Fighter
A master of weapons and armor who fights in any style and keeps going with Second Wind and Action Surge.
- Hit die: d10
- Primary ability: STR, DEX
- Saving throws: STR, CON
- Skills: choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, Survival
- Armor: light, medium, heavy, shields
- Weapons: simple, martial
Features by level
- 1: Fighting Style. Gain a Fighting Style feat (Defense is recommended).
- 1: Second Wind. Bonus Action: regain 1d10 + Fighter level Hit Points.
- 1: Weapon Mastery. Use the mastery properties of three kinds of Simple or Martial weapons.
- 2: Action Surge. Once per rest, take one extra action (not Magic) on your turn.
- 2: Tactical Mind. When you fail an ability check, spend Second Wind to add 1d10; kept if it still fails.
- 3: Fighter Subclass. Choose a Fighter subclass.
- 4: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 5: Extra Attack. Attack twice when you take the Attack action.
- 5: Tactical Shift. Using Second Wind lets you move half your Speed without provoking Opportunity Attacks.
- 6: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 7: Subclass Feature. Gain a feature from your Fighter subclass.
- 8: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 9: Indomitable. Reroll a failed saving throw with a bonus equal to your Fighter level.
- 9: Tactical Master. Swap a weapon's mastery property for Push, Sap or Slow on an attack.
- 10: Subclass Feature. Gain a feature from your Fighter subclass.
- 11: Two Extra Attacks. Attack three times when you take the Attack action.
- 12: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 13: Indomitable (two uses). Indomitable works twice per Long Rest.
- 13: Studied Attacks. After missing a creature, Advantage on your next attack against it before the end of your next turn.
- 14: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 15: Subclass Feature. Gain a feature from your Fighter subclass.
- 16: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 17: Action Surge (two uses). Action Surge works twice per rest, once per turn.
- 17: Indomitable (three uses). Indomitable works three times per Long Rest.
- 18: Subclass Feature. Gain a feature from your Fighter subclass.
- 19: Epic Boon. Gain an Epic Boon feat or another feat you qualify for.
- 20: Three Extra Attacks. Attack four times when you take the Attack action.
Subclasses (from level 3)
Arcane Archer
A fighter who infuses ammunition with magic. Some features are reference-only; see each feature’s implementation status.
- 3: Arcane Archer Lore: Cantrip. Learn Druidcraft or Prestidigitation using Intelligence.
- 3: Arcane Archer Lore: Skills. Gain Arcana and Nature proficiency, replacing each already-known skill with a Fighter starting skill. This conditional proficiency grant is reference-only.
- 3: Arcane Shot. Choose two Arcane Shot options. Learn one more at Fighter levels 7, 10, 15, and 18; each time, you may replace a known option. Once per turn apply one option to a ranged Ammunition-weapon attack, after hitting and dealing damage unless the option replaces the roll. Uses equal Intelligence modifier (minimum 1), restored on Short or Long Rest. Save DC 8 + Intelligence modifier + PB. Arcane Shot die: d6, d8 at Fighter 10, d10 at 15, d12 at 18. Shot selection and effects are reference-only; see the source for the eight options.
- 7: Curving Shot. Immediately after missing with a ranged Ammunition-weapon attack, a Bonus Action redirects it toward a visible creature within weapon range and 60 feet of the original target. Make a new attack roll.
- 7: Magical Ammunition. Magic action: shoot nonmagical ammunition at a visible solid surface in weapon range. Choose shadows (15-foot Emanation for 1 minute; extinguish nonmagical flames, −5 Perception and Passive Perception), unlocking (15-foot Emanation; unbar/unstick or open one nonmagical lock per object; sound audible 300 feet), or a climbable 120-foot vine for 10 minutes. Removing it with a Magic action ends the effect; ammunition is destroyed when the effect ends. Once per Short or Long Rest; spend Second Wind freely to restore use.
- 10: Ever-Ready Shot. Regain one Arcane Shot use on rolling Initiative.
- 15: Indomitable Teleport. After succeeding on an Indomitable save, teleport up to 60 feet to an empty visible space.
- 18: Masterful Shots. Reaction when a visible creature misses you: move up to half Speed away without Opportunity Attacks, then make a ranged attack against it if within weapon range.
Banneret
A knight whose leadership helps companions recover and seize opportunities.
- 3: Well Spoken. Choose proficiency in Insight, Intimidation, Persuasion, or Performance.
- 3: Knightly Envoy. Comprehend Languages as a Ritual with Charisma; learn one language.
- 3: Group Recovery. When Second Wind heals you, also heal up to Charisma modifier allies (minimum 1) within a 30-foot Emanation for 1d4 + Fighter level each. Once per Short or Long Rest.
- 7: Team Tactics. Allies chosen for Group Recovery also gain Advantage on D20 Tests until your next turn starts.
- 10: Rallying Surge. When using Action Surge, choose up to Charisma modifier allies (minimum 1) within a 30-foot Emanation. Each can immediately spend a Reaction to make a weapon or Unarmed Strike attack, or move half its Speed without Opportunity Attacks.
- 15: Shared Resilience. Reaction when a visible ally within 60 feet fails a save: spend Indomitable to let the ally reroll with a bonus equal to your Fighter level; it must keep the new roll.
- 18: Unshakable Bravery. You are immune to Charmed and Frightened.
- 18: Bolstered Rally. Group Recovery and Rallying Surge now reach a 60-foot Emanation.
Battle Master
A tactician who spends Superiority Dice on maneuvers that trip, disarm, rally and parry.
- 3: Combat Superiority. Four d8 Superiority Dice (back on a rest) fuel three maneuvers you learn; save DC 8 + Str or Dex + PB.
- 3: Student of War. Proficiency with one Artisan's Tool and one Fighter skill.
- 7: Know Your Enemy. Bonus Action: learn a creature's Immunities, Resistances and Vulnerabilities.
- 10: Improved Combat Superiority. Superiority Dice become d10s.
- 15: Relentless. Once per turn, roll 1d8 for a maneuver instead of spending a Superiority Die.
- 18: Ultimate Combat Superiority. Superiority Dice become d12s.
Champion
Pure martial excellence: wider Critical Hit range, athletic edge and stubborn survival.
- 3: Improved Critical. Weapon and Unarmed Strike attacks score a Critical Hit on a 19 or 20.
- 3: Remarkable Athlete. Advantage on Initiative and Strength (Athletics) checks; move half your Speed after a Critical Hit.
- 7: Additional Fighting Style. Gain another Fighting Style feat.
- 10: Heroic Warrior. In combat, gain Heroic Inspiration at the start of your turn if you have none.
- 15: Superior Critical. Weapon and Unarmed Strike attacks score a Critical Hit on 18-20.
- 18: Survivor. Advantage on Death Saving Throws (18-20 counts as 20); regain 5 + Con modifier HP each turn while Bloodied.
Echo Knight
A warrior of Dunamancy who calls a shadowy echo of a possible self and fights from both places at once.
- 3: Manifest Echo. Bonus Action: a gray, see-through echo of you appears within 15 ft. Attack from its space, swap places with it, move it 30 ft a turn, and make Opportunity Attacks from it.
- 3: Unleash Incarnation. When you take the Attack action, make one more melee attack from your echo's space. Constitution modifier uses (minimum 1) per Long Rest.
- 7: Echo Avatar. Magic action: for up to 10 minutes you see and hear through your echo (you are Blinded and Deafened), and it can roam up to 1,000 ft from you.
- 10: Shadow Martyr. Reaction before an attack roll against another creature you can see: your echo leaps beside it and takes the attack instead. Once per Short or Long Rest, or spend a use of Unleash Incarnation.
- 15: Reclaim Potential. When damage destroys your echo and you have no Temporary Hit Points, gain 2d6 + Constitution modifier of them. Constitution modifier uses (minimum 1) per Long Rest.
- 18: Legion of One. Keep two echoes at once and act from either; when you roll Initiative with no Unleash Incarnation left, regain one use.
Eldritch Knight
A warrior who adds Wizard spells, a bonded weapon and spell-and-strike combinations.
- 3: Spellcasting. Cast Wizard spells with Intelligence: two cantrips and three prepared spells to start.
- 3: War Bond. Bond with up to two weapons: you can't be disarmed of them and can summon one as a Bonus Action.
- 7: War Magic. Replace one attack of your Attack action with a Wizard cantrip that takes an action.
- 10: Eldritch Strike. A creature you hit with a weapon has Disadvantage on its next save against your spell before the end of your next turn.
- 15: Arcane Charge. When you use Action Surge, teleport up to 30 feet.
- 18: Improved War Magic. Replace two attacks with a level 1 or 2 Wizard spell that takes an action.
Psi Warrior
A fighter with psionic power: shield allies, add Force damage and move things with the mind.
- 3: Psionic Power. Psionic Energy Dice (4d6 to start) fuel Protective Field, Psionic Strike and Telekinetic Movement.
- 7: Telekinetic Adept. Psi-Powered Leap (fly briefly) and Telekinetic Thrust (Psionic Strike can knock Prone or push 10 feet).
- 10: Guarded Mind. Resistance to Psychic damage; spend a die to end Charmed or Frightened at the start of your turn.
- 15: Bulwark of Force. Bonus Action: give up to Int modifier creatures Half Cover for 1 minute.
- 18: Telekinetic Master. Cast Telekinesis without a slot once per Long Rest and attack as a Bonus Action while concentrating on it.