Alternate Fighter
The Fighter
The young guard quietly slipped past
his comrades out the back door of the
armory where the townsfolk were hiding.
A bandit gang had come upon their village
suddenly that morning, and their leader had
issued a challenge. If a warrior from the town
could best him in single combat, his gang of
bandits would leave peacefully. Even though
the young human had only joined the town
guard one season ago, he could already best
every other guard with the sword. To the surprise
of the townsfolk, he drew his sword, muttered a
prayer, and stepped forward to defend his home.
A graying dwarf surveyed the enemy camp as
the sun began to set. Along with three of her best
soldiers, she had made her way to the enemy general's
tent with the intent to rout the army or die in the attempt.
In a fully pitched battle, the small band of dwarves under her
command wouldn't stand a chance against this great host.
However, if her group of elite soldiers followed her orders to
the letter, they had a chance to cut off the head of the army
before it came to battle. For what could be her final mission,
she gripped her battleaxe and gave the order to move out.
The flamboyant elven gladiator paused for a brief moment, Creating
basking in the cheers of the crowd. He remembered his first Your Fighter
gladiatorial match in the underground arena, surrounded by
drunken pirates and slavers. Now he performed for the king When creating a fighter, the most important thing to consider
and queen amidst the bustle of the largest metropolis in the is where they gained their skill with the armaments of war.
kingdom. After savoring the moment, he whirled about and Are you the scion of a noble house, trained from birth by the
plunged his gilded spear into his opponent's heart, ending best warriors in your family's employ? Are you a gladiator
what would be his final fight and earning him his freedom. who fought for sport, forced to learn to fight or perish? Did
you come from nothing and earn food, shelter, and coin at the
Masters of the Battlefield tip of your sword as a member of a mercenary company?
Not every city guardsman, mercenary, or professional soldier Also, consider your fighter's style of combat and how the
is considered to be a true fighter. Born with the innate talent way you fight sets you apart from other warriors. Are you a
for war and keen battle instincts, a born fighter cannot resist artist with your weapons, gracefully flowing about the field of
the call of the battlefield. Hailing from the ranks of military battle? Are you especially ruthless, reveling in the chaos and
officers, elite bodyguards, veteran mercenaries, and anointed carnage of war? Or, do you fight with honor and respect, only
knights, fighters are known for their masterful skill in battle. challenging those that you deem your equal with the sword?
Dungeon delving, monster slaying, and other dangerous
work common amongst adventurers is second nature for a
fighter. Something deep within them compels them to seek Multiclassing and the Fighter
out conflict and throw themselves into the midst of it. Often If your group uses the optional multiclassing rule,
champions of fair competition, fighters make for loyal allies. here's what you need to know if you choose to
take your first level in the fighter class.
The Armaments of War Ability Score Minimum. As a multiclass character,
you must have at least a Strength (or Dexterity)
Every fighter can swing an axe, fence with a rapier, cut down score of 13 to take a level in this class, or to take a
a foe with a longsword, and use a bow with a high degree of level in another class if you are already a fighter.
skill. Likewise, a fighter is adept with shields and every form Proficiencies. If fighter isn't your initial class, here
of armor. Fighters wield their weapons and armor of choice are the proficiencies you gain when you take your
as an extension of their very self, transforming into beautiful first level as a fighter: light armor, medium armor,
yet deadly whirls of sharpened steel on the battlefield. shields, simple weapons and martial weapons.
While they all have skill in battle, the nature of a fighter's Exploits. If you learn Exploits from more than one
training can greatly vary. Some cultivate immense physical of your class, subclass, or other features, follow the
might, crushing their foes with overwhelming blows. Some rules and table linked below to determine the total
number and size of your Exploit Dice, and the total
prefer to strike from afar, slaying their enemies before they number of Exploits Known from each feature that
are aware of their presence. Others use tactical insights to grants you Exploits: Alternate Martial Multiclassing.
coordinate their allies. And a rare few augment their martial
abilities with limited, but potent, arcane spells.
The Fighter
Exploits Exploit Exploit
Level PB Features Known Die Dice
1st +2 Fighting Style, Second Wind (1) ─ ─ ─
2nd +2 Martial Exploits 2 d6 2
3rd +2 Know Your Enemy, Warrior Archetype 3 d6 2
4th +2 Ability Score Improvement 3 d6 3
5th +3 Extra Attack (1) 4 d8 3
6th +3 Action Surge (1) 4 d8 3
7th +3 Archetype Feature 5 d8 3
8th +3 Ability Score Improvement 5 d8 4
9th +4 Indomitable (1) 6 d8 4
10th +4 Archetype Feature 6 d8 4
11th +4 Extra Attack (2) 7 d10 4
12th +4 Ability Score Improvement 7 d10 5
13th +5 Indomitable (2) 8 d10 5
14th +5 Ability Score Improvement, Second Wind (2) 8 d10 5
15th +5 Archetype Feature 9 d10 5
16th +5 Ability Score Improvement 9 d10 6
17th +6 Extra Attack (3), Indomitable (3) 10 d12 6
18th +6 Archetype Feature 10 d12 6
19th +6 Ability Score Improvement 10 d12 6
20th +6 Action Surge (2), Relentless 10 d12 6
Class Features Fighting Style
Hit Points At 1st level, choose the Fighting Style from the options below
Hit Dice: 1d10 per fighter level that best reflect your martial training and skill with weapons.
Hit Points at 1st Level: 10 + your Constitution modifier. You cannot select a Fighting Style more than once, even if a
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution feature allows you to select an additional Fighting Style.
modifier per fighter level after 1st Whenever you gain a level in this class, you can switch your
Fighting Style for another Fighting Style of your choice.
Proficiencies
Armor: All armor, shields Archery
Weapons: Simple weapons, martial weapons You gain a +2 bonus to attack rolls with ranged weapons.
Tools: One set of artisan's tools of your choice Classical Swordplay
Saving Throws: Strength, Constitution
Skills: Choose two of the following: Acrobatics, Athletics, While wielding a finesse weapon and no other weapons, you
History, Intimidation, Perception, Stealth, and Survival gain a +1 bonus to your attack rolls and a +1 to your Armor
Class so long as you are not using heavy armor or a shield.
Equipment
You start with the following equipment. Defensive Fighting
While wearing armor or wielding a shield, you gain a +1
(a) chain mail or (b) leather armor, a longbow, 20 arrows bonus to your Armor Class.
(a) martial weapon and shield or (b) two martial weapons
(a) light crossbow and 20 bolts or (b) two handaxes Dual Wielding
(a) a dungeoneer’s pack or (b) an explorer’s pack When you take the Attack action while two-weapon fighting,
Quick Build
you can make a single additional attack with your off-hand
weapon as part of your action instead of your bonus action,
You can make a fighter quickly by using these suggestions. adding your ability modifier to the damage of this attack.
First, depending on the weapons you wish to use, make your
Strength (heavy or melee weapons) or your Dexterity (ranged Dueling
weapons or dual wielding) your highest ability score, followed When you are wielding a melee weapon in one hand and no
by Constitution. Second, choose the soldier background. other weapons, you gain a +2 bonus to damage rolls with it.
Featherweight Fighting
While you are wielding only light weapons, and
nothing else your speed increases by 10 feet.
You also gain a +1 bonus to damage rolls with
light weapons, so long as you are not wearing
medium or heavy armor, or wielding a shield.
Great Weapon Fighting
When you roll a 1 or 2 on the damage die for
an attack you make with a melee weapon that
you are wielding with two hands, you can
reroll the damage, though you must use the
new roll, even if the new roll is a 1 or a 2.
The weapon must have the heavy, versatile,
or two-handed property to gain this benefit.
Improvised Fighting
You gain proficiency with improvised weapons.
Once per turn, when you hit with a improvised
weapon attack, you can roll the damage die
twice and take the higher roll. When you do
this, the improvised weapon is destroyed and
cannot be used for further attacks. You can't
use this feature to destroy magical objects.
Melee Marksman
Having a hostile creature within 5 feet of you
does not impose disadvantage on your ranged weapon Second Wind
attacks, so long as you are attacking a creature within 5 feet.
When you make a ranged weapon attack against a creature Starting at 1st level, you can use a bonus action to regain hit
within 5 feet, you can use your bonus action to make a melee points equal to 1d10 + your fighter level. Once you do so, you
attack against it with your ranged weapon. On hit, you deal must finish a short or long rest before you can do so again.
bludgeoning damage equal to 1d4 + your Strength modifier. When you reach 14th level in this class, you can use your
Second Wind feature twice between each short or long rest.
Protection
When a creature you can see attacks a target other Martial Exploits
than you that is within 5 feet of you, you can use your At 2nd level, you have begun to master unique techniques to
reaction to impose disadvantage on the attack roll. You must enhance your martial skill, both on and off the field of battle.
be wielding a melee weapon or a shield to use this reaction.
Strongbow Exploit Dice
You can use your Strength modifier, in place of Dexterity, for The Fighter table shows how many Exploit Dice you have to
your attack and damage rolls with longbows and shortbows. perform the Exploits you know. To use an Exploit, you must
expend one of these Dice. You can only use one Exploit per
Thrown Weapon Fighting attack, ability check, or saving throw, and you regain your
You can draw a weapon that has the thrown property as part expended Exploit Dice when you finish a short or long rest.
of the attack you make with the weapon. Moreover, when you Your Exploit Dice begin as d6s, and increase in size as you
hit with a ranged weapon attack using a thrown weapon, you gain levels in this class, as indicated in the Fighter table.
gain a +2 bonus to the damage roll of that attack. Exploits Known
Unarmed Fighting You know two Exploits of your choice from the list at the end
Your unarmed strikes can deal bludgeoning damage equal to of this class. The Exploits Known column of the Fighter table
1d6 + your Strength modifier on a hit. If you have two free shows when you learn more Exploits of your choice. To learn
hands when you make the attack roll, the d6 becomes a d8. an Exploit you must meet any prerequisites it may have, like a
At the beginning of each of your turns, you can deal 1d4 minimum Ability Score or a minimum fighter level.
bludgeoning damage to one creature you are grappling. Whenever you gain a fighter level, you can replace one of
the Exploits you know with another Exploit of your choice.
Versatile Fighting
While wielding a single versatile weapon and no shield, you Saving Throws
can choose to wield your weapon one or two-handed until the If one of your Exploits requires a creature to make a saving
start of your next turn. When wielding it one-handed you gain throw, your Exploit saving throw DC is calculated as follows:
a +1 bonus to attack rolls and to your Armor Class. Wielding Exploit save DC = 8 + your proficiency bonus + your
it two-handed you gain a +2 bonus to your damage rolls. Strength or Dexterity modifier (your choice)
Know
Your Enemy
Ability
Beginning at 3rd level, you can measure the skills of others in Score Improvement
comparison to your own. As an action, choose a creature you
can see within 60 feet. You learn if it is your equal, superior, At 4th level, and again at 8th, 12th, 14th, 16th, and 19th level,
or inferior in regards to one of the following attributes: you can increase one ability score of your choice by 2, or two
different ability scores of your choice by 1. As normal, you
Armor Class Strength Score cannot increase an ability score above 20 using this feature.
Current or Total Hit Points Dexterity Score
Extra Attack
Proficiency Bonus Constitution Score
Beginning at 5th level, you can attack twice, instead of once,
Fighter Class Levels Exploits Known whenever you take the Attack action on your turn.
Once you learn something about a creature, you can't use When you reach certain levels in this class, the number of
this feature on that creature again until you finish a long rest. attacks you can make as part of your Attack action increases;
When you reach 14th level in this class, you can use this at 11th level (3 attacks) and at 17th level (4 attacks).
feature as either an action or bonus action on your turn.
Action Surge
Warrior Archetype Starting at 6th level, you can push yourself past your limits, if
At 3rd level, choose one of the following Warrior Archetypes only for a moment. On your turn, you can take one additional
that best represents your skills and training: Arcane Knight, action on that current turn. Once you do so, you must finish a
Champion, Commander, Marksman, or Master at Arms. short or long rest before you can use this feature again.
The Warrior Archetype you choose grants you features at When you reach 20th level, you can use this feature twice
3rd level and again at 7th, 10th, 15th, and 18th level. between each short or long rest, but only once per turn.
Archetype Exploits Indomitable
Each Archetype has a list of Archetype Exploits you learn at Your fighting spirit allows you to grasp success from the jaws
the fighter levels noted in your Archetype's description. They of defeat. Beginning at 9th level, when you fail a saving throw,
don't count against your total number of Exploits Known and you can choose to succeed instead. Once you use this feature
can't be switched out for other Exploits. If you don't meet an you must finish a long rest before you can use it again.
Archetype Exploit's prerequisites, you learn it regardless. At certain fighter levels you can use this feature additional
times between each long rest. You can use this feature twice
starting at 13th level, and three times starting at 17th level.
Additional Warrior Archetypes
Looking for more options? Check out the Alternate Relentless
Fighter: Expanded for eight additional Archetypes,
including Guardian, Quartermaster, and Swordsage! Upon reaching 20th level, your skills in combat are those of a
hero of legend. When you start your turn with no Exploit Dice
remaining, you immediately regain an expended Exploit Die.
An Arcane Knight Spellcasting
with a flametongue When you adopt the Arcane Knight Archetype at 3rd level,
longsword you learn to cast minor arcane spells, much like a wizard.
Cantrips. You learn two cantrips of your choice from the
Arcane Knight spell list at the end of this Archetype, and you
learn an additional Arcane Knight cantrip at 10th level.
Spell Slots. The Arcane Knight Spellcasting table shows
how many spell slots you have to cast your spells of 1st-level
and higher. To cast one of these spells, you must expend a
slot of the spell's level or higher. You regain all expended spell
slots when you finish a long rest. For example, if you know
the 1st-level spell shield and have a 1st-level and a 2nd-level
spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher. You know three
1st-level Arcane Knight spells. The Spells Known column of
your Spellcasting table shows when you learn more spells of
1st-level or higher, of a level for which you have spell slots.
When you gain a level, you can replace one of your Spells
Known with another spell from the Arcane Knight spell list.
The spell must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting
ability for your Arcane Knight spells. You use Intelligence
whenever a spell refers to your spellcasting ability. You also
use your Intelligence modifier when setting the saving throw
DC or making a spell attack roll for an Arcane Knight spell.
Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier
Spell attack modifier = your proficiency bonus
Warrior Archetypes + your Intelligence modifier
At 3rd level, a fighter chooses one of the following Archetypes
that best represents their training and skills: Arcane Knight, Arcane Knight Spellcasting
Champion, Commander, Marksman, or Master at Arms. Fighter Spells 1st 2nd 3rd 4th
Level Known Level Level Level Level
Arcane Knight 3rd 3 2 — — —
Arcane Knights supplement their skill with the armaments of 4th 4 3 — — —
war with arcane knowledge. Compared to mages who study
only magic, Arcane Knights can only produce minor spells, 5th 5 3 ─ — —
but, when combined with their deadly skill with the weapons 6th 5 3 ─ — —
of warfare, these minor spells become potent enhancements.
7th 6 4 2 — —
Weapon Bond 8th 6 4 2 — —
At 3rd level, you can magically bond yourself to your weapon.
At the end of a short or long rest, you can touch a weapon, 9th 7 4 2 — —
forging a magical bond between you and that weapon. 10th 7 4 3 — —
You cannot be disarmed of a bonded weapon unless you
are incapacitated. If it is on the same plane of existence, you 11th 8 4 3 — —
can use a bonus action to instantly summon it to you. It can 12th 8 4 3 — —
be used as a spellcasting focus for your Arcane Knight spells. 13th 9 4 3 2 —
You can have up to two bonded weapons at any one time,
though, they must be summoned one at a time. If you bond a 14th 9 4 3 2 —
third weapon, you break the bond with one of the other two. 15th 10 4 3 2 —
16th 10 4 3 3 —
Master Sword & Spell! 17th 11 4 3 3 —
Interested in playing a true master of both sword 18th 11 4 3 3 —
and spell? Check out the Magus Class, the arcane
half-caster companion to the paladin and ranger!. 19th 12 4 3 3 1
20th 12 4 3 3 1
War Magic
You can seamlessly weave minor spells with weapon attacks.
Starting at 7th level, when you take the Attack action on your
turn, you can cast a cantrip in place of one of your attacks.
Enchanted Strikes An aasimar Champion
Your weapons weaken a creature's resistance to your magic. of Tempus hefts
Starting at 10th level, when you hit a creature with a weapon his maul.
attack, it has disadvantage on the next saving throw it makes
against a spell cast by you, before the end of your next turn.
Arcane Surge
Starting at 15th level, 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.
Legendary Arcane Knight
You are a master of spell and sword. Starting at 18th level,
when you take the Attack action on your turn, you can cast an
Arcane Knight spell in place of one of your weapon attacks.
Arcane Knight Spell List
Here's the list of spells you consult when you learn an Arcane
Knight spell. It is organized by spell level, not character level.
The spells below are from the Player's Handbook, Xanathar's
Guide to Everything*, and Tasha's Cauldron of Everything**.
Cantrips (0-Level) 2nd-Level
blade ward arcane scorcher
booming blade** branding smite
chill touch darkness
control flames* flame blade Champion
firebolt gust of wind Champions forgo all other forms of improvement to focus on
green-flame blade** magic weapon enhancing their raw physical might. These immense figures
gust* misty step strive to maintain peak physical condition through relentless
light protection from poison training. In battle, Champions perform supernatural feats of
lightning lure** scorching ray athleticism and overwhelm their foes with their raw power.
mold earth* shatter
resistance shadow blade* Champion Exploits
shape water* warding wind* You learn certain Exploits at the fighter levels noted in the
shocking grasp table below. They don't count against your total number of
sword burst** 3rd-Level
Exploits Known and can't be switched upon gaining a level.
thunderclap* blinding smite
true strike counterspell Fighter Level Exploit
dispel magic 3rd feat of strength, mighty leap
1st-Level elemental weapon
absorb elements* fireball 5th concussive blow, heroic will
armor of agathys lightning bolt 9th mythic athleticism
burning hands magic circle
catapult minute meteors* Mighty Warrior
chromatic orb protection from energy When you adopt this Archetype at 3rd level, the raw physical
compelled duel tiny hut might that you have cultivated enhances your attacks. Your
earth tremor* weapon attacks now score a critical hit on a roll of 19 or 20.
frost fingers** 4th-Level
When you reach 15th level, your critical hit range increase
hellish rebuke banishment again, you score a critical hit on a roll of 18-20 on the d20.
mage armor death ward
magic missile fire shield Remarkable Athlete
protection from good and evil freedom of movement You can regularly perform feats of athleticism that would be
searing smite ice storm impossible for most mortals. Starting at 7th level, whenever
shield resilient sphere you use either feat of strength or mighty leap, you can roll a
thunderous smite staggering smite d6 and use it instead of expending an Exploit Die.
thunderwave storm sphere* When you reach 15th level, this d6 becomes a d10.
Brutal Critical Strategic Command
Starting at 10th level, you roll one additional weapon damage You can organize your allies even as you fight. Beginning at
die when determining the extra damage for a critical hit. 7th level, when you use Second Wind, you can choose three
This increases to two additional damage dice at 15th level. creatures within 30 feet that can see or hear you to regain hit
Legendary Champion points equal to your Exploit Die + your proficiency bonus.
You are a nearly perfect specimen of physical vigor, and have Heroic Surge
become exceedingly hard to kill. Starting at 18th level, if you Beginning at 10th level, when you use Action Surge, choose a
start your turn with half of your hit points or less remaining, creature within 30 feet that can see or hear you. The creature
you regain hit points equal to 5 + your Constitution modifier. can use its reaction to move its speed, without provoking any
You do not regain any hit points if you are at 0 hit points. opportunity attacks, then it can make a single weapon attack.
Commander Inspiring Commands
Not all fighters rely solely on themselves in battle, some use Starting at 15th level, once per turn, when you use a Tactical
their deep knowledge of battlefield tactics to coordinate their Exploit that targets allied creatures, one target of your choice
allies. Commanders are warriors who lead from the front of gains temporary hit points equal to your proficiency bonus.
the battle, issuing orders and inspiring greatness in others by Legendary Commander
their own brave deeds. By their presence, a Commander can Your ability to inspire others and lead allies into battle rivals
transform an unorganized militia into a deadly fighting force. the great conquerers and commanders of legend. Starting at
Commander Exploits 18th level, your Heroic Surge can affect up to two creatures
You learn certain Tactical Exploits from the warlord class at of your choice within 30 feet that can see or hear you.
the fighter levels noted in the table below. They don't count Marksman
against your total number of Exploits Known. Each time you
gain a level, you can replace one of the Exploits you learned While all fighters learn to draw a bow or hurl a javelin, those
from this feature with a Tactical Exploit of your choice. who train as Marksmen dedicate themselves to mastering
If a Tactical Exploit has a warlord level prerequisite, you ranged weapons of all types. Often, their deadly skills are
can learn it if your fighter level meets that prerequisite. If a backed up with an unmistakable swagger and unshakable
Tactical Exploit requires a Leadership modifier, you can use confidence. Relying on their innate talents and signature grit,
Intelligence, Wisdom, or Charisma modifier (your choice). there are few challenges a true Marksman cannot overcome.
Fighter Level Exploit Marksman Exploits
3rd attack order, maneuvering order You learn certain Exploits at the fighter levels noted in the
5th defensive order, surprise attack
table below. They don't count against your total number of
Exploits Known and can't be switched upon gaining a level.
9th tactical reposition Fighter Level Exploit
Student of War 3rd crippling strike, keen observation
You have studied the strategy of both politics and war. At 3rd 5th flaming shot, volley
level, you learn commander's presence, and whenever you
use it, you can roll a d4 in place of expending an Exploit Die. 9th thunderous shot
Reposition
Starting at 10th level, when you use your Second Wind,
your speed increases by 10 feet and any opportunity attacks
targeting you have disadvantage until the end of your turn.
Reliable Shot
You make even impossible shots with ease. Beginning at 15th
level, your normal and long range for ranged weapon attacks
increases by a number of feet equal to 10 times your level.
In addition, once per turn, when you have advantage on a
ranged weapon attack, you can forgo advantage and make
one additional ranged weapon attack against that creature.
Legendary Marksman
Your marksmanship is supernatural in precision. Starting at
A githyanki 18th level, when you use Marksman's Focus, the benefits last
Marksman gets for 1 minute, and you have advantage on all ranged weapon
into position attacks for the duration. Your Focus only ends early if you
move more then 10 feet in a turn, or you are incapacitated.
Master at Arms
While most fighters master one specific martial discipline, a
Master at Arms is the rare warrior who is able to truly master
multiple styles of combat. Whether through grit, dedication,
or extraordinary skill, these elite fighters learn all they can
about the theory of combat. A Master at Arms is always on
the lookout for a new weapon or style of fighting to master
Master at Arms Exploits
You learn certain Exploits at the fighter levels noted in the
Elite Training table below. They don't count against your total number of
Your training has enhanced your reaction times. Starting at Exploits Known and can't be switched upon gaining a level.
3rd level, when you make a Dexterity check or saving throw, Fighter Level Exploit
you can expend an Exploit Die and add it to your roll. You can
do so after you roll, but before you know if you succeed or fail. 3rd lightstep, riposte
5th defensive stance, warrior's challenge
Marksman's Focus
You can quiet your body so as to fire with deadly accuracy. 9th heroic focus
Beginning at 3rd level, when you start your turn and are not
surprised or incapacitated, you can choose to Focus, granting Advanced Technique
you the following benefits until the end of your current turn: Your ability to learn and utilize martial techniques exceeds
Your speed is reduced to 0 feet. most other warriors. When you adopt this Archetype at 3rd
Until you hit a creature with a ranged weapon attack, you level, your total number of Exploit Dice increases by 2.
have advantage on all ranged weapon attack rolls. Your training has also made your Exploits more potent
When you roll a 1 or 2 on a damage die for an attack you than the average fighter. Your Exploit Dice become d8s. At
make with a ranged weapon, you can re-roll the die. You certain fighter levels they increase again; at 5th level they
must use this new roll, even if the new roll is a 1 or a 2. become d10s, and finally at 11th level they become d12s.
Cunning Shot Fluid Stances
You react to danger at a moment's notice. Beginning at 7th Whether by talent or training, you are a master of multiple
level, you add your proficiency bonus to your Initiative rolls. combat styles. At 3rd level, you learn an additional Fighting
Your elite marksmanship allows you to exploit even the Style of your choice. However, you can only benefit from one
smallest weakness in your enemy's defenses. Your ranged Fighting Style at a time. You can use a bonus action to switch
weapon attacks ignore any resistance to piercing damage. your Fighting Style to another Fighting Style you know.
You learn an additional Fighting Style of your choice at
7th level, and again when you reach 15th level in this class.
You can still only benefit from one Fighting Style at a time.
Gunpowder & Firearms
If your game includes firearms and gunpowder, and Consistent Skill
your Marksman has been exposed to the operation You are able to fight at your peak capability for longer than
of such weapons, they are proficient with them. most other warriors. Starting at 7th level, when you use your
Second Wind, you regain one of your expended Exploit Dice.
Master of Forms
By 7th level, your technical skill with the weapons of war has Martial Exploits
grown, allowing you to learn exotic techniques from a variety Below are the Exploits available to the fighter. If an Exploit
of disciplines. Choose two Exploits from any class, including has a prerequisite, like a minimum Ability Score or level, you
this one. If the Exploit has a prerequisite level, you can learn can learn it at the same time you meet the prerequisites.
it as long as your fighter level meets that prerequisite.
These Exploits count as Martial Exploits for you, but they 1st-Degree Exploits
don't count against your total number of Exploits Known. Exploits of the 1st-degree are minor techniques slightly more
You learn one additional Exploit of your choice from any complicated then swinging a weapon. They can be learned by
class at 15th level, and one final Exploit at 18th level. warriors with modest training and have no level prerequisite.
Masterful Surge Aggressive Sprint
You can draw on your techniques as a reflex in times of great As a bonus action on your turn, you can expend an Exploit
need. Starting at 10th level, when you use your Action Surge, Die to draw upon your battle fury and move up to your full
you gain a single Exploit Die that must be used as part of the speed toward a hostile creature you can see.
additional action granted to you by your Action Surge. If not
used, it disappears at the end of your additional action. Blinding Debris
Also, you can benefit from two of Fighting Styles you know As a bonus action, you can expend an Exploit Die and force a
at once. Though, you can only switch one per bonus action. creature within 10 feet to make a Constitution saving throw.
On a failure, it takes piercing damage equal to your Exploit
Warrior of Legend Die and is blinded until the start of your next turn.
By 18th level, your mastery with the weapons of war is near-
supernatural. Once per turn when you use an Exploit, you can Brace Up
roll a d6 in place of expending an Exploit Die. Prerequisites: Constitution of 11
Also, at the end of a long rest, you can replace an Exploit You steel yourself for combat, preparing to take incoming
or Fighting Style you know with another Exploit or Fighting blows. As a bonus action, you can expend an Exploit Die to
Style of your choice. gain temporary hit points equal to 1 + your Exploit Die.
Charlatan's Guile
Prerequisites: Dexterity or Charisma of 11
Whenever you make a Dexterity (Sleight of Hand), Charisma
(Deception), or a Charisma (Performance) check, you can
expend an Exploit Die and add it to the result of your roll. You
can use this Exploit after you roll, but before you whether you
succeed or fail.
Commander's Presence
Prerequisites: Intelligence or Charisma of 11
Whenever you make a Charisma (Intimidation), Charisma
(Persuasion), or Intelligence (History) check, you can expend
an Exploit Die and add it to your roll. You can use this Exploit
after you roll, but before you know if you succeed or fail.
Crippling Strike
When you hit a creature with a weapon attack, you can
expend an Exploit Die and force it to make a Dexterity saving
throw. On a failure, it takes additional damage equal to your
A Master at Arms Exploit Die and its speed is 0 until the start of your next turn.
switches into a
defensive stance Disarm
When you hit a creature with a weapon attack, you can
expend an Exploit Die to force it to make a Strength saving
throw. On a failure, it takes additional damage equal to your
Advanced Martial Classes Exploit Die, and it drops an item of your choice it is holding.
Master of Forms references learning Exploits from
any class. Other than the Alternate Fighter, there
Feat of Strength
are currently three other classes that use Exploits: Prerequisites: Strength or Constitution of 11
Whenever you make a Strength or Constitution-based ability
Alternate Fighter & Fighter: Expanded check or saving throw, you can expend an Exploit Die and
Alternate Barbarian & Barbarian: Expanded add it to the result of your roll. You can use this Exploit after
Alternate Rogue & Rogue: Expanded you roll, but before you know whether you succeed or fail.
Warlord Class
Feint Precision Strike
When you make a melee weapon attack against a creature Prerequisites: Dexterity of 11
that can see you, you can expend an Exploit Die to attempt When you make a weapon attack, you can expend an Exploit
a feint as part of that attack. The target of your attack must Die and add it to the attack roll. You can use this Exploit after
succeed on a Wisdom saving throw, or you add your Exploit you roll, but before you know if the attack hits or misses.
Die to both your attack roll and damage roll for that attack.
Reposition
First Aid As a bonus action, you can expend an Exploit Die to switch
As an action, you can touch a conscious and willing creature places with a conscious and willing creature within 5 feet of
and expend an Exploit Die to heal them. As a reaction, the you, without either of you provoking opportunity attacks.
target can expend a Hit Die to regain hit points equal to its Moreover, the first one of you that gets hit with an attack
Hit Die + its Constitution modifier +your Exploit Die. before the beginning of your next turn gains a bonus to their
Armor Class against that attack equal to your Exploit Die.
Heroic Fortitude
Whenever you are forced to make a Strength, Dexterity, or Riposte
Constitution saving throw, you can expend an Exploit Die and Prerequisites: Dexterity of 11
add it to the result of your roll. You can use this Exploit after As a reaction when a creature you can see targets you with
you roll, but before you know whether you succeed or fail. a melee attack, you can expend an Exploit Die and add it to
your Armor Class against the attack. If the attack misses, you
Hurl can immediately make a weapon attack against your attacker.
Prerequisites: Strength of 11
In place of an attack, you can expend an Exploit Die to throw Ruthless Strike
an object you are holding at a target you can see within 60 Prerequisites: Strength of 11
feet, forcing it to make a Dexterity saving throw. On a failed When you hit a creature with a melee weapon attack, you can
save, both the object and target take bludgeoning damage expend an Exploit Die and add it to the damage of the attack.
equal to your Exploit Die + your Strength modifier. You can use this Exploit after you know if your attack hits.
Keen Observation Scholar's Insight
Prerequisites: Intelligence or Wisdom of 11 Prerequisites: Intelligence of 11
Whenever you make an Intelligence (Investigation), Wisdom Whenever you make an Intelligence (Arcana), Intelligence
(Insight), or a Wisdom (Perception) check you can expend an (Nature), or Intelligence (Religion) check, you can expend an
Exploit Die and add it to your roll. You can use this Exploit Exploit Die and add it to your roll. You can use this Exploit
after you roll, but before you know if you succeed or fail. after you roll, but before you know if you succeed or fail.
Lightstep Skilled Rider
Prerequisites: Dexterity of 11 Prerequisites: Wisdom of 11
Whenever you make a Dexterity (Acrobatics) or Dexterity When you are riding a trained mount and the mount makes
(Stealth) check, or roll initiative, you can expend an Exploit an ability check, attack roll, or saving throw, or you make a
Die and add it to your roll. You can use this Exploit after you Wisdom (Animal Handling) check to control it, you can
roll, but before you know whether you succeed or fail. expend an Exploit Die and add it to the roll. You can use this
Exploit after roll, but before you know if it succeed or failed.
Menacing Shout
As a bonus action, you can expend an Exploit Die and force Survivalist's Craft
a creature within 30 feet that can see or hear you to make a Prerequisites: Wisdom of 11
Wisdom saving throw. On a failed save, it is frightened of you Whenever you make a Wisdom (Animal Handling), Wisdom
for one minute. The creature can repeat the saving throw at (Medicine), or Wisdom (Survival) check, you can expend an
the end of each of its turns, ending the effect on a success. Exploit Die and add it to your roll. You can use this Exploit
The fear effect ends early for the target if the frightened after you roll, but before you know if you succeed or fail.
creature sees you take damage of any kind.
Sweeping Strike
Mighty Leap When you hit a creature with a melee weapon attack, you can
Prerequisites: Strength of 11 expend an Exploit Die to force it to make a Dexterity saving
When you make a running or standing jump, you can expend throw. On a failed save, it falls prone and takes bludgeoning
an Exploit Die to increase your jump distance by a number of damage equal to your Exploit Die. Creatures more than one
feet equal to 5 times the Exploit Die roll (minimum of 5 feet), size larger than you have advantage on their saving throw.
even if this distance would exceed your remaining speed.
Mighty Thrust
Prerequisites: Strength of 11 Additional Martial Exploits
In place of an attack, you can expend an Exploit Die to force Check out the Alternate Fighter: Expanded for a
a creature within reach to make a Strength saving throw. On multitude of additional Martial Exploits, including
a failure, it is pushed away from you a number of feet equal to Advanced Martial Exploits based on spell effects.
5 times your Strength modifier. Creatures more than one size
larger than you have advantage on the saving throw.
2nd-Degree Exploits Martial Focus
Prerequisites: 5th level
Exploits of the second degree represent the peak martial skill When you make a weapon attack, you can expend an Exploit
achievable by a warrior without dedicated training. These Die as part of the attack to grant yourself advantage on your
Exploits can be learned by any fighter of 5th level or higher. attack roll. You can use this Exploit after you roll, but before
Concussive Blow you know whether your attack hits or misses your target.
Prerequisites: 5th level, Strength of 13 Redirect
When you hit a creature with a melee attack, you can expend Prerequisites: 5th level
an Exploit Die to empower your attack, and force it to make a As a reaction when a creature you can see misses you with a
Constitution saving throw. On a failed save, the target suffers melee attack, you can expend an Exploit Die and force it to
the following effects until the beginning of your next turn: repeat its attack against a target of your choice within reach.
Its speed is reduced to 0. On hit, it deals additional damage equal to your Exploit Die.
It can speak only falteringly.
It cannot take actions, bonus actions, or reactions. Shield Impact
It has disadvantage on Dexterity saving throws. Prerequisites: 5th level
As a reaction when a creature you can see hits you with an
Crushing Strike attack, you can expend an Exploit Die to reduce the damage
Prerequisites: 5th level, Strength of 13 by an amount equal to your Exploit Die + your Constitution
When you hit a creature with a melee weapon attack, you can modifier. You must be wielding a shield to use this Exploit.
expend an Exploit Die and force it to make a Constitution
saving throw. On a failed save, it takes extra damage equal Suppressing Strike
to your Exploit Die, and its Armor Class is reduced by 1 until Prerequisites: 5th level
its defenses are repaired, or it finishes a short or long rest. When you hit a creature with a weapon attack, you can
expend an Exploit Die and force it to make a Constitution
Defensive Stance saving throw. On a failed save, it takes additional damage
Prerequisites: 5th level equal to your Exploit Die, and it is blinded, deafened, or
As a bonus action, you can expend an Exploit Die to enter a muted (your choice) until the start of your next turn.
defensive stance which lasts until the start of your next turn.
Each time a creature that you can see hits you with an attack Take Cover
while you are in your defensive stance, you roll your Exploit Prerequisites: 5th level
Die and add it to your Armor Class against the attack. As a reaction when a creature you can see targets you with a
ranged attack or forces you to make a Dexterity saving throw,
Dirty Hit you can expend an Exploit Die to immediately fall prone and
Prerequisites: 5th level, Dexterity of 13 gain temporary hit points equal to your Exploit Die.
When you hit a creature with a weapon attack, you can
expend an Exploit Die and force it to make a Constitution Volley
saving throw. On a failed save, it takes additional damage Prerequisites: 5th level, Dexterity of 13
equal to your Exploit Die, and until the start of your next As an action, you can expend an Exploit Die to fire a volley of
turn it cannot take reactions and its speed is halved. ammunition at a point you can see within the normal range
of your weapon. Creatures of your choice within 5 feet of that
Execute point must make a Dexterity Saving throw. On a failed save,
Prerequisites: 5th level, Strength of 13 they take piercing damage equal to your Exploit Die + your
In place of an attack, you can expend an Exploit Die to try to Dexterity modifier, and half as much damage on a success.
execute an incapacitated or prone creature within 5 feet of You must have enough ammunition to hit each target.
you. Make an attack roll with a melee weapon and add your
Exploit die to the attack roll. If your attack roll exceeds the Warrior's Challenge
target's remaining hit points, its hit points are reduced to 0. Prerequisites: 5th level
As a bonus action, you can expend an Exploit Die and force
Flaming Shot a creature within 30 feet that can see or hear you to make a
Prerequisites: 5th level Wisdom saving throw. On a failed save, it has disadvantage
When you make a ranged weapon attack, you can expend an on any attack roll it makes against targets other than you for
Exploit Die to light the ammunition aflame. On hit, the target one minute. The creature can repeat the saving throw at the
takes additional fire damage equal to your Exploit Die. end of each of its turns, ending the effect on a success. This
If your target is a flammable object that is not being worn effect ends early if you attack a creature other then the target.
or carried, you can ignite it in place of dealing damage.
Whirlwind Strike
Heroic Will Prerequisites: 5th level, Strength or Dexterity of 13
Prerequisites: 5th level In place of an attack, you can expend an Exploit Die and force
Whenever you are forced to make an Intelligence, Wisdom, each creature within range of melee weapon you are wielding
or Charisma saving throw, you can expend an Exploit Die and to make a Dexterity saving throw. They take damage equal to
add it to the result of your roll. You can use this Exploit after your Exploit Die + either your Strength or Dexterity modifier
you roll, but before you know if you succeed or fail. on a failure, and half as much on a successful save.
3rd-Degree Exploits
Exploits of this degree are only able to be mastered by elite
warriors who dedicate their lives to training. They can only
be learned by fighters of 9th level or higher. Each 3rd-degree
Exploit can only be used once per short or long rest.
Disorienting Blow
Prerequisites: 9th level, Strength of 15
When you hit with a melee weapon attack,
you can expend an Exploit Die to strike
with overwhelming force. The creature
takes additional damage equal to twice
your Exploit Die and it suffers the
following effects for 1 minute:
Its speed is halved.
It cannot take reactions.
Its Armor Class is reduced by 2.
Its Dexterity saving throw bonus is reduced by 2.
On its turn it can only take an action or a bonus action.
It cannot make more then one attack during its turn.
The creature can make a Wisdom saving throw
at the end of each of its turns, ending the effects of
this Exploit on a successful save.
This Exploit's effects do not stack with slow.
Heroic Focus
Prerequisites: 9th level
As a bonus action, you can expend an Exploit Die to
enter a heightened state of combat focus which you
must concentrate on as if you were concentrating on
a spell. For the next minute, or until you lose your
concentration, you gain the following benefits:
Your speed is doubled.
You gain a +2 bonus to your Armor Class.
You have advantage on Dexterity saving throws.
You gain an additional action on each of your turns. It can Resilient Body
only be used to take the Attack (one weapon attack only), Prerequisites: 9th level, Constitution of 15
Dash, Disengage, Hide, Search, or Use an Object action. When you take damage from a source you can see, you can
When the effect ends, you can’t move or take actions until expend an Exploit Die to reduce the damage by twice your
after your next turn, as a wave of lethargy sweeps over you. Exploit Die + your Constitution modifier. Any hit points not
This Exploit's effects do not stack with the haste spell. consumed by the attack become temporary hit points.
Thunderous Shot
Mythic Athleticism Prerequisites: 9th level, Dexterity of 15
Prerequisites: 9th level, Strength or Constitution of 15 In place of an attack, you can expend an Exploit Die and fire
As a bonus action, you can expend an Exploit Die to enter a piece of ammunition in a straight line, forcing creatures in
a heightened state of physical performance which you must that line out to the normal range of the weapon to make a
concentrate on as if you were concentrating on a spell. For Dexterity saving throw. Creatures take your weapon's normal
the next 10 minutes, you gain the benefits listed below: damage plus piercing damage equal to twice your Exploit Die
Whenever you make a Strength or Constitution check, on a failed save, and half as much damage on a success.
you can treat a roll of 9 or lower on the d20 as a 10.
Your speed increases by a number of feet equal to 5 times War Cry
your Strength modifier (minimum of 5 feet). Prerequisites: 9th level
You count as one size larger for the purposes of carrying As an action, you can expend an Exploit Die and issue a
capacity and the size of creatures that you can grapple. mighty war cry, forcing any creatures in an adjacent 30 foot
Both your long and high jump distances double, even if cone that can hear you to make a Wisdom saving throw. On a
that distance would exceed your remaining movement. failed save, creatures drop whatever they are holding and are
frightened of you for one minute. If a creature ends its turn in
When the effects of this Exploit would end you can expend a location where it doesn’t have line of sight to you, it can
one of your Hit Dice to increase the duration by 10 minutes. repeat the saving throw, ending the effect on a success.
4th-Degree Exploits Quick Draw
Prerequisites: 13th level, Dexterity of 17
Exploits of the fourth degree are techniques only mastered by As a bonus action, you can expend an Exploit Die and enter
the most powerful warriors in an entire kingdom. These can into a heightened state of focus which you must concentrate
only be learned by fighters of 13th level or higher. Each 4th- on as if concentrating on a spell. For the next minute, or until
degree Exploit can only be used once per short or long rest. you lose concentration, you can use a bonus action to make
Expert Determination two ranged weapon attacks so long as you have ammunition.
Prerequisites: 13th level This Exploit's effects don't stack with the swift quiver spell.
As an action, you can expend an Exploit Die to focus your Unbreakable
mind and temporarily sharpen one of your skills. Choose a Prerequisites: 13th level, Constitution of 17
skill or tool that you are proficient in. For the next hour, you When you take damage that would reduce you to 0 hit points,
can add your Exploit Die to any check you make that uses the even if that damage would kill you outright, you can use your
chosen skill, without expending one of your Exploit Dice. reaction to expend an Exploit Die to fall to 1 hit point.
Fluid Movements
Prerequisites: 13th level, Dexterity of 17 5th-Degree Exploits
As a bonus action, you can expend an Exploit Die to enter a Exploits of this degree are feats of skill that rival demigods.
heightened state of movement which you must concentrate These Exploits can only be learned by fighters of 17th level or
on as if you were concentrating on a spell. For 1 minute, or higher, and each can only be used once per short or long rest.
until you lose concentration, you gain the following benefits:
Storm of Arrows
Your movement is unaffected by difficult terrain. Prerequisites: 17th level, Dexterity of 19
You can use a bonus action on your turn to gain the In place of an attack, you can expend an Exploit Die to fire a
benefits of both the Dash and Disengage action. volley of ammunition at a point you can see within the range
Spells and other magical effects can neither reduce the of your weapon. Creatures of your choice within 30 feet of
your speed nor cause you to be paralyzed or restrained. that point must make a Dexterity saving throw. Targets take
You can spend 5 feet of movement to instantly escape piercing damage equal to four rolls of your Exploit Die + your
from nonmagical restraints like manacles or a grapple. Dexterity modifier on a failed save, and half on a success.
Swimming or being underwater imposes no penalties You must have enough ammunition to hit each target.
on your movements or your attack rolls.
Steel Wind Slash
Staggering Blow Prerequisites: 17th level, Strength or Dexterity of 19
Prerequisites: 13th level, Strength of 17 In place of an attack, you expend an Exploit Die and flourish
When you hit a creature with a melee weapon attack, you can your melee weapon then vanish. Choose up to five creatures
expend an Exploit Die to strike with near-supernatural force. you can see within 30 feet of, making a melee weapon attack
The creature takes additional bludgeoning damage equal to against each one. On a hit, each target takes damage of your
three times your Exploit Die, and it has disadvantage attack weapon's type equal to four rolls of your Exploit Die + either
rolls and ability checks, and can't take reactions for 1 minute. your Strength or Dexterity modifier (your choice).
The creature can make a Wisdom saving throw at the end You then appear in an unoccupied space of your choice that
of each of its turns, ending these effects on a success. you can see within 5 feet of one of the targets of this Exploit.
Magic Ammunition
Alternate Archetypes Updated 7th-level Arcane Archer feature
Below are changes to the official Martial Archetypes so they At 7th level, you gain the ability to infuse ammunition with
work with the Alternate Fighter. Detailed here are the Arcane magic. Whenever you fire a nonmagical piece of ammunition
Archer, Cavalier, Echo Knight, Rune Knight, and Samurai. from a shortbow, longbow, light crossbow, or heavy crossbow,
it counts as magical for the purpose of overcoming resistance
Alternate Arcane Archer and immunity to nonmagical attacks. The magic fades from
Strike your enemies from afar with your enchanted arrows! the ammunition immediately after it hits or misses its target.
The full subclass is found in Xanathar's Guide to Everything. Curving Shot
Arcane Archer Exploits Updated 7th-level Arcane Archer feature
New 3rd-level Arcane Archer feature At 7th level, you can direct an errant shot at a new target.
You learn certain Exploits at the fighter levels noted in the When you make an attack with a magic piece of ammunition
table below. They don't count against your total number of and miss, you can use a bonus action to reroll the attack roll
Exploits Known and can't be switched upon gaining a level. against a different target within 60 feet of the original target.
Fighter Level Exploit Alternate Cavalier
3rd precision strike, scholar's insight Stand as a beacon of chivalry and defend your allies in battle!
5th flaming shot, volley The full subclass is found in Xanathar's Guide to Everything.
9th thunderous shot Cavalier Exploits
New 3rd-level Cavalier feature
Arcane Shot You learn certain Exploits at the fighter levels noted in the
Updated 3rd-level Arcane Archer feature table below. They don't count against your total number of
You learn to imbue your ammunition with magic. At 3rd level, Exploits Known and can't be switched upon gaining a level.
you learn two Arcane Shots from the list of Arcane Shots. Fighter Level Exploit
Once per turn, when you hit a target with a ranged attack
from a longbow, shortbow, light crossbow, or heavy crossbow, 3rd brace up, skilled rider
you can apply one of the Arcane Shots you know to that hit. 5th defensive stance, take cover
You can use this ability a number of times equal to your 9th resilient body
Intelligence modifier (minimum of once), and you regain all
expended uses when you finish a short or long rest. Unwavering Mark
You learn an additional Arcane Shot of your choice at Updated 3rd-level Cavalier feature
certain levels in this class: 7th, 10th, 15th, and 18th level. Beginning at 3rd level, you menace your foes, foiling attacks
Arcane Shot Options and punishing them for harming your allies. When you hit a
Updated 3rd-level Arcane Archer feature creature with a melee weapon attack, you can Mark it as your
The damage of your Arcane Shots now scales with your foe until the end of your next turn. While it can see you, it has
Exploit Die. The changes to each shot are detailed below: disadvantage on any attack roll not against you.
If the Marked creature deals damage to a creature other
Arcane Shot Damage on Hit than you, you can use your reaction to make a melee weapon
Banishing Force, equal to your Exploit Die attack against it. You have advantage on this attack roll, and
on hit, you deal additional damage equal to your Exploit Die.
Beguiling Psychic, twice your Exploit Die If you have already used your reaction, you can expend an
Bursting Force, twice your Exploit Die Exploit Die to make this special reaction attack again.
Enfeebling Necrotic, twice your Exploit Die Warding Maneuver
Grasping Poison, twice your Exploit Die Updated 7th-level Cavalier feature
At 7th level, you learn to fend off strikes directed at you, your
Piercing Piercing, equal to your Exploit Die mount, or other creatures nearby. As a reaction when you or
Seeking Force, equal to your Exploit Die another creature within 5 feet of you is hit by an attack, you
can expend an Exploit Die and add it to the creature's Armor
Shadow Psychic, twice your Exploit Die Class against the triggering attack. If the attack still hits, the
target has resistance against the attack's damage. You must
be wielding a melee weapon or shield to use this reaction.
Order of Arcane Archers
Want to play a true master of both bow and spell Ferocious Charger
that can imbue arrows with any spell they know? Updated 15th-level Cavalier feature
Check out the Order of Arcane Archers for the Starting at 15th level, you run down your foes, mounted or
Magus, an Intelligence-based arcane half-caster not. Once per turn, when you move 10 feet in a straight line
companion class to the paladin and ranger! then hit a creature with a melee weapon attack, it must
succeed on a Strength saving throw or be knocked prone.
Alternate Samurai Alternate Rune Knight
Channel the fighting spirit and honor of these noble warriors. Augment your skill in combat with the power of Runic magic.
The full subclass is found in Xanathar's Guide to Everything. The full subclass is found in Tasha's Cauldron to Everything.
Samurai Exploits Runic Exploits
New 3rd-level Samurai feature New 3rd-level Rune Knight feature
You learn certain Exploits at the fighter levels noted in the You learn certain Exploits at the fighter levels noted in the
table below. They don't count against your total number of table below. They don't count against your total number of
Exploits Known and can't be switched upon gaining a level. Exploits Known and can't be switched upon gaining a level.
Fighter Level Exploit Fighter Level Exploit
3rd aggressive sprint, commander's presence 3rd hurl, scholar's insight
5th heroic will, martial focus 5th crushing strike, heroic will
9th heroic focus 9th resilient body
Fighting Spirit Rune Carver
Updated 3rd-level Samurai feature Additions to the 3rd-level Rune Knight feature
Starting at 3rd level, you can use a bonus action on your turn, Cloud Rune. While you wear or carry an object with this
to give yourself advantage on all weapon attack rolls until the Rune, you gain a bonus to Dexterity (Sleight of Hand) and
end of your current turn. When you use this bonus action, you Charisma (Deception) checks equal to your Exploit Die.
also gain temporary hit points equal to your Fighter level. Fire Rune. While you wear or carry an object with this
Once you use this feature you must finish a short or long Rune, you gain a bonus to any tool proficiency checks you
rest before you can use it again. make equal to your Exploit Die.
Frost Rune. While you wear or carry an object with this
Alternate Echo Knight Rune, you gain a bonus to Wisdom (Animal Handling) and
Channel dark shadow magic to conjure an echo of yourself. Charisma (Intimidation) checks equal to your Exploit Die.
The full subclass is found in Explorer's Guide to Wildemount. Stone Rune. While you wear or carry an object with this
Rune, you gain a bonus to Wisdom (Insight) checks equal to
Echo Knight Exploits your Exploit Die, and you have 120-foot radius darkvision.
New 3rd-level Echo Knight feature Storm Rune. While you wear or carry an object with this
You learn certain Exploits at the fighter levels noted in the Rune, you gain a bonus to Intelligence (Arcana) checks equal
table below. They don't count against your total number of to your Exploit Die, and you can't be surprised as long as you
Exploits Known and can't be switched upon gaining a level. aren't incapacitated.
Fighter Level Exploit Giant Might
3rd feint, scholar's insight Updated 3rd-level Rune Knight feature
5th heroic will, whirlwind strike
At 3rd level, you can use a bonus action on your turn to
transform and gain the following benefits for 1 minute:
9th heroic focus
If you are smaller than Large, you become Large, along
Manifest Echo with anything you are wearing. If you lack the room to
Additions to the 3rd-level Echo Knight feature become Large in size, your size doesn't change.
You gain a bonus to both your Strength checks and
Your Echo's AC is equal to 14 + your Charisma modifier. Strength saving throws equal to your Exploit Die.
Your Exploits can originate from yourself or your Echo. Once per turn, when you hit a target with a melee or
Unleash Incarnation thrown weapon attack, you can deal additional damage
Updated 3rd-level Echo Knight feature of the weapon's type equal to your Exploit Die on hit.
Also at 3rd level, whenever you take the Attack action, you You can use this feature a number of times equal to your
can make one additional melee attack from your Echo. Constitution modifier (minimum of once), and you regain all
You can use this feature a number of times equal to your expended uses of it when you finish a long rest.
Charisma modifier (a minimum of once), and you regain all
expended uses when you finish a long rest.
Reclaim Potential Where is the Psi Warrior?
Starting at 15th level, whenever your Echo is destroyed by Looking to play an Alternate Fighter with Psionic
taking damage, you can choose to gain temporary hit points abilities? Make sure you check out the Alternate
equal to your Exploit Die + your Charisma modifier. Fighter: Expanded, which includes the Mystic
You can use this feature a number of times equal to your Warrior Archetype - a Psionic, Intelligence-based,
Charisma modifier (a minimum of once), and you regain all spell point caster akin to the Arcane Knight.
expended uses when you finish a long rest.
The Alternate
Fighter
Become the master of battle you were meant to
be with this alternate take on the Fighter class!
Includes over Fifty Martial Exploits and Ten New,
Revised, and Alternate Warrior Archetypes.
Version 2.5.2 - Created by /u/laserllama
Artist Credits:
Covers - Josu Hernaiz, Knight of New Benalia
Page 1 - Billy Christian - The Gnoll Camp
Page 3 - Joe Slucher - Weapon Rack
Page 4 - Miguel Mercado - Dwarfhold Champion
Page 5 - Randy Vargas - Embereth Paladin
Page 6 - Lake Hurwitz - Hammer Dropper
Page 7 - Greg Opalinski - Saskia the Unyielding
Page 8 - John Stanko - Vlaakith's Champion
Page 9 - J. Schirmer - Mentor of the Meek
Page 12 - Manuel Castañón - Barrowin
Page 13 - W. Reynolds - Bruenor Battlehammer
Expanded Options for the Alternate Fighter,
including additional Fighting Styles, Exploits,
Archetypes, and Builds can be Found Here!
Additional Laserllama Homebrew content
can be found for free on GM Binder.
Support me on Patreon to unlock the draconic
power of the exclusive Drakesworn Warrior
Archetype for the Alternate Fighter!
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