{"name":"Fighter","overview":"[img:1517562]\r\nFighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.\r\nYou must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.\r\n\r\n[table]\r\n[tr]\r\n[td]The Fighter[\/td]\r\n[\/tr]\r\n[\/table]\r\n[table]\r\n[tr]\r\n[td]Level[\/td]\r\n[td]Proficiency Bonus[\/td]\r\n[td]Features[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]+2[\/td]\r\n[td]Fighting Style, Second Wind[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]+2[\/td]\r\n[td]Action Surge (x1)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]+2[\/td]\r\n[td]Martial Archetype[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]+2[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]+3[\/td]\r\n[td]Extra Attack (x1)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]+3[\/td]\r\n[td]Martial Archetype feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]+4[\/td]\r\n[td]Indomitable (x1)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]+4[\/td]\r\n[td]Martial Archetype feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]+4[\/td]\r\n[td]Extra Attack (x2)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]+4[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]+5[\/td]\r\n[td]Indomitable (x2)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]+5[\/td]\r\n[td]Martial Archetype feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]+6[\/td]\r\n[td]Action Surge (x2), Indomitable (x3)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]+6[\/td]\r\n[td]Martial Archetype feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]+6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]+6[\/td]\r\n[td]Extra Attack (x3)[\/td]\r\n[\/tr]\r\n[\/table]\r\n","hitdice":"d10","hitpointsfirstlevel":"10 + Constitution Modifier","hitpointsathigherlevels":"1d10 (or 6) + your Constitution modifier per fighter level after 1st","armorproficiencies":"All armor, shields","weaponproficiences":"Simple weapons, martial weapons, advanced weapons","tools":"None","savingthrows":"Strength, Constitution","skills":"Choose two: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival.","equipment":"[ul]\r\n[li](a) chain mail or (b) leather, longbow, and 20 arrows[\/li]\r\n[li](a) a martial weapon and a shield or (b) two martial weapons[\/li]\r\n[li](a) a light crossbow and 20 bolts or (b) two handaxes[\/li]\r\n[li](a) a dungeoneer's pack or (b) an explorer's pack[\/li]\r\n[\/ul]\r\n","spellcasting":"","features":"[h3]Fighting Styles[\/h3]\r\nChoose one of the following options. You can't choose the same style twice, even if you later get to choose again.\r\n\r\n[ul]\r\n[li]Archery.\u00a0[\/li]\r\n[\/ul]\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n[ul]\r\n[li]Blind Fighting.\u00a0[\/li]\r\n[\/ul]\r\nYou have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.\r\n[ul]\r\n[li]Defense.\u00a0[\/li]\r\n[\/ul]\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n[ul]\r\n[li]Dueling.\u00a0[\/li]\r\n[\/ul]\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n[ul]\r\n[li]Great Weapon Fighting.\u00a0[\/li]\r\n[\/ul]\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n[ul]\r\n[li]Interception.\u00a0[\/li]\r\n[\/ul]\r\nWhen a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.\r\n[ul]\r\n[li]Protection.\u00a0[\/li]\r\n[\/ul]\r\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\r\n[ul]\r\n[li]Superior Technique\u00a0[\/li]\r\n[\/ul]\r\nYou learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)\r\nYou gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.\r\n[ul]\r\n[li]Thrown Weapon Fighting.\u00a0[\/li]\r\n[\/ul]\r\nYou can draw a weapon that has the thrown property as part of the attack you make with the weapon.\r\nIn addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.\r\n[ul]\r\n[li]Two-Weapon Fighting.\u00a0[\/li]\r\n[\/ul]\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n[ul]\r\n[li]Unarmed Fighting.\u00a0[\/li]\r\n[\/ul]\r\nYour unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.\r\nAt the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.\r\n[ul]\r\n[li]Close Quarters Shooter (UA).\u00a0[\/li]\r\n[\/ul]\r\nWhen making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.\r\n[ul]\r\n[li]Mariner (UA).\u00a0[\/li]\r\n[\/ul]\r\nAs long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.\r\n[ul]\r\n[li]Tunnel Fighter (UA).\u00a0[\/li]\r\n[\/ul]\r\nAs a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.\r\n\r\n\r\n[h3]Martial Versatility[\/h3]\r\nWhenever you gain a level in this class or another with the Fighting Style Feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.\r\n\r\n[h3]Second Wind[\/h3]\r\nYou have a limited well of stamina you can draw upon to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.\r\n\r\n[h3]Maneuver Options[\/h3]\r\nIf you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters and to characters who have the Superior Technique fighting style or the Martial Adept feat.\r\n\r\n[ul]\r\n[li]Ambush[\/li]\r\n[\/ul]\r\nWhen you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.\r\n\r\n[ul]\r\n[li]Bait and Switch[\/li]\r\n[\/ul]\r\nWhen you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.\r\n\r\nRoll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.\r\n\r\n[ul]\r\n[li]Brace[\/li]\r\n[\/ul]\r\nWhen a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.\r\n\r\n[ul]\r\n[li]Commander's Strike[\/li]\r\n[\/ul]\r\nWhen you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.\r\n\r\n[ul]\r\n[li]Commanding Presence[\/li]\r\n[\/ul]\r\nWhen you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.\r\n\r\n[ul]\r\n[li]Disarming Attack[\/li]\r\n[\/ul]\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.\r\n\r\n[ul]\r\n[li]Distracting Strike[\/li]\r\n[\/ul]\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.\r\n\r\n[ul]\r\n[li]Evasive Footwork[\/li]\r\n[\/ul]\r\nWhen you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.\r\n\r\n[ul]\r\n[li]Feinting Attack[\/li]\r\n[\/ul]\r\nYou can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.\r\n\r\n[ul]\r\n[li]Goading Attack[\/li]\r\n[\/ul]\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.\r\n\r\n[ul]\r\n[li]Grappling Strike[\/li]\r\n[\/ul]\r\nImmediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.\r\n\r\n[ul]\r\n[li]Lunging Attack[\/li]\r\n[\/ul]\r\nWhen you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.\r\n\r\n[ul]\r\n[li]Maneuvering Attack[\/li]\r\n[\/ul]\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.\r\n\r\n[ul]\r\n[li]Menacing Attack[\/li]\r\n[\/ul]\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.\r\n\r\n[ul]\r\n[li]Parry[\/li]\r\n[\/ul]\r\nWhen another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.\r\n\r\n[ul]\r\n[li]Precision Attack[\/li]\r\n[\/ul]\r\nWhen you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.\r\n\r\n[ul]\r\n[li]Pushing Attack[\/li]\r\n[\/ul]\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.\r\n\r\n[ul]\r\n[li]Quick Toss[\/li]\r\n[\/ul]\r\nAs a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.\r\n\r\n[ul]\r\n[li]Rally[\/li]\r\n[\/ul]\r\nOn your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.\r\n\r\n[ul]\r\n[li]Riposte[\/li]\r\n[\/ul]\r\nWhen a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.\r\n\r\n[ul]\r\n[li]Sweeping Attack[\/li]\r\n[\/ul]\r\nWhen you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.\r\n\r\n[ul]\r\n[li]Tactical Assessment[\/li]\r\n[\/ul]\r\nWhen you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.\r\n\r\n[ul]\r\n[li]Trip Attack[\/li]\r\n[\/ul]\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.\r\n\r\n[h3]Action Surge[\/h3]\r\nAt 2nd level, you can push yourself beyond the normal limits for a moment. On your turn, you can take an additional action in addition to the normal one allotted to you. Once you use this feature, you must finish a short or long rest before you can use it again.\r\n\r\nAt 17th level, you can use this feature twice before a rest, but only once on the same turn.\r\n\r\n[h3]Martial Archetype[\/h3]\r\nAt 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose one of the below archetypes. This choice grants you features at 3rd, 7th, 10th, 15th, and 18th level.Tasha's Cauldron of Everything\r\n[table]\r\n[tr]\r\n[td][b]Archetype[\/b][\/td]\r\n[td][b]Source[\/b][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Arcane Archer[\/td]\r\n[td]Xanathar's Guide to Everything[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Banneret[\/td]\r\n[td]Sword Coast Adventurer's Guide[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Battle Master[\/td]\r\n[td]Player's Handbook[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Cavalier[\/td]\r\n[td]Xanathar's Guide to Everything[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Champion[\/td]\r\n[td]Player's Handbook[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Eldritch Knight[\/td]\r\n[td]Player's Handbook[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Hoplite[\/td]\r\n[td]Arkadia[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Psi Warrior[\/td]\r\n[td]Tasha's Cauldron of Everything[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Rune Knight[\/td]\r\n[td]Tasha's Cauldron of Everything[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Samurai[\/td]\r\n[td]Xanathar's Guide to Everything[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h3]Ability Score Increase[\/h3]\r\nAt 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.\r\n\r\nAlternatively, you can choose to gain a single feat of your choice.\r\n\r\n[h3]Extra Attack[\/h3]\r\nAt 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. At 11th level, you can instead take three attacks, and at 20th level you may take 4 attacks.\r\n\r\n[h3]Indomitable[\/h3]\r\nAt 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and cannot use this feature again until you finish a long rest.\r\n\r\nYou can use this feature twice between long rests at 13th level, and three times at 17th level.\r\n","subclasses":"[h2]Arcane Archer[\/h2]\r\nAn Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.\r\n[h3]Arcane Archer Lore[\/h3]\r\nAt 3rd level, you learn magical theory or some of the secrets of nature \u2014 typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.\r\n\r\n[h3]Arcane Shot[\/h3]\r\nAt 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see \u201cArcane Shot Options\u201d below). Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn\u2019t involve an attack roll.\r\n\r\nYou have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.\r\n\r\nYou gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.\r\n\r\n[h3]Magic Arrow[\/h3]\r\nAt 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.\r\n\r\n[h3]Curving Shot[\/h3]\r\nAt 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.\r\n\r\n[h3]Ever-Ready Shot[\/h3]\r\nStarting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.\r\n\r\n[h3]Arcane Shot Options[\/h3]\r\nThe Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.\r\n\r\nBanishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target\u2019s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.\r\n\r\nBeguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. The psychic damage increases to 4d6 when you reach 18th level in this class.\r\n\r\nBursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The force damage increases to 4d6 when you reach 18th level in this class.\r\n\r\nEnfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class.\r\n\r\nGrasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.\r\n\r\nPiercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don\u2019t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 18th level in this class.\r\n\r\nSeeking Arrow. Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don\u2019t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon\u2019s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target\u2019s current location. On a successful save, the target takes half as much damage, and you don\u2019t learn its location. The force damage increases to 2d6 when you reach 18th level in this class.\r\n\r\nShadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe\u2019s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 4d6 when you reach 18th level in this class.\r\n\r\n[hr]\r\n[h2]Banneret[\/h2]\r\nA banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.\r\nA banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.\r\n\r\n[h3]Rallying Cry[\/h3]\r\nWhen you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.\r\n\r\nWhen you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.\r\n\r\n[h3]Royal Envoy[\/h3]\r\nKnights of high standing are expected to conduct themselves with grace.\r\n\r\nAt 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.\r\n\r\nYour proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.\r\n\r\n[h3]Inspiring Surge[\/h3]\r\nStarting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.\r\n\r\nStarting at 18th level, you can choose two allies within 60 feet of you, rather than one.\r\n\r\n[h3]Bulwark[\/h3]\r\nBeginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.\r\n\r\n[hr]\r\n[h2]Battle Master[\/h2]\r\nThose who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.\r\n\r\n[h3]Combat Superiority[\/h3]\r\nWhen you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.\r\n\r\nManeuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.\r\n\r\nSuperiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.\r\n\r\nSaving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:\r\n\r\nManeuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)\r\n\r\n[h4]Maneuvers[\/h4]\r\nAmbush\r\nWhen you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.\r\n\r\nBait and Switch\r\nWhen you\u2019re within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn\u2019t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.\r\n\r\nBrace\r\nWhen an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack\u2019s damage roll.\r\n\r\nCommander's Strike\r\nWhen you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.\r\n\r\nDisarming Attack\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.\r\n\r\nDistracting Strike\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.\r\n\r\nEvasive Footwork\r\nWhen you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.\r\n\r\nFeinting Attack\r\nYou can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.\r\n\r\nGoading Attack\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.\r\n\r\nLunging Attack\r\nWhen you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.\r\n\r\nManeuvering Attack\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.\r\n\r\nMenacing Attack\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.\r\n\r\nParry\r\nWhen another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.\r\n\r\nPrecision Attack\r\nWhen you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.\r\n\r\nPushing Attack\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.\r\n\r\nRally\r\nOn your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.\r\n\r\nRestraining Strike\r\nImmediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player\u2019s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way\r\n\r\nRiposte\r\nWhen a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.\r\n\r\nSilver Tongue\r\nWhen you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.\r\n\r\nSnipe\r\nAs a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack\u2019s damage roll.\r\n\r\nStudious Eye\r\nWhen you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.\r\n\r\nSweeping Attack\r\nWhen you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.\r\n\r\nTrip Attack\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.\r\n\r\n[h3]Student of War[\/h3]\r\nAt 3rd level, you gain proficiency with one type of artisan's tools of your choice.\r\n\r\n[h3]Know Your Enemy[\/h3]\r\nStarting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:\r\n\r\n\u2022 Strength score\r\n\u2022 Dexterity score\r\n\u2022 Constitution score\r\n\u2022 Armor Class\r\n\u2022 Current hit points\r\n\u2022 Total class levels, if any\r\n\u2022 Fighter class levels, if any\r\n\r\n[h3]Improved Combat Superiority[\/h3]\r\nAt 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.\r\n\r\n[h3]Relentless[\/h3]\r\nStarting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.\r\n\r\n[hr][h2]Cavalier[\/h2]\r\nThe archetypal cavalier excels at mounted combat. Usually born among the nobility and raised at court, a cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.\r\n[h3]Bonus Proficiency[\/h3]\r\nWhen you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.\r\n\r\n[h3]Born to the Saddle[\/h3]\r\nStarting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you\u2019re not incapacitated.\r\n\r\nFinally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.\r\n\r\n[h3]Unwavering Mark[\/h3]\r\nStarting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn\u2019t target you.\r\n\r\nIn addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack\u2019s weapon deals extra damage to the target equal to half your fighter level.\r\n\r\nRegardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.\r\n\r\n[h3]Warding Maneuver[\/h3]\r\nAt 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you\u2019re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target\u2019s AC against that attack. If the attack still hits, the target has resistance against the attack\u2019s damage.\r\n\r\nYou can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.\r\n\r\n[h3]Hold the Line[\/h3]\r\nAt 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target\u2019s speed is reduced to 0 until the end of the current turn.\r\n\r\n[h3]Ferocious Charger[\/h3]\r\nStarting at 15th level, you can run down your foes, whether you\u2019re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.\r\n\r\n[h3]Vigilant Defender[\/h3]\r\nStarting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature\u2019s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can\u2019t use it on the same turn that you take your normal reaction.\r\n\r\n[hr][h2]Champion[\/h2]\r\nThe archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.\r\n[h3]Improved Critical[\/h3]\r\nAt 3rd level, your weapon attacks now score a critical hit on a roll of 19 or 20.\r\n\r\n[h3]Remarkable Athlete[\/h3]\r\nAt 7th level, you can dd half your proficiency bonus (round up) to any Strength, dexterity, or Constitution check you make that doesn't already use you proficiency bonus.\r\n\r\nIn addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.\r\n\r\n[h3]Additional Fighting Style[\/h3]\r\nAt 10th level, you choose a second option from the Fighting Style class feature.\r\n\r\n[h3]Superior Critical[\/h3]\r\nAt 15th level, your weapon attacks score a critical hit on rolls of 18, 19, or 20.\r\n\r\n[h3]Survivor[\/h3]\r\nAt 18th level, you regain hit points equal to 5 + your Constitution modifier at the start of each of your turns, as long as you have less than half your maximum hit points left. You don't gain this benefit if you have 0 hit points.\r\n\r\n[hr][h2]Eldritch Knight[\/h2]\r\nThe archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.\r\n\r\n[h3]Spellcasting[\/h3]\r\nWhen you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.\r\n\r\nCantrips. You learn two cantrips of your choice from the wizard spells. You learn an additional wizard cantrip of your choice at 10th level.\r\n\r\nSpell Slots. The Eldritch 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\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor 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.\r\n\r\nSpells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.\r\n\r\nThe Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nThe spells you learn at 8th, 14th, and 20th level can come from any school of magic.\r\n\r\nWhenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you\u2019re replacing the spell you gained at 8th, 14th, or 20th level.\r\n\r\nSpellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Intelligence modifier\r\n[table]\r\n[tr]\r\n[th]Fighter Level[\/th]\r\n[th]Cantrips Known[\/th]\r\n[th]Spells Known[\/th]\r\n[th]1st[\/th]\r\n[th]2nd[\/th]\r\n[th]3rd[\/th]\r\n[th]4th[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]2[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]3[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]3[\/td]\r\n[td]9[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]3[\/td]\r\n[td]12[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]3[\/td]\r\n[td]13[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Weapon Bond[\/h3]\r\nAt 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.\r\n\r\nOnce you have bonded a weapon to yourself, you can\u2019t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.\r\n\r\nYou can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.\r\n\r\n[h3]War Magic[\/h3]\r\nBeginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.\r\n\r\n[h3]Eldritch Strike[\/h3]\r\nAt 10th level, you learn how to make your weapon strikes undercut a creature\u2019s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.\r\n\r\n[h3]Arcane Charge[\/h3]\r\nAt 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.\r\n\r\n[h3]Improved War Magic[\/h3]\r\nStarting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.\r\n\r\n[hr]\r\n[h2]Hoplite[\/h2]\r\nThe hoplite is a warrior whose singular prowess and skill can defy even the most overwhelming odds. They are a hero among lesser warriors, the champion of a great army or a band of mighty myrmidons. The hoplite\u2019s discipline and tenacity set them apart from other fighters. They excel at both holding a defensive\r\nline and breaking from their ranks to weave through a battlefield, devastating multiple foes.\r\n\r\n[h3]Phalanx Tactics[\/h3]\r\nStarting at 3rd level when you choose this archetype, you learn how to lead others to defend themselves as a phalanx unit. If you move half your speed or less on your turn, at the end of your turn, you and allies within 5 feet of you, receive a +1 bonus to AC until the start of your next turn. If you are wielding a shield, you and these allies gain +2 bonus to AC instead. A creature can only benefit from this feature from one Fighter at a time.\r\n\r\n[h3]Linebreaker[\/h3]\r\nStarting at 3rd level, your learn to overwhelm foes with vicious attacks. If no allies are within 5 feet of you, as a reaction to hitting a creature with a melee weapon attack, you can immediately make an additional melee attack with your shield or the butt of your weapon. The weapon\u2019s damage die for this attack is a d4 + your Strength or Dexterity modifier and it deals bludgeoning damage. A creature damaged by this attack has disadvantage on attacks against you until the start of your next turn.\r\n\r\n[h3]Sure Stride[\/h3]\r\nStarting at 7th level, your base walking speed is increased by 10 feet and you cannot be shoved or knocked prone. Allies within 5 feet of you have advantage on saving throws against effects that would shove them or knock them prone.\r\n\r\n[h3]Hero\u2019s Advance[\/h3]\r\nAt 10th level you learn to close on enemies with surprising speed and coordination. As a bonus action, you may move up to half your speed and make one weapon attack against a target you have not already attacked this turn. Allies within 5 feet of you may use their reaction to move up to the same distance but must\r\nend their movement within 5 feet of you.\r\n\r\n[h3]Comrades in Arms[\/h3]\r\nBeginning at 15th level, when a creature within 5 feet of you misses you or a friendly creature with a melee attack, you can use your reaction to make a melee weapon attack against the attacking creature.\r\n\r\n[h3]Ruthless Cadence[\/h3]\r\nBy 18th level your speed and skill have become unsurpassed. Any hit you score against a creature that is at its hit point maximum is a critical hit. Additionally, when you score a critical hit with a weapon attack, you deal additional damage equal to your fighter level.\r\n\r\n[hr]\r\n[h2]Psi Warrior[\/h2]\r\nAwake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.\r\nAs a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.\r\n\r\n[h3]Psionic Power[\/h3]\r\nAt 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.\r\n\r\nSome of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.\r\n\r\nWhen you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).\r\n\r\nThe powers below use your Psionic Energy dice.\r\n\r\n[ul]\r\n[li]Protective Field[\/li]\r\n[\/ul]\r\nWhen you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.\r\n\r\n[ul]\r\n[li]Psionic Strike[\/li]\r\n[\/ul]\r\nYou can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.\r\n\r\n[ul]\r\n[li]Telekinetic Movement[\/li]\r\n[\/ul]\r\nYou can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.\r\n\r\n[h3]Telekinetic Adept[\/h3]\r\nBy the 7th level, You have mastered new ways to use your telekinetic abilities, detailed below.\r\n\r\n[ul]\r\n[li]Psi-Powered Leap[\/li]\r\n[\/ul]\r\nAs a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.\r\n\r\n[ul]\r\n[li]Telekinetic Thrust[\/li]\r\n[\/ul]\r\nWhen you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.\r\n\r\n[h3]Guarded Mind[\/h3]\r\nStarting at 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.\r\n\r\n[h3]Bulwark of Force[\/h3]\r\nAt 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.\r\n\r\nOnce you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.\r\n\r\n[h3]Telekinetic Master[\/h3]\r\nBy 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.\r\n\r\nOnce you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.\r\n[hr][h2]Rune Knight[\/h2]\r\nRune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.\r\n\r\n[h3]Bonus Proficiencies[\/h3]\r\nWhen you choose this archetype at 3rd level, you gain proficiency with smith\u2019s tools, and you learn to speak, read, and write Giant.\r\n\r\n[h3]Rune Carver[\/h3]\r\nStarting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.\r\n[table]\r\n[tr]\r\n[th]Fighter Level[\/th]\r\n[th]Number of Runes[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]5[\/td]\r\n[\/tr]\r\n[\/table]\r\nWhenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.\r\nThe following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.\r\n\r\n[ul]\r\n[li]Cloud Rune[\/li]\r\n[\/ul]\r\nThis rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.\r\nIn addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.\r\n\r\n[ul]\r\n[li]Fire Rune[\/li]\r\n[\/ul]\r\nThis rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.\r\nIn addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.\r\n[ul]\r\n[li]Frost Rune[\/li]\r\n[\/ul]\r\nThis rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.\r\nIn addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.\r\n\r\n[ul]\r\n[li]Stone Rune[\/li]\r\n[\/ul]\r\nThis rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.\r\nIn addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.\r\n\r\n[ul]\r\n[li]Hill Rune (7th Level or Higher)[\/li]\r\n[\/ul]\r\nThis rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.\r\nIn addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.\r\n\r\n[ul]\r\n[li]Storm Rune (7th Level or Higher)[\/li]\r\n[\/ul]\r\nUsing this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.\r\nIn addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.\r\n\r\n[h3]Giant Might[\/h3]\r\nAt 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:\r\n\r\nIf you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.\r\nYou have advantage on Strength checks and Strength saving throws.\r\nOnce on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.\r\nYou can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.\r\n\r\n[h3]Runic Shield[\/h3]\r\nAt 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.\r\n\r\nYou can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\r\n\r\n[h3]Great Stature[\/h3]\r\nBy 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.\r\n\r\nMoreover, the extra damage you deal with your Giant's Might feature increases to 1d8.\r\n\r\n[h3]Master of Runes[\/h3]\r\nAt 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.\r\n\r\n[h3]Runic Juggernaut[\/h3]\r\nAt 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.\r\n[hr][h2]Samurai[\/h2]\r\n\r\nThe Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai\u2019s resolve is nearly unbreakable, and the enemies in a samurai\u2019s path have two choices: yield or die fighting.\r\n\r\n[h3]Bonus Proficiency[\/h3]\r\nWhen you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.\r\n\r\n[h3]Fighting Spirit[\/h3]\r\nStarting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.\r\n\r\nYou can use this feature three times. You regain all expended uses of it when you finish a long rest.\r\n\r\n[h3]Elegant Courtier[\/h3]\r\nStarting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.\r\n\r\nYour self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence of Charisma saving throws (your choice).\r\n\r\n[h3]Tireless Spirit[\/h3]\r\nStarting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.\r\n\r\n[h3]Rapid Strike[\/h3]\r\nStarting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.\r\n\r\n[h3]Strength Before Death[\/h3]\r\nStarting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.","tabledata":"Lvl | Proficiency Bonus | Features\r\n1st | +2 | Fighting Style, Second Wind\r\n2nd | +2 | Action Surge (one use)\r\n3rd | +2 | Martial Archetype\r\n4th | +2 | Ability Score Improvement\r\n5th | +3 | Extra Attack\r\n6th | +3 | Ability Score Improvement\r\n7th | +3 | Martial Archetype feature\r\n8th | +3 | Ability Score Improvement\r\n9th | +4 | Indomitable (one use)\r\n10th | +4 | Martial Archetype feature\r\n11th | +4 | Extra Attack (2)\r\n12th | +4 | Ability Score Improvement\r\n13th | +5 | Indomitable (two uses)\r\n14th | +5 | Ability Score Improvement\r\n15th | +5 | Martial Archetype feature\r\n16th | +5 | Ability Score Improvement\r\n17th | +6 | Action surge (two uses), Indomitable (three uses)\r\n18th | +6 | Martial Archetype feature\r\n19th | +6 | Ability Score Improvement\r\n20th | +6 | Extra Attack (3)","tags":"Fighter,Classes","isShared":"on","templateId":"25","blockId":"528069","world":"91f587c1-752f-4a5a-946f-c6ec9fde3364","folder":"1444"}