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Alternate Fighter Class v3.3.0

The document describes the Fighter class in a role-playing game, detailing the backgrounds, skills, and abilities of various types of Fighters. It outlines the class features, including fighting styles, martial exploits, and levels, emphasizing the importance of combat proficiency and tactical insights. Additionally, it introduces alternate Fighter options to enhance gameplay and provide more complexity compared to the standard Fighter class.
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0% found this document useful (0 votes)
22 views26 pages

Alternate Fighter Class v3.3.0

The document describes the Fighter class in a role-playing game, detailing the backgrounds, skills, and abilities of various types of Fighters. It outlines the class features, including fighting styles, martial exploits, and levels, emphasizing the importance of combat proficiency and tactical insights. Additionally, it introduces alternate Fighter options to enhance gameplay and provide more complexity compared to the standard Fighter class.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Alternate Fighter

The Fighter
The young guard quietly slipped past
his comrades out the back door of the
armory where the townsfolk were hiding.
The bandits had come upon their village
that morning, and their leader had issued
a challenge. If one warrior from the town
could best him in single combat, the gang
would leave peacefully. Though the young
man only joined the town guard one year
ago, he could already best every fellow
guard with the sword. To the surprise of
the town, the young guard stepped out,
sword drawn, ready to defend his home.
A graying dwarf made her way through the
enemy encampment as the sun set. Searching for
the enemy general's tent, she planned to end the battle
before it began. The dwarves under her command didn't
stand a chance against this great host in open combat. For
what could very well be her final mission, she gripped the
haft of her axe and entered the enemy general's tent.
The elven gladiator paused for a breif moment, taking
in the cheering crowd. He remembered his first fight in
a dark underground arena, surrounded by pirates and
slavers. Now he performed for the emperor amidst
the bustle of the largest metropolis in the kingdom.
After savoring the moment, he whirled about and
plunged his gilded spear into his foe's heart, ending his
last fight, the fight the would earn hi his freedom.
All three of the warriors described here are considered
Fighters, true masters of the battlefield and exceptionally Creating
deadly masters with the weapons and armaments of war. Your Fighter
Masters of the Battlefield When creating your Fighter, the most important thing for you
Not every city guardsman, mercenary, or professional soldier to decide is how they gained their skills. Are you the scion of
is considered a true Fighter. Born with a keen battle instinct a noble house, trained by the best tutors that gold could buy?
and a talent for the art of war, a true Fighter cannot resist the A gladiator who had to learn to kill or be killed? A self-made
lure of battle. Hailing from the ranks of military officers, elite mercenary who earns food and shelter at the tip of a sword?
bodyguards, veteran mercenaries, and consecrated knights, Also, consider how your Fighter's style of combat sets you
Fighters are marked by their masterful skill in battle. apart from other warriors. Are you an artist with a blade who
Delving into dungeons, slaying monsters, and other deadly gracefully flows about the field of battle? A ruthless brigand
work common amongst adventurers is second nature for the who revels in the chaos and carnage of war? A traveling sage
Fighter. Something deep within compels these warriors to who only challenges those who are your equal with a sword?
seek conflict and throw themselves into it. Often champions
of fair competition, Fighters make for lifelong loyal allies.
Multiclassing and the Fighter
The Armaments of War If your group uses the optional multiclassing rule,
here's what you need to know when you choose to
Every Fighter can swing an axe, fence with a rapier, cut down take your first level in the Fighter class.
a foe with a longsword, and use a bow with a deadly degree of Ability Score Minimum. As a multiclass character,
skill. Likewise, a Fighter is adept with shields and every form you must have a minimum Strength (or Dexterity)
of armor. Fighters wield their weapons and armor of choice score of 13 to take a level in this class, or to take a
as an extension of their very self, transforming into beautiful level in another class if you are already a Fighter.
yet deadly whirls of sharpened steel on the battlefield. Proficiencies. If Fighter isn't your initial class,
While they all have skill in combat, the nature of a Fighter's here are the proficiencies you gain when you take
training can vary greatly. Some hone their immense physical your first Fighter level: light armor, medium armor,
might, crushing their foes with overwhelming blows. Others shields, simple weapons, and martial weapons.
prefer to strike from afar, striking their foes down before they Exploits. If you learn Exploits from more than one
are aware of their presence. Still others use tactical insights source, use the rules Linked Here to determine your
total number of Exploit Dice and Exploits Known.
to coordinate allies. And a rare few augment their techniques
with a limited, but potent, esoteric battle magic.
The Fighter
Fighting Exploits Exploit Exploit
Level PB Features Styles Known Die Dice
1st +2 Fighting Style, Second Wind 1 ─ ─ ─
2nd +2 Martial Exploits 1 2 d6 2
3rd +2 Eye for Talent, Warrior Archetype 1 3 d6 2
4th +2 Ability Score Improvement 1 3 d6 3
5th +3 Extra Attack (1) 1 4 d8 3
6th +3 Action Surge 2 4 d8 3
7th +3 Archetype Feature 2 5 d8 3
8th +3 Ability Score Improvement 2 5 d8 4
9th +4 Indomitable (1) 2 6 d8 4
10th +4 Archetype Feature 2 6 d8 4
11th +4 Extra Attack (2), Martial Superiority 2 7 d10 4
12th +4 Ability Score Improvement 3 7 d10 5
13th +5 Indomitable (2) 3 8 d10 5
14th +5 Ability Score Improvement 3 8 d10 5
15th +5 Archetype Feature 3 9 d10 5
16th +5 Ability Score Improvement 3 9 d10 6
17th +6 Extra Attack (3), Indomitable (3) 3 10 d12 6
18th +6 Archetype Feature 4 10 d12 6
19th +6 Ability Score Improvement 4 10 d12 6
20th +6 Relentless 4 10 d12 6

Class Features Fighting Style


Hit Points At 1st level, you learn one Fighting Style of your choice from
Hit Dice: 1d10 per Fighter level the list at the end of this class description. You cannot learn a
Hit Points at 1st Level: 10 + your Constitution modifier. Fighting Style more than once, even if another feature allows
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution you to learn an additional Fighting Style.
modifier per Fighter level after 1st If a Fighting Style has prerequisites, like a skill proficiency
or a minimum Ability Score or Fighter level, you can learn it
Proficiencies at the same time that you meet all of its prerequisites. Each
Armor: All armor, shields time you gain a Fighter level, you can replace a Fighting Style
Weapons: Simple weapons, martial weapons you know with another Fighting Style of your choice.
Tools: One set of artisan's tools of your choice At certain levels, you learn more Fighting Styles, as shown
Saving Throws: Strength, Constitution in the Fighting Style column of the Fighter table above.
Skills: Choose two of the following: Acrobatics, Athletics,
History, Intimidation, Perception, Stealth, and Survival Second Wind
Equipment You can fight on where lesser warriors would fail. Also at 1st
As a Fighter, you start with the following equipment, along level, you can use your bonus action to regain hit points equal
with the equipment granted to you by your Background: to 1d10 + your Constitution modifier (minimum of 0).
You can use this feature a number of times equal to your
(a) chain mail or (b) leather armor, a longbow, 20 arrows Constitution modifier (a minimum of once) per long rest, and
(a) martial weapon and shield or (b) two martial weapons you regain one expended use when you finish a short rest.
(a) light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer’s pack or (b) an explorer’s pack
Quick Build Why use the Alternate Fighter?
You can make a Fighter quickly by using these suggestions. In 5e, many find the Player's Handbook Fighter to
First, depending on the weapons you will use, make either be overly simplistic. The Alternate Fighter gives the
Strength or Dexterity your highest ability score, followed by class more options to keep pace with other heroes.
your Constitution. Second, take the Soldier background.
Martial Exploits
At 2nd level, you begin to learn techniques that enhance your
martial skill in and out of battle. You gain the features below:
Exploit Dice
The Fighter table shows the number of Exploit Dice you
have to perform any Exploits you know. Most Exploits
require you to expend Exploit Dice to use them. You
can only use one Exploit per weapon attack, ability
check, or saving throw, and you regain expended
Exploit Dice when you finish a short or long rest.
Your Exploit Dice begin as d6s and increase in
size as you gain levels in this class, as shown in
the Exploit Die column of the Fighter table.
When adding an Exploit Die to a roll, always
roll your Exploit Die and add it to the result.
Exploits Known
You know two Exploits of your choice from the
list at the end of this class. To learn an Exploit
you must meet any prerequisites it has.
You learn additional Martial Exploits of
your choice as you gain levels in this class,
as shown in the Exploits Known column.
Lastly, whenever you gain a Fighter level,
you can replace one of the Martial Exploits you
know with another Martial Exploit of your choice.
Saving Throws
If one of your Exploits requires a creature to make a
saving throw, the Exploit saving throw DC is calculated
based on your Strength or Dexterity. Once you choose Archetype Exploits
which ability score to use, it cannot be changed: Some Archetypes have a list of Archetype Exploits that you
Exploit save DC = 8 + your proficiency bonus + your learn at the Fighter levels noted in the Archetype description.
Strength or Dexterity modifier (your choice) These Exploits do not count against your number of Exploits
Known and cannot be switched out for other Exploits. If you
Eye for Talent do not meet their prerequisites, you learn them regardless.
Starting at 3rd level, you can evaluate the combat potential of Ability Score Improvement
creatures. As a bonus action, you can take the Search action, At 4th level, and again at 8th, 12th, 14th, 16th, and 19th level,
targeting a creature you can see within 30 feet (DC = 8 + its you can increase one ability score of your choice by 2, or two
Challenge Rating). If you have hit this creature with a weapon different ability scores of your choice by 1. As normal, you
attack, you add your Fighter level to your ability check. cannot increase an ability score above 20 using this feature.
Each time you succeed on this ability check, you learn one
of the following characteristics of your choice: Extra Attack
Armor Class Highest Ability Score Beginning at 5th level, you can attack twice, instead of once,
Condition Immunities Lowest Ability Score whenever you take the Attack action on your turn. Moreover,
if you use your action to Dash, Disengage, or Dodge, you can
Damage Resistances One Special Feature make one weapon attack as a bonus action on that turn.
& Immunities (Spellcasting, Exploits, etc.) When you reach certain levels in this class, the number of
attacks you can make as part of your Attack action increases;
Warrior Archetype at 11th level (3 attacks) and at 17th level (4 attacks).
Also at 3rd level, choose the Archetype from the options here Action Surge
which best represents your training: Arcane Knight, Captain,
Champion, Knight Errant, Marksman, or Master at Arms. Starting at 6th level, you can push yourself past your limits, if
Also included with this class are five Archetypes inspired only for a moment. Once during your turn, you can choose to
by the official Archetypes for the Fighter class: Mystic, Ronin, take one additional action. After you do so, you must finish a
Runecarver, Shadowdancer, and Sylvan Archer. short or long rest before you can use this feature again.
Your Archetype grants you features at 3rd level, and again If you have no use of Action Surge left, you can use it again,
when you reach 7th, 10th, 15th, and 18th level in this class. but you suffer one level of Exhaustion after that action.
Indomitable Defensive Expert
Prerequisite: 6th-level Fighter, Defensive Fighting
Your fighting spirit allows you to grasp success from the jaws If you are wearing medium armor, heavy armor, or a shield,
of defeat. Beginning at 9th level, when you fail a saving throw, you reduce any bludgeoning, piercing, or slashing damage
you can choose to succeed instead. Once you use this feature you take by your Constitution modifier (minimum of 1).
you must finish a long rest before you can use it again.
At 13th level, you can use this feature twice per long rest, Dueling
and at 17th level you can use it three times per long rest. When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to your damage rolls.
Martial Superiority
The chaos and thrill of battle fuels you. Starting at 11th level, Dueling Expert
you regain one expended Exploit Die at the beginning of each Prerequisite: 6th-level Fighter, Dueling
of your turns in combat, so long as you are not Incapacitated. When you are wielding a versatile melee weapon in one hand
and a shield in the other, you use the versatile weapon's larger
Relentless damage die, and you can use your bonus action on each turn
to make one Shove attack
At 20th level, your combat skills are those of legend and myth. with your shield.
You regain all expended Exploit Dice when you roll initiative.
You are also no longer limited to using 3rd-degree Exploits
once between each short or long rest. However, you can only
use one 3rd-degree Exploit during each round of combat.
Fighting Styles
Below is the list of Fighting Styles available for Fighters to
learn. You cannot learn the same Fighting Style more than
once. You can learn a Fighting Style at the same time you
meet all of its prerequisites.
Archery
Prerequisite: Dexterity of 13 or higher
You gain a +1 bonus to attack rolls with ranged weapons,
and your attacks with ranged weapons ignore half-cover
and treat three-quarter's cover as half cover.
Archery Expert
Prerequisite: 6th-level Fighter, Archery
You gain an additional +1 bonus to attack rolls
with ranged weapons. Attacking at a weapon's
long range no longer imposes disadvantage on
your ranged weapon attack rolls.
Brawling
Prerequisite: proficiency in Athletics
On hit, your unarmed strikes deal damage equal to
1d6 + your Strength modifier. When you have both of
your hands free, you can make a single unarmed strike,
shove, or grapple as a bonus action on each of your turns.
Classical Swordplay
Prerequisite: Dexterity of 13 or higher
While wielding a finesse weapon and no other weapons, you
gain a +2 bonus to your attack rolls and a +1 to your Armor
Class so long as you are not using heavy armor or a shield.
Classical Swordplay Expert
Prerequisite: 6th-level Fighter, Classical Swordplay
When you are wielding only a finesse weapon, and you
are hit by an attack, you can use a reaction to add your
Dexterity modifier to your AC against that attack.
Defensive Fighting
When you are wearing medium armor, heavy armor, or
a shield, you gain a +1 bonus to your Armor Class.
Dual Wielding Polearm Expert
Prerequisite: Dexterity of 13 or higher Prerequisite: 6th-level Fighter, Polearm Fighting
While two-weapon fighting, you make your off-hand attack as When wielding only a glaive, halberd, quarterstaff, or spear,
part of your Attack action instead of your bonus action, and you can use your bonus action to make one melee attack with
you add your ability modifier to the damage of this attack. You the opposite end of the weapon. On hit, it deals bludgeoning
cannot also make an attack with your bonus action that turn. damage equal to 1d4 + your Strength modifier.
Dual Wielding Expert Protection
Prerequisite: 6th-level Fighter, Dual Wielding When a creature you can see hits you, or a target within 5
One-handed melee weapons are considered to have the Light feet, with a melee attack, you can use a reaction to add your
property for you, and when you are wielding a melee weapon Proficiency Bonus to the target's Armor Class against that
in each hand, you gain a +1 bonus to your Armor Class. attack. You must be wielding a shield or a melee weapon.
Great Weapon Fighting Protection Expert
Prerequisite: Strength of 13 or higher Prerequisite: 6th-level Fighter, Protection
Whenever you hit a target with a heavy melee weapon attack, When a creature within 5 feet attacks a target other than you,
you can treat any of the weapon's damage dice as the average you can make an opportunity attack against it. Whenever you
roll if you rolled lower: d4 (2), d6 (3), d8 (4), d10 (5), d12 (6). hit a creature with an opportunity attack, its speed is reduced
to 0 until the beginning of its next turn.
Great Weapon Expert
Prerequisite: 6th-level Fighter, Great Weapon Fighting Strongbow
Whenever you score a critical hit or reduce a target to 0 hit Prerequisite: Strength of 13 or higher
points with a heavy melee weapon, you can make one bonus You can use your Strength modifier, in place of Dexterity, for
attack as part of that same action, bonus action, or reaction. attack and damage rolls with longbows and shortbows. When
you do so, you gain a +1 to damage rolls with those weapons.
Mounted Warrior
Prerequisite: proficiency in Animal Handling Versatile Fighting
While you are riding a controlled mount, both you and your Prerequisite: Strength and Dexterity of 11 or higher
mount gain a +1 bonus to your Armor Class, and you can use While wielding a single versatile weapon and no shield, you
a bonus action on each of your turns to command the mount gain a +1 bonus to your attack rolls with that weapon. While
to take one action from its stat block or another action. doing so, you can use your bonus action to make a grapple
or shove attack, or to take the Use an Object action.
Polearm Fighting
Prerequisite: Strength and Dexterity of 11 or higher
You gain a +1 bonus to damage rolls with glaives, halberds,
pikes, quarterstaffs, and spears. When wielding one of these
weapons, creatures provoke an opportunity attack from
you when they enter or move within your
reach with that weapon.
Spellcasting
3rd-level Arcane Knight Archetype feature
You have learned to cast arcane spells that augment your
abilities in combat. You gain the following features:
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.
Spells Known of 1st-Level and Higher. You know three
1st-level Arcane Knight spells from the list on the next page.
The Spells Known column of the Arcane Knight Spellcasting
table shows when you learn more spells, all of which must be
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.
Spell Slots. The Arcane Knight Spellcasting table shows
how many spell slots you have to cast the spells you know. To
cast a spell, you must expend a spell slot of the spell's level or
higher. You regain all spell slots when you finish a long rest.
For example, if you know the 1st-level spell magic missile
and have a 1st-level and a 2nd-level spell slot available, you
can cast magic missile using either slot.
Spellcasting Ability. Intelligence is your spellcasting
ability for your Arcane Knight spells. So, 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
+ your Intelligence modifier
Arcane Knight Spellcasting
Warrior Archetypes Fighter
Level
Spells
Known
1st
Level
2nd
Level
3rd
Level
4th
Level
Choose a Warrior Archetype from the following options that
best represents the tactics, skill, and training of your Fighter: 3rd 3 2 — — —
4th 4 3 — — —
Arcane Knight Knight Errant
5th 5 3 ─ — —
Captain Marksman
6th 5 3 ─ — —
Champion Master at Arms
7th 6 4 2 — —
Arcane Knight 8th 6 4 2 — —
Arcane Knights supplement their skill with the armaments of 9th 7 4 2 — —
war with arcane spells. Compared a mage who studies solely 10th 7 4 3 — —
magic, the Arcane Knight can only produce minor spells, but,
combined with their deadly skill with the weapons of warfare, 11th 8 4 3 — —
these minor spells become potent enhancements. 12th 8 4 3 — —
Enchanted Armaments 13th 9 4 3 2 —
3rd-level Arcane Knight Archetype feature 14th 9 4 3 2 —
You magically bond yourself to your armaments of war. Over
the course of 1-hour, which can be during a short or long rest, 15th 10 4 3 2 —
you can perform a ritual to bond with a weapon or shield that 16th 10 4 3 3 —
you are touching. You can have two such objects bound. If you
perform this ritual again, you must release one object. 17th 11 4 3 3 —
So long as they are on the same plane of existence as you, 18th 11 4 3 3 —
you can use your bonus action to conjure one or both objects,
instantly donning them. You can use either of these objects as 19th 12 4 3 3 1
a spellcasting focus, and you cannot be disarmed of them. 20th 12 4 3 3 1
War Magic Arcane Knight Spell List
7th-level Arcane Knight Archetype feature
You can seamlessly weave minor spells with weapon attacks. Here is the list of spells available to the Arcane Knight. Spells
When you use your action to cast an Arcane Knight spell you can be found in the Player's Handbook, Xanathar's Guide to
can make one weapon attack as a bonus action on that turn. Everything*, and in Tasha's Cauldron of Everything**.
Spells marked with LL are found in the laserllama Spell
Enchanted Strikes Compendium, which includes both new and alternate spells.
10th-level Arcane Knight Archetype feature
Your weapons are enchanted to undercut defenses against Cantrips (0-Level) 2nd-Level
your spells. Whenever you hit a creature with an Enchanted blade ward LL aura of frost LL
Armament attack, the creature has disadvantage on the first booming blade LL blur
saving throw you force it to make against one of your Arcane green-flame blade LL branding smite LL
Knight spells before the end of your next turn. light darkness
Also, when you hit a target with an Enchanted Armament lightning lure LL enlarge/reduce
attack, you can change the damage type of your weapon to mage hand invisibility
match the damage type of an Arcane Knight spell you know. prestidigitation magic weapon LL
resistance LL misty step
Arcane Surge shocking grasp spider climb
15th-level Arcane Knight Archetype feature sword burst LL warding wind *
Drawing upon your stamina triggers a burst of magic. Each tempestuous blade LL
time you use Action Surge, you can teleport up to 30 feet to true strike LL 3rd-Level
an unoccupied space you can see. You can choose to teleport blinding smite LL
before or after the additional action from your Action Surge. 1st-Level counterspell LL
absorb elements * dispel magic
Legendary Arcane Knight armor of agathys fireball
18th-level Arcane Knight Archetype feature chromatic orb * flame arrows LL
You expertly weave spell and sword together. When you take compelled duel fly
the Attack action on your turn, you can cast an Arcane Knight faerie fire lighting arrow LL
spell with a casting time of one action in place of one attack. feather fall minute meteors *
You can still use any Arcane Knight spells you know with a fog cloud protection from energy
casting time of one attack (such as lightning lure) as normal. grease thunder step *
hellish rebuke
jump LL 4th-Level
Master Sword & Spell! mage armor banishment
magic missile death ward
Interested in playing a true master of both sword protection from good & evil dimension door
and spell? Check out the Magus Class, an arcane,
searing smite LL fire shield
Intelligence-based half-caster companion class to
shield LL greater invisibility
divine holy Paladin and primal Ranger!
thunderous smite LL resilient sphere
zephyr strike * staggering smite LL
Captain
Not all Fighters rely solely on themselves in battle, some lead Banneret or Captain?
others with their knowledge of tactics. Captains lead from the Often considered one of the more disappointing
front, issuing orders and inspiring greatness in their allies by subclasses in 5e, the Banneret Archetype has been
their own brave deeds. By their presence, a true Captain can replaced. Using the Tactical Exploits of the Warlord,
transform even an unorganized militia into a deadly force. the Captain delivers on the fantasy of a warrior that
leads from the front line with order and sword!
Captain Exploits
3rd-level Captain Archetype feature
You learn certain Tactical Exploits from the Warlord Class at
the Fighter levels noted in the table below. These Exploits do Strategic Command
not count against your total number of Exploits Known: 7th-level Captain Archetype feature
Your determination in the face of danger inspires your allies
Fighter Level Exploit to fight on. Whenever you use Second Wind, you can choose
3rd attack order, defensive order up to three other creatures within 30 feet of you who can see
or hear you to also regain hit points equal to your Leadership
5th enlivening order, surprise attack
modifier (minimum of 1) + your Exploit Die.
9th tactical reposition
Heroic Surge
Tactical Exploits from this feature use the following rules: 10th-level Captain Archetype feature
Replacing these Exploits. Each time you gain a level in When you use Action Surge, you can choose another creature
this class, you can replace one Tactical Exploit you learned within 30 feet that can see or hear you. It can use its reaction
through this feature with another Tactical Exploit of the same to move up to its speed without provoking opportunity attacks
degree. If a Tactical Exploit has a Warlord level prerequisite, and then make a single weapon attack.
you can learn it if your Fighter level meets that prerequisite.
Leadership Modifier. Some Tactical Exploits require a Inspiring Commands
Leadership modifier. Choose your Intelligence, Wisdom, or 15th-level Captain Archetype feature
Charisma as your Leadership modifier for these Exploits. Once per turn when you use a Tactical Exploit that targets at
Leadership save DC. When you force a creature to make least one friendly creature, one target of that Exploit gains
a saving throw to resist one of your Tactical Exploits, you use temporary hit points equal to your Leadership modifier.
your Leadership modifier to calculate the Save DC: Legendary Captain
Leadership save DC = 8 + your proficiency bonus 18th-level Captain Archetype feature
+ your Leadership modifier Your bravery and tactical ability rank you amongst the most
successful military leaders of the age. At the end of a long
Student of War rest, you can replace any number of your Captain Exploits
3rd-level Captain Archetype feature with Tactical Exploits of the same degree.
You have studied strategies of both politics and war. Finally, whenever you use Heroic Surge, you can target
You gain proficiency in one of the following skills: up to two creatures within range.
Deception, History, Insight, or Persuasion.
Whenever you make an ability check with the
chosen skill you gain a bonus to your roll equal
to your Exploit Die.
Champion
Champions forgo all other forms of training to focus on
their raw physical might. These immense figures strive
to maintain peak physical condition through relentless
dedication. In battle, Champions perform supernatural
feats of athleticism and dominate foes with raw power.
Champion Exploits
3rd-level Champion Archetype feature
You learn certain Exploits at the Fighter levels noted
in the table below. They don't count against your total
number of Exploits Known, and cannot be switched
out for other Exploits when you gain a Fighter level:
Fighter Level Exploit
3rd feat of strength, heroic fortitude
5th concussive blow, martial focus
9th mythic athleticism

Mighty Warrior
3rd-level Champion Archetype feature
The raw physical might you have cultivated enhances
your attacks. Your weapon attacks score a critical hit
on a roll of 19 or 20 on the d20.
At 15th level, this critical hit range increases again
and your weapon attacks score a critical hit on a d20
roll of 18 through 20 on the d20.
Peak Athlete
3rd-level Champion Archetype feature
You are a paragon of athleticism. You gain
proficiency in Athletics, and you gain a
climbing speed and swimming speed
equal to your walking speed.
If you were already proficient in
Athletics, you gain proficiency in
another Fighter class skill.
Heroic Strength
7th-level Champion Archetype feature
Your physical abilities are unrivaled by normal mortals.
When you make a Strength or Constitution ability check
or saving throw, you can use feat of strength or heroic
fortitude without expending an Exploit Die.
Used this way, feat of strength counts as if you spent
one Exploit Die, though you can add Exploit Dice to it.
Devastating Critical
10th-level Champion Archetype feature
Whenever you score a critical hit with a weapon attack
you deal bonus damage equal to your Fighter level.
At 15th level, when you score a critical hit with a weapon
attack, you can maximize the damage instead of rolling. Once The Straightforward Champion
you do you must finish a long rest before you can do so again. As printed in the Player's Handbook, the Champion
is the easiest subclass to understand in the game.
Legendary Champion The Champion as included here is also the most
18th-level Champion Archetype feature straightforward option for the Alternate Fighter. If a
You are a nearly perfect physical specimen and have become player wants to play a simple character, Champion
exceedingly hard to kill. If you begin your turn with less than is still the best option. Make sure they also choose
half of your hit points remaining, but at least 1 hit point, you Exploits like hurl, mighty leap, and ruthless strike.
regain hit points equal to 5 + your Constitution modifier.
Knight Errant Trained Knight
3rd-level Knight Errant Archetype feature
Often raised at court or in the upper circles of the nobility, the You been trained to ride a saddle from birth. You cannot be
archetypal Knight Errant is a chivalric warrior of the highest knocked from a mount against your will, and you can mount
order. They excel at mounted combat and wander the world or dismount a trained mount with 5 feet of movement.
in search of adventure and opportunities for heroism. These You also gain the Mounted Warrior Fighting Style, but it
paragons of virtue are bound to defend the weak and weary. doesn't count against your total number of Fighting Styles.
Knight Errant Exploits Noble Guardian
3rd-level Knight Errant Archetype feature 7th-level Knight Errant Archetype feature
You learn certain Exploits at the Fighter levels noted in the You are a shield for the meek. When a creature you can see
table below. They don't count against your total number of attacks you, or a creature within 5 feet of you, you can use a
Exploits Known and can't be switched upon gaining a level. reaction to add your Exploit Die to the target's Armor Class
Fighter Level Exploit against that attack. If the attack still hits, you can expend an
3rd shield impact, skilled rider Exploit Die to grant it resistance to that attack's damage.
5th defensive stance, honor duel Unyielding Knight
10th-level Knight Errant Archetype feature
9th mythic resilience
No one can threaten your allies while you stand. You apply a
Chivalric Mark to any creature you hit with a melee weapon,
Courtly Pedigree and Marked creatures have disadvantage on attacks against
3rd-level Knight Errant Archetype feature creatures other than you while you are within 30 feet.
You have been tutored in the traditional skills of nobility and
the chivalric virtues. You learn to speak, read, and write one Perilous Charge
additional language, and you gain proficiency in one of the 15th-level Knight Errant Archetype feature
following: Animal Handling, History, Insight, or Persuasion. You run down your foes, mounted or on foot. Once per turn,
when you move 10 feet in a straight line then hit a creature
Chivalric Mark with a melee weapon attack, it must succeed on a Strength
3rd-level Knight Errant Archetype feature saving throw against your Exploit save DC or it takes bonus
You punish any foe who would dare to attack those under damage equal to your Exploit Die and is knocked prone. If
your protection. Once per turn when you hit a creature with you are mounted, it has disadvantage on its save.
a melee weapon attack, you can Mark it until the end of your
next turn. While Marked, it has disadvantage on attack rolls Legendary Knight Errant
against targets other than you, so long as you remain within 18th-level Knight Errant Archetype feature
10 feet of the Marked creature. You will defend your allies against any foe. You gain a special
If a Marked cretaure deals damage to a target other than reaction that you can take once during every turn, but you can
you, you can use your reaction to make one melee weapon only use this special reaction to make an opportunity attack,
attack against your Mark. to attack a creature under Chivalric Mark, or to use Noble
Guardian to shield yourself
or another creature.
Marksman Quick Shot
While all Fighters learn to draw a bow or hurl a javelin, those 7th-level Marksman Archetype feature
known Marksmen are masters of ranged combat. The deadly You react to danger without delay. You add your Proficiency
skills of a Marksman are often backed up by their signature Bonus to initiative rolls so long as you are not incapacitated.
swagger and unshakable confidence. When combined, there Moreover, when you roll initiative and are not surprised,
are few challenges that a true Marksman cannot overcome. you can use your reaction to make one ranged weapon attack
before any other creatures have a chance to act in combat.
Marksman Exploits
3rd-level Marksman Archetype feature Tactical Reposition
You learn certain Exploits at the Fighter levels noted in the 10th-level Marksman Archetype feature
table below. They don't count against your total number of Your talents and training allow you to move about in battle to
Exploits Known and can't be switched upon gaining a level. setup the perfect shot. Whenever you use your Second Wind,
Fighter Level Exploit you gain the benefits of the Disengage action and your speed
increases by 10 feet until the end of your current turn.
3rd inquisitive eye, precision strike
5th martial focus, volley Reliable Shot
15th-level Marksman Archetype feature
9th thunderous shot You make even impossible shots with ease. Your normal and
long range for ranged weapon attacks increases by a number
Deadly Focus of feet equal to 10 times your Fighter level.
3rd-level Marksman Archetype feature Also, once per turn when you have advantage on a ranged
You can quiet your body to fire with deadly accuracy. When weapon attack, you can forgo your advantage to instead make
you begin your turn and are not surprised or incapacitated, one additional ranged weapon attack as part of that action.
you can choose to enter a state of Focus, which imposes the
following benefits and effects until the end of your turn: Legendary Marksman
Your speed is reduced to 0 feet. 18th-level Marksman Archetype feature
Until you hit a creature with a ranged weapon attack, you Your marksmanship rivals the great deities and demigods of
have advantage on all ranged weapon attack rolls. the hunt. When you use Deadly Focus, your speed is reduced
to 10 feet instead of 0, and you have advantage on all ranged
When you roll a 1 or 2 on a damage die for an attack you weapon attack rolls while your Focus lasts.
make with a ranged weapon, you can re-roll the die. You
must use this new roll, even if the new roll is a 1 or a 2.
Elite Reflexes Gunpowder & Firearms
3rd-level Marksman Archetype feature If your game includes firearms and gunpowder, and
Your reaction times are enhanced by your talent and training. your Marksman has been exposed to the operation
Whenever you are forced to make a Dexterity check or saving of such weapons, they are proficient with them.
throw, you gain a bonus to your roll equal to your Exploit Die.
Master at Arms Student of Battle
3rd-level Master at Arms Archetype feature
While most Fighters master one specific martial discipline, a Your ability to learn and execute martial techniques exceeds
Master at Arms is the rare warrior who is able to truly master that of most other warriors, and even other trained Fighters.
multiple styles of combat. Whether by their talent, dedication, You gain the following benefits to your Fighter features:
or extraordinary skills, these elite Fighters learn all they can Exploits. You learn two 1st-degree Martial Exploits of your
about the theories of combat. A Master at Arms is always on choice from the list at the end of this class. These Exploits do
the lookout for a new weapon or style of fighting to perfect. not count against your total number of Exploits Known.
Advanced Technique You learn additional Martial Exploits following the same
3rd-level Master at Arms Archetype feature rules at certain levels: at 5th level you learn two 2nd-degree
Your ability to learn and execute combat styles exceeds that Exploits, and at 9th level you learn one 3rd-degree Exploit.
of most other warriors and even other trained Fighters. You Exploit Dice. Your total number of Exploit Dice increases
learn an additional Fighting Style of your choice, but it does by 1, and all of your Exploit Dice increase to become d8s.
not count against your number of Fighting Styles Known. At certain Fighter levels your Exploit Dice increase again;
at 5th level they are d10s, and at 11th level they are d12s.
Combat Theorist
3rd-level Master at Arms Archetype feature Master of Forms
You study the theory of combat as a sage studies their tomes. 7th-level Master at Arms Archetype feature
You gain proficiency in History, and whenever you make an Your skill allows you to learn exotic techniques from a variety
Intelligence (History) check related to the history of combat, of disciplines. You learn two Exploits of your choice from any
warfare, or the armaments of war, you can add your Fighter class's Exploit list (see Advanced Martial Classes below).
level to the result of your roll. If these Exploits have a level prerequisite, you can learn it
so long as your Fighter level meets its level prerequisite. You
must still meet all other prerequisites it might have. Exploits
you learn with this feature
don't count against your total
number of Exploits Known.
You learn another Exploit of
your choice following these same
rules at 15th level and 18th level.
Masterful Focus
10th-level Master at Arms Archetype feature
You channel the rush of battle to rejuvenate your technical
skills. Whenever you use your Second Wind or Action Surge,
you also regain one of your expended Exploit Dice.
Warrior Savant
15th-level Master at Arms Archetype feature
Your knowledge of combat techniques allows you to modify
your skill set. During each short or long rest, you can practice
combat drills and replace one Exploit you know with another
Martial Exploit you meet the prerequisites for. This cannot be
used to replace or learn Exploits that add to an ability check.
Legendary Superiority
18th-level Master at Arms Archetype feature
Your technical mastery of combat is near-supernatural. Your
Martial Superiority feature improves, you regain two of your
expended Exploit Dice at the start of each turn in combat.

Advanced Martial Classes


Including the Alternate Fighter class here, there are
currently six classes that make use of Exploits:
Alternate Fighter & Fighter: Expanded
Alternate Barbarian & Barbarian: Expanded
Alternate Rogue & Rogue: Expanded
Warlord Class
Brawler Class - Patreon Exclusive
Wanderer Class - Patreon Exclusive
Heroic Fortitude
Martial Exploits When you make a Strength, Dexterity, or Constitution saving
Below are the Exploits available to Fighters. If an Exploit has throw, you can expend an Exploit Die and add it to your roll.
a prerequisite, like a minimum Ability Score or Fighter level, You can do so after you roll, but before you know if you fail.
you can learn it at the same time you meet its prerequisites.
Hurl
1st-Degree Exploits Prerequisites: Strength of 11, Athletics proficiency
Exploits of the 1st-degree are minor techniques slightly more In place of an attack, you expend an Exploit Die to throw one
complicated than swinging a weapon. They can be learned by object you are holding at a target you can see within 60 feet.
Fighters with modest training and have no level prerequisite. The target must succeed on a Dexterity saving throw or both
the thrown object and target take bludgeoning damage equal
Arresting Strike to your Exploit Die + your Strength modifier.
When you hit a target with a weapon attack, you can expend At 11th level, the range of this Exploit becomes 120 feet.
one Exploit Die and force it to make a Dexterity saving throw.
On a failure, add your Exploit Die to the damage roll, and the Inquisitive Eye
target's speed is halved until the start of your next turn. Prerequisites: Intelligence or Wisdom of 11
Whenever you make an Investigation or Insight check, you
Brace Up can expend an Exploit Die and add it to your roll. You can do
Prerequisites: Constitution of 11 so after you roll, but before you know if you succeed or fail.
You prepare yourself to take a hit. As a bonus action, you can
expend one Exploit Die to gain temporary hit points equal to Lightstep
your Exploit Die + your Constitution modifier. Temporary hit Prerequisites: Dexterity of 11
points from this Exploit only last for 1 minute. Whenever you make an Acrobatics or Stealth check, you can
expend an Exploit Die and add it to your roll. You can do so
Commanding Presence after you roll, but before you know if you succeed or fail.
Prerequisites: Charisma or Strength of 11
Whenever you make a Intimidation or Persuasion check, you Mighty Leap
can expend an Exploit Die and add it to your roll. You can do Prerequisites: Strength of 11, Athletics proficiency
so after you roll, but before you know if you succeed or fail. After you run 10 feet in a straight line, you use a bonus action
You can also make Strength (Intimidation) checks in place to expend an Exploit Die to long jump up to 30 feet in a line,
of the normal Charisma (Intimidation) checks. even if this distance would exceed your remaining speed.
Cunning Instinct Mighty Thrust
Prerequisites: Wisdom of 11 Prerequisites: Strength of 11, Athletics proficiency
Whenever you make a Perception or Survival check, you can In place of an attack, you expend an Exploit Die to force one
expend one Exploit Die and add it to your roll. You can do so target that you touch to make a Strength saving throw. On a
after you roll, but before you know if you succeed or fail. failure, it is knocked back in a line number of feet equal to 5
times your Strength modifier (minimum 5 feet). This distance
Disarm is halved for every size category the target is larger than you.
When you hit a target with a weapon attack, you can expend Parry
an Exploit Die and force it to make a Strength saving throw.
On a failure, add your Exploit Die to the damage roll and it Prerequisites: Dexterity of 11
drops one item of your choice to the ground in its space. While you are wielding a finesse or versatile weapon, and a
creature you can see hits you with a melee attack, you use a
Feat of Strength reaction to expend one Exploit Die and add that Exploit Die
Prerequisites: Strength or Constitution of 11 to your Armor Class against the triggering attack.
When you make a Strength or Constitution ability check you Precision Strike
can expend Exploit Dice (up to your Proficiency Bonus) and
add them to your roll. You can do so after you roll, but before Prerequisites: Dexterity of 11
you know if you succeed or fail. As part of a weapon attack you can expend one Exploit Die
and add it to your attack roll. You can use this Exploit after
Feint you roll, but before you know if your attack is a hit or miss.
As a bonus action, you expend an Exploit Die to feint, forcing Riposte
a creature that can see you within 15 feet to make a Wisdom
saving throw. On a failure, you have advantage on all attacks Prerequisites: Dexterity of 11
against that creature until the end of your current turn. When a creature misses you with a melee attack, you use a
reaction to expend an Exploit Die to make a melee weapon
First Aid attack against it. On hit, add your Exploit Die to the damage.
Prerequisites: Medicine proficiency
As an action, you touch a willing, living creature and expend Rustic Intuition
Exploit Dice (up to your Proficiency Bonus). For every Exploit Prerequisites: Wisdom of 11
Die you spent, that creature regains hit points equal to one When you make an Animal Handling, Medicine, or Nature
roll of its Hit Die + its Constitution modifier (minimum of 0). check, you can expend one Exploit Die and add it to your roll.
You can do so after you roll, but before you know if you fail.
Sweeping Strike
If you hit a creature with a melee weapon attack, you expend
an Exploit Die and force it to make its choice of a Strength or
Dexterity saving throw. On a failure, add your Exploit Die to
the damage roll and the creature is knocked prone.
2nd-Degree Exploits
Exploits of 2nd-degree represent peak martial skills
achievable without dedicated training. These can
be learned by any Fighter of 5th-level and up.
Blinding Debris
Prerequisites: 5th-level, Dexterity of 13
As a bonus action, you expend one Exploit Die to
force one creature within 10 feet to make a Constitution
saving throw. On a failed save, the creature is Blinded until
it uses its action to clear the debris from its eyes.
Concussive Blow
Prerequisites: 5th-level, Strength of 13
When you hit a creature with a melee weapon attack, you can
expend an Exploit Die to strike with force. It must succeed on
a Constitution saving throw or until the start of your next turn
its speed is 0, it can't speak, it has disadvantage on Dexterity
saving throws, and attack rolls against it have advantage.
Crippling Strike
Prerequisites: 5th-level
When you hit a target with a weapon attack, you can expend
an Exploit Die to attack one of its senses, forcing it to make a
Constitution saving throw. On a failure, add your Exploit Die
to the damage roll, and it is Blinded, Deafened, or can't speak
Ruthless Strike (your choice) until the beginning of your next turn.
Prerequisites: Strength of 11
Whenever you hit a target with a melee weapon attack, you Defensive Stance
can expend Exploit Dice (up to your Proficiency Bonus) and Prerequisites: 5th-level, Constitution of 13
add them to the damage roll of your attack. As a bonus action, you can expend one Exploit Die to enter a
defensive stance and add an Exploit Die to your Armor Class.
Scholarly Recall This stance, and the bonus to your Armor Class, lasts until
Prerequisites: Intelligence of 11 you move from your space or you are incapacitated.
When you make an Arcana, History, or Religion check, you
can expend one Exploit Die and add it to your roll. You can do Heroic Will
so after you roll, but before you know if you succeed or fail. Prerequisites: 5th-level
When you make an Intelligence, Wisdom, or Charisma saving
Shield Impact throw, you can expend one Exploit Die and add it to your roll.
Prerequisites: Strength of 11 You can do so after you roll, but before you know if you fail.
When you are wearing a shield and a creature that you can
see hits you with an attack, you use your reaction to expend Honor Duel
an Exploit Die and reduce the damage of the attack by your Prerequisites: 5th-level, Charisma of 13
Exploit Die + your Strength modifier (minimum of 1). As a bonus action, you expend one Exploit Die and shout a
challenge at a creature within 15 feet that can both hear and
Skilled Rider understand you. It must succeed on a Wisdom saving throw,
Prerequisites: Animal Handling proficiency or it has disadvantage on attacks against targets other than
When a trained mount you are riding makes an attack roll, you for 1 minute. This effect ends early if you attack or force
damage roll, ability check, or saving throw, you expend an another creature to make an ability check or saving throw.
Exploit Die and add it to your mount's roll. You can do so The creature can repeat this Wisdom saving throw at the
after it rolls, but before you know if it succeeds or fails. end of each of its turns, ending this effect on a success.
Subtle Con Martial Focus
Prerequisites: Dexterity or Charisma of 11 Prerequisites: 5th-level
If you make a Deception, Performance, or Sleight of Hand As part of a weapon attack you can expend an Exploit Die to
check, you can expend an Exploit Die and add it to your roll. gain advantage on your attack roll. You can use this Exploit
You can do so after you roll, but before you know if you fail. after you roll, but before you know if you hit or miss.
Menacing Shout Heroic Focus
Prerequisites: 5th level, Constitution or Charisma of 13 Prerequisites: 9th-level, Constitution of 15
As a bonus action, you can expend an Exploit Die to force a As a bonus action, you can expend one Exploit Die to enter a
creature within 30 feet that can hear you to make a Wisdom heightened state of focus, which requires your concentration.
saving throw. On a failure, it is Frightened of you until the end While concentrating on this Exploit, you gain these benefits:
of your next turn, or until you are incapacitated. Your walking, climbing, and swimming speed is doubled.
Redirect You gain a +2 bonus to your Armor Class.
Prerequisites: 5th-level You have advantage on all Dexterity saving throws.
When a creature you can see misses you with a melee attack, You gain an additional action on each of your turns. It can
you can use your reaction to expend an Exploit Die and force only be used to take the Attack (one weapon attack only),
it to attack another creature of your choice within range of its Dash, Disengage, Hide, Search, or Use an Object action.
attack, adding your Exploit Die to its attack roll. The effects of this Exploit lasts for up to1 minute, but they
Rending Strike end early if you are incapacitated or you choose to end them.
Prerequisites: 5th-level, Strength of 13 This Exploit's effects do not stack with the haste spell.
When you hit a target with a melee weapon attack, you can Mythic Athleticism
expend one Exploit Die to target its defenses and force it to Prerequisites: 9th-level, Strength of 15
make a Dexterity saving throw. On a failure, add your Exploit As a bonus action, you can expend Exploit Dice (up to your
Die to your damage roll, and its Armor Class is reduced by 1 Proficiency Bonus) to enter a state of heightened physical
until the damage is repaired. This effect is cumulative. performance, granting you the benefits listed below:
Volley Whenever you make a Strength or Constitution check,
Prerequisites: 5th-level, Dexterity of 13 you can treat a roll of 9 or lower on the d20 as a 10.
As an action, you can expend one Exploit Die to fire a volley Your walking, climbing, and swimming speed is doubled.
of ammunition at a point you can see within normal range of You count as one size larger for the purposes of carrying
your weapon, forcing creatures of your choice within 5 feet of capacity and the size of creatures that you can grapple.
that point to make a Dexterity saving throw. Creatures take Both your long and high jump distances double, even if
damage as if they were hit by your weapon on a failure, and that distance would exceed your remaining movement.
half as much damage on a success. The effects of this Exploit last for 10 minutes per Exploit
Whirlwind Strike Die spent, and they end early if you are incapacitated.
Prerequisites: 5th-level, Strength or Dexterity of 13 Mythic Resilience
In place of an attack, you expend one Exploit Die to force Prerequisites: 9th-level, Constitution of 15
targets of your choice within reach of your melee weapon to When you take damage from a source you can see, you can
make a Dexterity saving throw. They take the damage of your expend Exploit Dice (up to your Proficiency Bonus) to reduce
weapon attack on a failure, and half damage on a success. the damage by the Exploit Dice + your Constitution modifier.
3rd-Degree Exploits If the total rolled exceeds the amount of damage, you gain
temporary hit points equal to the remaining amount.
Exploits of the 3rd-degree are only mastered by elite warriors
who dedicate their lives to honing their skill, and can only be Thunderous Shot
learned by those of 9th-level and up. Each 3rd-degree Exploit Prerequisites: 9th-level, Strength or Dexterity of 15
you know can only be used once per short or long rest. In place of an attack, you can expend Exploit Dice (up to your
Proficiency Bonus) to fire one piece of ammunition in a line,
Disorienting Blow out to the weapon's normal range, forcing creatures to make
Prerequisites: 9th-level, Strength of 15 a Dexterity saving throw. On a failure, creatures take damage
When you hit with a creature with a melee weapon attack, equal to one hit with the weapon + two Exploit Dice per Die
you expend an Exploit Die to strike with great force, dealing spent, and if they are Large or smaller, they fall prone. On a
bonus damage equal to twice your Exploit Die, and forcing it success, they take half as much damage and don't fall prone.
to make a Wisdom saving throw.
On a failure, it suffers the following effects for 1 minute: War Cry
Its speed is halved and it cannot take reactions. Prerequisites: 9th-level, Constitution or Charisma of 15
Its Armor Class is reduced by 2, to a minimum of 10. As an action, you can expend an Exploit Die to issue forth a
It has disadvantage on all Dexterity saving throws. mighty cry, forcing creatures of your choice that can hear you
On its turn it can only take an action or a bonus action. in an adjacent 30-foot cone to make a Wisdom saving throw.
It cannot make more than one attack during its turn, On a failed save, creatures drop whatever they are holding
even if a feature would allow it to make multiple. and are frightened of you for 1 minute.
If a frightened creature can't see or hear you, it can use its
The creature can make a Wisdom saving throw at the end action repeat the saving throw, ending the effect on a success.
of each of its turns, ending this Exploit's effects on a success.
This Exploit's effects do not stack with the slow spell.
4th-Degree Exploits Unbreakable
Prerequisites: 13th-level, Constitution of 17
Exploits of the 4th-degree are only able to be mastered by the When you take damage that would reduce you to 0 hit points,
most elite warriors in a kingdom. These can only be learned even if that damage would kill you outright, you can expend
by Fighters of 13th level and higher. Each 4th-degree Exploit Exploit Dice (up to your Proficiency Bonus) and fall to 1 hit
you know can only be used once per short or long rest. point. Then, for each Exploit Die spent, you gain temporary
Expert Focus hit points equal to twice your Exploit Die.
Prerequisites: 13th-level 5th-Degree Exploits
As an action, you expend one Exploit Die to temporarily focus
on one of your skills. Choose a skill or tool you are proficient Exploits of the 5th-degree are techniques and skills that rival
in. For 1 hour, when you make an ability check with that skill demigods and heroes of legend. These can only be learned by
you gain a bonus to your roll equal to your Exploit Die. Fighters of 17th level and higher, and each 5th-degree Exploit
you know can only be used once per short or long rest.
Fluid Movements
Prerequisites: 13th-level, Dexterity of 17 Storm of Arrows
As a bonus action, you can expend one Exploit Die to enter a Prerequisites: 17th-level, Dexterity of 19
heightened state of focus, which requires your concentration. As an action on your turn, you can expend Exploit Dice (up
For the next minute, your speed can't be reduced, opportunity to your Proficiency Bonus) to fire a volley of ammunition at a
attacks against you have disadvantage, and you are immune point you can see within the normal range of your weapon.
to the Grappled, Paralyzed, and Restrained conditions. Creatures of your choice within 30 feet of that point must
make a Dexterity saving throw or take piercing damage equal
Quick Draw to twice your Exploit Die for each Die spent + your Dexterity
Prerequisites: 13th-level, Dexterity of 17 modifier. On a success, they take half as much damage.
As a bonus action, you can expend an Exploit Die to enter a You must have enough ammunition to hit each target.
heightened state of focus which requires concentration. For
the next minute, you can use your bonus action, including the Steel Wind Slash
bonus action used to activate this Exploit to make two ranged Prerequisites: 17th-level, Strength or Dexterity of 19
weapon attacks so long as you have ammunition. As an action on your turn, you can expend Exploit Dice (up
This Exploit's effects don't stack with the swift quiver spell. to your Proficiency Bonus) and flourish a melee weapon then
vanish. Choose up to five different targets you can see within
Staggering Blow 30 feet and make a melee weapon attack against each one.
Prerequisites: 13th-level, Strength of 17 On a hit, each target takes damage equal to one hit by that
When you hit a creature with a melee weapon attack, you can weapon + twice your Exploit Die for each Exploit Die spent.
expend an Exploit Die to strike with near-supernatural power, You then appear in an unoccupied space
dealing bonus damage equal to three times your Exploit Die. of your choice within 5 feet of one of
The target must succeed on a Wisdom saving throw, or for 1 the targets that you hit.
minute it has disadvantage on attack rolls and ability checks
and it cannot take reactions.
It can make a Wisdom saving throw at the start of each of
its turns, ending this effect
on a success.
Additional Archetypes Mystic Psionics
Also included here are Archetypes based on official options Fighter Spells Psi Mental
for Fighters in Xanathar's Guide to Everything, Explorer's Level Known Points Limit
Guide to Wildemount, and Tasha's Cauldron of Everything: 3rd 2 2 1st
Official Archetype Alternate Archetype
4th 2 3 1st
Psi Warrior Mystic
5th 3 3 1st
Samurai Ronin
6th 3 3 1st
Rune Knight Runecarver
7th 4 4 2nd
Echo Knight Shadowdancer
8th 4 4 2nd
Arcane Archer Sylvan Archer
9th 5 4 2nd
10th 5 5 2nd
Mystic
Where most Fighters look to increase their physical abilities, 11th 6 5 2nd
those known as Mystics work to unlock the psionic potential 12th 6 5 2nd
of their mind. Drawing upon a wondrous inner power, these 13th 7 6 3rd
ascetic warriors can perform feats that would be impossible
through strength alone. Where others strive toward physical 14th 7 6 3rd
perfection, Mystics strive for spiritual enlightenment. 15th 8 6 3rd
Psionics 16th 8 7 3rd
3rd-level Mystic Archetype feature 17th 9 7 3rd
You have unlocked the true potential of your mind, and have
learned to manifest psionic spells, much like a Psion does: 18th 9 7 3rd
Psi Points. The potential of your mind is represented by 19th 10 8 4th
a pool of Psi Points. The Mystic Psionics table shows how
many Psi Points you have to manifest your spells of 1st-level 20th 10 8 4th
and higher. To manifest a spell, you expend Psi Points equal
to the spell's level (0 for Cantrips). You regain all expended
Psi Points when you finish a short or long rest.
Mental Limit. Your Fighter level limits the potency of
spells you can manifest with your psionics. This is shown
in the Mental Limit column of the Mystic Psionics Table.
Spells Known of 1st-Level and Higher. You learn two
1st-level spells of your choice from the Mystic spell list
on the following page. The Spells Known column of
the Mystic Psionics table shows when you learn
more Mystic spells of 1st-level and up, but they
cannot exceed your Mental Limit level.
Whenever you gain a Fighter level, you can pick
one of the Psion spells that you know and replace it
with another Psion spell of your choice, of a level
equal to your Mental Limit or lower.
Spellcasting Focus. Your mind is your spellcasting
focus for your Psion spells. You must have a free hand
to cast spells with somatic or material components, and
you must provide material components consumed by the
spell or with a required gold cost. When you manifest a
spell with Psionics, you exhibit noticeable changes.
Spellcasting Ability. Intelligence is your spellcasting
ability for your Psion spells. You use Intelligence when 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 a Psion spell you know.
Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier
Spell attack modifier = your proficiency
bonus + your Intelligence modifier
Psionic Talents Mystic Spell List
3rd-level Mystic Archetype feature
Your training has begun to unlock minor psionic abilities. You Here is the list of spells available to a Mystic Fighter. Spells
unlock two Mystic Talents of your choice from those available can be found in the Player's Handbook, Xanathar's Guide to
to the Psion Class. If a Talent has a prerequisite Psion level, Everything*, and in Tasha's Cauldron of Everything**.
you can learn it if your Fighter level meets that prerequisite. Spells marked with LL are found in the laserllama Spell
You unlock an additional Mystic Talent of your choice when Compendium, which includes both new and alternate spells.
you reach 7th, 15th, and 18th level in this class. 1st Level 3rd Level
If you learn a spell through a Mystic Talent, it is as a Mystic catapult * blink
spell for you, using Intelligence as cause fear * cerebral blast LL
Phase Step charm person clairvoyance
7th-level Mystic Archetype feature command enemies abound *
When you use Second Wind, you also gain the benefits of the dissonant whispers fear
Dash action and partially discorporate. Until the end of your ethereal anchor LL feign death
current turn, you can move through solid nonmagical objects hideous laughter hypnotic pattern LL
and creatures as if they were difficult terrain. id insinuation LL intellect fortress **
jump LL major image
If you end your movement inside an object or creature, you magic missile nondetection
are instantly shunted to the nearest unoccupied space, taking shield LL sending
1d10 force damage for every 5 feet you are forced to move. sleep slow
Inscrutable Mind spectral passage LL
2nd Level tongues
10th-level Mystic Archetype feature blindness/deafness water walk
Your psionic abilities make you difficult for others to control. blur
You gain resistance to psychic damage, and whenever you are calm emotions 4th Level
forced to make an Intelligence, Wisdom, or Charisma saving crown of madness arcane eye
throw you gain a bonus to the roll equal to your Exploit Die. detect thoughts charm monster *
Mental Ward levitate compulsion
15th-level Mystic Archetype feature mind spike * confusion
You can project psionic power to shield others. As a bonus mind whip ** dimension door
action, you can spend 5 Psi Points to project a psionic ward mirror image ego scourge LL
out to a 30-foot radius. For 1 minute, creatures of your choice mystic spear LL freedom of movement
in this area gain the benefits of Inscrutable Mind. phantasmal force phantasmal killer
suggestion resilient sphere
Legendary Mystic
18th-level Mystic Archetype feature
You have unlocked the full potential of your
mind. You learn the telekinesis spell, but it
does not count against your number of
Mystic Spells Known.
You can manifest the telekinesis spell
once between each long rest, without
expending any Psi Points. After that,
you can epend 5 Psi Points to
manifest it again.
Finally, whenever
you use Phase Step,
you also gain a flying
speed equal to your
walking speed until
the end of your
current turn. If,
you end your
turn flying
you fall.
Ronin
Though they have been known by many names over the ages,
Ronin are Fighters who have been expelled from the service
of their lord or land. Regardless of the reason, these highly
skilled warriors now roam the world seeking absolution
through battle. With nothing to lose, these warriors fight
with a deadly ferocity and ruthless focus unlike any other.
Exiled Courtier
3rd-level Ronin Archetype feature
You were once an influential member of a noble court or
an important advisor. You learn to speak, read, and write
one additional language of your choice, and you gain
proficiency in one of the following skills: History,
Insight, Performance, or Persuasion.
Ronin Exploits
3rd-level Ronin Archetype feature
You learn certain Exploits at the Fighter levels noted in the
table below. They don't count against your total number of
Exploits Known and can't be switched upon gaining a level.
Fighter Level Exploit
3rd commanding presence, ruthless strike
5th heroic will, honor duel
9th heroic focus

Unyielding Spirit
3rd-level Ronin Archetype feature
You fight with the unrivaled focus and ruthless ferocity of a
warrior with nothing left to lose. As a bonus action, you can
focus yourself to gain advantage on all weapon attack rolls
and ignore any levels of Exhaustion you have until the end of
your current turn. When you use this bonus action you also Unrelenting
gain temporary hit points equal to your Fighter level. 10th-level Ronin Archetype feature
You can use this feature once between each short or long You can push through adversity that would defeat a lesser
rest with no adverse effects. However, each additional time warrior. When you roll initiative with no uses of Unyielding
you use it, you suffer 1 level of Exhaustion at the of the turn. Spirit remaining, you regain one expended use.
Lordly Bearing Moreover, whenever you finish a short rest, you current
7th-level Ronin Archetype feature level of Exhaustion, if any, is reduced by 1.
Your experience and former station shine through no matter Swift Strikes
how downtrodden you may become. Whenever you make an 15th-level Ronin Archetype feature
ability check with your Exiled Courtier skill, you gain a bonus You rain blows down upon foes like the raindrops of a storm.
to your roll equal to your Exploit Die. Once per turn when you have advantage on a weapon attack
You also gain proficiency in Wisdom saving throws. If you roll against a creature, you can forgo your advantage to make
are already proficient in Wisdom saving throws, you instead one additional weapon attack against that creature.
gain proficiency in Charisma or Intelligence saving throws.
Legendary Ronin
18th-level Ronin Archetype feature
Ronin Throughout the World Your battle focus is so absolute that you can avoid the grasp
Though the name Ronin is specific to the Samurai of death itself, if only for a short time. When you are reduced
of Japanese culture in our world, here it is used to to 0 hit points, you can immediately take an extra turn.
represent any exiled warrior or noble. The title may During this extra turn, you remain at 0 hit points, and any
differ, but these exiles share many traits. damage you take causes you death saving throw failures as
When playing a Ronin, talk with your DM about normal. At the end of this extra turn, you immediately fall to
how you fit into their world. What position did you the ground unconscious with 0 hit points, and if you gained
hold before your exile? Do you hail from a foreign three death saving throw failures during that turn, you die.
land, or do you dwell close to your former home? Once you use this feature you must complete a long rest
before you can use it again. If you have no uses left, you can
expend a use of Action Surge to use this feature again.
Runecarver Runic Ward
7th-level Runecarver Archetype feature
Before the mortal races rose to power, the world was ruled by You can shield your allies with the stalwart magic of Runes.
giants and their powerful Rune magic. Traces of this ancient When a target you can see within 30 feet is hit by an attack,
magic can still be found in the wild and remote places of the you can use your reaction to add your Constitution modifier
world, and Fighters who learn to use the power of Runes to (minimum of +1) to its Armor Class against that attack.
augment combat ability become known as Runecarvers. You can use this reaction a number of times equal to your
Rune Carving Constitution modifier (minimum of once), and you regain all
3rd-level Runecarver Archetype feature expended uses when you finish a long rest.
You have learned the ancient art of carving Runes. You learn If you have no uses left, you can Invoke one of your Runes
to speak, read, and write Giant, the language of your Runes, to use this feature again in place of the Rune's normal effect.
and you gain proficiency with calligrapher's supplies. Your Unyielding Fortitude
knowledge of Runes also grants you the benefits below: 10th-level Runecarver Archetype feature
Runes Known. You learn two Runes of your choice from Your body has been fortified by the elder magic you wield. You
the list at the end of this Archetype description. Some Runes have advantage on saving throw to resist being moved against
have a Fighter level prerequisite. You can learn these Runes your will, Poisoned, Stunned, or knocked prone.
at the same time that you meet all of their prerequisites.
You learn one additional Rune of your choice when you
reach 7th, 10th, 15th, and 18th level in this class.
When you gain a level in this class you can replace one
of the Runes you know with another Rune of your choice.
Inscribing a Rune. Over the course of 1 hour, which
can be during a short or long rest, you can use a set of
calligrapher's supplies to inscribe one Rune you know
into a weapon, suit of armor, shield, or another object
you can wear or hold. A creature wearing or wielding
that object gains the benefits of that Rune.
Each Rune you know can only be inscribed in one
object. Inscribing that Rune into another object dispels
any of your previous inscriptions of that Rune.
Invoking a Rune. While you are wearing or wielding an
object inscribed with a Rune you can Invoke its effect. Once
invoked, a Rune cannot be Invoked again until you complete
a short or long rest. Only you can Invoke your Runes.
Runic Exploits. Exploits learned from Runes don't count
against the wielder's Exploits Known, use your Exploit Die,
and can be used at will without expending an Exploit Die.
Saving Throws. If a Rune requires a creature to make
a saving throw, it does so against your Exploit save DC.
Runic Might
3rd-level Runecarver Archetype feature
As a bonus action, you can fill yourself with Runic
magic, gaining the benefits here for 1 minute:
You and anything you are wearing
grows to become Large in size,
so long as there is room.
You have advantage on all
Strength ability checks and
saving throws.
Once per turn when you
hit a target with a melee
weapon attack you gain a
bonus to your damage roll
equal to your Exploit Die.
This feature ends early if you use a bonus action to
revert to your normal size, or if you are incapacitated.
You can use this feature once per long rest. When you
have no uses of this feature left, you can expend one use
of your Second Wind to use Runic Might again.
Elder Insight
15th-level Runecarver Archetype feature
Your understanding of the ancient magic of Runes has grown
deeper. When you have no uses of a Rune remaining you can
expend one Exploit Die to Invoke that Rune again.
You can only Invoke each Rune you know one additional
time in between each short or long rest in this way.
Legendary Rune Lord
18th-level Runecarver Archetype feature
You can draw upon the elder power of your Runes to
match the stature of the ancient giants. When you
use Runic Might, you can grow to become Huge in
size, so long is there is room. While you are Huge,
your reach increases by 5 feet.
Runes
Below is the list of giant Runes available for a
Fighter to learn. If a Rune has a prerequisite
level, you can learn it at the same time that
you meet the Rune's level prerequisites:
Cloud Rune
This Rune imbues the cunning magic
of Cloud Giants. This Rune's wielder
knows the subtle con Exploit.
Invoke. When you or a creature you
can see within 30 feet is targeted by an
attack, you can use your reaction to Invoke
this Rune to redirect the triggering attack at
another target within its reach, other then itself.
Fire Rune
This Rune imbues the fury of Fire Giants. This Rune's
wielder knows the commanding presence Exploit.
Invoke. When you hit a creature with a melee weapon
attack, you can Invoke this Rune to conjure restraints of
molten metal around it. It takes bonus fire damage equal
to twice your Exploit Die and must succeed on a Strength
saving throw. On a failure, it is Restrained for 1 minute.
While Restrained it takes fire damage equal to twice your
Exploit Die at the start of each of its turns. As an action, it Hill Rune
can repeat the saving throw, ending this effect on a success.
Prerequisite: 7th-level Fighter
Frost Rune This Rune imbues the stalwart power of the Hill Giants. The
This Rune imbues the primeval instincts of the Frost Giants. Rune's wielder knows the hurl and mighty thrust Exploits.
This Rune's wielder knows the cunning instinct Exploit. Invoke. As a bonus action, you Invoke this Rune and gain
Inovke. As a bonus action, you can Invoke this Rune to resistance to all bludgeoning, piercing, and slashing damage
empower your body. For 10 minutes, your speed increases by for 1 minute. This effect ends early if you are Incapacitated.
10 feet, and you gain a bonus to all Strength and Constitution You can Invoke this Rune as part of using Runic Might.
ability checks and saving throws equal to your Exploit Die. Storm Rune
You can Invoke this Rune as part of using Runic Might. Prerequisite: 7th-level Fighter
Stone Rune This Rune imbues the prophetic magic of Storm Giants. The
This Rune imbues the dreamlike magic of the Stone Giants. wielder knows the mighty leap and scholarly recall Exploits.
This Rune's wielder knows the inquisitive eye Exploit. Invoke. As a bonus action, you Invoke this Rune to enter a
Invoke. When a creature you can see ends its turn within prophetic state that lasts for 1 minute. For its duration, when
30 feet of you, can use your reaction to Invoke this Rune and a creature you can see within 60 feet makes an ability check,
force it to make a Wisdom saving throw. On a failure, for the attack roll, or saving throw, you can use your reaction to add
next minute, it is in a waking dream, has a speed of 0, and is or subtract your Exploit Die from the creature's roll.
Incapacitated. It repeats this saving throw at the end of each Maintaining the prophetic state of this Rune requires your
of its turns, ending these effects on a successful save. concentration as if you were concentrating on a spell.
Shadowdancer
The energies of the Shadowfell grant many strange and dark
abilities to those who can wield them. The Fighters known as
Shadowdancers learn to draw these sinister powers through
themselves to create an exact copy of their bodies in combat.
Shadowdancer Exploits
3rd-level Shadowdancer Archetype feature
You learn certain Exploits at the Fighter levels noted in the
table below. They don't count against your total number of
Exploits Known and can't be switched upon gaining a level.
Fighter Level Exploit
3rd feint, lightstep
5th crippling strike, whirlwind strike
9th disorienting blow

Conjure Shade
3rd-level Shadowdancer Archetype feature
As a bonus action, you can draw on the umbral magic of the
Shadowfell to conjure a Shade in an unoccupied space you
can see within 15 feet. This Shade is a magical copy of you
created from Shadows. It uses the Shade stat block below.
Though it resembles you, it has no personality of its own.
In combat, your Shade uses the following rules:
Combat. The Shade shares your turn in combat, but it
cannot act on its own. You can telepathically command it to
move up to its speed on your turn, but it is destroyed if it is
more then 30 feet away from you at the end of your turn.
Attacking. Whenever you take the Attack action, you can Restorative Shadows
choose for each individual attack to originate from you, or a 15th-level Shadowdancer Archetype feature
Shade. If it originates from your Shade, you make the attack You draw the power of your destroyed Shades back into you.
as if you were in its space, with all of your normal benefits. When one of your Shades is destroyed by taking damage, you
Duration. Your Shade lasts until it is destroyed, you use a can gain temporary hit points equal to twice your Exploit Die.
bonus action to dismiss it, or you conjure another Shade.
Legendary Shadowdancer
Dance of Shadows 18th-level Shadowdancer Archetype feature
3rd-level Shadowdancer Archetype feature Your command over the Shadow Magic you use is unrivaled.
You and your Shade dance about in a blur of shadows. While Whenever you conjure a Shade, you can choose to conjure
your Shade is within 30 feet, you can use an action to switch two Shades, without expending any additional resources.
places with it without provoking opportunity attacks.
At 7th level, you can make a single attack from either you
or the Shade after you use this feature. At 15th level, you can Shade
use this feature with either your action or your bonus action. Undead (your size), Unaligned
Transfer Consciousness
7th-level Shadowdancer Archetype feature Armor Class 14 + your Charisma modifier
As an action, you can expend one use of your Second Wind to Hit Points 1 Speed 30 ft.
transfer your consciousness into your Shade. For 10 minutes,
your body is Unconscious as you sense and interact with the Condition Immunities All Conditions
world through this Shade. For this duration, this Shade can
move up to 1 mile from your body without being destroyed. Dark Bond. If your Shade is forced to make a saving
This effect ends if the Shade is destroyed or you use your throw it uses your saving throw bonus for the roll.
action to end it. You then return to your body as normal. Incorporeal Echo. The Shade has no physical presence,
Dark Sacrifice but its space counts as difficult terrain. It cannot use
10th-level Shadowdancer Archetype feature or interact with objects or magic items.
When a creature within 10 feet of a Shade is hit by an attack, Umbral Sentinel. If a creature provokes an opportunity
you can use a reaction to cause your Shade to intercept that attack from the Shade, you can use your reaction to
attack, reducing the damage the creature would take by your make an opportunity attack from the Shade's space.
Fighter level, but destroying your Shade in the process.
Sylvan Archer Sylvan Lore
3rd-level Sylvan Archer Archetype feature
Originally hailing from the elder forests of the world, Fighters You are learned in the Sylvan arts. You learn to speak, read,
who train to become Sylvan Archers learn to enchant arrows and write Sylvan, the ancient language of forests. You also
with elder elvish magic. Traditionally, these warriors served gain proficiency in Nature. You can make Wisdom (Nature)
as guardians for places of great primal power, but they have checks in place of the normal Intelligence (Nature) checks.
been known to train worthy outsiders in this ancient magic. Finally, you learn the druidcraft cantrip, and Wisdom is
Enchanted Shots your spellcasting modifier for it. When you cast druidcraft
3rd-level Sylvan Archer Archetype feature you can use a piece of ammunition as a spellcasting focus.
You have learned to enchant arrows and other ammunition Sylvan Shot
with elder Sylvan magic. You gain the benefits listed below: 7th-level Sylvan Archer Archetype feature
Shots Known. You learn two Enchanted Shots of your You weave minor amounts of magic into every shot you take.
choice from the list at the end of this Archetype description. Your attacks with ranged weapons gain the benefits below:
You learn one additional Enchanted Shot of your choice
when you reach 7th, 10th, 15th, and 18th level in this class. They are magic for overcoming resistance and immunity.
When you gain a level in this class you can replace one If you miss, you can use a bonus action to curve the shot
of the Shots you know with another Shot of your choice. and repeat your attack against another target in range.
Enchanting a Shot. Whenever you hit a creature with a When a creature succeeds on a saving throw against an
ranged weapon attack, you can magically apply the effects Enchanted Shot, it still takes half as much damage.
of one Enchanted Shot you know as part of that attack. Enchanted Quiver
You can use a number of Enchanted Shots equal to your 15th-level Sylvan Archer Archetype feature
Wisdom modifier (minimum of 1). You regain all expended Whenever you make a ranged weapon attack you can conjure
uses when you finish a long rest. If you have no uses left, you a piece of magical ammunition as part of the attack. After the
can expend an Exploit Die to use one of your Shots again. attack, hit or miss, this ammunition vanishes.
Saving Throws. If one of your Enchanted Shots forces a Also, when you roll initiative, you regain one expended use
saving throw or ability check, it uses your Exploit save DC. of your Enchanted Shot feature.
Sylvan Archer Exploits Legendary Sylvan Archer
3rd-level Sylvan Archer Archetype feature 18th-level Sylvan Archer Archetype feature
You learn certain Exploits at the Fighter levels noted in the The power of your enchantments rivals that of the ancient
table below. They don't count against your total number of elvish guardians. Whenever you use an Enchanted Shot it
Exploits Known and can't be switched upon gaining a level. deals additional damage equal to your Exploit Die
Fighter Level Exploit Also, you can overload one of your Enchanted Shots with
3rd precision strike, rustic intuition overwhelming magic. When you use an Enchanted Shot you
can empower it, causing creatures of your choice within 20
5th martial focus, volley feet of the target to also suffer the effects of the Shot.
9th thunderous shot Once you empower an Enchanted Shot this way you
must finish a long rest before you can do so again.
Enchanted Shots
Listed here are the Enchanted Shots available for the Sylvan
Archer to choose from when they learn an Enchanted Shot. If
one of your Enchanted Shots has a prerequisite Fighter level,
you can learn it at the same time you meet its prerequisites.
Beguiling Shot
The target must make a Wisdom saving throw. On a failure,
it takes psychic damage equal to twice your Exploit Die and
until the start of your next turn, it is Charmed by a creature of
your choice that it can see. This effect instantly ends if you or
your allies do anything harmful or hostile toward it.
Bursting Shot
The target and all creatures within 10 feet of it must make a
Dexterity saving throw. On a failure, they take your choice of
cold, fire, or lighting damage equal to twice your Exploit Die.
Enfeebling Shot
The target must make a Constitution saving throw. On a
failure, it takes necrotic damage equal to twice your Exploit
Die and for 1 minute its weapon attacks deal half damage.
The creature can repeat this saving throw at the end of
each of its turns, ending the effect on a success.
Grasping Shot
The target must make a Dexterity saving throw. On a failure,
it takes piercing damage equal to twice your Exploit Die and
for 1 minute it is bound by thorns. For the duration, its speed
is halved, and the first time it uses its speed to move on each
turn it takes piercing damage equal to twice your Exploit Die.
A creature can end this effect by using its action to make a
successful Strength check against your Exploit save DC.
Piercing Shot
The target, and creatures directly behind it in a straight line Severing Shot
out to 30 feet must make a Dexterity saving throw. On a failed Prerequisite: 10th-level Fighter
save, they take force damage equal to twice your Exploit Die. The target must make a Constitution saving throw. On a
failure, it takes force damage equal to twice your Exploit Die
Seeking Shot and it cannot cast spells for 1 minute.
In place of an attack, you use this Enchanted Shot to cause a The creature can repeat this saving throw at the end of
piece of ammunition you are holding to magically seek out a each of its turns, ending the effect on a success.
creature that you have seen within the last minute.
If that creature is within 120 feet and there is a clear path Technical Shot
to it (it need not be straight), it must make a Dexterity saving Prerequisite: 10th-level Fighter
throw. On a failure, it takes force damage equal to twice your The target must make a Dexterity saving throw. On a failure,
Exploit Die and you instantly learn its location. it suffers the effects of one Martial Exploit you know, even if
the Exploit could normally only be used with a melee attack.
Umbral Shot
The target must make an Intelligence saving throw. On a Transposing Shot
failure, it takes psychic damage equal to twice your Exploit Prerequisite: 10th-level Fighter
Die and for 1 minute it is Blinded by visual hallucinations. The target must make a Charisma saving throw. On a failure,
The creature can repeat this saving throw at the end of it takes force damage equal to twice your Exploit Die and you
each of its turns, ending the effect on a success. switch places with it without provoking opportunity attacks.
Banishing Shot
Prerequisite: 10th-level Fighter Need More Alternate Fighter?
The target must make a Charisma saving throw. On a failed
save, it is banished to a harmless demiplane for 1 minute. Check out the Alternate Fighter: Expanded for more
The creature can use its action to repeat the saving throw, Fighting Styles, Martial Exploits, Feats, and Warrior
ending the effect on a success. When it ends, it reappears in Archetypes, all compatible with the base class here.
the unoccupied space closest to the space that it left.
Alternate Fighter
Become the Master of Battle you were meant
to be! Includes Fifty Martial Exploits, Twenty
Fighting Styles, and Eleven Warrior Archetypes

Version 3.3.0 - Created by /u/laserllama


Last Updated: January 21st, 2025

Artist Credits:
Covers - Manuel Castañón - Beskir Shieldmate
Page 1 - Campbell White - Gondor's Hope
Page 3 - Billy Christian - The Gnoll Camp
Page 4 - Lie Setiawan - Fynn, the Fangbearer
Page 5 - Wei Guan - Captain of Umbar
Page 6 - Randy Vargas - Embereth Paladin
Page 7 - Wes Burt - Fiendslayer Paladin
Page 8 - Greg Opalinski - Saskia the Unyielding
Page 9 - Lake Hurwitz - Hammer Dropper
Page 10 - Billy Christian - Knight of Dawn Light
Page 11 - Campbell White - Legolas Greenleaf
Page 12 - J. Schirmer - Mentor of the Meek
Page 14 - M. Mercado - Dwarfhold Champion
Page 16 - C. White - Beregond of the Guard
Page 17 - Dave Greco - Blur
Page 18 - Manuel Castañón - Moons Infantry
Page 19 - Victor Titov - Unyielding Krumar
Page 20 - Tyler Jacobson - God of Fury
Page 21 - Johann Bodin - Run Amok
Page 22 - Goran Josic - Splinter Twin
Page 23 - Chris Rahn - Tajuru Archer
Page 24 - Dallas Williams - Elven Bow

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Drakesworn - Swiftblade - Water Dancer

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