Alternate Fighter Class v3.3.0
Alternate Fighter Class v3.3.0
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
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.
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
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