A Master of All Arms and Armor
Primary Ability | Strength or Dexterity |
|---|---|
Hit Point Die | D10 per Fighter level |
Saving Throw Proficiencies | Strength and Constitution |
Skill Proficiencies | Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival |
Weapon Proficiencies | Simple and Martial weapons |
Armor Training | Light, Medium, and Heavy armor and Shields |
Starting Equipment | Choose A, B, or C: (A) Mail Shirt, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer's Pack, and 11GP; or (C) 155GP |
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.
| Level | Proficiency Bonus | Features | Superiority Dice | Indomitable | Second Wind | Action Surge | Weapon Masteries Known |
|---|---|---|---|---|---|---|---|
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 1d10 | 3 | |||
| 2 | +2 | Action Surge, Combat Superiority, Tactical Mind | 3d6 | 1d10 | 1 | 3 | |
| 3 | +2 | 3d6 | 1d10 | 1 | 3 | ||
| 4 | +2 | Ability Score Improvement | 4d6 | 1d10 | 1 | 4 | |
| 5 | +3 | Extra Attack, Tactical Shift | 4d8 | 2d10 | 1 | 4 | |
| 6 | +3 | Ability Score Improvement | 4d8 | 2d10 | 1 | 4 | |
| 7 | +3 | Know Your Enemy | 5d8 | 2d10 | 1 | 4 | |
| 8 | +3 | Ability Score Improvement, Resolute | 5d8 | 2d10 | 1 | 4 | |
| 9 | +4 | Indomitable, Tactical Master | 5d8 | 1 | 2d10 | 1 | 4 |
| 10 | +4 | 5d8 | 1 | 2d10 | 1 | 5 | |
| 11 | +4 | Extra Attack (x2) | 5d10 | 1 | 3d10 | 1 | 5 |
| 12 | +4 | Ability Score Improvement | 5d10 | 1 | 3d10 | 1 | 5 |
| 13 | +5 | Studied Attacks | 5d10 | 2 | 3d10 | 1 | 5 |
| 14 | +5 | Ability Score Improvement, Refined Combat Style | 5d10 | 2 | 3d10 | 1 | 5 |
| 15 | +5 | Relentless | 6d10 | 2 | 3d10 | 1 | 5 |
| 16 | +5 | Ability Score Improvement | 6d10 | 2 | 3d10 | 1 | 6 |
| 17 | +6 | 6d12 | 3 | 4d10 | 2 | 6 | |
| 18 | +6 | 6d12 | 3 | 4d10 | 2 | 6 | |
| 19 | +6 | Ability Score Improvement | 6d12 | 3 | 4d10 | 2 | 6 |
| 20 | +6 | Extra Attack (x3) | 6d12 | 3 | 4d10 | 2 | 6 |
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a level in this class, you can replace the feat you chose with a different Fighting Style feat.
You have a limited well of stamina that you can draw on to protect yourself from harm. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 + 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.
The hit points recovered with this feature improves to 2d10 + your fighter level at level 5, 3d10 + your fighter level at level 11 and 4d10 + your fighter level at level 17.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can can change the kinds of weapons you chose.
When you reach certain levels in this class, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the class features table.
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 must finish a Short or Long Rest before you can use it again. Starting at level 17, you can use it twice before a rest, but only once on the same turn.
You learn maneuvers that are fueled by special dice called Superiority Dice.
Maneuvers. You learn one maneuver of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
| Ambush | Maneuvering Attack |
| Bait and Switch | Menacing Attack |
| Brace | Parry |
| Commander's Strike | Precision Attack |
| Commanding Presence | Pushing Attack |
| Disarming Attack | Quick Toss |
| Distracting Strike | Rally |
| Evasive Footwork | Riposte |
| Feinting Attack | Sweeping Attack |
| Goading Attack | Tactical Assessment |
| Grappling Strike | Tripping Attack |
| Lunging Attacks |
You learn two additional maneuvers of your choice at 4th, 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have three Superiority Dice, which are d6s. A Superiority Die is expended when you use it. You regain all of your expended Superiority Dice when you finish a Short or Long Rest.
You gain another Superiority Die at Fighter levels 4, 7 and 15.
Battle Master. At Fighter level 5, your Superiority Dice turn into d8s. At Fighter level 11, they turn into d10s. At Fighter level 17, they turn into d12s.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 plus your Proficiency Bonus plus your Strength or Dexterity modifier (your choice)
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a Superiority Die to guide yourself toward success. Roll the Superiority Die and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, the Superiority Die isn't expended.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you can discern two of the following characteristics of your choice:
Damage Interactions. Whether that creature has any Immunities, Resistances, or Vulnerabilities and what they are.
Physical Abilities. Choose one of Strength, Dexterity, or Constitution. You learn the creature's score in that ability as well as if they are proficient in the Saving Throw. (You may choose this one twice to select different abilities.)
Armor Class. You learn the creature's Armor Class and source of that Armor Class (at your DM's discretion).
Health. You learn the creature's current Hit Points.
Class Levels. You learn the creature's total class levels as well as how many, if any, are levels in Fighter.
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).
When you use your Action to take the Dash action or Dodge action, you may make a single weapon attack or Unarmed Strike as part of that action.
At Fighter level 12, when you make a weapon attack or Unarmed Strike and you have no more than half of your Hit Points left you can expend one Hit Die to regain Hit Points. You can only regain Hit Points in this way once per turn.
You can regain Hit Points with this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Long Rest.
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level (currently, @classes.fighter.levels). You mut use the new roll, and you can't use this feature again until you finish a Long Rest.
You can use this feature twice between Long Rests at Fighter level 13 and three times between Long Rests at Fighter level 17.
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.
You can attack three times, instead of once, whenever you take the Attack action on your turn.
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.
You have mastered your combat style to an unparalleled degree. The bonuses of your combat style improves. If you have more than one fighting style, choose one to improve. The original fighting style is replaced by the improved one.
Whenever you gain a Fighter level, you can replace it with a different Refined Combat Style available in this class.
Once per turn, when you use a maneuver, you can roll 1d8 and use the number rolled instead of expending a Superiority Die.
You can attack four times, instead of once, whenever you take the Attack action on your turn.
An Arcane Archer studies a unique method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
| Level | Features |
|---|---|
| 3 | Arcane Archer Lore*, Arcane Shot |
| 7 | Magic Arrow, Trick Shot |
| 18 | Ever-Ready Shot |
You learn magical theory or some of the secrets of nature - typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana and the Nature skill, and you learn the Prestidigitation cantrip and the Druidcraft cantrip. If you already have both these proficiencies, you gain proficiency in one skill of your choice from the list of skills available to the Fighter at level 1.
You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice.
Once per turn when you fire an arrow from a shortbow, or a longbow, or a warbow as part of a ranged weapon attack, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option does not involve an attack roll. You have a number of uses of this ability equal to your Proficiency Bonus, and you regain all expended uses of it when you finish a Long Rest.
When you have no uses available, you can expend two of your Superiority Dice to perform one of your Arcane Shots.
If an option requires a saving throw, your Arcane Shot save DC equals 8 plus your Proficiency Bonus plus your Intelligence modifier.
You gain an additional Arcane Shot option of your choice when you reach Fighter levels 7, 10, and 15. At level 18 in Fighter you learn all Arcane Shot options available to you. Each option also improves when you reach Fighter level 15.
You gain the ability to infuse arrows with magic. Whenever you fire an arrow from a shortbow, or a longbow, or a warbow you can make it deal Force damage. The magic fades from the arrow immediately after it hits or misses its target.
You learn how to direct an errant arrow toward a new target. When you make an attack roll with an arrow and miss, you can use a Bonus Action to reroll the attack roll against a different target within 60 feet of the original target.
Whenever you score a Critical Hit with a shortbow, a longbow or a warbow; you regain one expended use of your Arcane Shots.
Foundry Note
This feature includes a Recharge Arcane Shot on Critical Hit activity that can be used to grant another use of your Arcane Shot.
Pledged to protect the lands, they take the fight against evil beyond their land's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.
A Banneret is a knight that inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
A knight prefers to lead through deeds, not words. As a Banneret spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.
| Level | Features |
|---|---|
| 3 | Rallying Cry, Knight Envoy |
| 7 | Unwavering |
| 10 | Lead through Deeds |
| 15 | Banneret's Bulwark |
| 18 | Inspiring Surge |
You learn how to inspire your allies to fight on past their injuries.
When you use your Second Wind feature, you can choose a number of creatures up to your Proficiency Bonus within 60 feet of you. Each one regains the same amount of Hit Points as you, provided that they can see or hear you.
You gain proficiency in the Persuasion skill and one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
Your Proficiency Bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.
When you roll a Superiority Die, you can reroll it and take either result.
Additionally, when you use your Second Wind feature, you gain the following benefits.
Superior Recovery. You regain one of your expended Superiority Dice.
Inexhaustible. Your level of Exhaustion, if any, is reduced by 1.
Physical Prowess. You add double your Proficiency Bonus to any Strength, Dexterity, or Constitution checks you make for the next minute.
Unstoppable. At Fighter level 15+, you regain one expended use of your Indomitable feature.
When a target succeeds its Saving Throw against one of your Maneuvers, allied creatures your choice up to your Proficiency Bonus within 60 feet of you that can see or hear you can attempt the same Maneuver once on their turn against the same target before the start of your next turn.
If the target fails its Saving Throw against a Maneuver done in this way then those who did not attempt the same Maneuver are unable to do so. You are still considered the source of any additional effects from the Maneuver.
You can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll a Saving Throw and you do not have the Incapacitated condition, you can choose one creature within 60 feet of you that also failed its Saving Throw against the same effect. If that creature can see or hear you, it can reroll its Saving Throw, adding your Fighter level to the save, and must use the new roll.
When you use your Action Surge feature, you can choose up to your Proficiency Bonus number of creature within 60 feet of you. Each creature can take a Reaction to make one melee or ranged weapon attack, provided that it can see or hear you.
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.
| Level | Features |
|---|---|
| 3 | Born to the Saddle, Unwavering Mark |
| 7 | Warding Maneuver |
| 10 | Hold the Line |
| 15 | Combat Rush |
| 18 | Vigilant Defender |
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 do not have the Incapacitated condition.
Additionally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your Speed.
Finally, your Maneuvers that affect you can be applied to your mount.
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 get the Incapacitated condition, you die, or if someone else marks the creature.
While it is within the reach of your melee weapon, a creature marked by you has Disadvantage on any attack roll that does not 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 its own special 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 Proficiency Bonus, and you regain all expended uses of it when you finish a Long Rest.
You learn to fend off strikes directed at you, your mount, or other creatures nearby. When you expend a Superiority Die to perform a Maneuver, a creature you can see (yourself included) within your reach gains Temporary Hit Points equal to the roll of your Superiority Die. While the creature has these Temporary Hit Points, they have Resistance to all damage taken.
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, and the target is one size category larger or smaller, then the target's Speed is reduced to 0 until the end of the current turn.
You can run down your foes, whether you are 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, you can use one of your known Maneuvers that requires you to hit a target against that target without expending a Superiority Die or adding the Superiority Die to the result. You can use this feature only once on each of your turns.
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 cannot use it on the same turn that you take your normal Reaction.
Pursue Physical Excellence in Combat
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.
| Level | Features |
|---|---|
| 3 | Improved Critical, Remarkable Athlete |
| 7 | Additional Fighting Style, Powerful Maneuvers |
| 10 | Heroic Warrior |
| 15 | Superior Critical |
| 18 | Survivor |
Your attack rolls with weapons and Unarmed Strikes have their Critical Hit threshold expanded by one.
Foundry Note
This feature automatically increases the Critical Hit threshold by one.
Thanks to your athleticism, you have Advantage on Initiative rolls and Athletics checks.
In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
Your mastery of combat is unparalleled. You learn an additional fighting style.
When you score a Critical Hit with a Maneuver that deals damage you can roll an additional Superiority Die for that damage.
The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
Your attack roles with weapons and Unarmed Strikes have their Critical Hit threshold further expanded by one.
Additionally, when you score a Critical Hit with a Maneuver that deals damage you can roll two additional Superiority Dice for that damage.
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.
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.
| Level | Features |
|---|---|
| 3 | Manifest Echo, Unleash Incarnation |
| 7 | Echo Avatar |
| 10 | Shadow Martyr |
| 15 | Reclaim Potential |
| 18 | Legion of One |
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 for 1 minute, or 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 10 + twice 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:
Swap Places. 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.
Echo Attack. 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. The echo can perform your Maneuvers. You make this choice for each attack.
Echo Strike. When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can take a Reaction to make an Opportunity Attack as if you were in the echo's space.
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. This attack cannot perform any of your Maneuvers.
You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Long Rest.
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. This echo cannot be used to perform the abilities detailed in your Manifest Echo feature.
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 take a 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 cannot use it again until you finish a Short or Long rest, unless you expend a Superiority Die to do so again.
Foundry Note
This feature includes an additional Use with Superiority Dice feature to expend Superiority Dice to use this feature.
You have 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 one roll of your Fighter Hit Die plus your Constitution modifier, provided you do not 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.
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 do not have your maximum uses of your Unleash Incarnation feature left, you regain one use of that feature.
Support Combat Skills with Arcane Magic
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.
| Level | Features | Cantrips | Prepared Spells | --Spell Slots per Spell Level-- | |||
|---|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | ||||
| 1 | |||||||
| 2 | |||||||
| 3 | Spellcasting, War Bond | 2 | 3 | 2 | |||
| 4 | 2 | 4 | 3 | ||||
| 5 | 2 | 4 | 3 | ||||
| 6 | 2 | 4 | 3 | ||||
| 7 | War Magic | 2 | 5 | 4 | 2 | ||
| 8 | 2 | 6 | 4 | 2 | |||
| 9 | 2 | 6 | 4 | 2 | |||
| 10 | Eldritch Strike | 3 | 7 | 4 | 3 | ||
| 11 | 3 | 8 | 4 | 3 | |||
| 12 | 3 | 8 | 4 | 3 | |||
| 13 | 3 | 9 | 4 | 3 | 2 | ||
| 14 | 3 | 10 | 4 | 3 | 2 | ||
| 15 | Arcane Charge | 3 | 10 | 4 | 3 | 2 | |
| 16 | 3 | 10 | 4 | 3 | 3 | ||
| 17 | 3 | 11 | 4 | 3 | 3 | ||
| 18 | Improved War Magic | 3 | 11 | 4 | 3 | 3 | |
| 19 | 3 | 12 | 4 | 3 | 3 | 1 | |
| 20 | 3 | 13 | 4 | 3 | 3 | 1 | |
You have learned to cast spells. See the rules on spellcasting. 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. 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 chocie.
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 finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Wziard spells 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.
Fighter | Cantrips | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|
| 3rd | 2 | 2 | -- | -- | -- |
| 4th | 2 | 3 | -- | -- | -- |
| 5th | 2 | 3 | -- | -- | -- |
| 6th | 2 | 3 | -- | -- | -- |
| 7th | 2 | 4 | 2 | -- | -- |
| 8th | 2 | 4 | 2 | -- | -- |
| 9th | 2 | 4 | 2 | -- | -- |
| 10th | 3 | 4 | 3 | -- | -- |
| 11th | 3 | 4 | 3 | -- | -- |
| 12th | 3 | 4 | 3 | -- | -- |
| 13th | 3 | 4 | 3 | 2 | -- |
| 14th | 3 | 4 | 3 | 2 | -- |
| 15th | 3 | 4 | 3 | 2 | -- |
| 16th | 3 | 4 | 3 | 3 | -- |
| 17th | 3 | 4 | 3 | 3 | -- |
| 18th | 3 | 4 | 3 | 3 | -- |
| 19th | 3 | 4 | 3 | 3 | 1 |
| 20th | 3 | 4 | 3 | 3 | 1 |
You learn a ritual that creates a magical bond between yourself and one weapon or shield. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon or shield must be within your reach throughout the ritual, at the conclusion of which you touch the weapon or shield and forge the bond. The bond fails if another Fighter is bonded to the weapon or shield or if the weapon or shield is a magic item to which someone else is attuned.
Once you have bonded a weapon or shield to yourself, you cannot be disarmed of that weapon or shield unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon or shield as a Bonus Action on your turn, causing it to teleport instantly to your hand.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands, as long as one is your bonded weapon or shield.
You can have up to two bonded weapons or one bonded weapon and one bonded shield, but can summon only one at a time with your Bonus Action. If you attempt to bond with a third weapon or second shield, you must break the bond with one of the other two weapons or your other shield.
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 or a Bonus Action.
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.
Foundry Note
This feature includes an Active Effect which can be used for tracking but does not automate the Disadvantage.
When you use your Action Surge, you can teleport up to 60 feet to an unoccupied space you can see. You can teleport before or after the additional action.
When you take the Magic action to cast a spell, you can make one additional weapon attack as part of that action.
Additionally, you can expend a level 4+ spell slot to take an Action Surge. Once you use this feature, you cannot use it again until you finish a Long Rest.
Augment Physical Might with Psionic Power
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.
| Level | Features | Psionic Energy Die |
|---|---|---|
| 3 | Psionic Power | 4d6 |
| 7 | Telekinetic Adept | 6d8 |
| 10 | Guarded Mind | 8d8 |
| 15 | Bulwark of Force | 10d10 |
| 18 | Telekinetic Master | 12d12 |
You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuels powers you have from this subclass. The Psi Wawrrior Energy Dice table shows the die size and number of these dice have when you reach certain Fighter levels.
| Fighter Level | Die Size | Number |
| 3 | D6 | 4 |
| 5 | D8 | 6 |
| 9 | D8 | 8 |
| 11 | D10 | 8 |
| 13 | D10 | 10 |
| 17 | D12 | 12 |
Current Dice: @scale.psi-warrior.die
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 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.
Psionic Power Recharge. As a Bonus Action you can regain one expended Psionic Energy Die. Once you take this action, you can't do so again until you finish a Short or 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.
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.
Foundry Note
The Psi-Powered Leap activity includes a free use and you can use the Psi-Powered Leap Using Psionic Energy activity to use it again with a Psionic Energy Die. It does not automate the addition of the Fly Speed.
The Telekinetic Thrust activity includes an Active Effect which can apply the Prone condition.
You have resistance to Psychic damage. Moreover, if you start your turn with the Charmed, Dazed, or Frightened condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself subjecting you to those conditions.
Foundry Note
The Psychic Resistance is granted as you level up.
The End Effects activity can be used to consume a use of your Psionic Energy Die. It does not automatically end the effects though.
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 cannot 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.
Foundry Note
This feature includes an Active Effect which applies the Half Cover status but it does not automatically end.
The Recharge with Psionic Energy activity will consume a use of your Psionic Energy Die and grant another use of this feature.
You always have the Telekinesis and Arcane Hand spells prepared. With this feature, you can cast them without a spell slot or components, and your spellcasting ability for them is Intelligence. On each of your turns while you maintain Concentration on them, including the turn when you cast them, you can make one attack with a weapon as a Bonus Action. Alternatively, while you maintain Concentration, you can control either spell as a Bonus Action, even if it normally requires a Magic action.
Your spells behave differently in these ways:
Your Arcane Hand does not have the Clenched Fist option, nor can it deal damage.
Creatures that are Grappled by your Arcane Hand's Grasping Hand feature or Restrained by your Telekinesis take an additional Superiority Die and Psionic Energy Die of Force damage if hit by your Bonus Action weapon attack granted by this feature.
Once you cast each 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.
Foundry Note
You are automatically granted the Arcane Hand and Telekinesis spells as you level up. Each include a free use and is configured to use Intelligence as your spellcasting modifier. You can manually consume a use of your Psionic Energy Dice and give yourself another use of the spell.
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.
| Level | Features | Rune Invocations |
|---|---|---|
| 3 | Bonus Proficiencies, Giant's Might, Rune Carver | 1 |
| 7 | Runic Shield | 1 |
| 10 | Great Stature | 1 |
| 15 | Master of Runes | 2 |
| 18 | Runic Juggernaut | 2 |
You gain proficiency with Smith's Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tool of your choice.
Additionally, you learn to speak, read, and write Giant. If you already know this language, you can learn one other language of your choice.
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:
Enlarged. 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 does not change.
Enhanced Strength. You have advantage on Strength checks and Strength saving throws.
Extra Damage. 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.
Foundry Note
When you use this feature, it applies an Active Effect which toggles the advantage reminder for your Strength checks and Strength saving throws, but it does not change your size or auto-apply the damage.
The Extra Damage activity can be used to produce a damage roll while empowered by this feature.
At 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
| Fighter Level | Number of Runes |
|---|---|
| 3rd | 2 |
| 7th | 3 |
| 10th | 4 |
| 15th | 5 |
| 18th | 6 |
| 20th | All |
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.
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.
Cloud Rune | Stone Rune |
Coral Rune | Frost Rune (Level 7+) |
Fire Rune | Hill Rune (Level 7+) |
Forest Rune | Storm Rune (Level 7+) |
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 take a 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.
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, and when you make an Ability Check that your Runes grants you Advantage on, regardless of having advantage or not, you can add your Constitution modifier (minimum of 1) to those checks. Moreover, you gain additional benefits when you activate your Giant's Might:
Enhanced Speed. Your Speed increases by 5 feet.
Improved Maneuvers. When you roll Superiority Die damage, you can roll an additional Superiority Die and add it to the damage dealt.
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.
Additionally, your Relentless can be used to regain one expended Rune rather than one Superiority Die.
You learn how to amplify your rune-powered transformation. As a result, your size can increase to Huge when you use Giant's Might, and while you are that size, your Reach and Speed are both increased by 5 feet.
Additionally, your weapons and Unarmed Strikes are considered oversized depending on your size and apply to you. Double the weapon dice if you are Large, triple the weapon dice if you are Huge, and quadruple the weapon dice if you are Gargantuan. For example, a Huge Rune Knight wielding an appropriately sized greataxe deals 3d12 slashing damage (plus their Strength bonus), instead of the normal 1d12.
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.
| Level | Features |
|---|---|
| 3 | Fighting Spirit |
| 7 | Elegant Courtier |
| 10 | Rapid Strike |
| 15 | Tireless Spirit |
| 18 | Strength before Death |
Your intensity in battle can shield you and help you strike true. When you make your first attack on your turn, you can give yourself Advantage on weapon and Unarmed Strike attack rolls until the start of your next turn. When you do so, you also gain Temporary Hit Points equal to half your Fighter level.
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.
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).
Additionally, when you deal Superiority Die damage, you can roll an additional Superiority Die, and add it to the result.
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 or Unarmed Strike against that target, as part of the same action. You can do so no more than once per turn.
When you roll Initiative and do not have your maximum uses of Fighting Spirit remaining, you regain one use.
Additionally, when do not have your maximum uses of Fighting Spirit remaining, you regain one use when you use your Second Wind feature.
Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and does not kill you outright, you can use tale a Reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. During this special turn when you deal Superiority Die damage, you can roll one additional Superiority Die, and add it to the result. Also, while you have 0 hit points during that extra turn, taking damage causes you to make a Death Saving Throw at Disadvantage rather than automatically failing. 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 cannot use it again until you finish a Long Rest.