Alternate Fighter Class v3.0.0
Alternate Fighter Class v3.0.0
The Fighter
The young guard quietly slipped past
his comrades out the back door of the
armory where the townsfolk were hiding.
A bandit gang had come upon their village
that morning, and their leader had issued
a challenge. If one warrior from the town
could best him in single combat, his gang
would leave peacefully. Though the young
man only joined the town guard one year
ago, he could already best all of his fellow
guards with the sword. To the surprise of
the townsfolk, he drew his sword, and
stepped forward to defend his home.
The graying dwarf observed the
enemy camp as the sun began to set.
She had made her way to the enemy general's tent with
the intent to end the battle before it began. The dwarves
under her command didn't stand a chance against this great
host, but she had a chance to end this battle before it started.
For what could very well be her final mission, she gripped the
haft of her battleaxe and entered the enemy general's tent.
The flamboyant elven gladiator paused for a brief moment,
basking in the cheers of the crowd. He remembered his first
gladiatorial match in the underground arena, surrounded by Creating
drunken pirates and slavers. Now he performed for the king Your Fighter
and queen amidst the bustle of the largest metropolis in the
kingdom. After savoring the moment, he whirled about and When creating a Fighter, the most important thing to decide
plunged his gilded spear into his opponent's heart, ending is where they gained their skill with the armaments of war.
what would be his final fight and earning him his freedom. Are you the scion of a noble house, trained from birth by the
All three of the warriors described above are considered best warriors in your family's employ? Are you a gladiator
Fighters, masters of battle and the armaments of warfare. who fought for sport, forced to learn to fight, or perish? Did
you come from nothing and earn food, shelter, and coins at
Masters of the Battlefield the tip of your sword as a member of a mercenary company?
Not every city guardsman, mercenary, or professional soldier Also, consider your Fighter's style of combat and how the
is considered to be a true Fighter. Born with an innate talent way you fight sets you apart from other warriors. Are you an
for war and keen battle instincts, a born Fighter cannot resist artist with your weapons, gracefully flowing about the field of
the call of the battlefield. Hailing from the ranks of military battle? Are you especially ruthless, reveling in the chaos and
officers, elite bodyguards, veteran mercenaries, and anointed carnage of war? Or, do you fight with honor and respect, only
knights, Fighters are known for their masterful skill in battle. challenging those that you deem your equal with the sword?
Dungeon delving, monster slaying, and other dangerous
work common amongst adventurers is second nature for a
Fighter. Something deep within them compels them to seek Multiclassing and the Fighter
out conflict and throw themselves into the midst of it. Often If your group uses the optional multiclassing rule,
champions of fair competition, Fighters make for loyal allies. here's what you need to know if you choose to
take your first level in the Fighter class.
The Armaments of War Ability Score Minimum. As a multiclass character,
you must have at least a Strength (or Dexterity)
Every Fighter can swing an axe, fence with a rapier, cut down score of 13 to take a level in this class, or to take a
a foe with a longsword, and use a bow with a high degree of level in another class if you are already a Fighter.
skill. Likewise, a Fighter is adept with shields and every form Proficiencies. If Fighter isn't your initial class,
of armor. Fighters wield their weapons and armor of choice here are the proficiencies you gain when you take
as an extension of their very self, transforming into beautiful your first Fighter level: light armor, medium armor,
yet deadly whirls of sharpened steel on the battlefield. shields, simple weapons, and martial weapons.
While they all have skill in battle, the nature of a Fighter's Exploits. If you learn Exploits from more than one
training can greatly vary. Some cultivate immense physical of your class, subclass, or other features, follow the
might, crushing their foes with overwhelming blows. Some rules and table linked below to determine the total
number and size of your Exploit Dice, and the total
prefer to strike from afar, slaying their enemies before they number of Exploits Known from each feature that
are aware of their presence. Others use tactical insights to grants you Exploits: Alternate Martial Multiclassing.
coordinate their allies. And a rare few augment their martial
abilities with limited, but potent, arcane spells.
The 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
3rd attack order, maneuvering order 3rd arresting strike, inquisitive eye
Conjure Shade
3rd-level Shadowdancer Archetype feature
As a bonus action, you can draw on the umbral power of the
Shadowfell to conjure a Shade in an unoccupied space you
can see within 15 feet. This Shade is a magical copy of you
created from shadows. It uses the Shade stat block below.
The Shade shares your turn in combat, but it cannot act
on its own. You can telepathically command it to move on
your turn, but if you end your turn and your Shade is more
than 30 feet away from you it is instantly destroyed.
Your Shade lasts until it is destroyed, or you use your
bonus action to dismiss it, or you conjure another Shade.
Legendary
Shadowy Transposition Shadowdancer
3rd-level Shadowdancer Archetype feature 15th-level Shadowdancer Archetype feature
You fight as one with your Shade. When you or your Shade Your command over the shadow magic you use is unrivaled.
makes an attack, you can choose to instantly switch places Whenever you conjure a Shade, you can choose to conjure
with your Shade without provoking opportunity attacks. two Shades, without expending any additional resources.
You can use this feature a number of times equal to your
Charisma modifier (minimum of once), and you regain all
expended uses when you finish a long rest. If you have no Shade
uses left, you can expend an Exploit Die to switch again. Undead (your size), Unaligned
Umbral Voyage
7th-level Shadowdancer Archetype feature Armor Class 14 + your Charisma modifier
As an action, you can experience the world through your Hit Points 1 Speed 30 ft.
Shades senses. When you do so, you are blind and deaf to
your own surroundings, but your Shade can move up to 1 Condition Immunities Charmed, Frightened, Grappled,
mile away from you without being instantly destroyed. Paralyzed, Petrified, Poisoned, Prone, Restrained
This effect lasts for 10 minutes, but it ends early if your Languages Understands the languages you know
Shade is destroyed. or you use your bonus action to end it.
Dark Bond. If your Shade is forced to make a saving
Dark Sacrifice throw it uses your saving throw bonus for the roll.
10th-level Shadowdancer Archetype feature
When a creature within 15 feet of your Shade is hit by an Shade Strike. Whenever you take the Attack action
on your turn, you can choose for any number of your
attack, you can use your reaction to cause your Shade to attacks to originate from your Shade instead of you.
intercept it and take the damage of the attack in its place. These attacks deal damage as if you had attacked the
target, and can use any Exploits you know, as normal.
Restorative Shadows
15th-level Shadowdancer Archetype feature Umbral Guardian. When a creature would provoke an
You draw the dark power of your Shades back to yourself opportunity attack from your Shade, you can use your
when they are destroyed. Whenever one of your Shades is reaction to make an opportunity attack against that
destroyed, you can gain temporary hit points equal to one creature as if you were in your Shade's space.
roll of your Exploit Die + your Charisma modifier.
Sylvan Archer Enchanted Shots
Originally hailing from the elder forests of the world, Fighters Below is the list of Enchanted Shots available for a Sylvan
who train to become Sylvan Archers learn to enchant arrows Archer to choose from when they learn an Enchanted Shot:
with ancient elven magics. Traditionally, these warriors serve
as guardians of places of great natural power, but they have Banishing Shot
been known to train worth outsiders in their signature magic. The creature must succeed on a Charisma saving throw or be
banished to a demiplane. While banished, its speed is 0 and it
Sylvan Archer Exploits is incapacitated. It reappears at the end of its next turn in the
3rd-level Sylvan Archer Archetype feature space it vanished from, or the closest unoccupied space.
You learn certain Exploits at the Fighter levels noted in the
table below. They don't count against your total number of Beguiling Shot
Exploits Known and can't be switched upon gaining a level. The creature takes psychic damage equal to two rolls of your
Fighter Level Exploit Exploit Die and must succeed on a Wisdom saving throw or
be charmed by you until the start of your next turn. The effect
3rd flaming shot, lightstep ends early if you or your allies attack the creature, damage it
5th martial focus, volley in any way, or force it to make a saving throw.
9th thunderous shot Bursting Shot
The creature takes force damage equal to two rolls of your
Sylvan Lore Exploit Die, and any creatures within 10 feet of it must make
3rd-level Sylvan Archer Archetype feature a Dexterity saving throw. They take the same amount of force
You gain proficiency in Nature and you learn the druidcraft damage on a failed save, and half as much on a success.
spell, and Constitution is your spellcasting modifier for it.
Enfeebling Shot
Enchanted Arrows The creature takes necrotic damage equal to two rolls of your
3rd-level Sylvan Archer Archetype feature Exploit Die and must make a Constitution saving throw. On a
You have learned the elder Sylvan art of enchanting arrows failed save, any weapon attack it makes before the beginning
and other ammunition with magic. You learn two Enchanted of your next turn deals half as much damage as normal.
Shots from the list at the end of this Archetype. When you hit
a creature with a ranged weapon attack, you can magically Grasping Shot
apply the effects of one of the Enchanted Shots you know. The creature takes poison damage equal to two rolls of your
If an Enchanted Shot forces a creature to make a saving Exploit Die and is wrapped in thorns. For the next minute, its
throw, it makes its roll against your Exploit save DC. speed is reduced by 10 feet and the first time that it moves on
You can use a number of Enchanted Shots equal to your each of its turns it takes piercing damage equal to two rolls of
Wisdom modifier (minimum of 1), and you regain all your your Exploit Die. Any creature can use its action to touch the
expended uses each time you finish a short or long rest. vines and make a Strength check, freeing it on a success.
You learn one additional Enchanted Shot of your choice
when you reach 7th, 10th, 15th, and 18th level in this class. Piercing Shot
The creature, and any creature directly behind it in a straight
Sylvan Shot line out to 30 feet must succeed on a Dexterity saving throw.
7th-level Sylvan Archer Archetype feature Targets take force damage equal to two rolls of your Exploit
Any ranged weapon attacks you make count as magical for die on a failed save, and half as much damage on a success.
the purposes of overcoming resistance and immunity to
nonmagical attacks and damage. Seeking Shot
Moreover, whenever you make a ranged weapon attack and You use this Enchanted Shot instead of making an attack roll.
miss, you can use your reaction to curve that shot and repeat You fire a shot that automatically hits one creature within the
your attack against another target of your choice in range. range of your weapon that you have seen in the last minute.
Enchanted Quiver Shadow Shot
15th-level Sylvan Archer Archetype feature The creature takes psychic damage equal to two rolls of your
You can conjure ammunition for your favored weapons from Exploit Die and must succeed on a Constitution saving throw
thin air. Whenever you make a ranged weapon attack you can or become blinded until the start of your next turn.
conjure a piece of magical ammunition as part of the attack.
After the attack, hit or miss, this ammunition vanishes.
In addition, when you have no uses of your Enchanted Shot Order of Arcane Archers
remaining, you can expend an Exploit Die to use it again.
Want to play a true master of both bow and spell
Legendary Sylvan Archer that can imbue arrows with any spell they know?
18th-level Sylvan Archer Archetype feature Check out the Order of Arcane Archers for the
The power of your enchantments is legendary. Whenever you Magus Class, an Intelligence-based arcane half-
use an Enchanted Shot, you deal additional force damage to caster class similar to the Paladin and Ranger!
the creature equal to one roll of your Exploit Die.
The Alternate
Fighter
Become the Master of Battle you were meant
to be! Includes over Fifty Martial Exploits and
Eleven New and Revised Warrior Archetypes.
Artist Credits:
Covers - Josu Hernaiz, Knight of New Benalia
Page 1 - Miguel Mercado - Dwarfhold Champion
Page 3 - Joe Slucher - Weapon Rack
Page 4 - Billy Christian - The Gnoll Camp
Page 5 - Randy Vargas - Embereth Paladin
Page 6 - Lake Hurwitz - Hammer Dropper
Page 7 - Greg Opalinski - Saskia the Unyielding
Page 8 - Greg Opalinski - Deadeye Plunderers
Page 9 - J. Schirmer - Mentor of the Meek
Page 12 - Manuel Castañón - Barrowin
Page 13 - Greg Rutkowski - Thane of Red Fell
Page 14 - Billy Christian - Knight of Dawn Light
Page 15 - Dave Greco - Blur
Page 17 - Victor Titov - Unyielding Krumar
Page 18 - Johann Bodin - Run Amok
Page 19 - Goran Josic - Splinter Twin