Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.
Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad ability and extensive specialization makes Fighters superior combatants.
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Over the centuries, other folk have learned this technique and broadened it so it applies to ranged weapons of many kinds and to aspects of adventuring life outside of combat.
Bannerets are paragons of valor and leadership who protect the innocent and rally fellow adventurers to the causes of justice and freedom. Many are knights serving in Cormyr, the Silver Marches, Damara, Chessenta, or other lands across Faerûn. They wander the realms as knights errant, taking the fight against evil beyond their kingdom's borders.
A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band.
Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.
Blood Hounds are cursed beings that should not exist. Birthed from nightmarish experiments by the Obitus Scholare, these hunters use a cursed method of fighting, weaving their own blood into attacks to produce supernatural effects. Their powers come from tarblood, an amalgamation of hundreds of species' blood that was forcefully injected in the veins of hunters. Those who didn't die or go insane during the procedure became the first Blood Hounds; only they and their descendants can wield this vicious power.
The 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.
A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.
A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.
Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.
Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.
Rune 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.
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.
Channel Despair and Darkness to Protect Others
Sorrow Knights suffuse their opponents with grief and misery from the gloomy plane called the Shadowfell. These fighters harness their past despair to forge a connection with others and protect themselves. A Sorrow Knight's intense loss—whether the loss of love, faith, or something equally profound—is the weapon they wield against their foes and their motivator to ensure that no one experiences that same pain.
Embracing the Gloom. Sorrow Knights deploy the gloom and sadness inherent to the Shadowfell, whether or not they have ever been to that grim place.
Roll on or choose a result from the Shadowfell Connection table to inspire the event that forged your connection to the Shadowfell.
| 1d6 | The Despair of the Shadowfell Claimed You After... |
|---|---|
| 1 | You arrived too late to save your home from monsters that destroyed it. |
| 2 | You realized a good-aligned god never intends to answer your prayers. |
| 3 | You were not strong enough to save the love of your life from their untimely death. |
| 4 | A shadow crossing opened beneath your bed as a child. |
| 5 | You understood your parents were never returning to save you. |
| 6 | You fell into an open grave. |
Core Fighter Traits
| Primary Ability | Strength, Dexterity |
|---|---|
| Hit Point Die | d10 per Fighter level |
| Saving Throw Proficiencies | Strength, Constitution |
| Skill Proficiencies | Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, Survival |
| Weapon Proficiencies | Simple weapons, Martial weapons |
| Armor Training | Light armor, Medium armor, Heavy armor, Shields |
| Starting Equipment | Choose A, B or C: (A) Chain Mail, Greatsword, Flail, Javelin (8), Dungeoneer's Pack, 4 GP or (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, Arrow (20), Quiver, Dungeoneer's Pack, 11 GP or (C) 155 GP |
Becoming a Fighter...
As a Level 1 Fighter
- Gain all the traits in the Core Fighter Traits table.
- Gain the Fighter's level 1 features, which are listed in the Fighter Features table.
As a Multiclass Fighter
- Gain the following traits from the Core Fighter Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
- Gain the Fighter's level 1 features, which are listed in the Fighter Features table.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 3 |
| 3 | +2 | Fighter Subclass | 2 | 3 |
| 4 | +2 | Ability Score Improvement | 3 | 4 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
| 6 | +3 | Ability Score Improvement | 3 | 4 |
| 7 | +3 | Subclass Feature | 3 | 4 |
| 8 | +3 | Ability Score Improvement | 3 | 4 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 4 |
| 10 | +4 | Subclass Feature | 4 | 5 |
| 11 | +4 | Two Extra Attacks | 4 | 5 |
| 12 | +4 | Ability Score Improvement | 4 | 5 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 5 |
| 14 | +5 | Ability Score Improvement | 4 | 5 |
| 15 | +5 | Subclass Feature | 4 | 5 |
| 16 | +5 | Ability Score Improvement | 4 | 6 |
| 17 | +6 | Action Surge, Indomitable | 4 | 6 |
| 18 | +6 | Subclass Feature | 4 | 6 |
| 19 | +6 | Epic Boon | 4 | 6 |
| 20 | +6 | Three Extra Attacks | 4 | 6 |
Level 1
Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Fighter Subclass
You gain a Fighter subclass of your choice.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Subclass Feature
You gain a feature from your Fighter Subclass.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Subclass Feature
You gain a feature from your Fighter Subclass.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Subclass Feature
You gain a feature from your Fighter Subclass.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Subclass Feature
You gain a feature from your Fighter Subclass.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 3 |
| 3 | +2 | Arcane Archer Lore, Arcane Shot | 2 | 3 |
| 4 | +2 | Ability Score Improvement | 3 | 4 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
| 6 | +3 | Ability Score Improvement | 3 | 4 |
| 7 | +3 | Curving Shot, Magical Ammunition | 3 | 4 |
| 8 | +3 | Ability Score Improvement | 3 | 4 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 4 |
| 10 | +4 | Ever-Ready Shot | 4 | 5 |
| 11 | +4 | Two Extra Attacks | 4 | 5 |
| 12 | +4 | Ability Score Improvement | 4 | 5 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 5 |
| 14 | +5 | Ability Score Improvement | 4 | 5 |
| 15 | +5 | Indomitable Teleport | 4 | 5 |
| 16 | +5 | Ability Score Improvement | 4 | 6 |
| 17 | +6 | Action Surge, Indomitable | 4 | 6 |
| 18 | +6 | Masterful Shots | 4 | 6 |
| 19 | +6 | Epic Boon | 4 | 6 |
| 20 | +6 | Three Extra Attacks | 4 | 6 |
Arcane Shot Options
The Arcane Shot options are presented here in alphabetical order.
Level 1
Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Arcane Archer Lore
You learn magical theory and secrets of nature, granting you the following benefits.
- Cantrip. You know either the Druidcraft or Prestidigitation cantrip. Intelligence is your spellcasting ability for it.
- Skills. You gain proficiency in the Arcana and Nature skills. If you already have one of these proficiencies, you instead gain proficiency in a different skill of your choice from the skills available to Fighters at level 1 (or in two skills available to Fighters at level 1 if you have both).
Arcane Shot
You learn to unleash special magical effects with your shots.
- Arcane Shot Options. You learn two Arcane Shot options of your choice from the "Arcane Shot Options" section later in this subclass's description.
You learn an additional Arcane Shot option of your choice when you reach Fighter levels 7, 10, 15, and 18. Each time you learn a new Arcane Shot option, you can also replace one option you know with a different one. - Using Arcane Shot. Once per turn when you make a ranged attack using a weapon with the Ammunition property, you can apply one of your Arcane Shot options to that attack. You decide to use the option when you hit a creature and deal damage to it unless the option doesn't involve an attack roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest. - Arcane Shot Die. Arcane Shot options refer to your Arcane Shot Die. Your Arcane Shot Die is a d6.
- Saving Throws. If an Arcane Shot option requires a saving throw, the DC equals 8 plus your Intelligence modifier and Proficiency Bonus.
- At Higher Levels. Your Arcane Shot Die changes when you reach certain Fighter levels. The die becomes a d8 at level 10, a d10 at level 15, and a d12 at level 18.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Curving Shot
You learn how to direct an errant shot toward a new target. If you make a ranged attack roll with a weapon with the Ammunition property and miss, you can cause the shot to ricochet toward a new target as a Bonus Action immediately after the attack misses. The new target must be a creature you can see within the weapon's range and within 60 feet of the attack's original target. Make an attack roll against the new target.
Magical Ammunition
You learn to imbue your ammunition with magical properties. As a Magic action, you can imbue a piece of nonmagical ammunition with one of the following magical properties and fire it at a solid surface you can see within the weapon's range. When the ammunition hits the surface, the ammunition's effect activates, and the ammunition attaches to the surface it hit for the duration of the effect; you can remove an attached piece of ammunition as a Magic action, ending the effect early. When the effect ends, the ammunition is destroyed.
- Darkening Ammunition. Magical shadows fill a 15-foot Emanation originating from the ammunition for 1 minute. Nonmagical flames in the Emanation are extinguished, and creatures in the Emanation have a −5 penalty to Wisdom (Perception) checks and Passive Perception.
- Unlocking Ammunition. A burst of magic fills a 15-foot Emanation originating from the ammunition. The ammunition also emits a loud knocking sound, audible up to 300 feet away. Any object in the Emanation that is held shut by a nonmagical lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If such an object has multiple locks, only one of them is unlocked.
- Vine Ammunition. A 120-foot-long vine grows from the ammunition. You and other creatures can then climb it. The vine withers away after 10 minutes.
Once you use this feature, you can't do so again until you finish a Short or Long Rest. You can also restore your use of this feature by expending a use of your Second Wind (no action required).
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Ever-Ready Shot
When you roll Initiative, you can regain one expended use of Arcane Shot.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Indomitable Teleport
Your magical mastery lets you escape dire situations. When you use your Indomitable feature and succeed on the saving throw, you can teleport up to 60 feet to an unoccupied space you can see.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Masterful Shots
You employ agility in your sharpshooting. When a creature you can see misses you with an attack roll, you can take a Reaction to move up to half your Speed away from the attacker without provoking Opportunity Attacks. You can then make a ranged attack roll against the attacker as part of this Reaction if the attacker is within the weapon's range.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 3 |
| 3 | +2 | Knightly Envoy, Group Recovery | 2 | 3 |
| 4 | +2 | Ability Score Improvement | 3 | 4 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
| 6 | +3 | Ability Score Improvement | 3 | 4 |
| 7 | +3 | Team Tactics | 3 | 4 |
| 8 | +3 | Ability Score Improvement | 3 | 4 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 4 |
| 10 | +4 | Rallying Surge | 4 | 5 |
| 11 | +4 | Two Extra Attacks | 4 | 5 |
| 12 | +4 | Ability Score Improvement | 4 | 5 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 5 |
| 14 | +5 | Ability Score Improvement | 4 | 5 |
| 15 | +5 | Shared Resilience | 4 | 5 |
| 16 | +5 | Ability Score Improvement | 4 | 6 |
| 17 | +6 | Action Surge, Indomitable | 4 | 6 |
| 18 | +6 | Inspiring Commander | 4 | 6 |
| 19 | +6 | Epic Boon | 4 | 6 |
| 20 | +6 | Three Extra Attacks | 4 | 6 |
Level 1
Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Knightly Envoy
You know how to conduct yourself with grace as a noble ambassador. You gain the following benefits.
- Comprehension. You can cast the Comprehend Languages spell but only as a Ritual. Charisma is your spellcasting ability for it.
- Polyglot. You learn one language from the language tables in the Player's Handbook or chapter 2 of this book. When you finish a Long Rest, you can replace a language learned from this benefit with another language you have heard, seen signed, or read in the past 24 hours.
- Well Spoken. You gain proficiency in one of the following skills of your choice: Insight, Intimidation, Persuasion, or Performance.
Group Recovery
When you use your Second Wind to regain Hit Points, you can choose a number of allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies regains Hit Points equal to 1d4 plus your Fighter level. Once you use this ability, you can't use it again until you finish a Short or Long Rest.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Team Tactics
When you use Group Recovery, each chosen ally has Advantage on D20 Tests until the start of your next turn.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Rallying Surge
When you use your Action Surge, you can choose allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies can immediately take a Reaction to use one of the following options.
- Attack. The ally makes one attack with a weapon or an Unarmed Strike.
- Move. The ally moves up to half its Speed without provoking Opportunity Attacks.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Shared Resilience
When an ally you can see within 60 feet of yourself fails a saving throw, you can take a Reaction to expend a use of your Indomitable feature. The ally can immediately reroll the saving throw with a bonus equal to your Fighter level; the ally must use the new roll.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Inspiring Commander
You gain the following benefits.
- Bolstered Rally. The area of effect for both Group Recovery and Rallying Surge is now a 60-foot Emanation.
- Unshakable Bravery. You have Immunity to the Charmed and Frightened conditions.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 3 |
| 3 | +2 | Combat Superiority, Student of War | 2 | 3 |
| 4 | +2 | Ability Score Improvement | 3 | 4 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
| 6 | +3 | Ability Score Improvement | 3 | 4 |
| 7 | +3 | Know Your Enemy | 3 | 4 |
| 8 | +3 | Ability Score Improvement | 3 | 4 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 4 |
| 10 | +4 | Improved Combat Superiority | 4 | 5 |
| 11 | +4 | Two Extra Attacks | 4 | 5 |
| 12 | +4 | Ability Score Improvement | 4 | 5 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 5 |
| 14 | +5 | Ability Score Improvement | 4 | 5 |
| 15 | +5 | Relentless | 4 | 5 |
| 16 | +5 | Ability Score Improvement | 4 | 6 |
| 17 | +6 | Action Surge, Indomitable | 4 | 6 |
| 18 | +6 | Ultimate Combat Superiority | 4 | 6 |
| 19 | +6 | Epic Boon | 4 | 6 |
| 20 | +6 | Three Extra Attacks | 4 | 6 |
Maneuver Options
The maneuvers are presented here in alphabetical order.
Level 1
Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Combat Superiority
Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.
- Maneuvers. You learn three maneuvers of your choice from the "Maneuver Options" section later in this subclass's description. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. - Superiority Dice. You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest.
You gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total). - Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Student of War
You gain proficiency with one type of Artisan's Tools of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Know Your Enemy
As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required).
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Improved Combat Superiority
Your Superiority Die becomes a d10.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Relentless
Once per turn, when you use a maneuver, you can roll 1d8 and use the number rolled instead of expending a Superiority Die.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Ultimate Combat Superiority
Your Superiority Die becomes a d12.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 3 |
| 3 | +2 | Blood Hound Anatomy, Blood Strike | 2 | 3 |
| 4 | +2 | Ability Score Improvement | 3 | 4 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
| 6 | +3 | Ability Score Improvement | 3 | 4 |
| 7 | +3 | Blood Armament, Blood Explosion | 3 | 4 |
| 8 | +3 | Ability Score Improvement | 3 | 4 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 4 |
| 10 | +4 | Blood of Creation | 4 | 5 |
| 11 | +4 | Two Extra Attacks | 4 | 5 |
| 12 | +4 | Ability Score Improvement | 4 | 5 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 5 |
| 14 | +5 | Ability Score Improvement | 4 | 5 |
| 15 | +5 | Blood Symphony | 4 | 5 |
| 16 | +5 | Ability Score Improvement | 4 | 6 |
| 17 | +6 | Action Surge, Indomitable | 4 | 6 |
| 18 | +6 | Improved Blood Strike | 4 | 6 |
| 19 | +6 | Epic Boon | 4 | 6 |
| 20 | +6 | Three Extra Attacks | 4 | 6 |
Blood Strike Options
The Blood Strike feature lets you choose options at certain levels, which are presented here in alphabetical order. These options use your Blood Strike save DC.
Level 1
Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Blood Hound Anatomy
Your body adapts to the tarblood within. You are immune to magical contagions, have Resistance to Poison damage, and have Advantage on saving throws to avoid or end the Poisoned condition.
In addition, once you've fought a creature, you can relentlessly track it, sensing the blood of your prey. You have Advantage on any Intelligence (Investigation) or Wisdom (Perception or Survival) check you make to find a creature to which you have dealt damage and that has blood.
Blood Strike
You learn to unleash the destructive properties of your blood. When you gain this feature, you learn three Blood Strike options of your choice.
Once per turn when you make a weapon attack as part of the Attack action, you can apply one of your Blood Strike options to that attack. You can decide to use the option before or after the attack hits, unless the option doesn't involve an attack roll. When you use a Blood Strike, you take Necrotic damage equal to one roll of its Blood Cost. This damage can't be reduced or prevented in any way. A Blood Strike is considered a magical effect.
You can use this feature a number of times equal to 1 plus your Constitution modifier (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.
You learn an additional Blood Strike option of your choice when you reach Fighter levels 5, 9, 13, and 17. Each time you learn a new Blood Strike option, you can also replace one Blood Strike you know with a different one.
- Blood Strike Save DC. If a feature of this subclass requires a saving throw, the DC equals 8 plus your Constitution modifier and Proficiency Bonus.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Blood Armament
While you are wielding a weapon and do not have the Unconscious condition, that weapon is considered blood-coated. Such a weapon can deal your choice of Acid, Necrotic, or Poison damage instead of its normal damage type.
Blood Explosion
When you make an attack roll with a blood-coated weapon and miss, you can immediately take a Bonus Action to detonate the blood. The target and each creature other than you in a 5-foot Emanation originating from the target must make a Constitution saving throw. On a failed save, a target takes damage as if it were hit by the weapon. On a successful save, a target takes half damage.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Blood of Creation
You further your insight into the tarblood within yourself. You gain the following benefits:
- When you roll the Blood Cost of a Blood Strike you can reroll the result and choose the lower number.
- Whenever you finish a Long Rest, you can replace one Blood Strike option you know with a different one.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Blood Symphony
All are unmade by the blood. Whenever you use a Blood Strike, you regain Hit Points equal to your Constitution modifier (minimum 1). In addition, if the target dies within 1 minute of being damaged by a Blood Strike, you regain one expended use of your Blood Strike feature.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Improved Blood Strike
Your Blood Strike options improve, noted in each option's description.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 3 |
| 3 | +2 | Bonus Proficiency, Born to the Saddle, Unwavering Mark | 2 | 3 |
| 4 | +2 | Ability Score Improvement | 3 | 4 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
| 6 | +3 | Ability Score Improvement | 3 | 4 |
| 7 | +3 | Warding Maneuver | 3 | 4 |
| 8 | +3 | Ability Score Improvement | 3 | 4 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 4 |
| 10 | +4 | Hold the Line | 4 | 5 |
| 11 | +4 | Two Extra Attacks | 4 | 5 |
| 12 | +4 | Ability Score Improvement | 4 | 5 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 5 |
| 14 | +5 | Ability Score Improvement | 4 | 5 |
| 15 | +5 | Ferocious Charger | 4 | 5 |
| 16 | +5 | Ability Score Improvement | 4 | 6 |
| 17 | +6 | Action Surge, Indomitable | 4 | 6 |
| 18 | +6 | Vigilant Defender | 4 | 6 |
| 19 | +6 | Epic Boon | 4 | 6 |
| 20 | +6 | Three Extra Attacks | 4 | 6 |
Level 1
Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Bonus Proficiency
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.
Born to the Saddle
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're not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Unwavering Mark
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't target you.
In 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's weapon deals extra damage to the target equal to half your fighter level.
Regardless 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.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Warding Maneuver
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're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.
You 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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Hold the Line
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's speed is reduced to 0 until the end of the current turn.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Ferocious Charger
You can run down your foes, whether you're 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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Vigilant Defender
You respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 3 |
| 3 | +2 | Improved Critical, Remarkable Athlete | 2 | 3 |
| 4 | +2 | Ability Score Improvement | 3 | 4 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
| 6 | +3 | Ability Score Improvement | 3 | 4 |
| 7 | +3 | Additional Fighting Style | 3 | 4 |
| 8 | +3 | Ability Score Improvement | 3 | 4 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 4 |
| 10 | +4 | Heroic Warrior | 4 | 5 |
| 11 | +4 | Two Extra Attacks | 4 | 5 |
| 12 | +4 | Ability Score Improvement | 4 | 5 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 5 |
| 14 | +5 | Ability Score Improvement | 4 | 5 |
| 15 | +5 | Superior Critical | 4 | 5 |
| 16 | +5 | Ability Score Improvement | 4 | 6 |
| 17 | +6 | Action Surge, Indomitable | 4 | 6 |
| 18 | +6 | Survivor | 4 | 6 |
| 19 | +6 | Epic Boon | 4 | 6 |
| 20 | +6 | Three Extra Attacks | 4 | 6 |
Level 1
Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Improved Critical
Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
Remarkable Athlete
Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.
In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Additional Fighting Style
You gain another Fighting Style feat of your choice.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Heroic Warrior
The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Superior Critical
Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Survivor
You attain the pinnacle of resilience in battle, giving you these benefits:
- Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.
- Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 3 |
| 3 | +2 | Manifest Echo, Unleash Incarnation | 2 | 3 |
| 4 | +2 | Ability Score Improvement | 3 | 4 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
| 6 | +3 | Ability Score Improvement | 3 | 4 |
| 7 | +3 | Echo Avatar | 3 | 4 |
| 8 | +3 | Ability Score Improvement | 3 | 4 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 4 |
| 10 | +4 | Shadow Martyr | 4 | 5 |
| 11 | +4 | Two Extra Attacks | 4 | 5 |
| 12 | +4 | Ability Score Improvement | 4 | 5 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 5 |
| 14 | +5 | Ability Score Improvement | 4 | 5 |
| 15 | +5 | Reclaim Potential | 4 | 5 |
| 16 | +5 | Ability Score Improvement | 4 | 6 |
| 17 | +6 | Action Surge, Indomitable | 4 | 6 |
| 18 | +6 | Legion of One | 4 | 6 |
| 19 | +6 | Epic Boon | 4 | 6 |
| 20 | +6 | Three Extra Attacks | 4 | 6 |
Level 1
Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Manifest Echo
You can use a Bonus Action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a Bonus Action, until you manifest another echo, or until you have the Incapacitated condition.
Your echo has AC 14 plus your Proficiency Bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
You can use the echo in the following ways:
- As a Bonus Action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
- When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
- When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an Opportunity Attack against that creature as if you were in the echo's space.
Unleash Incarnation
You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Echo Avatar
You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Shadow Martyr
You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Reclaim Potential
You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 plus your Constitution modifier, provided you don't already have temporary hit points.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Legion of One
You can use a Bonus Action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.
In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Fighter Features
| Level | Proficiency Bonus | Class Features | Cantrips | Prepared Spells | Spell Slots per Spell Level | Second Wind | Weapon Mastery | |||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | |||||||
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 3 |
| 2 | +2 | Action Surge, Tactical Mind | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 3 |
| 3 | +2 | Spellcasting, War Bond | 2 | 3 | 2 | 0 | 0 | 0 | 2 | 3 |
| 4 | +2 | Ability Score Improvement | 2 | 4 | 3 | 0 | 0 | 0 | 3 | 4 |
| 5 | +3 | Extra Attack, Tactical Shift | 2 | 4 | 3 | 0 | 0 | 0 | 3 | 4 |
| 6 | +3 | Ability Score Improvement | 2 | 4 | 3 | 0 | 0 | 0 | 3 | 4 |
| 7 | +3 | War Magic | 2 | 5 | 4 | 2 | 0 | 0 | 3 | 4 |
| 8 | +3 | Ability Score Improvement | 2 | 6 | 4 | 2 | 0 | 0 | 3 | 4 |
| 9 | +4 | Indomitable, Tactical Master | 2 | 6 | 4 | 2 | 0 | 0 | 3 | 4 |
| 10 | +4 | Eldritch Strike | 3 | 7 | 4 | 3 | 0 | 0 | 4 | 5 |
| 11 | +4 | Two Extra Attacks | 3 | 8 | 4 | 3 | 0 | 0 | 4 | 5 |
| 12 | +4 | Ability Score Improvement | 3 | 8 | 4 | 3 | 0 | 0 | 4 | 5 |
| 13 | +5 | Indomitable, Studied Attacks | 3 | 9 | 4 | 3 | 2 | 0 | 4 | 5 |
| 14 | +5 | Ability Score Improvement | 3 | 10 | 4 | 3 | 2 | 0 | 4 | 5 |
| 15 | +5 | Arcane Charge | 3 | 10 | 4 | 3 | 2 | 0 | 4 | 5 |
| 16 | +5 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 0 | 4 | 6 |
| 17 | +6 | Action Surge, Indomitable | 3 | 11 | 4 | 3 | 3 | 0 | 4 | 6 |
| 18 | +6 | Improved War Magic | 3 | 11 | 4 | 3 | 3 | 0 | 4 | 6 |
| 19 | +6 | Epic Boon | 3 | 12 | 4 | 3 | 3 | 1 | 4 | 6 |
| 20 | +6 | Three Extra Attacks | 3 | 13 | 4 | 3 | 3 | 1 | 4 | 6 |
Level 1
Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Spellcasting
You have learned to cast spells. The information below details how you use those rules as an Eldritch Knight.
- Cantrips. You know two cantrips of your choice from the Wizard spell list (see that class's section for its list). Ray of Frost and Shocking Grasp are recommended. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.
When you reach Fighter level 10, you learn another Wizard cantrip of your choice. - Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list. Burning Hands, Jump, and Shield are recommended.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination. - Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
- Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
- Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.
War Bond
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. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
War Magic
When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Eldritch Strike
You learn how to make your weapon strikes undercut a creature's ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Arcane Charge
When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Improved War Magic
When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Wizard spells that has a casting time of an action.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 3 |
| 3 | +2 | Psionic Power | 2 | 3 |
| 4 | +2 | Ability Score Improvement | 3 | 4 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
| 6 | +3 | Ability Score Improvement | 3 | 4 |
| 7 | +3 | Telekinetic Adept | 3 | 4 |
| 8 | +3 | Ability Score Improvement | 3 | 4 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 4 |
| 10 | +4 | Guarded Mind | 4 | 5 |
| 11 | +4 | Two Extra Attacks | 4 | 5 |
| 12 | +4 | Ability Score Improvement | 4 | 5 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 5 |
| 14 | +5 | Ability Score Improvement | 4 | 5 |
| 15 | +5 | Bulwark of Force | 4 | 5 |
| 16 | +5 | Ability Score Improvement | 4 | 6 |
| 17 | +6 | Action Surge, Indomitable | 4 | 6 |
| 18 | +6 | Telekinetic Master | 4 | 6 |
| 19 | +6 | Epic Boon | 4 | 6 |
| 20 | +6 | Three Extra Attacks | 4 | 6 |
Level 1
Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Psionic Power
You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel powers you have from this subclass. The Psi Warrior Energy Dice table shows the die size and number of these dice you have when you reach certain Fighter levels.
Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend the Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when all your Psionic Energy Dice are expended.
You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.
- Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can take a 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.
- Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of yourself 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.
- Telekinetic Movement. You can move an object or a creature with your mind. As a Magic action, choose one target you can see within 30 feet of yourself; the target must be a loose object that is Large or smaller or one willing creature other than you. You transport the target up to 30 feet to an unoccupied space you can see. Alternatively, if the target is a Tiny object, you can transport it to or from your hand.
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 (no action required) to restore your use of it.
| Fighter Level | Die Size | Number |
|---|---|---|
| 3 | d6 | 4 |
| 5 | d8 | 6 |
| 9 | d8 | 8 |
| 11 | d10 | 8 |
| 13 | d10 | 10 |
| 17 | d12 | 12 |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Telekinetic Adept
You have mastered new ways to use your telekinetic abilities, detailed below.
- Psi-Powered Leap. As a Bonus Action, you gain a Fly Speed equal to twice your 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 (no action required) to restore your use of it.
- Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus). On a failed save, you can give the target the Prone condition or transport it up to 10 feet horizontally.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Guarded Mind
You have Resistance to Psychic damage. Moreover, if you start your turn with the Charmed or Frightened condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Bulwark of Force
You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has Half Cover for 1 minute or until you have the Incapacitated condition.
Once you use this feature, you can't do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Telekinetic Master
You always have the Telekinesis spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Intelligence. On each of your turns while you maintain Concentration on it, including the turn when you cast it, you can make one attack with a weapon as a Bonus Action.
Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 3 |
| 3 | +2 | Bonus Proficiencies, Giant's Might, Rune Carver | 2 | 3 |
| 4 | +2 | Ability Score Improvement | 3 | 4 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
| 6 | +3 | Ability Score Improvement | 3 | 4 |
| 7 | +3 | Additional Rune Known, Runic Shield | 3 | 4 |
| 8 | +3 | Ability Score Improvement | 3 | 4 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 4 |
| 10 | +4 | Additional Rune Known, Great Stature | 4 | 5 |
| 11 | +4 | Two Extra Attacks | 4 | 5 |
| 12 | +4 | Ability Score Improvement | 4 | 5 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 5 |
| 14 | +5 | Ability Score Improvement | 4 | 5 |
| 15 | +5 | Additional Rune Known, Master of Runes | 4 | 5 |
| 16 | +5 | Ability Score Improvement | 4 | 6 |
| 17 | +6 | Action Surge, Indomitable | 4 | 6 |
| 18 | +6 | Runic Juggernaut | 4 | 6 |
| 19 | +6 | Epic Boon | 4 | 6 |
| 20 | +6 | Three Extra Attacks | 4 | 6 |
Rune Options
The 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.
Level 1
Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Bonus Proficiencies
You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.
Giant's Might
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:
- If 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.
- You have advantage on Strength checks and Strength saving throws.
- Once 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.
You 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.
Rune Carver
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.
Whenever 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.
| Fighter Level | Number of Runes |
|---|---|
| 3rd | 2 |
| 7th | 3 |
| 10th | 4 |
| 15th | 5 |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Additional Rune Known
You learn an additional Rune.
Runic Shield
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.
You 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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Additional Rune Known
You learn an additional Rune.
Great Stature
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.
Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Additional Rune Known
You learn an additional Rune.
Master of Runes
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Runic Juggernaut
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 3 |
| 3 | +2 | Bonus Proficiency, Fighting Spirit | 2 | 3 |
| 4 | +2 | Ability Score Improvement | 3 | 4 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
| 6 | +3 | Ability Score Improvement | 3 | 4 |
| 7 | +3 | Elegant Courtier | 3 | 4 |
| 8 | +3 | Ability Score Improvement | 3 | 4 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 4 |
| 10 | +4 | Tireless Spirit | 4 | 5 |
| 11 | +4 | Two Extra Attacks | 4 | 5 |
| 12 | +4 | Ability Score Improvement | 4 | 5 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 5 |
| 14 | +5 | Ability Score Improvement | 4 | 5 |
| 15 | +5 | Rapid Strike | 4 | 5 |
| 16 | +5 | Ability Score Improvement | 4 | 6 |
| 17 | +6 | Action Surge, Indomitable | 4 | 6 |
| 18 | +6 | Strength before Death | 4 | 6 |
| 19 | +6 | Epic Boon | 4 | 6 |
| 20 | +6 | Three Extra Attacks | 4 | 6 |
Level 1
Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Bonus Proficiency
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.
Fighting Spirit
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 weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Elegant Courtier
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.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Tireless Spirit
When you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Rapid Strike
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 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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Strength before Death
Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current 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.
Once you use this feature, you can't use it again until you finish a long rest.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 3 |
| 3 | +2 | Despairing Strikes, Solemn Gaze | 2 | 3 |
| 4 | +2 | Ability Score Improvement | 3 | 4 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
| 6 | +3 | Ability Score Improvement | 3 | 4 |
| 7 | +3 | Dreaded Appearance | 3 | 4 |
| 8 | +3 | Ability Score Improvement | 3 | 4 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 4 |
| 10 | +4 | Unsettled Strikes | 4 | 5 |
| 11 | +4 | Two Extra Attacks | 4 | 5 |
| 12 | +4 | Ability Score Improvement | 4 | 5 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 5 |
| 14 | +5 | Ability Score Improvement | 4 | 5 |
| 15 | +5 | Grim Constitution | 4 | 5 |
| 16 | +5 | Ability Score Improvement | 4 | 6 |
| 17 | +6 | Action Surge, Indomitable | 4 | 6 |
| 18 | +6 | Grieving Mantle | 4 | 6 |
| 19 | +6 | Epic Boon | 4 | 6 |
| 20 | +6 | Three Extra Attacks | 4 | 6 |
Level 1
Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Despairing Strikes
Each Sorrow Knight bears an emotional wound like a deep scar, through which they channel despair against their enemies. This misery is fueled by special dice called Despairing Strike Dice.
The Despairing Strike Dice table shows the die size and number of these dice you have when you reach certain Fighter levels. A Despairing Strike Die is expended when you use it. You regain all expended Despairing Strike Dice when you finish a Short or Long Rest.
When you hit a creature with an attack roll using a weapon, you can expend a Despairing Strike Die and roll that die. You deal additional Psychic damage equal to the roll and can also add one of the following effects. You can't expend more than one die per attack.
If a Despairing Strike effect requires a saving throw, the DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
- Abandoned. The target must succeed on an Intelligence saving throw or have the Deafened condition until the end of your next turn. While Deafened, the target regards all creatures it can see as enemies until the end of your next turn.
- Dread. The target has Disadvantage on the next saving throw it makes before the start of your next turn.
| Fighter Level | Die Size | Number |
|---|---|---|
| 3 | d8 | 3 |
| 10 | d10 | 4 |
| 15 | d12 | 5 |
Solemn Gaze
You can see through the darkness around you and recognize the darkness in others. You gain the following benefits.
- Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
- Empathetic Inquiry. As a Magic action, you can attempt to search the mind of a creature you can see within 30 feet. The target must succeed on a Wisdom saving throw (DC equals 8 plus your Wisdom modifier and Proficiency Bonus) or you learn an emotion that looms large in its mind, such as a worry, love, or hate. If the target can see you, it knows you have read its emotions. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Dreaded Appearance
When you use Tactical Shift, you can teleport to an unoccupied space you can see within 30 feet of yourself instead of moving.
Immediately after you reappear, you can briefly take on the appearance of creatures' fears, visible only to those creatures. Each creature of your choice within a 10-foot Emanation originating from you makes a Wisdom saving throw (DC equals 8 plus your Wisdom modifier and your Proficiency Bonus). On a failed save, a target takes Psychic damage equal to a roll of your Despairing Strike die and has the Frightened condition until the end of your next turn. On a successful save, it takes half damage only.
Once you take on this appearance, you can't do so again until you finish a Short or Long Rest.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Unsettled Strikes
You further channel the pathos of the Shadowfell through your fighting abilities. The following effects are now among your Despairing Strike options.
- Apathetic. The target must succeed on a Wisdom saving throw or have the Incapacitated condition until the start of your next turn. While Incapacitated in this way, the target can give only one-word responses when spoken to.
- Lost. The target makes a Charisma saving throw. On a failed save, the target has the Blinded condition, and its Speed is reduced to 0 until the end of its next turn. On a successful save, the target's Speed is halved until the end of its next turn.
- Weary. The target must succeed on a Constitution saving throw or gain 1 Exhaustion level. This effect can't increase the target's Exhaustion level above 2. Exhaustion levels gained from this effect are removed at the end of your next turn.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Grim Constitution
You have Resistance to Necrotic and Psychic damage.
In addition, when you are subjected to an effect that reduces your Hit Point maximum, you can make a DC 15 Constitution saving throw. If you succeed, your Hit Point maximum isn't decreased. Each time you make this Constitution saving throw after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 15.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Grieving Mantle
When you use your Action Surge, you attune yourself to the Shadowfell for 1 minute or until you have the Incapacitated condition. For the duration, you gain the following benefits.
- Shade Form. When you are hit by an attack roll, you can take a Reaction to become insubstantial for a moment and reduce the attack's total damage against you to 0.
- Unwavering Resolve. You have Immunity to the Charmed and Frightened conditions. If you're Charmed or Frightened when you activate your Grieving Mantle, the condition ends on you.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.
Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad ability and extensive specialization makes Fighters superior combatants.
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Over the centuries, other folk have learned this technique and broadened it so it applies to ranged weapons of many kinds and to aspects of adventuring life outside of combat.
Bannerets are paragons of valor and leadership who protect the innocent and rally fellow adventurers to the causes of justice and freedom. Many are knights serving in Cormyr, the Silver Marches, Damara, Chessenta, or other lands across Faerûn. They wander the realms as knights errant, taking the fight against evil beyond their kingdom's borders.
A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band.
Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.
Blood Hounds are cursed beings that should not exist. Birthed from nightmarish experiments by the Obitus Scholare, these hunters use a cursed method of fighting, weaving their own blood into attacks to produce supernatural effects. Their powers come from tarblood, an amalgamation of hundreds of species' blood that was forcefully injected in the veins of hunters. Those who didn't die or go insane during the procedure became the first Blood Hounds; only they and their descendants can wield this vicious power.
The 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.
A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.
A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.
Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.
Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.
Rune 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.
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.
Channel Despair and Darkness to Protect Others
Sorrow Knights suffuse their opponents with grief and misery from the gloomy plane called the Shadowfell. These fighters harness their past despair to forge a connection with others and protect themselves. A Sorrow Knight's intense loss—whether the loss of love, faith, or something equally profound—is the weapon they wield against their foes and their motivator to ensure that no one experiences that same pain.
Embracing the Gloom. Sorrow Knights deploy the gloom and sadness inherent to the Shadowfell, whether or not they have ever been to that grim place.
Roll on or choose a result from the Shadowfell Connection table to inspire the event that forged your connection to the Shadowfell.
| 1d6 | The Despair of the Shadowfell Claimed You After... |
|---|---|
| 1 | You arrived too late to save your home from monsters that destroyed it. |
| 2 | You realized a good-aligned god never intends to answer your prayers. |
| 3 | You were not strong enough to save the love of your life from their untimely death. |
| 4 | A shadow crossing opened beneath your bed as a child. |
| 5 | You understood your parents were never returning to save you. |
| 6 | You fell into an open grave. |
Core Fighter Traits
| Primary Ability | Strength, Dexterity |
|---|---|
| Hit Point Die | d10 per Fighter level |
| Saving Throw Proficiencies | Strength, Constitution |
| Skill Proficiencies | Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, Survival |
| Weapon Proficiencies | Simple weapons, Martial weapons |
| Armor Training | Light armor, Medium armor, Heavy armor, Shields |
| Starting Equipment | Choose A, B or C: (A) Chain Mail, Greatsword, Flail, Javelin (8), Dungeoneer's Pack, 4 GP or (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, Arrow (20), Quiver, Dungeoneer's Pack, 11 GP or (C) 155 GP |
Becoming a Fighter...
As a Level 1 Fighter
- Gain all the traits in the Core Fighter Traits table.
- Gain the Fighter's level 1 features, which are listed in the Fighter Features table.
As a Multiclass Fighter
- Gain the following traits from the Core Fighter Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
- Gain the Fighter's level 1 features, which are listed in the Fighter Features table.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Second Wind, Weapon Mastery | 2 | 1 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 1 |
| 3 | +2 | Fighter Subclass | 2 | 1 |
| 4 | +2 | Ability Score Improvement | 3 | 1 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 2 |
| 6 | +3 | Ability Score Improvement | 3 | 2 |
| 7 | +3 | Subclass Feature | 3 | 2 |
| 8 | +3 | Ability Score Improvement | 3 | 2 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 3 |
| 10 | +4 | Subclass Feature | 4 | 3 |
| 11 | +4 | Two Extra Attacks, Action Surge | 4 | 3 |
| 12 | +4 | Ability Score Improvement | 4 | 3 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 4 |
| 14 | +5 | Ability Score Improvement | 4 | 4 |
| 15 | +5 | Subclass Feature | 4 | 4 |
| 16 | +5 | Ability Score Improvement | 4 | 4 |
| 17 | +6 | Three Extra Attacks, Action Surge, Indomitable | 4 | 5 |
| 18 | +6 | Subclass Feature | 4 | 5 |
| 19 | +6 | Epic Boon | 4 | 5 |
| 20 | +6 | Turn Surge | 4 | 5 |
Level 1
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of any kind of Simple or Martial weapon of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Fighter Subclass
You gain a Fighter subclass of your choice.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Subclass Feature
You gain a feature from your Fighter Subclass.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Subclass Feature
You gain a feature from your Fighter Subclass.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Subclass Feature
You gain a feature from your Fighter Subclass.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge thrice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Subclass Feature
You gain a feature from your Fighter Subclass.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Turn Surge
Your Action Surge feature gives you an additionnal turn instead of an additional action, but only once a round.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Second Wind, Weapon Mastery | 2 | 1 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 1 |
| 3 | +2 | Arcane Archer Lore, Arcane Shot | 2 | 1 |
| 4 | +2 | Ability Score Improvement | 3 | 1 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 2 |
| 6 | +3 | Ability Score Improvement | 3 | 2 |
| 7 | +3 | Curving Shot, Magical Ammunition | 3 | 2 |
| 8 | +3 | Ability Score Improvement | 3 | 2 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 3 |
| 10 | +4 | Ever-Ready Shot | 4 | 3 |
| 11 | +4 | Two Extra Attacks, Action Surge | 4 | 3 |
| 12 | +4 | Ability Score Improvement | 4 | 3 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 4 |
| 14 | +5 | Ability Score Improvement | 4 | 4 |
| 15 | +5 | Indomitable Teleport | 4 | 4 |
| 16 | +5 | Ability Score Improvement | 4 | 4 |
| 17 | +6 | Three Extra Attacks, Action Surge, Indomitable | 4 | 5 |
| 18 | +6 | Masterful Shots | 4 | 5 |
| 19 | +6 | Epic Boon | 4 | 5 |
| 20 | +6 | Turn Surge | 4 | 5 |
Arcane Shot Options
The Arcane Shot options are presented here in alphabetical order.
Level 1
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of any kind of Simple or Martial weapon of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Arcane Archer Lore
You learn magical theory and secrets of nature, granting you the following benefits.
- Cantrip. You know either the Druidcraft or Prestidigitation cantrip. Intelligence is your spellcasting ability for it.
- Skills. You gain proficiency in the Arcana and Nature skills. If you already have one of these proficiencies, you instead gain proficiency in a different skill of your choice from the skills available to Fighters at level 1 (or in two skills available to Fighters at level 1 if you have both).
Arcane Shot
You learn to unleash special magical effects with your shots.
- Arcane Shot Options. You learn two Arcane Shot options of your choice from the "Arcane Shot Options" section later in this subclass's description.
You learn an additional Arcane Shot option of your choice when you reach Fighter levels 7, 10, 15, and 18. Each time you learn a new Arcane Shot option, you can also replace one option you know with a different one. - Using Arcane Shot. Once per turn when you make a ranged attack using a weapon with the Ammunition property, you can apply one of your Arcane Shot options to that attack. You decide to use the option when you hit a creature and deal damage to it unless the option doesn't involve an attack roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest. - Arcane Shot Die. Arcane Shot options refer to your Arcane Shot Die. Your Arcane Shot Die is a d6.
- Saving Throws. If an Arcane Shot option requires a saving throw, the DC equals 8 plus your Intelligence modifier and Proficiency Bonus.
- At Higher Levels. Your Arcane Shot Die changes when you reach certain Fighter levels. The die becomes a d8 at level 10, a d10 at level 15, and a d12 at level 18.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Curving Shot
You learn how to direct an errant shot toward a new target. If you make a ranged attack roll with a weapon with the Ammunition property and miss, you can cause the shot to ricochet toward a new target as a Bonus Action immediately after the attack misses. The new target must be a creature you can see within the weapon's range and within 60 feet of the attack's original target. Make an attack roll against the new target.
Magical Ammunition
You learn to imbue your ammunition with magical properties. As a Magic action, you can imbue a piece of nonmagical ammunition with one of the following magical properties and fire it at a solid surface you can see within the weapon's range. When the ammunition hits the surface, the ammunition's effect activates, and the ammunition attaches to the surface it hit for the duration of the effect; you can remove an attached piece of ammunition as a Magic action, ending the effect early. When the effect ends, the ammunition is destroyed.
- Darkening Ammunition. Magical shadows fill a 15-foot Emanation originating from the ammunition for 1 minute. Nonmagical flames in the Emanation are extinguished, and creatures in the Emanation have a −5 penalty to Wisdom (Perception) checks and Passive Perception.
- Unlocking Ammunition. A burst of magic fills a 15-foot Emanation originating from the ammunition. The ammunition also emits a loud knocking sound, audible up to 300 feet away. Any object in the Emanation that is held shut by a nonmagical lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If such an object has multiple locks, only one of them is unlocked.
- Vine Ammunition. A 120-foot-long vine grows from the ammunition. You and other creatures can then climb it. The vine withers away after 10 minutes.
Once you use this feature, you can't do so again until you finish a Short or Long Rest. You can also restore your use of this feature by expending a use of your Second Wind (no action required).
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Ever-Ready Shot
When you roll Initiative, you can regain one expended use of Arcane Shot.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Indomitable Teleport
Your magical mastery lets you escape dire situations. When you use your Indomitable feature and succeed on the saving throw, you can teleport up to 60 feet to an unoccupied space you can see.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge thrice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Masterful Shots
You employ agility in your sharpshooting. When a creature you can see misses you with an attack roll, you can take a Reaction to move up to half your Speed away from the attacker without provoking Opportunity Attacks. You can then make a ranged attack roll against the attacker as part of this Reaction if the attacker is within the weapon's range.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Turn Surge
Your Action Surge feature gives you an additionnal turn instead of an additional action, but only once a round.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Second Wind, Weapon Mastery | 2 | 1 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 1 |
| 3 | +2 | Knightly Envoy, Group Recovery | 2 | 1 |
| 4 | +2 | Ability Score Improvement | 3 | 1 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 2 |
| 6 | +3 | Ability Score Improvement | 3 | 2 |
| 7 | +3 | Team Tactics | 3 | 2 |
| 8 | +3 | Ability Score Improvement | 3 | 2 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 3 |
| 10 | +4 | Rallying Surge | 4 | 3 |
| 11 | +4 | Two Extra Attacks, Action Surge | 4 | 3 |
| 12 | +4 | Ability Score Improvement | 4 | 3 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 4 |
| 14 | +5 | Ability Score Improvement | 4 | 4 |
| 15 | +5 | Shared Resilience | 4 | 4 |
| 16 | +5 | Ability Score Improvement | 4 | 4 |
| 17 | +6 | Three Extra Attacks, Action Surge, Indomitable | 4 | 5 |
| 18 | +6 | Inspiring Commander | 4 | 5 |
| 19 | +6 | Epic Boon | 4 | 5 |
| 20 | +6 | Turn Surge | 4 | 5 |
Level 1
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of any kind of Simple or Martial weapon of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Knightly Envoy
You know how to conduct yourself with grace as a noble ambassador. You gain the following benefits.
- Comprehension. You can cast the Comprehend Languages spell but only as a Ritual. Charisma is your spellcasting ability for it.
- Polyglot. You learn one language from the language tables in the Player's Handbook or chapter 2 of this book. When you finish a Long Rest, you can replace a language learned from this benefit with another language you have heard, seen signed, or read in the past 24 hours.
- Well Spoken. You gain proficiency in one of the following skills of your choice: Insight, Intimidation, Persuasion, or Performance.
Group Recovery
When you use your Second Wind to regain Hit Points, you can choose a number of allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies regains Hit Points equal to 1d4 plus your Fighter level. Once you use this ability, you can't use it again until you finish a Short or Long Rest.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Team Tactics
When you use Group Recovery, each chosen ally has Advantage on D20 Tests until the start of your next turn.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Rallying Surge
When you use your Action Surge, you can choose allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies can immediately take a Reaction to use one of the following options.
- Attack. The ally makes one attack with a weapon or an Unarmed Strike.
- Move. The ally moves up to half its Speed without provoking Opportunity Attacks.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Shared Resilience
When an ally you can see within 60 feet of yourself fails a saving throw, you can take a Reaction to expend a use of your Indomitable feature. The ally can immediately reroll the saving throw with a bonus equal to your Fighter level; the ally must use the new roll.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge thrice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Inspiring Commander
You gain the following benefits.
- Bolstered Rally. The area of effect for both Group Recovery and Rallying Surge is now a 60-foot Emanation.
- Unshakable Bravery. You have Immunity to the Charmed and Frightened conditions.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Turn Surge
Your Action Surge feature gives you an additionnal turn instead of an additional action, but only once a round.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Second Wind, Weapon Mastery | 2 | 1 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 1 |
| 3 | +2 | Combat Superiority, Student of War | 2 | 1 |
| 4 | +2 | Ability Score Improvement | 3 | 1 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 2 |
| 6 | +3 | Ability Score Improvement | 3 | 2 |
| 7 | +3 | Know Your Enemy | 3 | 2 |
| 8 | +3 | Ability Score Improvement | 3 | 2 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 3 |
| 10 | +4 | Improved Combat Superiority | 4 | 3 |
| 11 | +4 | Two Extra Attacks, Action Surge | 4 | 3 |
| 12 | +4 | Ability Score Improvement | 4 | 3 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 4 |
| 14 | +5 | Ability Score Improvement | 4 | 4 |
| 15 | +5 | Relentless | 4 | 4 |
| 16 | +5 | Ability Score Improvement | 4 | 4 |
| 17 | +6 | Three Extra Attacks, Action Surge, Indomitable | 4 | 5 |
| 18 | +6 | Ultimate Combat Superiority | 4 | 5 |
| 19 | +6 | Epic Boon | 4 | 5 |
| 20 | +6 | Turn Surge | 4 | 5 |
Maneuver Options
The maneuvers are presented here in alphabetical order.
Level 1
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of any kind of Simple or Martial weapon of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Combat Superiority
Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.
- Maneuvers. You learn three maneuvers of your choice from the "Maneuver Options" section later in this subclass's description. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. - Superiority Dice. You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest.
You gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total). - Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Student of War
You gain proficiency with one type of Artisan's Tools of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Know Your Enemy
As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required).
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Improved Combat Superiority
Your Superiority Die becomes a d10.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Relentless
Once per turn, when you use a maneuver, you can roll 1d8 and use the number rolled instead of expending a Superiority Die.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge thrice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Ultimate Combat Superiority
Your Superiority Die becomes a d12.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Turn Surge
Your Action Surge feature gives you an additionnal turn instead of an additional action, but only once a round.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Second Wind, Weapon Mastery | 2 | 1 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 1 |
| 3 | +2 | Blood Hound Anatomy, Blood Strike | 2 | 1 |
| 4 | +2 | Ability Score Improvement | 3 | 1 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 2 |
| 6 | +3 | Ability Score Improvement | 3 | 2 |
| 7 | +3 | Blood Armament, Blood Explosion | 3 | 2 |
| 8 | +3 | Ability Score Improvement | 3 | 2 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 3 |
| 10 | +4 | Blood of Creation | 4 | 3 |
| 11 | +4 | Two Extra Attacks, Action Surge | 4 | 3 |
| 12 | +4 | Ability Score Improvement | 4 | 3 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 4 |
| 14 | +5 | Ability Score Improvement | 4 | 4 |
| 15 | +5 | Blood Symphony | 4 | 4 |
| 16 | +5 | Ability Score Improvement | 4 | 4 |
| 17 | +6 | Three Extra Attacks, Action Surge, Indomitable | 4 | 5 |
| 18 | +6 | Improved Blood Strike | 4 | 5 |
| 19 | +6 | Epic Boon | 4 | 5 |
| 20 | +6 | Turn Surge | 4 | 5 |
Blood Strike Options
The Blood Strike feature lets you choose options at certain levels, which are presented here in alphabetical order. These options use your Blood Strike save DC.
Level 1
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of any kind of Simple or Martial weapon of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Blood Hound Anatomy
Your body adapts to the tarblood within. You are immune to magical contagions, have Resistance to Poison damage, and have Advantage on saving throws to avoid or end the Poisoned condition.
In addition, once you've fought a creature, you can relentlessly track it, sensing the blood of your prey. You have Advantage on any Intelligence (Investigation) or Wisdom (Perception or Survival) check you make to find a creature to which you have dealt damage and that has blood.
Blood Strike
You learn to unleash the destructive properties of your blood. When you gain this feature, you learn three Blood Strike options of your choice.
Once per turn when you make a weapon attack as part of the Attack action, you can apply one of your Blood Strike options to that attack. You can decide to use the option before or after the attack hits, unless the option doesn't involve an attack roll. When you use a Blood Strike, you take Necrotic damage equal to one roll of its Blood Cost. This damage can't be reduced or prevented in any way. A Blood Strike is considered a magical effect.
You can use this feature a number of times equal to 1 plus your Constitution modifier (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.
You learn an additional Blood Strike option of your choice when you reach Fighter levels 5, 9, 13, and 17. Each time you learn a new Blood Strike option, you can also replace one Blood Strike you know with a different one.
- Blood Strike Save DC. If a feature of this subclass requires a saving throw, the DC equals 8 plus your Constitution modifier and Proficiency Bonus.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Blood Armament
While you are wielding a weapon and do not have the Unconscious condition, that weapon is considered blood-coated. Such a weapon can deal your choice of Acid, Necrotic, or Poison damage instead of its normal damage type.
Blood Explosion
When you make an attack roll with a blood-coated weapon and miss, you can immediately take a Bonus Action to detonate the blood. The target and each creature other than you in a 5-foot Emanation originating from the target must make a Constitution saving throw. On a failed save, a target takes damage as if it were hit by the weapon. On a successful save, a target takes half damage.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Blood of Creation
You further your insight into the tarblood within yourself. You gain the following benefits:
- When you roll the Blood Cost of a Blood Strike you can reroll the result and choose the lower number.
- Whenever you finish a Long Rest, you can replace one Blood Strike option you know with a different one.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Blood Symphony
All are unmade by the blood. Whenever you use a Blood Strike, you regain Hit Points equal to your Constitution modifier (minimum 1). In addition, if the target dies within 1 minute of being damaged by a Blood Strike, you regain one expended use of your Blood Strike feature.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge thrice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Improved Blood Strike
Your Blood Strike options improve, noted in each option's description.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Turn Surge
Your Action Surge feature gives you an additionnal turn instead of an additional action, but only once a round.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Second Wind, Weapon Mastery | 2 | 1 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 1 |
| 3 | +2 | Bonus Proficiency, Born to the Saddle, Unwavering Mark | 2 | 1 |
| 4 | +2 | Ability Score Improvement | 3 | 1 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 2 |
| 6 | +3 | Ability Score Improvement | 3 | 2 |
| 7 | +3 | Warding Maneuver | 3 | 2 |
| 8 | +3 | Ability Score Improvement | 3 | 2 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 3 |
| 10 | +4 | Hold the Line | 4 | 3 |
| 11 | +4 | Two Extra Attacks, Action Surge | 4 | 3 |
| 12 | +4 | Ability Score Improvement | 4 | 3 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 4 |
| 14 | +5 | Ability Score Improvement | 4 | 4 |
| 15 | +5 | Ferocious Charger | 4 | 4 |
| 16 | +5 | Ability Score Improvement | 4 | 4 |
| 17 | +6 | Three Extra Attacks, Action Surge, Indomitable | 4 | 5 |
| 18 | +6 | Vigilant Defender | 4 | 5 |
| 19 | +6 | Epic Boon | 4 | 5 |
| 20 | +6 | Turn Surge | 4 | 5 |
Level 1
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of any kind of Simple or Martial weapon of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Bonus Proficiency
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.
Born to the Saddle
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're not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Unwavering Mark
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't target you.
In 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's weapon deals extra damage to the target equal to half your fighter level.
Regardless 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.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Warding Maneuver
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're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.
You 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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Hold the Line
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's speed is reduced to 0 until the end of the current turn.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Ferocious Charger
You can run down your foes, whether you're 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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge thrice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Vigilant Defender
You respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Turn Surge
Your Action Surge feature gives you an additionnal turn instead of an additional action, but only once a round.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Second Wind, Weapon Mastery | 2 | 1 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 1 |
| 3 | +2 | Improved Critical, Remarkable Athlete | 2 | 1 |
| 4 | +2 | Ability Score Improvement | 3 | 1 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 2 |
| 6 | +3 | Ability Score Improvement | 3 | 2 |
| 7 | +3 | Additional Fighting Style | 3 | 2 |
| 8 | +3 | Ability Score Improvement | 3 | 2 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 3 |
| 10 | +4 | Heroic Warrior | 4 | 3 |
| 11 | +4 | Two Extra Attacks, Action Surge | 4 | 3 |
| 12 | +4 | Ability Score Improvement | 4 | 3 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 4 |
| 14 | +5 | Ability Score Improvement | 4 | 4 |
| 15 | +5 | Superior Critical | 4 | 4 |
| 16 | +5 | Ability Score Improvement | 4 | 4 |
| 17 | +6 | Three Extra Attacks, Action Surge, Indomitable | 4 | 5 |
| 18 | +6 | Survivor | 4 | 5 |
| 19 | +6 | Epic Boon | 4 | 5 |
| 20 | +6 | Turn Surge | 4 | 5 |
Level 1
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of any kind of Simple or Martial weapon of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Improved Critical
Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
Remarkable Athlete
Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.
In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Additional Fighting Style
You gain another Fighting Style feat of your choice.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Heroic Warrior
The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Superior Critical
Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge thrice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Survivor
You attain the pinnacle of resilience in battle, giving you these benefits:
- Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.
- Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Turn Surge
Your Action Surge feature gives you an additionnal turn instead of an additional action, but only once a round.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Second Wind, Weapon Mastery | 2 | 1 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 1 |
| 3 | +2 | Manifest Echo, Unleash Incarnation | 2 | 1 |
| 4 | +2 | Ability Score Improvement | 3 | 1 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 2 |
| 6 | +3 | Ability Score Improvement | 3 | 2 |
| 7 | +3 | Echo Avatar | 3 | 2 |
| 8 | +3 | Ability Score Improvement | 3 | 2 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 3 |
| 10 | +4 | Shadow Martyr | 4 | 3 |
| 11 | +4 | Two Extra Attacks, Action Surge | 4 | 3 |
| 12 | +4 | Ability Score Improvement | 4 | 3 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 4 |
| 14 | +5 | Ability Score Improvement | 4 | 4 |
| 15 | +5 | Reclaim Potential | 4 | 4 |
| 16 | +5 | Ability Score Improvement | 4 | 4 |
| 17 | +6 | Three Extra Attacks, Action Surge, Indomitable | 4 | 5 |
| 18 | +6 | Legion of One | 4 | 5 |
| 19 | +6 | Epic Boon | 4 | 5 |
| 20 | +6 | Turn Surge | 4 | 5 |
Level 1
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of any kind of Simple or Martial weapon of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Manifest Echo
You can use a Bonus Action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a Bonus Action, until you manifest another echo, or until you have the Incapacitated condition.
Your echo has AC 14 plus your Proficiency Bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
You can use the echo in the following ways:
- As a Bonus Action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
- When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
- When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an Opportunity Attack against that creature as if you were in the echo's space.
Unleash Incarnation
You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Echo Avatar
You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Shadow Martyr
You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Reclaim Potential
You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 plus your Constitution modifier, provided you don't already have temporary hit points.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge thrice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Legion of One
You can use a Bonus Action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.
In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Turn Surge
Your Action Surge feature gives you an additionnal turn instead of an additional action, but only once a round.
Fighter Features
| Level | Proficiency Bonus | Class Features | Cantrips | Prepared Spells | Spell Slots per Spell Level | Second Wind | Weapon Mastery | |||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | |||||||
| 1 | +2 | Second Wind, Weapon Mastery | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 1 |
| 2 | +2 | Action Surge, Tactical Mind | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 1 |
| 3 | +2 | Spellcasting, War Bond | 2 | 3 | 2 | 0 | 0 | 0 | 2 | 1 |
| 4 | +2 | Ability Score Improvement | 2 | 4 | 3 | 0 | 0 | 0 | 3 | 1 |
| 5 | +3 | Extra Attack, Tactical Shift | 2 | 4 | 3 | 0 | 0 | 0 | 3 | 2 |
| 6 | +3 | Ability Score Improvement | 2 | 4 | 3 | 0 | 0 | 0 | 3 | 2 |
| 7 | +3 | War Magic | 2 | 5 | 4 | 2 | 0 | 0 | 3 | 2 |
| 8 | +3 | Ability Score Improvement | 2 | 6 | 4 | 2 | 0 | 0 | 3 | 2 |
| 9 | +4 | Indomitable, Tactical Master | 2 | 6 | 4 | 2 | 0 | 0 | 3 | 3 |
| 10 | +4 | Eldritch Strike | 3 | 7 | 4 | 3 | 0 | 0 | 4 | 3 |
| 11 | +4 | Two Extra Attacks, Action Surge | 3 | 8 | 4 | 3 | 0 | 0 | 4 | 3 |
| 12 | +4 | Ability Score Improvement | 3 | 8 | 4 | 3 | 0 | 0 | 4 | 3 |
| 13 | +5 | Indomitable, Studied Attacks | 3 | 9 | 4 | 3 | 2 | 0 | 4 | 4 |
| 14 | +5 | Ability Score Improvement | 3 | 10 | 4 | 3 | 2 | 0 | 4 | 4 |
| 15 | +5 | Arcane Charge | 3 | 10 | 4 | 3 | 2 | 0 | 4 | 4 |
| 16 | +5 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 0 | 4 | 4 |
| 17 | +6 | Three Extra Attacks, Action Surge, Indomitable | 3 | 11 | 4 | 3 | 3 | 0 | 4 | 5 |
| 18 | +6 | Improved War Magic | 3 | 11 | 4 | 3 | 3 | 0 | 4 | 5 |
| 19 | +6 | Epic Boon | 3 | 12 | 4 | 3 | 3 | 1 | 4 | 5 |
| 20 | +6 | Turn Surge | 3 | 13 | 4 | 3 | 3 | 1 | 4 | 5 |
Level 1
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of any kind of Simple or Martial weapon of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Spellcasting
You have learned to cast spells. The information below details how you use those rules as an Eldritch Knight.
- Cantrips. You know two cantrips of your choice from the Wizard spell list (see that class's section for its list). Ray of Frost and Shocking Grasp are recommended. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.
When you reach Fighter level 10, you learn another Wizard cantrip of your choice. - Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list. Burning Hands, Jump, and Shield are recommended.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination. - Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
- Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
- Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.
War Bond
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. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
War Magic
When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Eldritch Strike
You learn how to make your weapon strikes undercut a creature's ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Arcane Charge
When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge thrice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Improved War Magic
When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Wizard spells that has a casting time of an action.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Turn Surge
Your Action Surge feature gives you an additionnal turn instead of an additional action, but only once a round.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Second Wind, Weapon Mastery | 2 | 1 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 1 |
| 3 | +2 | Psionic Power | 2 | 1 |
| 4 | +2 | Ability Score Improvement | 3 | 1 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 2 |
| 6 | +3 | Ability Score Improvement | 3 | 2 |
| 7 | +3 | Telekinetic Adept | 3 | 2 |
| 8 | +3 | Ability Score Improvement | 3 | 2 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 3 |
| 10 | +4 | Guarded Mind | 4 | 3 |
| 11 | +4 | Two Extra Attacks, Action Surge | 4 | 3 |
| 12 | +4 | Ability Score Improvement | 4 | 3 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 4 |
| 14 | +5 | Ability Score Improvement | 4 | 4 |
| 15 | +5 | Bulwark of Force | 4 | 4 |
| 16 | +5 | Ability Score Improvement | 4 | 4 |
| 17 | +6 | Three Extra Attacks, Action Surge, Indomitable | 4 | 5 |
| 18 | +6 | Telekinetic Master | 4 | 5 |
| 19 | +6 | Epic Boon | 4 | 5 |
| 20 | +6 | Turn Surge | 4 | 5 |
Level 1
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of any kind of Simple or Martial weapon of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Psionic Power
You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel powers you have from this subclass. The Psi Warrior Energy Dice table shows the die size and number of these dice you have when you reach certain Fighter levels.
Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend the Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when all your Psionic Energy Dice are expended.
You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.
- Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can take a 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.
- Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of yourself 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.
- Telekinetic Movement. You can move an object or a creature with your mind. As a Magic action, choose one target you can see within 30 feet of yourself; the target must be a loose object that is Large or smaller or one willing creature other than you. You transport the target up to 30 feet to an unoccupied space you can see. Alternatively, if the target is a Tiny object, you can transport it to or from your hand.
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 (no action required) to restore your use of it.
| Fighter Level | Die Size | Number |
|---|---|---|
| 3 | d6 | 4 |
| 5 | d8 | 6 |
| 9 | d8 | 8 |
| 11 | d10 | 8 |
| 13 | d10 | 10 |
| 17 | d12 | 12 |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Telekinetic Adept
You have mastered new ways to use your telekinetic abilities, detailed below.
- Psi-Powered Leap. As a Bonus Action, you gain a Fly Speed equal to twice your 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 (no action required) to restore your use of it.
- Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus). On a failed save, you can give the target the Prone condition or transport it up to 10 feet horizontally.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Guarded Mind
You have Resistance to Psychic damage. Moreover, if you start your turn with the Charmed or Frightened condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Bulwark of Force
You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has Half Cover for 1 minute or until you have the Incapacitated condition.
Once you use this feature, you can't do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge thrice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Telekinetic Master
You always have the Telekinesis spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Intelligence. On each of your turns while you maintain Concentration on it, including the turn when you cast it, you can make one attack with a weapon as a Bonus Action.
Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Turn Surge
Your Action Surge feature gives you an additionnal turn instead of an additional action, but only once a round.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Second Wind, Weapon Mastery | 2 | 1 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 1 |
| 3 | +2 | Bonus Proficiencies, Giant's Might, Rune Carver | 2 | 1 |
| 4 | +2 | Ability Score Improvement | 3 | 1 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 2 |
| 6 | +3 | Ability Score Improvement | 3 | 2 |
| 7 | +3 | Additional Rune Known, Runic Shield | 3 | 2 |
| 8 | +3 | Ability Score Improvement | 3 | 2 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 3 |
| 10 | +4 | Additional Rune Known, Great Stature | 4 | 3 |
| 11 | +4 | Two Extra Attacks, Action Surge | 4 | 3 |
| 12 | +4 | Ability Score Improvement | 4 | 3 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 4 |
| 14 | +5 | Ability Score Improvement | 4 | 4 |
| 15 | +5 | Additional Rune Known, Master of Runes | 4 | 4 |
| 16 | +5 | Ability Score Improvement | 4 | 4 |
| 17 | +6 | Three Extra Attacks, Action Surge, Indomitable | 4 | 5 |
| 18 | +6 | Runic Juggernaut | 4 | 5 |
| 19 | +6 | Epic Boon | 4 | 5 |
| 20 | +6 | Turn Surge | 4 | 5 |
Rune Options
The 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.
Level 1
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of any kind of Simple or Martial weapon of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Bonus Proficiencies
You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.
Giant's Might
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:
- If 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.
- You have advantage on Strength checks and Strength saving throws.
- Once 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.
You 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.
Rune Carver
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.
Whenever 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.
| Fighter Level | Number of Runes |
|---|---|
| 3rd | 2 |
| 7th | 3 |
| 10th | 4 |
| 15th | 5 |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Additional Rune Known
You learn an additional Rune.
Runic Shield
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.
You 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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Additional Rune Known
You learn an additional Rune.
Great Stature
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.
Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Additional Rune Known
You learn an additional Rune.
Master of Runes
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge thrice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Runic Juggernaut
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.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Turn Surge
Your Action Surge feature gives you an additionnal turn instead of an additional action, but only once a round.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Second Wind, Weapon Mastery | 2 | 1 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 1 |
| 3 | +2 | Bonus Proficiency, Fighting Spirit | 2 | 1 |
| 4 | +2 | Ability Score Improvement | 3 | 1 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 2 |
| 6 | +3 | Ability Score Improvement | 3 | 2 |
| 7 | +3 | Elegant Courtier | 3 | 2 |
| 8 | +3 | Ability Score Improvement | 3 | 2 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 3 |
| 10 | +4 | Tireless Spirit | 4 | 3 |
| 11 | +4 | Two Extra Attacks, Action Surge | 4 | 3 |
| 12 | +4 | Ability Score Improvement | 4 | 3 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 4 |
| 14 | +5 | Ability Score Improvement | 4 | 4 |
| 15 | +5 | Rapid Strike | 4 | 4 |
| 16 | +5 | Ability Score Improvement | 4 | 4 |
| 17 | +6 | Three Extra Attacks, Action Surge, Indomitable | 4 | 5 |
| 18 | +6 | Strength before Death | 4 | 5 |
| 19 | +6 | Epic Boon | 4 | 5 |
| 20 | +6 | Turn Surge | 4 | 5 |
Level 1
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of any kind of Simple or Martial weapon of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Bonus Proficiency
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.
Fighting Spirit
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 weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Elegant Courtier
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.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Tireless Spirit
When you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Rapid Strike
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 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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge thrice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Strength before Death
Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current 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.
Once you use this feature, you can't use it again until you finish a long rest.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Turn Surge
Your Action Surge feature gives you an additionnal turn instead of an additional action, but only once a round.
Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Second Wind, Weapon Mastery | 2 | 1 |
| 2 | +2 | Action Surge, Tactical Mind | 2 | 1 |
| 3 | +2 | Despairing Strikes, Solemn Gaze | 2 | 1 |
| 4 | +2 | Ability Score Improvement | 3 | 1 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 2 |
| 6 | +3 | Ability Score Improvement | 3 | 2 |
| 7 | +3 | Dreaded Appearance | 3 | 2 |
| 8 | +3 | Ability Score Improvement | 3 | 2 |
| 9 | +4 | Indomitable, Tactical Master | 3 | 3 |
| 10 | +4 | Unsettled Strikes | 4 | 3 |
| 11 | +4 | Two Extra Attacks, Action Surge | 4 | 3 |
| 12 | +4 | Ability Score Improvement | 4 | 3 |
| 13 | +5 | Indomitable, Studied Attacks | 4 | 4 |
| 14 | +5 | Ability Score Improvement | 4 | 4 |
| 15 | +5 | Grim Constitution | 4 | 4 |
| 16 | +5 | Ability Score Improvement | 4 | 4 |
| 17 | +6 | Three Extra Attacks, Action Surge, Indomitable | 4 | 5 |
| 18 | +6 | Grieving Mantle | 4 | 5 |
| 19 | +6 | Epic Boon | 4 | 5 |
| 20 | +6 | Turn Surge | 4 | 5 |
Level 1
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of any kind of Simple or Martial weapon of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Fighter Features table.
Level 2
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3
Despairing Strikes
Each Sorrow Knight bears an emotional wound like a deep scar, through which they channel despair against their enemies. This misery is fueled by special dice called Despairing Strike Dice.
The Despairing Strike Dice table shows the die size and number of these dice you have when you reach certain Fighter levels. A Despairing Strike Die is expended when you use it. You regain all expended Despairing Strike Dice when you finish a Short or Long Rest.
When you hit a creature with an attack roll using a weapon, you can expend a Despairing Strike Die and roll that die. You deal additional Psychic damage equal to the roll and can also add one of the following effects. You can't expend more than one die per attack.
If a Despairing Strike effect requires a saving throw, the DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
- Abandoned. The target must succeed on an Intelligence saving throw or have the Deafened condition until the end of your next turn. While Deafened, the target regards all creatures it can see as enemies until the end of your next turn.
- Dread. The target has Disadvantage on the next saving throw it makes before the start of your next turn.
| Fighter Level | Die Size | Number |
|---|---|---|
| 3 | d8 | 3 |
| 10 | d10 | 4 |
| 15 | d12 | 5 |
Solemn Gaze
You can see through the darkness around you and recognize the darkness in others. You gain the following benefits.
- Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
- Empathetic Inquiry. As a Magic action, you can attempt to search the mind of a creature you can see within 30 feet. The target must succeed on a Wisdom saving throw (DC equals 8 plus your Wisdom modifier and Proficiency Bonus) or you learn an emotion that looms large in its mind, such as a worry, love, or hate. If the target can see you, it knows you have read its emotions. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7
Dreaded Appearance
When you use Tactical Shift, you can teleport to an unoccupied space you can see within 30 feet of yourself instead of moving.
Immediately after you reappear, you can briefly take on the appearance of creatures' fears, visible only to those creatures. Each creature of your choice within a 10-foot Emanation originating from you makes a Wisdom saving throw (DC equals 8 plus your Wisdom modifier and your Proficiency Bonus). On a failed save, a target takes Psychic damage equal to a roll of your Despairing Strike die and has the Frightened condition until the end of your next turn. On a successful save, it takes half damage only.
Once you take on this appearance, you can't do so again until you finish a Short or Long Rest.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
Level 10
Unsettled Strikes
You further channel the pathos of the Shadowfell through your fighting abilities. The following effects are now among your Despairing Strike options.
- Apathetic. The target must succeed on a Wisdom saving throw or have the Incapacitated condition until the start of your next turn. While Incapacitated in this way, the target can give only one-word responses when spoken to.
- Lost. The target makes a Charisma saving throw. On a failed save, the target has the Blinded condition, and its Speed is reduced to 0 until the end of its next turn. On a successful save, the target's Speed is halved until the end of its next turn.
- Weary. The target must succeed on a Constitution saving throw or gain 1 Exhaustion level. This effect can't increase the target's Exhaustion level above 2. Exhaustion levels gained from this effect are removed at the end of your next turn.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge twice before a rest but only once on a turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Indomitable
You can use Indomitable twice before a Long Rest.
Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15
Grim Constitution
You have Resistance to Necrotic and Psychic damage.
In addition, when you are subjected to an effect that reduces your Hit Point maximum, you can make a DC 15 Constitution saving throw. If you succeed, your Hit Point maximum isn't decreased. Each time you make this Constitution saving throw after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 15.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Action Surge
You can use Action Surge thrice before a rest but only once on a turn.
Indomitable
You can use Indomitable three times before a Long Rest.
Level 18
Grieving Mantle
When you use your Action Surge, you attune yourself to the Shadowfell for 1 minute or until you have the Incapacitated condition. For the duration, you gain the following benefits.
- Shade Form. When you are hit by an attack roll, you can take a Reaction to become insubstantial for a moment and reduce the attack's total damage against you to 0.
- Unwavering Resolve. You have Immunity to the Charmed and Frightened conditions. If you're Charmed or Frightened when you activate your Grieving Mantle, the condition ends on you.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Level 20
Turn Surge
Your Action Surge feature gives you an additionnal turn instead of an additional action, but only once a round.