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Alternate Fighter Class v3.0.0

The document describes different types of fighters, including their backgrounds and combat styles. It provides an overview of the fighter class in a roleplaying game, including its core features, abilities gained at each level, available fighting styles, and rules for multiclassing as a fighter.
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0% found this document useful (0 votes)
41 views22 pages

Alternate Fighter Class v3.0.0

The document describes different types of fighters, including their backgrounds and combat styles. It provides an overview of the fighter class in a roleplaying game, including its core features, abilities gained at each level, available fighting styles, and rules for multiclassing as a fighter.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Alternate Fighter

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

Class Features Fighting Style


Hit Points At 1st level, choose the Fighting Style from the options below
Hit Dice: 1d10 per Fighter level that reflects your martial training and skill with weapons. You
Hit Points at 1st Level: 10 + your Constitution modifier. cannot gain a Fighting Style more than once, even if another
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution feature allows you to select an additional Fighting Style.
modifier per Fighter level after 1st Whenever you gain a level in this class, you can switch your
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
Classical Swordplay
Saving Throws: Strength, Constitution While wielding a finesse weapon and no other weapons, you
Skills: Choose two of the following: Acrobatics, Athletics, gain a +1 bonus to your attack rolls and a +1 to your Armor
History, Intimidation, Perception, Stealth, and Survival Class so long as you are not using heavy armor or a shield.
Equipment
As a Fighter, you start with the following equipment: Defensive Fighting
So long as you are either wearing armor or wielding a shield,
(a) chain mail or (b) leather armor, a longbow, 20 arrows you gain a +1 bonus to your Armor Class.
(a) martial weapon and shield or (b) two martial weapons
(a) light crossbow and 20 bolts or (b) two handaxes Dual Wielding
(a) a dungeoneer’s pack or (b) an explorer’s pack When you take the Attack action while two-weapon fighting,
you can make the single additional attack with your off-hand
Quick Build weapon as part of your action instead of your bonus action,
You can make a Fighter quickly by using these suggestions. adding your ability modifier to the damage of this attack.
First, depending on the weapons you wish to use, make your
Strength (heavy or melee weapons) or your Dexterity (ranged Dueling
weapons or dual wielding) your highest ability score, followed When you are wielding a melee weapon in one hand and no
by Constitution. Second, choose the soldier background. other weapons, you gain a +2 bonus to damage rolls with it.
Featherweight Fighting
While you are wielding only light weapons,
and nothing else your speed increases by
10 feet. You also gain a +1 bonus to your
damage rolls with light weapons, so long
as you are not wearing medium or heavy
armor, or wielding a shield.
Great Weapon Fighting
When you make an attack roll with a heavy
two-handed or versatile melee weapon that
you are wielding with two hands, you can
treat a total roll of 4 or lower on the
weapon's damage dice as a 5.
Improvised Fighting
You are proficient in improvised weapons.
Once per turn, when you use an object to
make an improvised weapon attack, you
can choose to roll the damage die twice
and take the higher damage roll.
When you do so, the object used to make
the improvised attack is destroyed and can
not be used for further attacks. You can't use
this feature to destroy magical objects.
Melee Marksman
Having a hostile creature within 5 feet of you does Second Wind
not impose disadvantage on your ranged weapon attacks, You can fight on where lesser warriors would fail. Also at 1st
so long as you are attacking a creature within 5 feet. level, you can use your bonus action to regain hit points equal
When you make a ranged weapon attack against a creature to 1d10 + your Fighter level. Once you do so, you must finish
within 5 feet, you can use your bonus action to make a melee a short or long rest before you can do so again.
attack against it with your ranged weapon. On hit, you deal Upon reaching 14th level, you can use your Second Wind
bludgeoning damage equal to 1d4 + your Strength modifier. bonus action twice between each short or long rest.
Protector Martial Exploits
When a creature you can see attacks you, or a target within 5 At 2nd level, you begin to learn techniques that enhance your
feet, you can use your reaction to add your proficiency bonus martial skill in and out of battle. You gain the features below:
to the target's Armor Class against that attack. You must be
wielding a shield or a melee weapon to gain this benefit. Exploit Dice
Strongbow The Fighter table shows how many Exploit Dice you have to
You can use your Strength modifier, in place of Dexterity, for perform the Exploits you know. To use an Exploit, you must
your attack and damage rolls with longbows and shortbows. expend one of these Dice. You can only use one Exploit per
attack, ability check, or saving throw, and you regain your
Thrown Weapon Fighting expended Exploit Dice when you finish a short or long rest.
You can draw a weapon that has the thrown property as part Your Exploit Dice begin as d6s and increase in size as you
of the attack you make with the weapon. Moreover, when you gain levels in this class, as indicated in the Fighter table.
hit with a ranged weapon attack using a thrown weapon, you
gain a +2 bonus to the damage roll of that attack. Exploits Known
You know two Exploits of your choice from the list at the end
Unarmed Fighting of this class. The Exploits Known column of the Fighter table
Your unarmed strikes can deal bludgeoning damage equal to shows when you learn more Exploits of your choice. To learn
1d6 + your Strength modifier on a hit. If you have two free an Exploit you must meet any prerequisites it may have, like a
hands when you make the attack roll, the d6 becomes a d8. minimum Ability Score or a minimum Fighter level.
At the beginning of each of your turns, you can deal 1d4 Whenever you gain a Fighter level, you can replace one of
bludgeoning damage to one creature you are grappling. the Exploits you know with another Exploit of your choice.
Versatile Fighting Saving Throws
While wielding a single versatile weapon and no shield, you If one of your Exploits requires a creature to make a saving
gain a +1 bonus to your attack rolls with that weapon. While throw, your Exploit saving throw DC is calculated as follows:
doing so, you can also use your bonus action to make a single Exploit save DC = 8 + your proficiency bonus + your
grapple or shove attack, or to take the Use an Object action. Strength or Dexterity modifier (your choice)
Know Your Enemy
Beginning at 3rd level, you can evaluate the potential of
of others with a glance. As an action, choose a creature
you can see within 60 feet. You learn if it is your equal,
superior, or inferior in one of the following attributes:
Armor Class Strength Score
Current Hit Points Dexterity Score
Hit Point Maximum Constitution Score
Walking Speed Exploits Known
Once you use this feature to learn something
about a creature, you can't use it on that creature
again until you complete a short or long rest.
When you reach 14th level, you can use this
feature to learn of your foe's strengths through
battle. Once per turn, you can use this feature
when you hit a creature with a weapon attack,
and there is no limit to the number of times it
can be used against a single creature.
Warrior Archetype
At 3rd level, choose the Warrior Archetype
from the options below that best represents
your skills and training: Arcane Knight, Champion,
Commander, Marksman, or Master at Arms.
Also included at the end of this class are Archetypes
inspired by official options for Fighters: Arcane Archer,
Cavalier, Echo Knight, Samurai, and Rune Knight.
Your Warrior Archetype grants you features at 3rd
level and again at 7th, 10th, 15th, and 18th levels. Indomitable
Archetype Exploits Your fighting spirit allows you to grasp success from the jaws
Each Archetype has a list of Archetype Exploits you learn at of defeat. Beginning at 9th level, when you fail a saving throw,
the fighter levels noted in your Archetype's description. They you can choose to succeed instead. Once you use this feature
don't count against your total number of Exploits Known and you must finish a long rest before you can use it again.
can't be switched out for other Exploits. If you don't meet an At certain Fighter levels you can use this feature additional
Archetype Exploit's prerequisites, you learn it regardless. times between each long rest. You can use this feature twice
starting at 13th level, and three times starting at 17th level.
Ability Score Improvement
At 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, Martial Superiority
you can increase one ability score of your choice by 2, or two Your martial skill eclipses even that of professional warriors.
different ability scores of your choice by 1. As normal, you Starting at 11th level, whenever you use your Second Wind
cannot increase an ability score above 20 using this feature. feature you regain one of your expended Exploit Dice.
Also, you regain all Expended Exploit dice if you spend 10
Extra Attack minutes doing only activity that would be part of a short rest.
Beginning at 5th level, you can attack twice, instead of once, Relentless
whenever you take the Attack action on your turn.
When you reach certain levels in this class, the number of At 20th level, your skills in combat are those of legend. When
attacks you can make as part of your Attack action increases; you roll initiative, you regain all expended Exploit Dice.
at 11th level (3 attacks) and at 17th level (4 attacks). Also, if you start your turn with no Exploit Dice remaining,
you immediately regain one of your expended Exploit Dice.
Action Surge
Starting at 6th level, you can push yourself past your limits, if
only for a moment. On your turn, you can take one additional Additional Warrior Archetypes
action on that current turn. Once you do so, you must finish a Looking for more options? Check out the Alternate
short or long rest before you can use this feature again. Fighter: Expanded for nine additional Archetypes,
When you reach 20th level, you can use this feature twice including Guardian, Quartermaster, and Swordsage!
between each short or long rest, but only once per turn.
Spellcasting
3rd-level Arcane Knight Archetype feature
You have learned to produce arcane spells to enhance your
abilities in combat. You gain the features listed below:
Cantrips. You learn two cantrips of your choice from the
Arcane Knight spell list at the end of this Archetype, and you
learn an additional Arcane Knight cantrip at 10th level.
Spell Slots. The Arcane Knight Spellcasting table shows
how many spell slots you have to cast your spells of 1st-level
and higher. To cast one of these spells, you must expend a
slot of the spell's level or higher. You regain all expended spell
slots when you finish a long rest. For example, if you know
the 1st-level spell shield and have a 1st-level and a 2nd-level
spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher. You know three
1st-level Arcane Knight spells. The Spells Known column of
your Spellcasting table shows when you learn more spells of
1st-level or higher, of a level for which you have spell slots.
When you gain a level, you can replace one of your Spells
Known with another spell from the Arcane Knight spell list.
The spell must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting
ability for your Arcane Knight spells. You use Intelligence
whenever a spell refers to your spellcasting ability. You also
use your Intelligence modifier when setting the saving throw
DC or making a spell attack roll for an Arcane Knight spell.
Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier
Warrior Archetypes Spell attack modifier = your proficiency bonus
Choose the Warrior Archetype that best represents the skill + your Intelligence modifier
and training your Fighter has received: the Arcane Knight,
Champion, Commander, Marksman, or Master at Arms. Arcane Knight Spellcasting
Fighter Spells 1st 2nd 3rd 4th
Arcane Knight Level Known Level Level Level Level
Arcane Knights supplement their skill with the armaments of 3rd 3 2 — — —
war with arcane knowledge. Compared to mages who study 4th 4 3 — — —
only magic, Arcane Knights can only produce minor spells,
but, when combined with their deadly skill with the weapons 5th 5 3 ─ — —
of warfare, these minor spells become potent enhancements. 6th 5 3 ─ — —
Weapon Bond 7th 6 4 2 — —
3rd-level Arcane Knight Archetype feature 8th 6 4 2 — —
You can magically bond yourself to a weapon of your choice.
At the end of a short or long rest, you can touch a weapon, 9th 7 4 2 — —
forging a magical bond between you and that weapon. 10th 7 4 3 — —
You cannot be disarmed of a bonded weapon unless you
are incapacitated. If it is on the same plane of existence, you 11th 8 4 3 — —
can use a bonus action to instantly summon it to you. It can 12th 8 4 3 — —
be used as a spellcasting focus for your Arcane Knight spells.
You can have up to two bonded weapons at any one time, 13th 9 4 3 2 —
though, they must be summoned one at a time. If you bond a 14th 9 4 3 2 —
third weapon, you break the bond with one of the other two. 15th 10 4 3 2 —
16th 10 4 3 3 —
Master Sword & Spell! 17th 11 4 3 3 —
Interested in playing a true master of both sword 18th 11 4 3 3 —
and spell? Check out the Magus Class, the arcane
half-caster companion to the Paladin and Ranger! 19th 12 4 3 3 1
20th 12 4 3 3 1
War Magic
7th-level Arcane Knight Archetype feature
You can seamlessly weave minor spells with weapon attacks.
If you use your action to cast an Arcane Knight cantrip, you
can make a weapon attack as a bonus action on that turn.
Enchanted Strikes
10th-level Arcane Knight Archetype feature
Your strikes weaken your foe's resistance to your magic. If
you hit a creature with a weapon attack, it has disadvantage
on the first saving throw you force it to make against an
Arcane Knight spell before the end of your next turn.
Arcane Surge
15th-level Arcane Knight Archetype feature
When you use Action Surge, you can teleport up to 30 feet to
an unoccupied space you can see. You can choose to teleport
before or after the additional action from your Action Surge.
Legendary Arcane Knight
18th-level Arcane Knight Archetype feature
You expertly weave spell and sword together. When you take
the Attack action on your turn, you can cast an Arcane Knight
spell with a casting time of one cation in place of one attack.
Arcane Knight Spell List
Here is the list of spells available to the Arcane Knight.
They are from the Player's Handbook, Xanathar's Guide
to Everything*, and Tasha's Cauldron of Everything**.
Cantrips (0-Level) 2nd-Level Champion
blade ward arcane scorcher
booming blade** branding smite Champions forgo all other forms of improvement to focus on
chill touch flame blade enhancing their raw physical might. These immense figures
control flames* gust of wind strive to maintain peak physical condition through relentless
firebolt magic weapon training. In battle, Champions perform supernatural feats of
green-flame blade** misty step athleticism and overwhelm their foes with their raw power.
gust* protection from poison Champion Exploits
light scorching ray
lightning lure** shatter 3rd-level Champion Archetype feature
mold earth* shadow blade* You learn certain Exploits at the Fighter levels noted in the
resistance warding wind* table below. They don't count against your total number of
shape water* Exploits Known and can't be switched upon gaining a level.
shocking grasp 3rd-Level Fighter Level Exploit
sword burst** blinding smite
thunderclap* counterspell 3rd feat of strength, mighty leap
true strike dispel magic 5th concussive blow, heroic will
elemental weapon
1st-Level fireball 9th mythic athleticism
absorb elements* lightning bolt
burning hands magic circle Mighty Warrior
catapult minute meteors* 3rd-level Champion Archetype feature
chromatic orb protection from energy You raw physical might enhances your attacks. Your weapon
compelled duel attacks score a critical hit on a roll of 19 or 20 on the d20.
earth tremor* 4th-Level At 15th level, your critical hit range increases again, and
hellish rebuke banishment you score a critical hit on a roll of 18-20 on the d20.
mage armor death ward
magic missile fire shield Remarkable Strength
protection from good & evil freedom of movement 3rd-level Champion Archetype feature
searing smite ice storm You can easily perform feats of athleticism that would be
shield resilient sphere impossible for most. You gain proficiency in Athletics, and
thunderous smite staggering smite whenever you make a Strength check of any kind, you gain
thunderwave storm sphere* a bonus to your roll equal to one roll of your Exploit Die.
Paragon of Battle Student of War
7th-level Champion Archetype feature 3rd-level Commander Archetype feature
Your style of combat favors overwhelming force. You learn You have studied the strategy of both politics and war. You
one additional Fighting Style, choosing from the following: gain proficiency in either History, Insight, or Persuasion, and
Great Weapon Fighting, Strongbow, or Unarmed Fighting. whenever you make an ability check with that skill you gain a
You cannot learn a Fighting Style more than once. bonus to your roll equal to one roll of your Exploit Die.
Brutal Critical Strategic Command
10th-level Champion Archetype feature 7th-level Commander Archetype feature
You strike with brute force. You roll one additional weapon You can organize your allies even as you fight. When you use
damage die when determining extra damage for a critical hit. Second Wind, you can choose up to three creatures within 30
This increases to two additional damage dice at 15th level. feet that can see or hear you to regain hit points equal to one
roll of your Exploit Die + your Leadership modifier.
Legendary Champion
18th-level Champion Archetype feature Heroic Surge
You are a nearly perfect physical specimen and have become 10th-level Commander Archetype feature
exceedingly hard to kill. If you begin your turn with less than When you use Action Surge, you can choose another creature
half of your hit points remaining, but at least 1 hit point, you within 30 feet that can see or hear you. It can use its reaction
regain hit points equal to 5 + your Constitution modifier. to move up to its full speed without provoking opportunity
attacks and then make a single weapon attack.
Commander At 18th level, you can target two creatures with this feature.
Not all Fighters rely solely on themselves in battle, some use Inspiring Commands
their deep knowledge of battlefield tactics to coordinate their 15th-level Commander Archetype feature
allies. Commanders are warriors who lead from the front of Once per turn when you use a Tactical Exploit that targets at
the battle, issuing orders and inspiring greatness in others by least one friendly creature, one target of your choice gains
their own brave deeds. By their presence, a Commander can temporary hit points equal to your Leadership modifier.
transform an unorganized militia into a deadly fighting force.
Commander Exploits Marksman
3rd-level Commander Archetype feature While all Fighters learn to draw a bow or hurl a javelin, those
You learn certain Tactical Exploits from the Warlord Class at known Marksmen are masters of ranged combat. The deadly
the Fighter levels noted in the table below. They don't count skills of a Marksman are often backed up by their signature
against your total number of Exploits Known. Each time you swagger and unshakable confidence. When combined, there
gain a level, you can replace one of the Exploits you learned are few challenges that a true Marksman cannot overcome.
from this feature with a Tactical Exploit of your choice.
If a Tactical Exploit has a Warlord level prerequisite, you Marksman Exploits
can learn it if your Fighter level meets that prerequisite. 3rd-level Marksman Archetype feature
Leadership Modifier. Some Tactical Exploits require a You learn certain Exploits at the Fighter levels noted in the
Leadership modifier. Choose either Intelligence, Wisdom, or table below. They don't count against your total number of
Charisma to be your Leadership modifier for these Exploits. Exploits Known and can't be switched upon gaining a level.
Fighter Level Exploit Fighter Level Exploit

3rd attack order, maneuvering order 3rd arresting strike, inquisitive eye

5th defensive order, surprise attack 5th crippling strike, volley

9th tactical reposition 9th thunderous shot


Cunning Shot
7th-level Marksman Archetype feature
Your reflexes are almost supernaturally fast. You add your
proficiency bonus to your Initiative rolls while conscious.
You have also learned to identify and exploit even the
smallest weak points in your enemy's defenses. Your attacks
with ranged weapons ignore resistance to piercing damage.
Reposition
10th-level Marksman Archetype feature
When you use Second Wind, your walking speed increases
by 10 feet, and any opportunity attacks against you are
made at disadvantage until the end of your current turn.
Reliable Shot
15th-level Marksman Archetype feature
You make even impossible shots with ease. Your normal
and long range for ranged weapon attacks increases by
a number of feet equal to 10 times your Fighter level.
Also, once per turn, when you have advantage on
a ranged weapon attack, you can forgo advantage and
make one additional ranged weapon attack against it.
Legendary Marksman
18th-level Marksman Archetype feature
Your marksmanship is supernaturally accurate. When
you Focus, the benefits last for 1 minute, and you have
advantage on all ranged weapon attacks for the duration.
Moreover, your speed is no longer reduced to 0, but your
Focus ends if you move more than 10 feet on your turn.
Master at Arms
While most Fighters master one specific martial discipline, a
Master at Arms is the rare warrior who is able to truly master
multiple styles of combat. Whether through grit, dedication,
Elite Training or extraordinary skill, these elite Fighters learn all they can
3rd-level Marksman Archetype feature about the theory of combat. A Master at Arms is always on
Your training has enhanced your reaction times. the lookout for a new weapon or style of fighting to master
When you make a Dexterity check or saving throw,
you can expend an Exploit Die and add it to your roll. Advanced Technique
You can do so after you roll, but before you know the result. 3rd-level Master at Arms Archetype feature
Your ability to learn and execute martial techniques exceeds
Marksman's Focus that of most other warriors and even other trained Fighters.
3rd-level Marksman Archetype feature You gain the following benefits to your Fighter features:
You can quiet your body to fire with deadly accuracy. When Exploits. You learn two 1st-degree Martial Exploits of your
you begin your turn and are not surprised or incapacitated, choice from the list at the end of this class. These Exploits do
you can choose to enter a state of Focus, which imposes the not count against your total number of Exploits Known.
following benefits and effects until the end of your turn: You learn additional Martial Exploits following the same
Your speed is reduced to 0 feet. rules at certain levels: at 5th level you learn two 2nd-degree
Until you hit a creature with a ranged weapon attack, you Exploits, and at 9th level you learn one 3rd-degree Exploit.
have advantage on all ranged weapon attack rolls. Exploit Dice. Your total number of Exploit Dice increases
When you roll a 1 or 2 on a damage die for an attack you by 1, and all of your Exploit Dice increase to become d8s.
make with a ranged weapon, you can re-roll the die. You At certain levels your Exploit Dice increase again; at 5th
must use this new roll, even if the new roll is a 1 or a 2. level they become d10s, and at 11th level they become d12s.
Fighting Styles. You learn one additional Fighting Style of
your choice from those available to the Fighter. However, you
Gunpowder & Firearms can only benefit from one Fighter Fighting Style at a time.
If your game includes firearms and gunpowder, and
As a bonus action, you can switch your current Fighting
your Marksman has been exposed to the operation Style for another Fighter Fighting Style that you know.
of such weapons, they are proficient with them. You learn an additional Fighting Style of your choice at
7th level, and again when you reach 15th level in this class.
You can still only benefit from one Fighting Style at a time.
Master of Forms
7th-level Master at Arms Archetype feature Martial Exploits
Your skill allows you to learn exotic techniques from a variety Below are the Exploits available to the Fighter. If an Exploit
of disciplines. You learn two Exploits of your choice from any has a prerequisite, like a minimum Ability Score or level, you
class. If the Exploits have a prerequisite level, you can learn can learn it at the same time you meet the prerequisites.
them as long as your Fighter level meets that prerequisite. 1st-Degree Exploits
These Exploits count as Martial Exploits for you, but they
do not count against your total number of Exploits Known. Exploits of the 1st-degree are minor techniques slightly more
You learn one additional Exploit of your choice from any complicated than swinging a weapon. They can be learned by
class at 15th level, and one final Exploit at 18th level. Fighters with modest training and have no level prerequisite.
Masterful Surge Aggressive Sprint
10th-level Master at Arms Archetype feature As a bonus action on your turn, you can expend one Exploit
When you Action Surge, you gain a single Exploit Die that Die to draw upon your battle fury and move up to your full
must be used as part of the additional action you gain. If not walking speed toward a hostile creature that you can see.
used, it disappears at the end of your additional action. Starting at 5th level, you can make a single melee weapon
Also, you can benefit from two of the Fighting Styles you attack at the end of this movement.
know, but you can only switch one as a bonus action. Arresting Strike
Warrior of Legend When you hit a target with a weapon attack, you can expend
18th-level Master at Arms Archetype feature one Exploit Die and force it to make a Dexterity saving throw.
Your mastery of the weapons of war is near-supernatural. On a failure, it takes bonus damage equal to one roll of your
Once per turn when you use an Exploit in combat, you can Exploit Die and its speed is 0 until the start of your next turn.
roll a d6 in place of expending an Exploit Die. Brace Up
Also, over the course of 1 hour, which can be during a short Prerequisites: Constitution of 11
or long rest, you can practice your techniques to replace one You steel yourself for combat, preparing yourself to take a hit.
Exploit you know with a Martial Exploit of the same degree. As a bonus action, you can expend one Exploit Die and gain
temporary hit points equal to 1 + one roll of your Exploit Die.
Cunning Instinct
Prerequisites: Dexterity of 11
When you make a Wisdom (Perception) or a Wisdom
(Survival) 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, but before you know if you succeed or fail.
Disarm
When you hit a creature with a weapon attack, you can
expend an 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 Die, and it drops one item of your
choice that it is currently holding on the ground at its feet.
Eloquent Speech
Prerequisites: Intelligence or Charisma of 11
Whenever you would make a Charisma (Persuasion) check
you can make an Intelligence (Persuasion) check instead.
When you make an Intelligence (Persuasion) or Charisma
(Persuasion) 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, but before you know if you succeed or fail.
Feat of Strength
Advanced Martial Classes Prerequisites: Strength or Constitution of 11
Master of Forms references learning Exploits from When you make a Strength or Constitution ability check you
any class. Other than the Alternate Fighter, there can expend Exploit Dice (up to your proficiency bonus), roll
are currently three other classes that use Exploits: those dice, and add the result to your ability check.
Alternate Fighter & Fighter: Expanded Feint
Alternate Barbarian & Barbarian: Expanded
As a bonus action, you can expend one Exploit Die to feint,
Alternate Rogue & Rogue: Expanded
forcing a creature that can see you within 15 feet to make a
Warlord Class
Wisdom saving throw. On a failed save, you have advantage
on your attacks against it until the end of your current turn.
First Aid Parry
As an action, you can touch a conscious, willing creature and Prerequisites: Dexterity of 11
administer first aid. You then expend Exploit Dice (up to your When a creature that you can see targets you with a melee
proficiency bonus), roll those dice, and it gains temporary hit attack, you can use your reaction to expend one Exploit Die,
points equal to the amount rolled + its Constitution modifier. roll it, and add it to your Armor Class against the attack. You
must be holding a melee weapon or shield to use this Exploit.
Flaming Shot Starting at 5th level, if you use this Exploit and the attack
When you make a ranged weapon attack, you can expend an misses, you can make a single melee weapon attack against
Exploit Die to light the ammunition aflame. On hit, you deal the creature that attacked you as part of the same reaction.
additional fire damage equal to one roll of your Exploit Die.
If your target is a flammable object that is not being worn Precision Strike
or carried, you can ignite it in place of dealing damage. Prerequisites: Dexterity of 11
As part of a weapon attack you can expend one Exploit Die,
Heroic Fortitude roll it, and add the result to your attack roll. You can use this
Whenever you are forced to make a Strength, Dexterity, or Exploit after you roll, but before you know if you hit or miss.
Constitution saving throw you can expend an Exploit Die, roll
it, and add the result to your saving throw. You can do so after Rustic Intuition
you roll the d20, but before you know if you succeed or fail. Prerequisites: Wisdom of 11
When you make an Intelligence (Nature), Wisdom (Animal
Hurl Handling), or Wisdom (Medicine) check you can expend an
Prerequisites: Strength of 11 Exploit Die, roll it, and add the result to your ability check.
In place of an attack, you can expend an Exploit Die to throw You can do so after you roll, but before you know the result.
an object that you are holding at a target you can see within
60 feet. The target must succeed on a Dexterity saving throw Ruthless Strike
or both the object and target take bludgeoning damage equal Prerequisites: Strength of 11
to one roll of your Exploit Die + your Strength modifier. When you hit a target with a melee weapon attack, you can
At 11th level, the range of this Exploit becomes 120 feet. expend Exploit Dice (up to your proficiency bonus), roll the
dice, and add them to the damage roll of that attack.
Inquisitive Eye
Prerequisites: Intelligence or Wisdom of 11 Scholarly Recall
When you make an Intelligence (Investigation) or a Wisdom Prerequisites: Intelligence of 11
(Insight) check you can expend one Exploit Die, roll it, and Whenever you make an Intelligence (Arcana), Intelligence
add the result to your ability check. You can do so after you (History), or Intelligence (Religion) check you can expend an
roll the d20, but before you know if you succeed or fail. 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.
Lightstep
Prerequisites: Dexterity of 11 Shield Impact
When you make a Dexterity (Acrobatics) or a Dexterity When a creature you can see hits you with an attack, you can
(Stealth) check you can expend one Exploit Die, roll it, and use a reaction to expend Exploit Dice (up to your proficiency
add the result to your ability check. You can do so after you bonus), roll those dice, and reduce the damage of that attack
roll the d20, but before you know if you succeed or fail. by an amount equal to the total you rolled + your Strength
modifier. You must be wielding a shield to use this Exploit.
Menacing Shout
Prerequisites: Charisma of 11 Skilled Rider
As a bonus action, you can expend one Exploit Die and force Prerequisites: Wisdom of 11
one creature within 30 feet that can see or hear you to make When your trained mount makes an ability check, attack roll,
a Wisdom saving throw. On a failed save, it is frightened of or saving throw, or you make a Wisdom (Animal Handling)
you until the end of your next turn and must use its action to check to control it, you can expend one Exploit Die, roll it,
move as far away from you as possible without harming itself. and add the result to your ability check. You can do so after
you roll the d20, but before you know if you succeed or fail.
Mighty Leap
Prerequisites: Strength of 11 Subtle Con
When you move at least 10 feet immediately before you jump, Prerequisites: Dexterity or Charisma of 11
you can expend Exploit Dice (up to your proficiency bonus) to When you make a Dexterity (Sleight of Hand), a Charisma
increase the distance of your jump by 10 feet for each Exploit (Deception), or a Charisma (Performance) check you can
Die expended, even if this exceeds your remaining speed. expend an Exploit Die, roll it, and add it to your ability check.
You can do so after you roll, but before you know the result.
Mighty Thrust
Prerequisites: Strength of 11 Sweeping Strike
In place of an attack, you can expend an Exploit Die to force a When you hit a creature with a melee weapon attack, you can
target you touch to make a Strength saving throw. On a failed expend an Exploit Die and force it to make a Dexterity saving
save, it is knocked back in a straight line number of feet equal throw. On a failure, it takes bludgeoning damage equal to one
to 5 times your Strength modifier. A target that is more than roll of your Exploit Die and falls prone. A creature more than
one size larger than you has advantage on its saving throw. one size larger than you has advantage on its saving throw.
2nd-Degree Exploits Heroic Will
Prerequisites: 5th level
Exploits of the 2nd-degree represent the peak of martial skill Whenever you are forced to make an Intelligence, Wisdom,
achievable by warriors without dedicated training. These can or Charisma saving throw you can expend an Exploit Die, roll
be learned by any Fighter of 5th level or higher. it, and add the result to your saving throw. You can do so after
Blinding Debris you roll the d20, but before you know if you succeed or fail.
Prerequisites: 5th level, Dexterity of 13 Martial Focus
As a bonus action, you can expend an Exploit Die to attempt Prerequisites: 5th level
to blind a creature with debris. A creature you can see within As part of a weapon attack you can expend an Exploit Die to
10 feet must succeed on a Constitution saving throw or take grant yourself advantage on your attack roll. You can use this
piercing damage equal to one roll of your Exploit Die and Exploit after you roll, but before you know if you hit or miss.
become blinded until the beginning of your next turn.
Redirect
Concussive Blow Prerequisites: 5th level
Prerequisites: 5th level, Strength of 13 When a creature you can see misses you with a melee attack,
When you hit a creature with a melee weapon attack, you can you can use your reaction to expend an Exploit Die and force
expend an Exploit Die to empower your attack and force it to it to attack another creature of your choice within range of its
make a Constitution saving throw. On a failed save, the target attack. If the redirected attack hits its new target, it deals
suffers the effects below until the beginning of your next turn: additional damage equal to one roll of your Exploit Die.
Its speed becomes 0, and it can speak only falteringly. Rending Strike
It has disadvantage on attack rolls and ability checks. Prerequisites: 5th level, Strength of 13
It has disadvantage on Dexterity saving throws. When you hit a creature with a melee weapon attack, you can
Attack rolls against it have advantage. expend an Exploit Die to rend its armor. It must succeed on a
Crippling Strike Dexterity saving throw or it takes additional damage equal to
Prerequisites: 5th level one roll of your Exploit Die and its Armor Class is reduced by
When you hit a target with a weapon attack, you can expend 1 until the damage is repaired, or it finishes a long rest.
an Exploit Die to cripple one of its senses. It must succeed Take Cover
on a Constitution saving throw or it takes additional damage Prerequisites: 5th level
equal to one roll of your Exploit Die and is blinded, deafened, When you are targeted by a ranged attack or forced to make
or cannot speak (your choice) until the start of your next turn. a Dexterity saving throw you can use your reaction to expend
Defensive Stance an Exploit Die to instantly fall prone and gain temporary hit
Prerequisites: 5th level points equal to one roll of your Exploit Die.
As a bonus action, you can expend an Exploit Die to enter a Volley
defensive stance that lasts until the start of your next turn. Prerequisites: 5th level, Dexterity of 13
Each time a creature you can see targets you with an attack As an action, you can expend one Exploit Die to fire a volley
while you are in this stance, you can roll your Exploit Die and of ammunition at a point you can see within the normal range
add the result to your Armor Class against that attack. of your weapon. Creatures of your choice within 5 feet of that
Dirty Hit point must make a Dexterity Saving throw. On a failure, they
Prerequisites: 5th level, Dexterity of 13 take piercing damage equal to one roll of your Exploit Die +
When you hit a creature with a melee weapon attack, you can your Dexterity modifier, and half as much on a success.
expend an Exploit Die to strike at a vulnerable area. It must You must have enough ammunition to hit each target.
succeed on a Constitution saving throw or it takes additional Warrior's Challenge
damage equal to a roll of your Exploit Die, falls prone, and it Prerequisites: 5th level
cannot take reactions until the start of your next turn. As a bonus action, you can expend an Exploit Die and shout a
Execute challenge at a foe. One creature of your choice within 30 feet
Prerequisites: 5th level, Strength of 13 that can see or hear you must make a Wisdom saving throw.
In place of an attack, you can spend Exploit Dice (up to your On a failed save, the creature has disadvantage on all attack
proficiency bonus) to attempt to execute an incapacitated or rolls it makes against targets other than you for 1 minute.
prone creature within range of a melee weapon that you are The creature can repeat this saving throw at the end of
holding. For each Exploit Die you spend you roll two Exploit each of its turns, ending the effect on a success. This effect
Dice, adding your Strength modifier to the total. If the total ends early if you attack a creature other than the target.
exceeds the creature's remaining hit points, its current hit Whirlwind Strike
points are reduced to 0 and it is instantly slain. Prerequisites: 5th level, Strength or Dexterity of 13
If this total doesn't exceed the creature's remaining hit In place of an attack, you can expend an Exploit Die and force
points you deal damage equal to a roll of your Exploit Die. each target within range of a melee weapon you are wielding
to make a Dexterity saving throw. Targets take damage equal
to a roll of your Exploit Die + your Strength or Dexterity
modifier on a failed save, and half as much on a success.
3rd-Degree Exploits
Exploits of the 3rd-degree are only mastered by elite warriors
who dedicate their lives to training. They can only be learned
by Fighters of 9th level and higher. Each 3rd-degree Exploit
you know can only be used once per short or long rest.
Disorienting Blow
Prerequisites: 9th level, Strength of 15
When you hit with a melee weapon attack,
you can expend an Exploit Die to strike
with overwhelming force. The creature
takes additional damage equal to two
rolls of your Exploit Die and suffers
the effects below for 1 minute:
Its speed is halved.
It cannot take reactions.
Its Armor Class is reduced by 2.
It has disadvantage on Dexterity saving throws.
On its turn it can only take an action or a bonus action.
It cannot make more than one attack during its turn,
even if a feature would allow it to make multiple.
It can make a Wisdom saving throw at the end of
each of its turns, ending these effects on a success.
This Exploit's effects do not stack with the slow spell.
Heroic Focus
Prerequisites: 9th level
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 were concentrating on a spell.
For 1 minute, or until you lose concentration, you
gain the following benefits:
Your speed is doubled. Mythic Resilience
You gain a +2 bonus to your Armor Class. Prerequisites: 9th level, Constitution of 15
You have advantage on Dexterity saving throws. When you take damage from a source you can
You gain an additional action on each of your turns. It can see, you can expend Exploit Dice (up to your
only be used to take the Attack (one weapon attack only), proficiency bonus) to reduce the incoming damage.
Dash, Disengage, Hide, Search, or Use an Object action. For each Exploit Die you expend you roll three Exploit Dice,
adding your Constitution modifier to the total of all the dice.
When the effect ends, you must succeed on a Constitution You reduce the damage by the total.
saving throw against your Exploit save DC, or you can't move If the total rolled exceeds the amount of damage, you gain
or take actions until after the end of your next turn. temporary hit points equal to the remaining amount.
This Exploit's effects do not stack with the haste spell.
Thunderous Shot
Mythic Athleticism Prerequisites: 9th level, Strength or Dexterity of 15
Prerequisites: 9th level, Strength or Constitution of 15 In place of an attack, you can expend Exploit Dice (up to your
As a bonus action, you can expend Exploit Dice (up to your proficiency bonus) and fire a piece of ammunition in a line,
proficiency bonus) to enter a heightened state of physical out to the weapon's normal range. Creatures in the line must
performance which you must concentrate on as if you were succeed on a Dexterity saving throw or take piercing damage
concentrating on a spell. You gain the benefits listed below: equal to two rolls of your Exploit Die for each Exploit Die you
Whenever you make a Strength or Constitution check, spent. On a success, they take half as much damage.
you can treat a roll of 9 or lower on the d20 as a 10. War Cry
Your walking speed increases by a number of feet equal Prerequisites: 9th level
to 5 times your Strength modifier (minimum of 5 feet). As an action, you can expend one Exploit Die and issue a
You count as one size larger for the purposes of carrying mighty cry, forcing creatures of your choice that can hear you
capacity and the size of creatures that you can grapple. in an adjacent 30-foot cone to make a Wisdom saving throw.
Both your long and high jump distances double, even if
that distance would exceed your remaining movement. On a failed save, they drop whatever they are holding and are
frightened of you for 1 minute. If a frightened creature ends
The effects last for 10 minutes for each Exploit Die spent its turn and does not have line of sight to you, it can repeat
as part of this Exploit, and end early if you are incapacitated. the saving throw, ending the effect on a success.
Quick Draw
Prerequisites: 13th level, Dexterity of 17
As a bonus action, you can expend one Exploit Die and enter
into a heightened state of focus which you must concentrate
on as if concentrating on a spell. For the next minute, or until
you lose concentration, you can use a bonus action to make
two ranged weapon attacks so long as you have ammunition.
This Exploit's effects don't stack with the swift quiver spell.
Staggering Blow
Prerequisites: 13th level, Strength of 17
When you hit a creature with a melee weapon attack, you can
expend Exploit Dice (up to your proficiency bonus) to strike
with legendary power and force it to make a Wisdom saving
throw. On a failed save, it takes additional damage
equal to three rolls of your Exploit Die
for each Exploit Die you spent and
for 1 minute it has disadvantage on all
attack rolls, ability checks, and it cannot
take reactions. On a success, it takes half as
much damage and suffers no additional effects.
The creature can make a Wisdom saving throw
at the start of each of its turns, ending the effects
of this Exploit on a successful save.
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.
4th-Degree Exploits 5th-Degree Exploits
Exploits of the 4th-degree are only able to be mastered by the Exploits of the 5th-degree are techniques and skills that rival
most elite warriors in a kingdom. These can only be learned demigods and heroes of legend. These can only be learned by
by Fighters of 13th level and higher. Each 4th-degree Exploit Fighters of 17th level and higher. Each 5th-degree Exploit
you know can only be used once per short or long rest. you know can only be used once per short or long rest.
Expert Determination Storm of Arrows
Prerequisites: 13th level Prerequisites: 17th level, Dexterity of 19
As an action, you can expend one Exploit Die to focus your In place of an attack, you can expend Exploit Dice (up to your
mind and temporarily sharpen one of your skills. Choose a proficiency bonus) to fire a massive volley of ammunition at a
skill or tool that you are proficient in. For the next hour, you point you can see within the range of your weapon. Creatures
can add one roll of your Exploit Die to any check you make of your choice within 30 feet of that point must succeed on a
that uses that skill, without expending an Exploit Die. Dexterity saving throw or they take piercing damage equal to
Fluid Movements three rolls of your Exploit Die for each Exploit Die you spent
Prerequisites: 13th level, Dexterity of 17 + your Dexterity modifier. Any creature that succeeds on its
As a bonus action, you can expend one Exploit Die to enter a saving throw takes half as much piercing damage.
heightened state of movement which you must concentrate You must have enough ammunition to hit each target.
on as if you were concentrating on a spell. For 1 minute, or Steel Wind Slash
until you lose concentration, you gain the following benefits: Prerequisites: 17th level, Strength or Dexterity of 19
Your movement is unaffected by difficult terrain. In place of an attack, you can expend Exploit Dice (up to your
You can use a bonus action on your turn to gain the proficiency bonus) and flourish a melee weapon then vanish.
benefits of both the Dash and Disengage action. Choose up to five targets that you can see within 30 feet and
Spells and other magical effects can neither reduce your make a single melee weapon attack against each one.
speed nor cause you to be paralyzed or restrained. On a hit, each target takes damage of your weapon's type
You can spend 5 feet of movement to instantly escape equal to three rolls of your Exploit Die for each Exploit Die
from nonmagical restraints like manacles or a grapple. you spent + either your Strength or Dexterity modifier.
Swimming or being underwater imposes no penalties You then appear in an unoccupied space of your choice that
on your movements or your attack rolls. you can see within 5 feet of one of the targets of this Exploit.
Chivalric Mark
Additional Archetypes 3rd-level Knight Errant Archetype feature
Also included here are Archetypes based on official options You punish any foe who attacks those under your protection.
for Fighters in Xanathar's Guide to Everything, Explorer's Once per turn when you hit a creature with a melee weapon
Guide to Wildemount, and Tasha's Cauldron of Everything: attack, you can Mark it until the end of your next turn. While
Official Tradition Alternate Archetype Marked, it has disadvantage on attack rolls against targets
Cavalier Knight Errant
other than you, so long as you are within 10 feet of it.
If your Mark deals damage to a creature other than you,
Psi Warrior Mystic you can use your reaction to make a melee weapon attack
Samurai Ronin against it. As part of this reaction you can expend an Exploit
Die to grant yourself advantage on the attack roll, and on hit,
Rune Knight Runecarver you deal bonus damage equal to one roll of your Exploit Die.
Echo Knight Shadowdancer
Noble Guardian
Arcane Archer Sylvan Archer 7th-level Knight Errant Archetype feature
You have trained to defend yourself, your mount, and most
Knight Errant importantly, your allies from harm. You gain the Protector
Often raised at court or in the upper circles of the nobility, the Fighting Style, and whenever you use the reaction you can
archetypal Knight Errant is a chivalric warrior of the highest add one roll of your Exploit Die to the target's Armor Class
order. They excel at mounted combat and wander the world instead of your normal proficiency bonus. If the triggering
in search of adventure and opportunities for heroism. These attack still hits, you can expend an Exploit Die to grant the
paragons of virtue are bound to defend the weak and weary. target resistance to the damage of the attack.
If you already have the Protector Fighting Style you gain
Knight Errant Exploits an additional Fighting Style of your choice.
3rd-level Knight Errant Archetype feature
You learn certain Exploits at the Fighter levels noted in the Unyielding Knight
table below. They don't count against your total number of 10th-level Knight Errant Archetype feature
Exploits Known and can't be switched upon gaining a level. No one can move past you without your approval. Creatures
Fighter Level Exploit provoke an opportunity attack from you whenever they move
while within the reach of a weapon you are wielding. Also,
3rd shield impact, skilled rider whenever you hit a creature with an opportunity attack its
5th defensive stance, warrior's challenge speed is reduced to 0 until the beginning of its next turn.
Finally, you can use the skilled rider Exploit at will without
9th mythic resilience expending an Exploit Die.
Courtly Pedigree
3rd-level Knight Errant Archetype feature Missing Martial Archetypes?
You have been tutored in the traditional skills of the nobility
and the chivalric virtues. You gain the benefits listed below: Wondering where the Banneret and Battle Master
Archetypes went? Check out the Commander and
You learn to speak, read, and write one extra language. Master at Arms for the updated versions of both!
You gain proficiency in your choice of Animal Handling,
History, Insight, Performance, or Persuasion.
If you are mounted, you cannot be
knocked from a trained mount
against your will unless
you or the mount are
incapacitated.
It only costs you 5
feet of movement to
mount or dismount
a creature, rather
than half of your
movement speed.
Perilous Charge
15th-level Knight Errant Archetype feature
You run down your foes, mounted or on foot. Once per turn,
when you move 10 feet in a straight line then hit a creature
with a melee weapon attack, it must succeed on a Strength
saving throw or be knocked prone. If you are mounted,
the creature has disadvantage on this saving throw.
Legendary Knight Errant
18th-level Knight Errant Archetype feature
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 use this special reaction for an opportunity
attack or your Protector Fighting Style reaction.
Moreover, if you are riding a trained mount and it takes
damage, you can choose to take that damage in its place.
Mystic
Where most Fighters look to increase their physical abilities,
those known as Mystics work to unlock the psionic potential
of their mind. Drawing upon wondrous inner power, these
ascetic warriors can perform feats that would be impossible
through strength alone. Where others strive for physical
victory in battle, Mystics strive for spiritual enlightenment.
Psionics
3rd-level Mystic Archetype feature
You have unlocked the true potential of your mind, and have Minor Telekinesis
learned to manifest psionic spells, much like a Psion does: 3rd-level Mystic Archetype feature
Psi Points. The potential of your mind is represented by a You can move objects with pure psionic power. You learn the
pool of Psi Points. The Mystic Psionics table on the following mage hand spell, and when you manifest it you do not need
page shows how many Psi Points you have to manifest your to provide the verbal or the somatic components. Your mage
spells of 1st-level and higher. To manifest a spell, you expend hand is invisible, and it can lift a number of pounds equal to
Psi Points equal to the spell's level (0 for cantrips). You regain 10 times your Intelligence modifier (minimum of 10 pounds).
all of your Psi Points each time you finish a short or long rest.
Mental Limit. Your Fighter level limits the potency of Mystic Empowerment
spells you can psionically manifest. This limit is reflected in 3rd-level Mystic Archetype feature
the Mental Limit column of the Mystic Psionics Table. You enhance your techniques with psionic power. When an
Spells Known of 1st-Level and Higher. You learn two Exploit would use your Strength, Dexterity, or Constitution,
1st-level spells of your choice from the Psion spell list. The you can choose to use your Intelligence instead.
Spells Known column of the Mystic Psionics table shows Also, once per turn when you damage a creature with a
when you learn more Psion spells of 1st-level or higher. Your Martial Exploit you know, you can choose for the Exploit to
spells must be of a level equal to your Mental Limit or lower. deal psychic damage in place of its normal damage type.
Whenever you gain a Fighter level, you can choose one of
the Psion spells you know and replace it with a Psion spell of Phase Step
your choice, of a level equal to your Mental Limit or lower. 7th-level Mystic Archetype feature
Spellcasting Focus. Your mind itself is your spellcasting When you use Second Wind, you also gain the benefits of the
focus for your Psion spells. You must have at least one free Dash action and partially discorporate. Until the end of your
hand to cast spells with somatic or material components, and current turn, you can move through solid nonmagical objects
you must provide material components that are consumed by and creatures as if they were difficult terrain.
the spell or have a required gold cost. When you manifest a If you end your movement inside an object or creature, you
spell with your psionics, you exhibit noticeable changes. are instantly shunted to the nearest unoccupied space, taking
Spellcasting Ability. Intelligence is your spellcasting 1d10 force damage for every 5 feet you are forced to move.
ability for your Psion spells. You use Intelligence whenever
a spell refers to your spellcasting ability. You also use your
Intelligence modifier when setting the saving throw DC or Unleash your Psionic Potential!
making a spell attack roll for a Psion spell you know. The Mystic Archetype presented here uses abilities
Spell save DC = 8 + your proficiency bonus from the Psion Class, a true master of the strange
+ your Intelligence modifier and esoteric potential of the mind! As the Arcane
Knight is to the Wizard, the Mystic is to the Psion.
Spell attack modifier = your proficiency bonus
+ your Intelligence modifier
Mystic Psionics Ronin
Fighter Spells Psi Mental Though they have been known by many names over the ages,
Level Known Points Limit Ronin are Fighters who have been expelled from the service
3rd 2 2 1st
of their original lord or land. Regardless of the reason, these
highly skilled warriors now roam the wild seeking absolution
4th 2 3 1st through battle. With nothing left to lose, these warriors fight
5th 3 3 1st with a deadly ferocity and ruthless focus unlike any other.
6th 3 4 1st Ronin Exploits
7th 4 4 2nd
3rd-level Ronin Archetype feature
You learn certain Exploits at the Fighter levels noted in the
8th 4 5 2nd table below. They don't count against your total number of
9th 5 5 2nd Exploits Known and can't be switched upon gaining a level.
Fighter Level Exploit
10th 5 6 2nd
3rd aggressive sprint, rustic intuition
11th 5 6 2nd
5th heroic will, warrior's challenge
12th 5 7 2nd
9th heroic focus
13th 6 7 3rd
14th 6 8 3rd Exiled Courtier
15th 6 8 3rd 3rd-level Ronin Archetype feature
You were once an influential member of a noble court or an
16th 6 9 3rd important advisor. You learn to speak, read, and write one
17th 7 9 3rd additional language of your choice and gain proficiency in
18th 7 10 3rd
either History, Insight, Performance, or Persuasion.
19th 7 10 4th Unyielding Spirit
3rd-level Ronin Archetype feature
20th 7 11 4th You fight with the unrivaled focus and ruthless ferocity of a
warrior with nothing left to lose. As a bonus action, you can
Inscrutable Mind focus yourself to gain advantage on all weapon attack rolls
10th-level Mystic Archetype feature and ignore any levels of exhaustion you have until the end of
The vast power of your mind makes you difficult for others your current turn. When you use this bonus action you also
to dominate. You have advantage on saving throws to resist gain temporary hit points equal to your Fighter level.
being charmed, frightened, or having your thoughts read. Once you use this bonus action to focus yourself you must
Also, whenever you succeed on an Intelligence, Wisdom, finish a short or long rest before you can use it again. When
or Charisma saving throw, you can spend 1 Psi Point to force you have no uses remaining you can use this feature again,
the attacker to make an Intelligence saving throw. On a failed but you gain one level of exhaustion at the end of that turn.
save, it takes psychic damage equal to your Fighter level.
Lordly Bearing
Psionic Ward 7th-level Ronin Archetype feature
15th-level Mystic Archetype feature Your experience and former station shine through no matter
You can project psionic power to defend allied minds. As a how downtrodden you may become. Whenever you make an
bonus action, you can spend 5 Psi Points to project a Psionic ability check with your skill gained from Exiled Courtier, you
Ward which emanates out from you in a 30-foot radius for 1 gain a bonus to your roll equal to one roll of your Exploit Die.
minute. You, and creatures of your choice within range gain You also gain proficiency in Wisdom saving throws. If you
resistance to psychic damage and can add your Intelligence are already proficient in Wisdom saving throws, you instead
modifier (minimum of +1) to any Intelligence, Wisdom, and gain proficiency in Charisma or Intelligence saving throws.
Charisma saving throws that you are forced to make.
Legendary Mystic
18th-level Mystic Archetype feature Ronin Throughout the World
You have unlocked the full potential of your mind. You learn Though the name Ronin is specific to the Samurai
the telekinesis spell, but it does not count against your total of Japanese culture in our world, the title is used
number of Spells Known. You can manifest this spell once, here to represent any exiled warrior or noble. Their
without expending any Psi Points. title may differ by culture, country, and era, but the
wandering exiles known as Ronin share many traits.
Once you manifest telekinesis in this way, you must finish a Should you decide to play a Ronin Fighter, talk to
long rest before you can manifest it again. If you have no uses your DM about how a Ronin would fit in the game
left, you can expend 5 Psi Points to manifest this spell again. world. What leadership role were you exiled from?
Finally, when you use Phase Step, you gain a flying speed Are you from a foreign land or close to home?
equal to your walking speed until the end of that turn.
Runecarver
Before the mortal races rose to power, the world was ruled by
giants and their powerful Rune magic. Traces of this ancient
magic can still be found in the wild and remote places of the
world, and Fighters who learn to use the power of Runes to
augment combat ability become known as Runecarvers.
Rune Carving
3rd-level Runecarver Archetype feature
You have learned the ancient art of carving Runes. You learn
to speak, read, and write Giant, the language of your Runes,
and you gain proficiency with calligrapher's supplies. Your
knowledge of Runes also grants you the benefits below:
Runes Known. You learn two Runes of your choice
from the 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 level.
You learn one additional Rune of your choice when you
reach 7th, 10th, 15th, and 18th level in this class.
When you gain a level in this class you can replace one
of the Runes you know with another Rune of your choice.
Inscribing a Rune. Over the course of 1 hour, which can
be during a short or long rest, you can use your calligrapher's
supplies to inscribe a Rune you know into a weapon, suit of
armor, or another object you can wear or hold. While wearing
or wielding that object you gain the benefits of that Rune.
Each Rune can only be inscribed in one object. Inscribing
it into another object dispels any previous inscriptions.
Invoking a Rune. While you are wearing or wielding an
object inscribed with one of your Runes you can invoke its
effect. Once invoked, a Rune cannot be invoked again until
you complete a long rest. Only you can invoke your Runes.
Runic Exploits. Any Exploits you learn from your Runes
Unrelenting do not count against your number of Exploits Known, and
10th-level Ronin Archetype feature you can use them at will without expending an Exploit Die.
You are able to push through adversity that would defeat a Saving Throws. If a Rune requires a creature to make
lesser warrior. When you roll initiative with no uses of your a saving throw, it does so against your Exploit save DC.
Unyielding Spirit feature remaining, you regain one use.
Moreover, whenever you use your Second Wind feature, Runic Might
your current level of exhaustion, if any, is reduced by 1. 3rd-level Runecarver Archetype feature
As a bonus action, you can empower your body with Runic
Swift Strikes Might, granting you the following benefits for 1 minute:
15th-level Ronin Archetype feature You and anything you are wearing grows to become
You rain blows down upon foes like raindrops in a storm. Large in size, so long as there is room for you to grow.
Once per turn when you have advantage on a weapon attack Once per turn when you make a Strength-based ability
roll against a creature, you can forgo your advantage to make check, saving throw, or a weapon damage roll you gain
one additional weapon attack against that creature. a bonus to the roll equal to one roll of your Exploit Die.
Legendary Ronin You can empower yourself in this way a number of times
18th-level Ronin Archetype feature equal to your Constitution modifier (minimum of once), and
Your battle focus is so absolute that you can avoid the grasp you regain all expended uses when you finish a long rest.
of death itself, if only for a short time. When you are reduced
to 0 hit points, you can immediately take an extra turn. Runic Ward
During this extra turn, you remain at 0 hit points, and any 7th-level Runecarver Archetype feature
damage you take causes you death saving throw failures as You can shield your allies with the stalwart magic of Runes.
normal. At the end of this extra turn, you immediately fall to When a target you can see within 30 feet is hit by an attack,
the ground unconscious with 0 hit points, and if you gained you can use your reaction to add your Constitution modifier
three death saving throw failures during that turn, you die. (minimum of +1) to its Armor Class against that attack.
Once you use this feature you must complete a long rest You can use this reaction a number of times equal to your
before you can use it again. If you have no uses left, you can Constitution modifier (minimum of once), and you regain all
expend a use of Action Surge to use this feature again. expended uses when you finish a long rest.
Unyielding
10th-level Runecarver Archetype feature
The elder magic of the giants has caused physical changes.
You have advantage on saving throws to resist being moved
against your will, knocked prone, poisoned, or stunned.
Ancient Insight
15th-level Runecarver Archetype feature
Your understanding of the ancient magic of Runes has grown
deeper. When you have no uses of a Rune remaining you can
expend one Exploit Die to invoke that Rune again.
Legendary Rune Carver
18th-level Runecarver Archetype feature
When you use Runic Might, you can become
Huge, so long as there is room for you to grow.
While Huge, your reach increases by 5 feet.
Runes
Here is the list of Runes available for a Rune
-carver to choose when learning a Rune:
Cloud Rune
This Rune is imbued with the wily
and deceptive magic of Cloud Giants.
You learn the subtle con Exploit.
When you or a creature you can see
within 30 feet is targeted by an attack
roll, you can use a reaction to invoke this
Rune and force the attacker to target another
creature of your choice within range of its attack.
You cannot cause the attacker to attack itself.
Fire Rune
This Rune is imbued with the craftsmanship of the Fire
Giants. When you make a check with a tool set you gain
a bonus to your roll equal to one roll of your Exploit Die.
When you hit a creature with a melee weapon attack,
you can invoke this Rune to conjure molten restraints. It
must succeed on a Strength saving throw or it takes fire
damage equal to two rolls of 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 equal to two rolls Hill Rune
of your Exploit Die on a failure, and escaping on a success. Prerequisite: 7th-level Fighter
This Rune is imbued with the stubborn and resilient magic
Frost Rune of the Hill Giants. You learn the brace up Exploit.
This Rune is imbued with the savage instincts and intuition As a bonus action on your turn, you can invoke this Rune
of the Frost Giants. You learn the cunning instinct Exploit. to gain resistance to all bludgeoning, piercing, and slashing
As a bonus action, you can invoke this Rune to empower damage for 1 minute. Moreover, when you use Runic Might,
your physicality and endurance. For the next 10 minutes, you you can invoke this Rune as part of that same bonus action.
gain a bonus to all Strength and Constitution ability checks
and saving throws equal to one roll of your Exploit Die. Storm Rune
Prerequisite: 7th-level Fighter
Stone Rune This Rune is imbued with the prophetic and wise magic of
This Rune is imbued with the esoteric and dreamlike magic the Storm Giants. You learn the scholarly recall Exploit.
of the Stone Giants. You learn the inquisitive eye Exploit. As a bonus action on your turn, you can enter a prophetic
When a creature ends its turn within 30 feet of you, you state that lasts for 1 minute or until you are incapacitated. For
can use a reaction to invoke this Rune and force it to make the duration, when you or a creature you can see within 30
a Wisdom saving throw. On a failed save, it descends into a feet makes an ability check, attack roll, or a saving throw, you
waking dream, is incapacitated, and has a speed of 0 for 1 can use your reaction to add or subtract one roll of your
minute. It can repeat this saving throw at the end of each Exploit Die from the roll. You can use this reaction after the
of its turns, ending these effects on a successful save. creature rolls, but before you know if it succeeds or fails.
Shadowdancer
The energies of the Shadowfell grant many strange and dark
abilities to those who can wield them. The Fighters known as
Shadowdancers learn to draw these sinister powers through
themselves to create an exact copy of their bodies in combat.
Shadowdancer Exploits
3rd-level Shadowdancer Archetype feature
You learn certain Exploits at the Fighter levels noted in the
table below. They don't count against your total number of
Exploits Known and can't be switched upon gaining a level.
Fighter Level Exploit
3rd feint, lightstep
5th dirty hit, whirlwind strike
9th heroic focus

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.

Version 3.0.0 - Created by /u/laserllama

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

Want more Fighting Styles, Archetypes, and


Exploits? Check out the Alt Fighter: Expanded!

Support me on Patreon to unlock exclusive


Warrior Archetypes for the Alternate Fighter:
Drakesworn - Swiftblade - Water Dancer

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