws, and any melee weapon
eating another ration ends any previous Ration effects.
attacks it makes deal a bonus 1d4 damage.
Fortifying Ration At 10th level, the duration of the effect becomes 1 hour.
Prerequisite: 3rd-level Fighter (duration, 1 minute)
Heightening Ration
Upon consumption, the creature chooses either Strength, Dexterity,
Prerequisite: 7th-level Fighter (duration, 1 minute)
or Constitution. For the duration, the creature can add your
Upon consumption, the creature chooses either Intelligence,
Constitution modifier (minimum of +1) to any ability check or
Wisdom, or Charisma. For the duration, the creature can add your
saving throws it makes with the chosen ability score.
Constitution modifier (minimum of +1) to any ability check or
At 10th level, the duration of the effect increases to 1 hour.
saving throw it makes with the chosen ability score.
Invigorating Ration At 10th level, the duration of the effect increases to 1 hour.
Prerequisite: 3rd-level Fighter (duration, instantaneous)
Warding Ration
Upon consumption, the creature regains hit points equal to 1d10 +
Prerequisite: 7th-level Fighter (duration, 1 minute)
your Constitution modifier (minimum of +1).
Upon consumption, the creature gains resistance to acid, cold, fire,
At 10th level, this Ration restores an additional 1d10 hit points,
poison, lightning, or thunder damage (its choice).
and any hit points it regains that exceed its hit point maximum
become temporary hit points. At 10th level, the duration of the effect increases to 1 hour, and
the creature can choose from force, necrotic, psychic, or radiant
Revitalizing Ration damage in addition to the other damage types.
Prerequisite: 3rd-level Fighter (duration, instantaneous)
Upon consumption, the creature ends one of the following
Tenacious Ration
conditions currently affecting it: blindness, deafness, poison, or it Prerequisite: 10th-level Fighter (duration, 1 hour)
can reduce its current exhaustion level by 1. Upon consumption, the creature gains immunity to one of the
following conditions (its choice): blinded, charmed, deafened,
At 10th level, this Ration can also cure the charmed, frightened,
frightened, poisoned, paralyzed, or stunned.
paralyzed, and stunned conditions.
At 15th level, this Ration grants a creature immunity to two of
Stimulating Ration the conditions from the list above (its choice).
Prerequisite: 3rd-level Fighter (duration, instantaneous)
This Ration must be consumed as part of a short rest. Upon
Berserker Ration
Prerequisite: 15th level (duration, 1 hour)
consumption, the creature gains advantage on its rolls for all Hit
Upon consumption, the creature does not fall unconscious when it
Dice it chooses to expend during that short rest.
is reduced to 0 hit points. However, it still makes death saving
At 10th level, consuming this Ration allows the creature
throws as normal, dying upon failing three.
to treat any Hit Dice it expends during that short rest as the
maximum possible result instead of rolling.
Rejuvenating Ration
Limbering Ration Prerequisite: 15th level (duration, instant)
Upon consumption, the creature gains all the benefits of a short
Prerequisite: 5th-level Fighter (duration, 1 minute)
rest, including the ability to expend its Hit Dice as part of
Upon consumption, the creature's speed increases by 10 feet.
consuming the Ration. At the end of its current turn, the creature
At 10th level, in place of increasing the creature's speed, the
gains 1 level of exhaustion.
creature can take the Dash action as a bonus action.
After a creature eats this Ration, it must finish a long rest before
Thickening Ration it can gain the benefits of any other Rations.
Prerequisite: 5th-level Fighter (duration, 1 minute)
Upon consumption, the creature gains resistance to either
bludgeoning, piercing, or slashing damage (its choice).
At 10th level, consuming this Ration grants it resistance
to bludgeoning, piercing, and slashing damage.
Ronin Lordly Bearing
7th-level Ronin Archetype feature
Though they have been known by many names over the ages, Your experience and former station shine through no matter how
Ronin are Fighters who have been expelled from the service of downtrodden you may become. Whenever you make an ability
their original lord or land. Regardless of the reason, these highly check with your skill gained from Exiled Courtier, you gain a
skilled warriors now roam the wild seeking absolution through bonus to your roll equal to one roll of your Exploit Die.
battle. With nothing left to lose, these warriors fight with a deadly You also gain proficiency in Wisdom saving throws. If you are
ferocity and ruthless focus unlike any other. already proficient in Wisdom saving throws, you instead gain
proficiency in Charisma or Intelligence saving throws.
Ronin Exploits
3rd-level Ronin Archetype feature Unrelenting
You learn certain Exploits at the Fighter levels noted in the table 10th-level Ronin Archetype feature
below. They don't count against your total number of Exploits You are able to push through adversity that would defeat a lesser
Known and can't be switched upon gaining a level. warrior. When you roll initiative with no uses of your Unyielding
Fighter Level Exploit Spirit feature remaining, you regain one use.
Moreover, whenever you use your Second Wind feature, your
3rd commanding presence, counter current level of exhaustion, if any, is reduced by 1.
5th aggressive sprint, warrior's challenge
Swift Strikes
9th heroic focus 15th-level Ronin Archetype feature
You rain blows down upon foes like raindrops in a storm. Once per
Exiled Courtier turn when you have advantage on a weapon attack roll against a
3rd-level Ronin Archetype feature creature, you can forgo your advantage to make one additional
You were once an influential member of a noble court or an weapon attack against that creature.
important advisor. You learn to speak, read, and write one
additional language of your choice and gain proficiency in either Legendary Ronin
History, Insight, Performance, or Persuasion. 18th-level Ronin Archetype feature
Your battle focus is so absolute that you can avoid the grasp of
Unyielding Spirit death itself, if only for a short time. When you are reduced to 0 hit
3rd-level Ronin Archetype feature points, you can immediately take an extra turn.
You fight with the unrivaled focus and ruthless ferocity of a warrior During this extra turn, you remain at 0 hit points, and any
with nothing left to lose. As a bonus action, you can focus yourself damage you take causes you death saving throw failures as normal.
to gain advantage on all weapon attack rolls and ignore any levels At the end of this extra turn, you immediately fall to the ground
of exhaustion you have until the end of your current turn. When unconscious with 0 hit points, and if you gained three death saving
you use this bonus action you also gain temporary hit points equal throw failures during that turn, you die.
to your Fighter level. Once you use this feature you must complete a long rest before
Once you use this bonus action to focus yourself you must finish you can use it again. If you have no uses left, you can
a short or long rest before you can use it again. When you have no expend a use of Action Surge to use this feature again.
uses remaining you can use this feature again, but you gain one
level of exhaustion at the end of that turn.
Runecarver Runic Ward
7th-level Runecarver Archetype feature
Before the mortal races rose to power, the world was ruled by You can shield your allies with the stalwart magic of Runes. When
giants and their powerful Rune magic. Traces of this ancient magic a target you can see within 30 feet is hit by an attack, you can use
can still be found in the wild and remote places of the world, and your reaction to add your Constitution modifier (minimum of +1)
Fighters who learn to use the power of Runes to augment combat to its Armor Class against that attack.
ability become known as Runecarvers. You can use this reaction a number of times equal to your
Constitution modifier (minimum of once), and you regain all
Rune Carving expended uses when you finish a long rest.
3rd-level Runecarver Archetype feature
You have learned the ancient art of carving Runes. You learn to Unyielding
speak, read, and write Giant, the language of your Runes, and you 10th-level Runecarver Archetype feature
gain proficiency with calligrapher's supplies. Your knowledge of The elder magic of the giants has caused physical changes. You
Runes also grants you the benefits below: have advantage on saving throws to resist being moved against
Runes Known. You learn two Runes of your choice from the your will, knocked prone, poisoned, or stunned.
list at the end of this Archetype. Some Runes have a Fighter level
prerequisite, which you can learn as soon as you reach that Fighter Ancient Insight
level. 15th-level Runecarver Archetype feature
You learn one additional Rune of your choice when you reach Your understanding of the ancient magic of Runes has grown
7th, 10th, 15th, and 18th level in this class. deeper. When you have no uses of a Rune remaining you can
When you gain a level in this class you can replace one of the expend one Exploit Die to invoke that Rune again.
Runes you know with another Rune of your choice.
Inscribing a Rune. Over the course of 1 hour, which can be Legendary Rune Carver
during a short or long rest, you can use your calligrapher's supplies 18th-level Runecarver Archetype feature
to inscribe a Rune you know into a weapon, suit of armor, or When you use Runic Might, you can become Huge, so long as
another object you can wear or hold. While wearing or wielding there is room for you to grow. While Huge, your reach increases by
that object you gain the benefits of that Rune. 5 feet.
Each Rune can only be inscribed in one object. Inscribing it into
another object dispels any previous inscriptions. Runes
Invoking a Rune. While you are wearing or wielding an object
Here is the list of Runes available for a Runecarver to choose when
inscribed with a Rune you can invoke its effect. Once invoked, a
learning a Rune:
Rune cannot be invoked again until you complete a short or long
rest. Only you can invoke your Runes. Cloud Rune
Runic Exploits. Any Exploits you learn from your Runes do This Rune is imbued with the wily and deceptive magic of Cloud
not count against your number of Exploits Known, and you can use Giants. You learn the subtle con Exploit.
them at will without expending an Exploit Die.
When you or a creature you can see within 30 feet is targeted by
Saving Throws. If a Rune requires a creature to make a saving an attack roll, you can use a reaction to invoke this Rune and force
throw, it does so against your Exploit save DC. the attacker to target another creature of your choice within range
of its attack. You cannot cause the attacker to attack itself.
Runic Might
3rd-level Runecarver Archetype feature Fire Rune
As a bonus action, you can empower your body with Runic Might, This Rune is imbued with the craftsmanship of the Fire Giants.
granting you the following benefits for 1 minute: When you make a check with a tool set you gain a bonus to your
You and anything you are wearing grows to become roll equal to one roll of your Exploit Die.
Large in size, so long as there is room for you to grow. When you hit a creature with a melee weapon attack, you can
Once per turn when you make a Strength-based ability check, invoke this Rune to conjure molten restraints. It must succeed on a
saving throw, or a weapon damage roll you gain Strength saving throw or it takes fire damage equal to two rolls of
a bonus to the roll equal to one roll of your Exploit Die. your Exploit Die and becomes restrained for 1 minute. It can repeat
this saving throw at the end of each of its turns, taking fire damage
You can empower yourself in this way a number of times equal equal to two rolls of your Exploit Die on a failure, and escaping on
to your Constitution modifier (minimum of once), and you regain a success.
all expended uses when you finish a long rest.
Frost Rune Hill Rune
This Rune is imbued with the savage instincts and intuition of the Prerequisite: 7th-level Fighter
Frost Giants. You learn the cunning instinct Exploit. This Rune is imbued with the stubborn and resilient magic
As a bonus action, you can invoke this Rune to empower your of the Hill Giants. You learn the brace up Exploit.
physicality and endurance. For the next 10 minutes, you gain a As a bonus action on your turn, you can invoke this Rune
bonus to all Strength and Constitution ability checks and saving to gain resistance to all bludgeoning, piercing, and slashing damage
throws equal to one roll of your Exploit Die. for 1 minute. Moreover, when you use Runic Might, you can
invoke this Rune as part of that same bonus action.
Stone Rune
This Rune is imbued with the esoteric and dreamlike magic of the Storm Rune
Stone Giants. You learn the inquisitive eye Exploit. Prerequisite: 7th-level Fighter
When a creature ends its turn within 30 feet of you, you can use This Rune is imbued with the prophetic and wise magic of the
a reaction to invoke this Rune and force it to make a Wisdom Storm Giants. You learn the scholarly recall Exploit.
saving throw. On a failed save, it descends into a waking dream, is As a bonus action on your turn, you can enter a prophetic state
incapacitated, and has a speed of 0 for 1 minute. It can repeat this that lasts for 1 minute or until you are incapacitated. For the
saving throw at the end of each of its turns, ending these effects on duration, when you or a creature you can see within 30 feet makes
a successful save. an ability check, attack roll, or a saving throw, you can use your
reaction to add or subtract one roll of your Exploit Die from the
roll. You can use this reaction after the creature rolls, but before
you know if it succeeds or fails.
Shadowdancer
The energies of the Shadowfell grant many strange and dark Shade
abilities to those who can wield them. The Fighters known as Undead (your size), Unaligned
Shadowdancers learn to draw these sinister powers through
themselves to create an exact copy of their bodies in combat. Armor Class 14 + your Charisma modifier
Hit Points 1 Speed 30 ft.
Shadowdancer Exploits
3rd-level Shadowdancer Archetype feature Condition Immunities All conditions
You learn certain Exploits at the Fighter levels noted in the table Languages Your Shade understands all the languages
below. They don't count against your total number of Exploits you know, but it cannot speak itself.
Known and can't be switched upon gaining a level.
Fighter Level Exploit Dark Bond. If your Shade is forced to make a saving
throw it uses your saving throw bonus for the roll.
3rd feint, lightstep
Incorporeal Echo. The Shade has no physical presence
5th dirty hit, whirlwind strike
and counts as difficult terrain for creatures that move
9th heroic focus through its space. It cannot hold or interact with any
objects, nor can it attune to or use any magic items.
Conjure Shade Umbral Guardian. When a creature would provoke an
3rd-level Shadowdancer Archetype feature opportunity attack from your Shade, you can use your
As a bonus action, you can draw on the umbral power of the reaction to make an opportunity attack against that
Shadowfell to conjure a Shade in an unoccupied space you can see creature as if you were in your Shade's space.
within 15 feet. This Shade is a magical copy of you created from
shadow that uses the Shade stat block below. Though it resembles
you, it has no personality of its own. Umbral Voyage
The Shade shares your turn in combat, but it cannot act 7th-level Shadowdancer Archetype feature
on its own. You can telepathically command it to move up to its As an action, you can experience the world through your Shades
speed on your turn, but if the Shade is more than 30 feet away from senses. When you do so, you are blind and deaf to your own
you at the end of your turn it is instantly destroyed. surroundings, but your Shade can move up to 1 mile away from
Whenever you take the Attack action, you can choose for each you without being instantly destroyed.
individual attack to originate for you, or your Shade. If you attack This effect lasts for 10 minutes, but it ends early if your Shade is
from your Shade, you make the attack as if you were in its space, destroyed. or you use your bonus action to end it.
with all of your benefits to that attack.
Your Shade lasts until it is destroyed, or you use your bonus Dark Sacrifice
action to dismiss it, or you conjure another Shade. 10th-level Shadowdancer Archetype feature
When a creature within 10 feet of your Shade is hit by an attack,
Dance of Shadows you can use your reaction to cause your Shade to
3rd-level Shadowdancer Archetype feature intercept the attack, reducing the damage that the target would take
You and your Shade dance about in a blur of shadow. If your Shade by an amount equal to your Fighter level and causing your Shade to
is within 30 feet of you, you can use a bonus action to switch take the damage in its place.
places with it without provoking opportunity attacks.
Restorative Shadows
Shade Strike 15th-level Shadowdancer Archetype feature
7th-level Shadowdancer Archetype feature You can draw some of the power of your destroyed Shades back to
Your connection to shadow magic has grown, empowering your you. If your Shade is destroyed by damage, you can use your
Shades. Immediately after you use Dance of Shadows you can reaction to gain temporary hit points equal to one roll of your
make a single weapon attack from either you or the space of your Exploit Die + your Charisma modifier.
Shade, as part to of the same bonus action.
You can make this bonus attack a number of times equal to your Legendary Shadowdancer
Charisma modifier (minimum of once), and you regain all 18th-level Shadowdancer Archetype feature
expended uses when you finish a short or long rest. When you have Your command over the shadow magic you use is unrivaled.
no uses left, you can expend an Exploit Die as part of Dance of Whenever you conjure a Shade, you can choose to conjure two
Shadows to make this bonus attack again. Shades, without expending any additional resources.
Swiftblade Gathering Storm
7th-level Swiftblade Archetype feature
While most warriors gain their martial skill from an academy of Your fighting spirit grows as the battle rages on. At the start of each
war or under the tutelage of a master, the wandering sages known of your turns after the first round of combat, so long as you are not
as Swiftblades do not. Striking out into the wilderness with only incapacitated, you gain 1 Spirit Point. You can have a maximum
their chosen weapons, they hone their martial skill on any who number of Spirit Points at one time equal to your Wisdom modifier
would cross swords with them. To a Swiftblade, every battle is an (minimum of 1).
invaluable opportunity for cultivating skill. Once per turn when you make a melee weapon attack, you can
spend Spirit Points to increase the accuracy and power of your
Swiftblade Exploits attack. For each Spirit Point you spend you add one roll of your
3rd-level Swiftblade Archetype feature Exploit Die to either your attack or damage roll.
You learn certain Exploits at the Fighter levels noted in the table You lose any unused Spirit Points if you are reduced to 0 hit
below. They don't count against your total number of Exploits points and each time you finish a short or long rest.
Known and can't be switched upon gaining a level.
Fighter Level Exploit Iron Body
10th-level Swiftblade Archetype feature
3rd inquisitive eye, parry Your time wandering the wilds has hardened your body. So long as
5th martial focus, zephyr slash you have at least 1 Spirit Point and are using your Unarmored
Defense, you are resistant to all bludgeoning, piercing, and slashing
9th gale force slash damage from nonmagical attacks.

Swift Strike Honed Edge


3rd-level Swiftblade Archetype feature 15th-level Swiftblade Archetype feature
You have trained to unleash devastating strikes at the start Your fighting spirit hones the edge of your blade, making you
of your battles. As an action, you can expend any number of exceptionally deadly. When you make a melee weapon attack you
Exploit Dice (up to your Wisdom modifier), draw a weapon, and can expend Spirit Points to expand your critical hit range for that
make one melee weapon attack against a creature you can see. On single attack by 1 for each Spirit Point you spend.
hit, you deal the normal damage of the weapon, plus additional For example, if you would normally score a critical hit on a d20
damage equal to one roll of your Exploit Die for each Exploit Die roll of only 20, you could expend 3 Spirit Points, and that attack
you spent + your Fighter level. would score a critical hit on a roll of 17-20 on the d20.
To use Swift Strike you must have both hands free and have a Moreover, you gain 1 Spirit Point when you roll initiative and
sheathed melee weapon you can draw for the attack. are not incapacitated or surprised.
Once you use Swift Strike against a creature you cannot use it
again until you roll initiative for another battle. Blade of Legend
18th-level Swiftblade Archetype feature
Unarmored Defense You are an unquestioned master of your signature weapons, and
3rd-level Swiftblade Archetype feature your fighting spirit rivals that of a demigod of war. When you
You have trained to be light on your feet and fight without armor spend Spirit Points as part of an attack and it misses, you regain
restricting your movements. So long as you are not wearing armor any Spirit Points you spent as part of that attack.
or using a shield, your Armor Class equals 10 + your Dexterity Also, you gain 1 Spirit Point when you score a critical hit with a
modifier + your Wisdom modifier. melee weapon attack, when you use Second Wind, or when you use
Indomitable to succeed on a saving throw.
Swordsage Heightened Reflexes
7th-level Swordsage Archetype feature
Swordsages, blade masters, sword saints; expert warriors who You have honed your reflexes to a point in pursuit of martial
dedicate their life to the art of the sword have had many names perfection. You gain proficiency in Dexterity saving throws, and
over the ages. Only drawing their weapon when they are prepared you add your proficiency bonus to your initiative rolls.
to kill, a true Swordsage will only end the life of another when Also, while you are in your Battle Trance, the bonus to your
absolutely necessary. Armor Class increases by 1, for a total bonus of +2.
Legends say that each master Swordsage will only take on a
single apprentice over their lifetime, teaching everything they Trance of the Master
know to a chosen warrior whom they entrust with their mystical 10th-level Swordsage Archetype feature
legacy. You have mastered the Battle Trance. When you roll initiative, so
long as you are not surprised or incapacitated, you can enter a
Student of the Blade Battle Trance without expending any resources.
3rd-level Swordsage Archetype feature
In your studies you have mastered skills adjacent to swordplay. You Storm of Steel
gain proficiency in Acrobatics and Performance, and whenever you 15th-level Swordsage Archetype feature
would make a Charisma (Performance) check, you can choose to You become a whirlwind of deadly steel while in your Battle
make a Dexterity (Performance) check instead. Trance. Once per turn while you are in a Battle Trance, you can use
Moreover, whenever you make a Dexterity (Acrobatics) or any Exploit that you know, rolling a d6 in place of expending one
Dexterity (Performance) check that incorporates a sword you gain of your Exploit Dice.
a bonus to your roll equal to one roll of your Exploit Die. At 18th level, the d6 from this feature becomes a d8.

Swordsage Exploits Legendary Swordsage


3rd-level Swordsage Archetype feature 18th-level Swordsage Archetype feature
You learn certain Exploits at the Fighter levels noted in the table You have reached the end of your journey and have become a
below. They don't count against your total number of Exploits Swordsage worthy of your own legends. When a creature you can
Known and can't be switched upon gaining a level. see damages you with an attack, you can use your reaction to
Fighter Level Exploit expend one Exploit Die, roll it, and reduce the damage you would
take by twice the amount rolled.
3rd lightstep, mighty leap
5th whirlwind strike, zephyr slash
9th gale slash

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.

Sylvan Archer Exploits Legendary Sylvan Archer


3rd-level Sylvan Archer Archetype feature You learn certain 18th-level Sylvan Archer Archetype feature
Exploits at the Fighter levels noted in the table below. They don't The power of your enchantments rivals that of the eldest elves.
count against your total number of Exploits Known and can't be When you use an Enchanted Shot it deals additional force damage
switched upon gaining a level. equal to one roll of your Exploit Die.
Also, you can overload one of your Enchanted Shots with
Fighter Level Exploit
overwhelming magic. When you use an Enchanted Shot you can
3rd precision strike, rustic intuition empower it, causing creatures of your choice within 20 feet to
suffer the effects of the Shot along with the target.
5th martial focus, volley
Once you empower an Enchanted Shot in this way you must
9th thunderous shot finish a long rest before you can do so again.
Enchanted Shots Seeking Shot
In place of an attack, you can use this Enchanted Shot to cause a
Listed below are the Enchanted Shots available for a Sylvan Archer
piece of ammunition to fly from a ranged weapon you are holding
to choose from when they learn an Enchanted Shot.
and magically seek out a creature within range of that weapon that
If an Enchanted Shot has a prerequisite Fighter level, you can
you have seen within the past minute. There must be a path that the
learn it as soon as you meet the prerequisite.
ammunition can follow to hit it. The creature must succeed on a
Dexterity saving throw or take force damage equal to two rolls of
Beguiling Shot
your Exploit Die and you instantly learn its current location.
The creature must succeed on a Wisdom saving throw or take
Starting at 7th level, it also half as much force damage on a
psychic damage equal to two rolls of your Exploit Die and be
successful saving throw, but you do not learn its location.
charmed by a creature of your choice that it can see until the start
of your next turn. This charm effect ends early if you or your allies
Shadow Shot
attack the charmed creature, damage it in any way, or force it to
The creature must succeed on an Intelligence saving throw or take
make a saving throw.
psychic damage equal to two rolls of your Exploit Die and be
Starting at 7th level, the creature also takes half as much psychic
surrounded by visual hallucinations, blinding it for 1 minute. The
damage on a successful saving throw.
creature can repeat the saving throw at the start of each turn,
ending this effect on a success.
Bursting Shot
Starting at 7th level, the creature also takes half as much damage
The creature and any other creature within 10 feet of it must
psychic damage on a successful saving throw.
succeed on Dexterity saving throw or they take your choice of acid,
cold, fire, lightning, poison, or thunder damage equal to two rolls
Banishing Shot
of your Exploit Die.
Prerequisite: 10th-level Fighter
Starting at 7th level, the creatures also take half as much damage
The creature must succeed on a Charisma saving throw or be
of the type you chose on a successful saving throw.
banished to a harmless demiplane for 1 minute. On each of its turns
while it is banished, the creature can use its action to repeat the
Enfeebling Shot
saving throw, ending the effect on a success. When it ends, it
The creature must succeed on a Constitution saving throw or take
reappears in the space that it was banished from, or if that space is
necrotic damage equal to two rolls of your Exploit Die, and for 1
occupied, the closest unoccupied space.
minute, the damage of its weapon attacks is halved. The creature
can repeat this saving throw at the start of each of its turns, ending Severing Shot
this effect on a success.
Prerequisite: 10th-level Fighter
Starting at 7th level, the creature also takes half as much necrotic
The creature must succeed on a Constitution saving throw or take
damage on a successful saving throw.
force damage equal to two rolls of your Exploit Die and be unable
to cast spells for 1 minute. The creature can repeat this saving
Grasping Shot
throw at the start of each turn, ending the effect on a success.
The creature must succeed on a Dexterity saving throw or take
poison damage equal to two rolls of your Exploit Die and become Technical Shot
wrapped in thorns for 1 minute. While wrapped in thorns, its speed
Prerequisite: 10th-level Fighter
is halved, and the first time it moves on its turn without teleporting
The creature must succeed on a Dexterity saving throw or suffer
it takes piercing damage equal to two rolls of your Exploit Die. A
the effects of one Marital Exploit you know. You can use this
creature can use its action to make a Strength check, removing the Enchanted Shot to deliver the effects of Exploits that normally
thorns on a success.
require a you to hit with a melee weapon attack.
Starting at 7th level, the creature also takes half as much poison
damage when it succeeds on the initial saving throw. Transposing Shot
Prerequisite: 10th-level Fighter
Piercing Shot The creature must succeed on a Charisma saving throw or take
The creature, and any creature directly behind it in a straight line force damage equal to two rolls of your Exploit Die and instantly
out to 30 feet must succeed on a Dexterity saving throw or take switch places with you. Neither you nor the target provoke
force damage equal to two rolls of your Exploit Die. opportunity attacks with this movement. Creatures take half as
Starting at 7th level, the creatures also take half as much force much force damage on a successful saving throw.
damage on a successful saving throw.
Tinker Knight Tinker's Expertise
7th-level Tinker Knight Archetype feature
Those who become Tinker Knights work for an unorthodox form of Your understanding of mechanical devices has grown. Your
martial skill. Rather than master martial techniques, they look to proficiency bonus is doubled for any ability check you make that
augment their physical abilities with mechanical inventions and uses your proficiency with tinker's or smith's tools.
innovative weaponry. Though they spend most of their time In addition, items modified by your Schematics count as magical
theorizing, testing, and experimenting with new Schematics, Tinker for overcoming resistances and immunities, and you can apply
Knights and their inventive arsenals are a force to be reckoned with Schematics to magic weapons and armor.
when met on the field of battle.
Mechanical Synergy
Analytical Mind 10th-level Tinker Knight Archetype feature
3rd-level Tinker Knight Archetype feature Your modifications can work in tandem with each other. You can
You have spent as much time in workshops as you have in the apply two Schematics to one object, so long as the object meets the
training yard. You gain proficiency with tinker's tools and smith's prerequisites for both Schematics.
tools. If you are already proficient with these tools, you gain
proficiency with another set of tools of your choice. Flexible Innovation
You also learn the mechanical insight Exploit, but it does not 15th-level Tinker Knight Archetype feature
count against your total number of Exploits Known. Your inventive arsenal can adjust to meet the challenges at hand. At
the end of a short rest, you can transfer a Schematic from one
Inventive Arsenal object to another, so long as the new object meets the prerequisites.
3rd-level Tinker Knight Archetype feature If a Schematic has a limited amount of charges, the number of
You have invented a cacophony of wondrous modifications for expended charges remains the same.
your weapons, shields, and armor, known as Schematics: In addition, you can apply up to three Schematics to one object,
Schematics Known. You know two Schematics from the list at so long as it meets all the Schematic prerequisites.
the end of this Archetype. Some Schematics have a Fighter level
prerequisite, and you can learn them at the same time that you meet Legendary Inventions
that prerequisite Fighter level. 18th-level Tinker Knight Archetype feature
You learn one additional Schematic of your choice when you A weapon modified by your Schematics gain a +1 bonus to its
reach 7th, 10th, 15th, and 18th level in this class. attack and damage rolls for each Schematic applied to it, and any
When you gain a level, you can replace one Schematic you know set of armor modified by a Schematic gains a +1 bonus to its Armor
with another Schematic of your choice. Class for each of your Schematics applied to it.
Modifying an Object. During a long rest, you can use tinker's Weapons and armor modified by your Schematics cannot gain a
or smith's tools to touch a number of objects equal to the number of bonus greater than +3, regardless of any bonuses the item may have
Schematics you know, modifying each object with the effects of had before applying your Schematics.
one of the Schematics. Each Schematic can only be used to modify
one object, and one object can only be modified by the effects of
one Schematic at a time. These effects last until the end of your
next long rest.
In order to modify an object with a Schematic, it must meet the
requirements in the Schematic's description.
Saving Throws. If a Schematic requires a saving throw, your
Schematic save DC is calculated as follows:
Schematic save DC = 8 + your proficiency bonus
+ your Intelligence modifier
Schematics Rebounding Schematic
You modify an item so that it has elastic properties. The wearer or
Below is the list of Schematics available to a Tinker Knight.
wielder of an object modified by this Schematic can use its reaction
If a Schematic has a Fighter level prerequisite, you can learn it at
to add your Intelligence modifier (minimum of +1) to its Armor
the same time that you meet its prerequisite level.
Class against one attack.
Featherweight Schematic Armor. As a reaction when the wearer of this armor is hit by an
attack, it can reduce the damage by an amount equal to one roll of
You modify the metallurgic makeup of an item, making it
your Exploit Die + your Intelligence modifier. If the damage is
significantly lighter. The bearer of an object modified by this
reduced to 0, the attacker takes the full damage of the attack as if
Schematic has its walking speed increased by 10 feet.
they had been the original target.
Heavy Armor. The wearer ignores penalties to Dexterity
(Stealth) checks or Strength requirements of this armor. Once the wearer uses this reaction it must finish a short
or long rest before it can use this reaction again.
Light Armor. The wearer can subtract up to 100 feet from their
Non-Heavy Weapon. The weapon gains the Thrown property
fall distance when calculating fall damage and can move
with a range of 20 feet. After making an attack with
horizontally 2 feet for every 1 foot they fall.
this weapon, it instantly returns to the wielder's hand.
Weapon. Any weapon with either the heavy and/or two-handed
properties loses those properties, and any non-heavy weapon gains
Empowered Schematic
both the light and finesse properties.
Prerequisite: 7th-level Fighter
Intuitive Schematic You modify an object with clockwork mechanics that improve both
You modify an item to enhance your investigative instincts. The power and reflexes. The bearer of an object modified by this
bearer of an object modified by this Schematic gains proficiency in Schematic gains a bonus to its initiative rolls equal to your
Investigation and adds double its proficiency bonus to any Intelligence modifier (minimum of +1).
Intelligence (Investigation) checks they make. Heavy Armor. The wearer of this armor can use your
Armor. The wearer can use its Intelligence in place of Dexterity Intelligence score, in place of Strength, for any Strength-based
when calculating their Armor Class in this armor. ability checks or Strength saving throws it makes.
Weapon. The wielder uses its Intelligence, in place of Strength, Light Armor. The wearer of this armor can use your
for attack and damage rolls with this weapon. Intelligence score, in place of Dexterity, for any Dexterity-based
ability checks or Dexterity saving throws they make.
Radiant Schematic Weapon. When applied, anytime the wielder rolls a 1 or 2 for a
You imbue an item with radiant energy. The bearer of an object damage roll with this weapon, they can choose to re-roll the die,
modified by this Schematic can use a bonus action but you must use the new result even if it is a 1 or 2.
to cause the object to emit (or extinguish) bright light in
a 15-foot radius, and dim light 15 feet beyond that. Resilient Schematic
Armor. As a reaction when the wearer is hit by an attack, Prerequisite: 7th-level Fighter
it can force the attacker to make a Constitution saving throw. On a You modify the metallurgical makeup of this item to make it more
failed save, it is blinded for 1 minute. It can repeat the save at the resilient. The wearer or wielder of an object modified by this
end of each turn, ending the effect on a success. Schematic has advantage on saving throws to resist being grappled
Once the wearer uses this reaction, it must finish a short or moved against its will.
or long rest before it can use the reaction again. Armor. This armor grants its wearer resistance to all nonmagical
Weapon. If the wielder hits a creature with this weapon, it can bludgeoning, piercing, and slashing damage.
force the target to make a Constitution saving throw. On a failure, it Weapon. This weapon deals bonus damage equal to your
is blinded for 1 minute. It can repeat its save at the end of each of Intelligence modifier (minimum of 1) + your Fighter level
its turns, ending the effect on a success. whenever the wielder scores a critical hit with this weapon.
Once the wielder uses this ability, it must finish a short
or long rest before it can use this feature again.
Water Dancer Flowing Step
7th-level Water Dancer Archetype feature
Where most who are touched by the magic of the elemental planes You can infuse your body with the fluidity of elemental water. You
become sorcerers, some channel this power alongside their martial can spend 1 Flow to take the Disengage or Dodge action as a bonus
skill to become deadly warriors of the elements. Water Dancers action on your turn.
combine skill with the armaments of war with a connection to the
plane of water to become blurs of water and steel. They model their Elemental Ally
combat technique on the ebb and flow of water, absorbing and 10th-level Water Dancer Archetype feature
redirecting their enemies blows. You have learned to channel Flow to summon allies from the
elemental plane of water. As an action on your turn, you can
Water Dancer Exploits expend 5 Flow to cast conjure minor elementals, but you can only
3rd-level Water Dancer Archetype feature summon Ice Mephits and Steam Mephits.
You learn certain Exploits at the Fighter levels noted in the table Upon reaching 15th level, you can expend 10 Flow to cast
below. They don't count against your total number of Exploits conjure elemental, but only to summon a Water Elemental.
Known and can't be switched upon gaining a level.
Fighter Level Exploit Oceanic Rebuke
15th-level Water Dancer Archetype feature
3rd lightstep, parry You can rebuke your enemies with oceanic wrath. When you are hit
5th defensive stance, redirect by a melee attack, you can use your reaction to expend Flow (up to
your Wisdom modifier) to force the attacker to make a Strength
9th mythic resilience saving throw. On a failed save, it takes 1d4 cold damage per Flow
and is knocked prone. On a success,
Primordial Soul it takes half as much damage and is not knocked prone.
3rd-level Water Dancer Archetype feature Creatures that are at least one size larger than you have
Whether by birth, happenstance, or ritual, you have an innate advantage on this Strength saving throw.
connection with the elemental plane of water. Upon adopting this
Archetype you gain the following elemental benefits: Legendary Water Dancer
17th-level Water Dancer Archetype feature
You can breathe both air and water.
You are an unquestioned master of the Water Dance. When a
You can speak, read, and write Aquan. Knowing Aquan allows
creature you can see misses you with a melee attack, you can
you to speak and understand Primordial and its three other
expend 1 Flow to make a melee weapon attack against it.
dialects: Auran, Ignan, and Terran.

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.

Defensive Stance Intimidating Command


Prerequisites: 5th level Prerequisite: 5th level, Charisma of 13
As a bonus action, you can expend an Exploit Die to enter a As a bonus action, you can expend an Exploit Die to shout a one-
defensive stance that lasts until the start of your next turn. Each word command at one creature that can hear you within 30 feet. It
time a creature you can see targets you with an attack while you are must succeed on a Wisdom saving throw, or it is compelled to obey
in this stance, you can roll your Exploit Die and add the result to your command to the best of its ability on its next turn unless its
your Armor Class against that attack. actions would be directly harmful to it.

Dirty Hit Martial Focus


Prerequisites: 5th level, Dexterity of 13 Prerequisites: 5th level
When you hit a creature with a melee weapon attack, you can As part of a weapon attack you can expend an Exploit Die to grant
expend an Exploit Die to strike at a vulnerable area. It must yourself advantage on your attack roll. You can use this Exploit
succeed on a Constitution saving throw or it takes additional after you roll, but before you know if you hit or miss.
damage equal to a roll of your Exploit Die, falls prone, and it
cannot take reactions until the start of your next turn. Redirect
Prerequisites: 5th level
When a creature you can see misses you with a melee attack, you
can use your reaction to expend an Exploit Die and force it to
attack another creature of your choice within range of its attack,
adding one roll of your Exploit Die to its attack roll.
Rending Strike Trick Shot
Prerequisites: 5th level, Strength of 13 Prerequisites: 5th level, Dexterity or Intelligence of 13
When you hit a creature with a melee weapon attack, you can As a bonus action, you can expend an Exploit Die to make
expend an Exploit Die to rend its armor. It must succeed on a a special ranged weapon attack with a weapon that has both the
Dexterity saving throw or it takes additional damage equal to one finesse and thrown properties.
roll of your Exploit Die and its Armor Class is reduced by 1 until This attack ignores the benefits of cover, so long as it can
the damage is repaired, or it finishes a long rest. ricochet off one surface and hit a target in range. If this attack
would normally have disadvantage, it does not, and on hit, it deals
Ringing Strike additional damage equal to one roll of your Exploit Die.
Prerequisites: 5th level, Strength of 13
When you hit a creature with a melee weapon attack, you can Zephyr Slash
expend an Exploit Die to send it reeling. It must succeed on a Prerequisites: 5th level, Strength or Dexterity of 13
Wisdom saving throw or it must subtract 1d4 from all ability As an action, you can expend an Exploit Die and flourish your
checks, attack rolls, and saving throws it makes for 1 minute. melee weapon instantly move up to 30 feet in a straight line,
A creature can repeat this saving throw at the end of each of its without provoking attacks of opportunity. Any creatures that you
turns, ending the effect on a success. pass through must succeed on a Dexterity saving throw or take
damage equal to two rolls of your Exploit Die + either your
Shattering Slam Strength or Dexterity modifier.
Prerequisites: 5th level, Strength of 13
In place of an attack, you can expend an Exploit Die to strike the Volley
ground at your feet with a melee weapon. All creatures within 5 Prerequisites: 5th level, Dexterity of 13
feet of you must succeed on a Dexterity saving throw or take As an action, you can expend one Exploit Die to fire a volley of
bludgeoning damage equal to one roll of your Exploit Die + your ammunition at a point you can see within normal range of your
Strength modifier and fall prone. On a successful save, they take weapon. Creatures of your choice within 5 feet of that point must
half as much damage and don't fall prone. make a Dexterity Saving throw. On a failure, they take piercing
Terrain in this area that is loose earth or stone becomes difficult damage equal to one roll of your Exploit Die + your Dexterity
terrain until a creature uses its action to clear it. modifier, and half as much on a success.
You must have enough ammunition to hit each target.
Thunderous Blow
Prerequisites: 5th level, Strength of 13 Whirlwind Strike
When you hit a creature with a melee weapon attack, you can Prerequisites: 5th level, Strength or Dexterity of 13
expend an Exploit Die to empower your attack with immense In place of an attack, you can expend an Exploit Die to force each
force. The creature must succeed on a Strength saving throw or target within reach of a melee weapon you are wielding to make a
take additional damage equal to a roll of your Exploit Die and be Dexterity saving throw. Targets take damage equal to a roll of your
knocked back in a straight line number of feet equal Exploit Die + your Strength or Dexterity modifier on a failed save,
to 5 times your Strength modifier. Creatures more than one size and half as much on a success.
larger than you have advantage on their saving throw.
3rd-Degree Exploits Gale Slash
Prerequisites: 9th level, Strength or Dexterity of 15
Exploits of the 3rd-degree are only mastered by elite warriors who In place of an attack, you can expend Exploit Dice (up to your
dedicate their lives to training. They can only be learned by proficiency bonus) to rend the air in front of you with a melee
Fighters of 9th level and higher. Each 3rd-degree Exploit you know weapon, forcing targets in an adjacent 20-foot cone to make a
can only be used once per short or long rest. Constitution saving throw. On a failure, targets take slashing
damage equal to two rolls of your Exploit Die for each Exploit Die
Adrenaline Rush spent + either your Strength or Dexterity modifier. On a successful
Prerequisites: 9th level, Strength or Constitution of 15 save, targets take half as much damage.
As a bonus action, you can expend an Exploit Die to increase your
speed, if only temporarily. For the next minute, you can take the Heroic Focus
Dash action as a bonus action on each of your turns, including the Prerequisites: 9th level
bonus action you used to use this Exploit. As a bonus action, you can expend one Exploit Die to enter a
heightened state of focus which you must concentrate on as if you
Daring Rescue were concentrating on a spell. For 1 minute, or until you lose
Prerequisite: 9th level concentration, you gain the following benefits:
As a reaction when a creature you can see within 30 feet is reduced
Your speed is doubled.
to 0 hit points, you can expend one Exploit Die and move up to
You gain a +2 bonus to your Armor Class.
twice your walking speed, so long as you end the movement within
You have advantage on Dexterity saving throws.
5 feet of the downed creature.
You gain an additional action on each of your turns. It can only
The creature can then expend one Hit Die to regain hit points
be used to take the Attack (one weapon attack only), Dash,
equal to one Hit Die roll + its Constitution modifier. It also gains a
Disengage, Hide, Search, or Use an Object action.
number of temporary hit points equal to one roll of your Exploit
Die for each opportunity attack you provoked as part of the When the effect ends, you must succeed on a Constitution saving
movement granted to you by this Exploit. throw against your Exploit save DC, or you can't move or take
actions until after the end of your next turn.
Destructive Slam This Exploit's effects do not stack with the haste spell.
Prerequisites: 9th level, Strength of 15
In place of an attack, you can expend Exploit Dice (up to your Inspirational Speech
proficiency bonus) and strike the ground at your feet, forcing all Prerequisites: 9th level, Charisma of 15
creatures in an adjacent 20-foot cube to make a Dexterity saving You can expend an Exploit Die and spend 1 minute giving an
throw. On a failed save, they take bludgeoning damage equal to inspirational speech to a number of creatures that can hear you
two rolls of your Exploit Die for each Exploit Die you spent + your equal to 1 + your Charisma modifier. At the end of this speech,
Strength modifier and are knocked prone. On a success, they take targets gain temporary hit points equal to your level.
half as much damage and don't fall prone. Objects in this area take While the temporary hit points from this Exploit last, the
the maximum amount of damage. creatures have advantage on Wisdom saving throws.
Moreover, the area of the 20-foot cube becomes difficult terrain
until a creature takes 1 minute to clear it. Mythic Athleticism
Prerequisites: 9th level, Strength or Constitution of 15
Disorienting Blow As a bonus action, you can expend Exploit Dice (up to your
Prerequisites: 9th level, Strength of 15 proficiency bonus) to enter a heightened state of physical
When you hit with a creature with a melee weapon attack, you can performance which you must concentrate on as if you were
expend an Exploit Die to strike with great force, dealing additional concentrating on a spell. You gain the benefits listed below:
damage equal to two rolls of your Exploit Die and it must succeed
Whenever you make a Strength or Constitution check,
on a Wisdom saving throw or suffer the following effects for 1
you can treat a roll of 9 or lower on the d20 as a 10.
minute:
Your walking speed increases by a number of feet equal
Its speed is halved and it cannot take reactions. to 5 times your Strength modifier (minimum of 5 feet).
Its Armor Class is reduced by 2. You count as one size larger for the purposes of carrying
It has disadvantage on Dexterity saving throws. capacity and the size of creatures that you can grapple.
On its turn it can only take an action or a bonus action. Both your long and high jump distances double, even if that
It cannot make more than one attack during its turn, even if a distance would exceed your remaining movement.
feature would allow it to make multiple.
The effects last for 10 minutes for each Exploit Die spent as part
It can make a Wisdom saving throw at the end of each of its of this Exploit, and end early if you are incapacitated.
turns, ending these effects on a success.
This Exploit's effects do not stack with the slow spell.
Mythic Resilience
Prerequisites: 9th level, Constitution of 15 Mercenary
When you take damage from a source you can see, you can expend Medium Humanoid, any Non-Lawful Alignment
Exploit Dice (up to your proficiency bonus) to reduce the incoming
damage. For each Exploit Die you expend you roll three Exploit
Armor Class 18 (Brute), 15 (Scout)
Dice, adding your Constitution modifier to the total of all the dice.
Hit Points 6 + five times your level
You reduce the damage by the total. Speed 30 ft.
If the total rolled exceeds the amount of damage, you gain
temporary hit points equal to the remaining amount.
STR DEX CON INT WIS CHA
Recruit Mercenary 16 (+3) 16 (+3) 13 (+1) 10 (+0) 12 (+1) 8 (-1)
Prerequisites: 9th level, Intelligence or Charisma of 15
You can expend an Exploit Die and spend 1 hour to recruit a Saving Throws Str +6, Dex +6
humanoid Mercenary from a settlement you currently occupy. For Skills Athletics +6 (Brute), Stealth +6 (Scout)
this Exploit to work, there must be a willing humanoid, such as a Senses passive Perception 12
bounty hunter, adventurer, or other sellsword in a settlement of Languages common and one other language
significant size, as determined by the DM. Proficiency Bonus +3
You choose to recruit a Brute or Scout, which determines certain
traits in their stat block. They use the Mercenary stat block below Hit Dice. The Mercenary has a number of d10 Hit Dice
and roll their own initiative in combat. On their turn, they do their equal to your level. It also gains all the normal benefits
best to follow any orders you have given. If not, they will defend of both short and long rests.
themselves to the best of their ability.
Morale. If you fall to 0 hit points the Mercenary does
The Mercenary remains in your service until you dismiss them,
everything in its power to flee and return home.
they abandon you, or they die. You do not regain the Exploit Die
spent on this Exploit until they leave your service. Rough & Tumble (Brute). The Mercenary can use a
You can only have one Mercenary in your service at a time. bonus action to attempt a Shove or Grapple.
Recruiting another causes others to abandon you. Slippery (Scout). The Mercenary can use a bonus action
to take the Disengage or Hide action.
Survey Settlement
Prerequisite: 9th level, Dexterity or Charisma of 15
You can expend an Exploit Die and spend 1 hour gathering
Actions
information on up to 1 square mile of a settlement that you Battleaxe (Brute). Melee Weapon Attack: +6 to hit,
currently occupy. At the end of the hour, you gain knowledge about reach 5 ft., one target. Hit: 1d8 +3 slashing damage.
three of the following as they relate to the area:
Shortsword (Scout). Melee Weapon Attack: +6 to hit,
Any active factions and faction outposts within the area. reach 5 ft., one target. Hit: 1d6 +3 slashing damage.
Prominent buildings, gathering places, and cultural sites. Shortbow (Scout). Ranged Attack: +6 to hit, range
Powerful (CR 1 or higher) politicians or military leaders. 80/320, one target. Hit: 1d6 +3 piercing damage.
Loyalties, beliefs, rumors, and fears of the local populace.
Secret alleyways, doors, hideouts, or storefronts.

Survey Wilderness Thunderous Shot


Prerequisites: 9th level, Strength or Dexterity of 15
Prerequisite: 9th level, Strength or Wisdom of 15
In place of an attack, you can expend Exploit Dice (up to your
You can expend an Exploit Die and spend 1 hour gathering
proficiency bonus) and fire a piece of ammunition in a line, out to
information on up to 1 square mile of a wilderness that you
the weapon's normal range. Creatures in the line must succeed on a
currently occupy. At the end of the hour, you gain knowledge about
Dexterity saving throw or take piercing damage equal to two rolls
three of the following as they relate to the area:
of your Exploit Die for each Exploit Die you spent. On a success,
Any settlements or camps with five or more occupants. they take half as much damage.
Prominent natural formations, bodies of water, and ruins.
Local plants, animals, weather, and ecosystems. War Cry
Powerful (CR 1 or higher) creatures that reside within, or have Prerequisites: 9th level
passed through the area within the last 24 hours. As an action, you can expend one Exploit Die and issue a mighty
Secret trails, entrances, groves, or monster lairs. cry, forcing creatures of your choice that can hear you in an
adjacent 30-foot cone to make a Wisdom saving throw. On a failed
save, they drop whatever they are holding and are frightened of you
for 1 minute. If a frightened creature ends its turn and does not
have line of sight to you, it can repeat the saving throw, ending the
effect on a success.
4th-Degree Exploits Fluid Movements
Prerequisites: 13th level, Dexterity of 17
Exploits of the 4th-degree are only able to be mastered by the most As a bonus action, you can expend one Exploit Die to enter a
elite warriors in a kingdom. These can only be learned by Fighters heightened state of movement which you must concentrate on as if
of 13th level and higher. Each 4th-degree Exploit you know can you were concentrating on a spell. For 1 minute, or until you lose
only be used once per short or long rest. concentration, you gain the following benefits:
Your movement is unaffected by difficult terrain.
Dance of Death
You can use a bonus action on your turn to gain the benefits of
Prerequisites: 13th level, Dexterity of 17
both the Dash and Disengage action.
As an action on your turn, you can expend Exploit Dice (up
Spells and other magical effects can neither reduce your speed
to your proficiency bonus) and instantly strike with a melee
nor cause you to be paralyzed or restrained.
weapon you are holding at a number of creatures within 30 feet
You can spend 5 feet of movement to instantly escape from
equal to 1 + the number of dice expended, forcing them to make a
nonmagical restraints like manacles or a grapple.
Dexterity saving throw. Creatures take damage of your weapon's
Swimming or being underwater imposes no penalties
type equal to two rolls of your Exploit Die + your Dexterity
on your movements or your attack rolls.
modifier on a failed saving throw, and half as much damage on a
successful save.
Quick Draw
For each of the creatures reduced to 0 hit points by this Exploit,
Prerequisites: 13th level, Dexterity of 17
you can force another creature of your choice within range of this
As a bonus action, you can expend one Exploit Die and enter into a
Exploit to make the Dexterity saving throw.
heightened state of focus which you must concentrate on as if
Once the Exploit ends, you appear in an unoccupied space of
concentrating on a spell. For the next minute, or until you lose
your choice next to one of the targets of this Exploit. concentration, you can use a bonus action, including the bonus
action you used to use this Exploit to make two ranged weapon
Equip Militia attacks so long as you have ammunition.
Prerequisite: 13th level
This Exploit's effects don't stack with the swift quiver spell.
You can expend one Exploit Die and spend 1 hour training a
number of humanoid creatures equal to your level to fight.
Staggering Blow
Creatures that spend the full hour listening and training with you
Prerequisites: 13th level, Strength of 17
gain two of the following benefits of your choice:
When you hit a creature with a melee weapon attack, you can
They gain proficiency with one martial weapon. expend Exploit Dice (up to your proficiency bonus) to strike with
They gain proficiency with light armor and shields. legendary power and force it to make a Wisdom saving throw. On a
They gain temporary hit points equal to your level. failed save, it takes additional damage equal two rolls of your
They gain proficiency in one of the following skills: Animal Exploit Die for each Exploit Die you spent and for 1 minute it has
Handling, Athletics, Medicine, Survival, or Stealth. disadvantage on all attack rolls, ability checks, and it cannot take
They have advantage on saving throws to resist being charmed reactions. On a success, it takes half as much damage and suffers
or frightened. no additional effects.
The creature can make a Wisdom saving throw at the start of
The benefits you choose for these creatures last until they are
each of its turns, ending the effects of this Exploit on a successful
incapacitated, or until the end of their next long rest.
save.
Expert Determination Sundering Strike
Prerequisites: 13th level
Prerequisite: 13th level, Strength of 17
As an action, you can expend one Exploit Die to focus your mind
In place of an attack, you can expend an Exploit Die to strike a
and temporarily sharpen one of your skills. Choose a skill or tool
creation of magical force, such as a prismatic wall, resilient sphere,
that you are proficient in. For the next hour, you can add one roll of
or forcecage with a melee weapon you are wielding. Any magical
your Exploit Die to any check you make that uses that skill,
creations created with a spell slot of 3rd-level or lower are instantly
without expending an Exploit Die.
destroyed by your strike.
If the magical creation was created with a spell of 4th-level or
higher, make a Strength check. The DC equals 10 + the level of the
spell slot used to create it. On a successful check, the magical
creation is instantly destroyed by your strike.

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

Feats: Mobile, Sharpshooter, Slasher* Feats: Crusher*, Durable, Tough


License
OPEN GAME License Version 1.0a The following text is the property 6. Notice of License Copyright: You must update the COPYRIGHT
of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the NOTICE portion of this License to include the exact text of the
Coast, Inc ("Wizards"). All Rights Reserved. COPYRIGHT NOTICE of any Open Game Content You are
copying, modifying or distributing, and You must add the title, the
1. Definitions: (a)"Contributors" means the copyright and/or copyright date, and the copyright holder's name to the
trademark owners who have contributed Open Game Content; COPYRIGHT NOTICE of any original Open Game Content you
(b)"Derivative Material" means copyrighted material including Distribute.
derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension, 7. Use of Product Identity: You agree not to Use any Product Identity,
upgrade, improvement, compilation, abridgment or other form in including as an indication as to compatibility, except as expressly
which an existing work may be recast, transformed or adapted; (c) licensed in another, independent Agreement with the owner of each
"Distribute" means to reproduce, License, rent, lease, sell, element of that Product Identity. You agree not to indicate
broadcast, publicly display, transmit or otherwise distribute; compatibility or co-adaptability with any Trademark or Registered
(d)"Open Game Content" means the game mechanic and includes Trademark in conjunction with a work containing Open Game
the methods, procedures, processes and routines to the extent such Content except as expressly licensed in another, independent
content does not embody the Product Identity and is an Agreement with the owner of such Trademark or Registered
enhancement over the prior art and any additional content clearly Trademark. The use of any Product Identity in Open Game Content
identified as Open Game Content by the Contributor, and means does not constitute a Challenge to the ownership of that Product
any work covered by this License, including translations and Identity. The owner of any Product Identity used in Open Game
derivative works under copyright law, but specifically excludes Content shall retain all rights, title and interest in and to that
Product Identity. (e) "Product Identity" means product and product Product Identity.
line names, logos and identifying marks including trade dress;
artifacts; creatures characters; stories, storylines, plots, thematic 8. Identification: If you distribute Open Game Content You must
elements, dialogue, incidents, language, artwork, symbols, designs, clearly indicate which portions of the work that you are distributing
are Open Game Content.
depictions, likenesses, formats, poses, concepts, themes and
graphic, photographic and other visual or audio representations; 9. Updating the License: Wizards or its designated Agents may
names and descriptions of characters, Spells, enchantments, publish updated versions of this License. You may use any
personalities, teams, personas, likenesses and Special abilities; authorized version of this License to copy, modify and distribute
places, locations, environments, creatures, Equipment, magical or
any Open Game Content originally distributed under any version of
supernatural Abilities or Effects, logos, symbols, or graphic this License.
designs; and any other trademark or registered trademark clearly
identified as Product identity by the owner of the Product Identity, 10. Copy of this License: You MUST include a copy of this License
and which specifically excludes the OPEN Game Content; (f) with every copy of the Open Game Content You Distribute.
"Trademark" means the logos, names, mark, sign, motto, designs
that are used by a Contributor to Identify itself or its products or the 11. Use of Contributor Credits: You may not market or advertise the
associated products contributed to the Open Game License by the Open Game Content using the name of any Contributor unless You
Contributor (g) "Use", "Used" or "Using" means to use, Distribute, have written permission from the Contributor to do so.
copy, edit, format, modify, translate and otherwise create
12. Inability to Comply: If it is impossible for You to comply with any
Derivative Material of Open Game Content. (h) "You" or "Your"
of the terms of this License with respect to some or all of the Open
means the licensee in terms of this agreement.
Game Content due to statute, judicial order, or governmental
2. The License: This License applies to any Open Game Content that regulation then You may not Use any Open Game Material so
contains a notice indicating that the Open Game Content may only affected.
be Used under and in terms of this License. You must affix such a
13. Termination: This License will terminate automatically if You fail
notice to any Open Game Content that you Use. No terms may be
to comply with all terms herein and fail to cure such breach within
added to or subtracted from this License except as described by the
30 days of becoming aware of the breach. All sublicenses shall
License itself. No other terms or Conditions may be applied to any
survive the termination of this License.
Open Game Content distributed using this License.
14. Reformation: If any provision of this License is held to be
3. Offer and Acceptance: By Using the Open Game Content You
unenforceable, such provision shall be reformed only to the extent
indicate Your acceptance of the terms of this License.
necessary to make it enforceable.
4. Grant and Consideration: In consideration for agreeing to use this
15. COPYRIGHT NOTICE
License, the Contributors grant You a perpetual, worldwide,
Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
royalty-free, nonexclusive License with the exact terms of this
LLC.
License to Use, the Open Game Content.

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

You might also like