Martial Archetypes
Martial Archetype The Art of War
At 3rd level, a fighter gains the Martial Archetype feature.
You have spent time studying not only the strategy of war but
The following options are available to the fighter, in addition also that of politics. At 3rd level, you gain proficiency in your
to those in the Players Handbook: Commander, Crusader, choice of either History, Insight, Investigation, or Persuasion.
Guardian, Guerrilla, Marksman, Master of Hounds, Pact
Warrior, Quartermaster, Swordsage, and Tinker Knight. Strategic Insights
Commander Starting at 7th level, you can gain bursts of battlefield insight
Not all fighters rely solely on themselves in battle, some use in the midst of combat. Whenever you use your Second Wind
their knowledge of battlefield tactics to command their allies. feature you regain all expended uses of your Orders.
Commanders are warriors who lead their soldiers from the
front, issuing Commands and inspiring greatness in others by Heroic Surge
their own brave deeds. By their presence, a Commander can
transform an unorganized militia into a deadly fighting force. Your action inspires your allies. Beginning at 10th level, when
you use Action Surge, you can choose one creature within 30
Commander Features feet that can hear you. As a reaction, that creature can move
up to its full movement speed without provoking opportunity
Fighter Level Feature attacks. At the end of its movement, the creature can make a
single weapon attack as part of the same reaction.
3rd Orders, The Art of War
Inspiring Orders
7th Strategic Insights
Starting at 15th level, your orders inspire greatness in those
10th Heroic Surge who fight alongside you. When you issue an Order to a
creature, it has advantage on the first attack roll, ability
15th Inspiring Orders check, or saving throw it makes within the next minute.
18th Legendary Commander Legendary Commander
Orders Your ability to inspire others and lead allies into battle rivals
the great conquerers and commanders of legend. Starting at
Starting at 3rd level, when you take the Attack action on your 18th level, your Heroic Surge can affect two creatures of your
turn, you can replace one of your attacks with an Order from choice within 30 feet that can see or hear you.
the list below. You can issue an Order to any willing creature
within 30 feet that can hear you. You can issue a number of Captains, Tacticians, & Warlords
Orders equal to 1 + your Charisma modifier, and you regain
all expended uses when you finish a short or long rest. The niche of the battlefield commander is one that
is conspicuously unfulfilled in 5e. The Commander
Attack Order. The next time the target takes the Attack subclass presented here is an attempt to fill that
action before the beginning of your next turn, they can make void with a non-magical character option.
one additional weapon attack as part of their Attack action.
The Commander is a fighter that leads from the
Inspiring Order. The target gains temporary hit points front. If you are looking for a more strategic leader
equal to your Charisma modifier + your proficiency bonus. who wields other heroes as their weapons check
out the Tactician Discipline for the Savant Class.
Maneuvering Order. The target can use its reaction to
move up to its speed without provoking opportunity attacks.
Crusader
Many warriors swear Oaths to gods of battle and war, but not
all are blessed with the divine power of paladins or clerics.
Those who fight for the gods without their explicit blessing
are known as Crusaders. These zealots stand as champions
of divine causes, their fervent belief fueling their battle fury.
Crusaders serve many gods and causes, but they all have
one thing in common; their fanatical devotion to what they
believe is right. Their belief is forged in the fires of devotion,
and a dedicated Crusader will often snap rather than bend.
Crusader Features
Fighter Level Feature
3rd Crusader's Ire, Faithful Disciple
7th Mantle of Faith, Renewed Fervor
10th Zealous Fury
15th Righteous Judgment
18th Divine Rebuke
Crusader's Ire Righteous Judgment
You can mark your enemies as the target of divine judgment. You can call down divine wrath upon those who stand against
Beginning at 3rd level, you can use a bonus action to mark a your cause. Beginning at 15th level, when you hit the target of
creature within 30 feet as the target of your Crusader's Ire, your Crusader's Ire with a weapon attack, you can end the
granting you the following benefits against that creature: mark on that target to turn your attack into a critical hit.
Once per turn when you miss the creature with a weapon If the resultant critical hit reduces the creature to 0 hit
attack, you can immediately make another weapon attack points you regain the use of your Crusader's Ire feature.
against that creature using the same weapon.
You can use a bonus action on your turn to move up to Divine Rebuke
your full movement speed toward the marked creature.
Your mark lasts for 1 minute, or until the creature is slain. Starting at 18th level, when the target of your Crusader's Ire
Once you mark a creature you must finish a short or long rest target's you with an attack, you can use your reaction to make
before you can mark another creature with this feature. a weapon attack against them. If you use this action after its
attack hits you, your weapon attack is made with advantage.
Faithful Disciple
Anti-Magic Zealots
You have dedicated your life to your cause, learning all you
can about it. At 3rd level, you gain proficiency in the Religion While all faiths have those that can be considered
skill. Whenever you make an Intelligence (Religion) check Crusaders, these fanatical warriors most often arise
related to the god, divinity, or divine cause you serve, you
in the service of gods or causes that view magic as
can add double your proficiency bonus to your roll. unnatural. These zealots despise spellcasters and
make for ruthless mage hunters and inquisitors.
Mantle of Faith
The fury that you bear towards your divinely appointed foes
allows you to shrug off harmful effects. Starting at 7th level,
when a creature marked as the target of your Ire forces you
to make a saving throw, you roll a d6 and add it to your roll.
Renewed Fervor
Also at 7th level, your faith grants you bursts of divine fervor
in the midst of battle. Whenever you use Second Wind you
also regain the use of your Crusader's Ire feature.
Zealous Fury
Beginning at 10th level, your conviction allows you to fight
through wounds that would slay those of lesser faith. When
you are reduced to 0 Hit Points but not killed outright, you
can drop to 1 hit point instead. Once you use this feature you
must finish a short or long rest before you can do so again.
Guardian Warrior Smith
Guardians are elite defensive warriors whose strengths shine
while fighting side by side with their allies. Though trained to You gain the skills to maintain your arms and armor so that
use weapons of all types, Guardians are especially effective you may better defend your allies. Also at 3rd level, you gain
when using a protective style of fighting with a weapon and proficiency with leatherworker's tools and smith's tools.
shield. Alone, a Guardian is a small threat, but when fighting
alongside their allies they are impenetrable walls of steel. At the end of a long rest, you can use either set of tools to
reinforce a shield or a set of armor you touch. The object
Guardian Features grants its wearer an additional +1 bonus to Armor Class.
Fighter Level Feature Rallying Wind
3rd Guardian Stance, Warrior Smith Beginning at 7th level, your presence in battle inspires your
allies to hold their position against all odds. When you use
7th Rallying Wind Second Wind while in your Guardian Stance, creatures of
your choice within the range of your Stance's features gain
10th Stalwart Defender temporary hit points equal to your fighter level.
15th Improved Guardian Stance Stalwart Defender
18th Unshakable Bastion You are strongest when amongst your allies. Upon reaching
10th level in this class, you gain the following benefits:
Guardian Stance
You gain a +1 bonus to your Armor Class for each friendly
Beginning at 3rd level, so long as you are wielding a shield, creature within 5 feet of you that is wielding a shield.
you can use a bonus action on your turn to enter a Guardian You cannot be moved against your will while conscious.
Stance. This Stance lasts indefinitely and ends early if you Both you, and friendly creatures within 5 feet of you, have
are incapacitated, you doff your shield, or you end it as a free advantage on Strength and Constitution saving throws.
action. While in this Stance, you gain the following features: When you roll initiative you can enter your Guardian
Stance as a reaction, so long as you are not surprised.
Your base movement speed is reduced by 10 feet.
Creatures of your choice within 5 feet that are wielding
Improved Guardian Stance
a shield gain a +1 bonus to their Armor Class.
As a reaction, when a creature within 5 feet of you is hit by At 15th level, you improve your defensive technique to better
an attack, you can become the target of the attack, taking defend those who stand beside you. While in your Guardian
the damage of the attack if it would hit you. Stance, you grant friendly creatures within 5 feet of you the
As a bonus action, you can make a melee weapon attack benefits of half cover, in place of the +1 Armor Class bonus.
with your shield. You are considered proficient with this
attack, and on hit, your shield attack deals bludgeoning Unshakable Bastion
damage equal to 1d4 + your Strength modifier.
You are a master amongst Guardians. Starting at 18th level,
your Guardian Stance and Stalwart Defender features can
affect creatures of your choice within 10 feet of you.
Guerrilla Survivalist
No matter the mission, a Guerrilla will execute it with utmost
perfection. Sometimes known as commandos, these warriors At 3rd level, you gain proficiency in two of the following skills
are marked by their determination and adaptability. Whether of your choice: Athletics, Perception, Stealth, or Survival.
harsh terrain, vicious monsters, enemy soldiers, or powerful
spellcasters, nothing short of death will cause the willpower At 7th level, choose one of the skill proficiencies you gained
of a Guerrilla warrior to waver in the pursuit of their goals. from this feature. You can add double your proficiency bonus
to any ability check that uses the chosen skill proficiency.
Guerrilla Features
By Land or Sea
Fighter Level Feature
3rd Adaptable Superiority, Survivalist You are trained to succeed in any environment. At 7th level,
7th By Land or Sea and again at 15th level you gain one of the features below:
10th Adaptable Fighting Style
15th Unwavering Alpine Combatant. You steel yourself for battle at great
18th Elite Guerrilla heights. You gain a climbing speed equal to your movement
speed, and as a reaction, you can reduce any falling damage
Adaptable Superiority you take by an amount equal to your fighter level.
You have trained to utilize a special selection of Maneuvers in Marine Combatant. You prepare for amphibious combat.
combat. Starting at 3rd level, you gain the following features: You gain a swimming speed equal to your movement speed,
and you can hold your breath for up to 1 hour underwater.
Maneuvers. You learn three Maneuvers of your choice
from those available to the Battle Master. You can use only Adaptable Fighting Style
one Maneuver per attack. You learn another Maneuver of
your choice at 7th, 10th, and 15th level in this class. You can change your style of fighting to better counter your
foes. Starting at 10th level, when you finish a long rest, you
Versatility. At the end of a long rest, you can replace one can replace your Fighting Style with another Fighting Style
Maneuver you know with another Maneuver of your choice. of your choice from the list in the fighter class description.
Superiority Dice. You have four Superiority Dice, which Unwavering
are d6s for you. To use one of the Maneuvers you know, you
must expend a Superiority Die as part of your attack. You You can persevere through any hardship to complete the task
regain all expended Superiority Dice when you finish a short at hand. Beginning at 15th level, when you use your Second
or long rest. You gain one additional Superiority Die at 10th Wind feature you gain the following additional benefits:
level and another Superiority Die 18th level (for a total of 6).
You regain one of your expended Superiority Dice.
Saving Throws. Some Maneuvers require your target to Your level of exhaustion, if any, is reduced by 1.
make a saving throw to resist the Maneuver's effects. Your You can add double your proficiency bonus to the next
Maneuver saving throw DC is calculated as follows: Strength, Dexterity, or Constitution-based ability check
or saving throw you make within the next minute.
Maneuver save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice). Elite Guerrilla
Starting at 18th level, there is nothing that can stand between
you and your goals should you have time to prepare. When
you finish a short or long rest, you can replace one Maneuver
you know with another of your choice, and a Fighting Style
you know with another Fighting Style of your choice.
Marksman
While all fighters learn to draw a bow and hurl javelins, those
who train as Marksmen dedicate themselves to are masters
of ranged weapons of all types, and they are always looking to
improve their accuracy and precision. Often, their deadly skill
is backed up with an unmistakable swagger and unshakable
confidence. Relying on their innate talents and signature grit,
there are few challenges a true Marksman cannot overcome.
Marksman Features
Fighter Level Feature
3rd Elite Training, Steady Aim
7th Cunning Shot
10th Reposition
15th Reliable Shot
18th Deadeye
Elite Training Deadeye
When you adopt this Archetype at 3rd level, your specialized Your marksmanship is supernatural in its precision. Starting
training enhances your reaction times. Whenever you make a at 18th level, when you use Steady Aim the benefits last for 1
Dexterity ability check or saving throw, you can roll a d6 and minute, and you have advantage on all ranged weapon
add it to the result of your roll. You can use this feature after attacks for the duration. This effect only ends early if you
you roll, but before you know whether you succeed or fail. move more than 10 feet in one turn, or you are incapacitated.
You can grant yourself this bonus a number of times equal Also, when you use your Elite Training feature, you gain a
to your Dexterity modifier (minimum of once), and you regain bonus to that ability check or saving throw equal to 2d6.
all expended uses when you finish a short or long rest.
Gunpowder & Firearms
Steady Aim
If your game uses the optional rules for firearms
You can quiet your body so as to fire with deadly accuracy. from Chapter 9 of the Dungeon Master's Guide,
Starting at 3rd level, if you haven't moved during your turn, and your Marksman has been exposed to the inner
you can use your bonus action to Steady Aim, granting you
workings and operation of such weapons, you are
the following benefits until the end of your current turn: proficient with all simple and martial firearms.
Your movement speed is reduced to 0 feet.
Until you hit a creature with a ranged weapon attack, you
have advantage on all ranged weapon attack rolls.
When you roll a 1 or 2 on a damage die for an attack you
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.
Cunning Shot
Your experience as a Marksman has trained you to react to
danger at a moment's notice. Beginning at 7th level, you can
add your proficiency bonus to your Initiative rolls.
You have also learned to identify and exploit even the
smallest weak points in your enemy's defenses. Your attacks
with ranged weapons ignore resistance to piercing damage.
Reposition
Starting at 10th level, when you use Second Wind, your speed
increases by 10 feet, and opportunity attacks against you are
made at disadvantage until the end of your current turn.
Reliable Shot
You make even impossible shots with ease. Beginning at 15th
level, you ignore disadvantage from your weapon's long range.
In addition, once per turn, when you have advantage on a
ranged weapon attack, you can forgo advantage and make
one additional ranged weapon attack against the same target.
Master of Hounds
Since the dawn of civilization, beasts have worked alongside
mortals. Most notable of these domesticated animals is the
dog. The earliest hunters worked in tandem with these loyal
beasts, sharing food and fire. Some fighters still take up this
mantle and train Loyal Hounds to adventure by their side.
Master of Hounds Features
Fighter Level Feature
3rd Loyal Hound, Packleader
7th Iron Jaws
10th Steadfast Companion
15th Canine Fury
18th Hound of Legend
Loyal Hound Loyal Hound
When you adopt this Archetype at 3rd level, you complete the medium beast, neutral
training of a Loyal Hound that will adventure by your side.
Your Hound is friendly to you and your allies and obeys your Armor Class 13 + PB (natural armor)
commands. It uses the Loyal Hound stat block on this page, Hit Points 5 + five times your fighter level
which uses your proficiency bonus (PB) in several places.
(your Hound has a number of hit dice [d8s]
In combat, the Hound acts during your turn. It can move equal to your fighter level)
and use its reaction on its own, but it only takes the Dodge Speed 40 ft., swim 20 ft.
action unless you use a bonus action to command it to take
an action from its stat block, or another action. When you STR DEX CON INT WIS CHA
take the Attack action, you can command your Hound to take 14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
the Attack action in place of one of your attacks. If you are
incapacitated, your Hound can take any action it chooses. Senses passive Perception 12
Languages understands the languages you speak
If your Hound falls to 0 hit points it makes death saving
throws like a player character would. If your Loyal Hound Loyal Companion. You add your PB to any ability
dies, your special skills allow you to find a canine and train
check or saving throw that your Hound makes.
it to be your Loyal Hound over the course of a long rest. Keen Senses. Your Hound has advantage on any
ability check that relies on their hearing or smell.
Packleader
Actions
At 3rd level, you gain proficiency in Animal Handling, and you
add double your proficiency bonus to any Animal Handling Bite. Melee Weapon Attack: +2 +PB to hit, reach 5
checks you make related to dogs or canine creatures. ft., one target. Hit: 1d6 +2 +PB piercing damage.
On hit, the target must succeed on a Strength
Iron Jaws saving throw (DC equals 10 + PB) or be grappled.
Beginning at 7th level, your Loyal Hound's Bite and Maul Maul. Melee Weapon Attack: +2 +PB to hit, reach 5
attacks ignore resistance to piercing and slashing damage. ft., one target. Hit: 1d8 +2 +PB slashing damage.
Also, Medium and smaller creatures have disadvantage on
Strength saving throws to resist your Hound's grapples.
Steadfast Companion
Your Hound will face any foe with you by their side. Starting
at 10th level, your Hound has advantage on any saving throw
they make so long as they are within 30 feet of you.
In addition, when you use your Second Wind, your Loyal
Hound regains hit points equal to 1d10 + your Fighter level.
Canine Fury
Your presence inspires wild fury. Starting at 15th level, when
you command your Loyal Hound to take the Attack action, it
can make two natural weapon attacks as part of that action.
Hound of Legend
Your Hound is a beast of legend. Starting at 18th level, when
you use Action Surge, your Hound also gains an extra action.
Pact Warrior
Those who walk the dark path of the Pact Warrior are driven
by an overwhelming desire to destroy the great evils of the
world. Those especially dedicated, those willing to give up
anything, are often approached by Eldritch Powers, beings of
otherworldly might. These benefactors offer power in return
for a fraction of the warrior's soul or unquestioning fealty.
Pact Warrior Features
Fighter Level Feature
3rd Pact Magic, Sanguine Offering,
Eldritch Power
7th Otherwordly Step
10th Enchanted Strikes
15th Improved Sanguine Offering
18th Profane Sacrifice
Pact Magic Pact
Spell Slots Slot Level
Warrior Spellcasting 1 1st
At 3rd level, the bargain you have struck with your Patron 2 1st
allows you to cast spells, much like a warlock does. Fighter Level Spells Known 2 1st
2 1st
Cantrips.
You learn one cantrip of your choice from the 3rd 2 2 2nd
warlock spell list. Upon reaching 10th level in this class you 2 2nd
learn one additional warlock cantrip of your choice. 4th 2 2 2nd
2 2nd
Spell Slots.
The Pact Warrior Spellcasting table shows 5th 3 2 2nd
how many spell slots you have, and the level of those spell 2 2nd
slots. All of your spell slots from this feature are the same 6th 3 2 3rd
level. To cast one of your warlock spells of 1st-level or higher, 2 3rd
you must expend a spell slot. You regain all expended spell 7th 4 2 3rd
slots when you finish a short or long rest. 2 3rd
8th 4 2 3rd
Spells Known of 1st-Level and Higher.
You learn two
2 3rd
1st-level spells of your choice from the warlock spell list. The 9th 5 2 4th
Spells Known column of the Pact Warrior Spellcasting table 2 4th
shows when you learn more warlock spells of 1st-level or 10th 5
higher. A spell you choose must be of a level no higher than
what's shown in the table's Slot Level column for your level. 11th 5
When you reach 7th level, for example, you learn a new 12th 5
warlock spell of your choice, which can be 1st or 2nd-level.
13th 6
When you gain a level in this class, you can choose one of
the warlock spells you know and replace it with another spell 14th 6
of your choice from the warlock spell list, which also must be
of a level for which you have spell slots. 15th 6
Spellcasting Ability.
Charisma is your spellcasting ability 16th 6
for your warlock spells. You use your Charisma whenever a
spell refers to your spellcasting ability, when setting the 17th 7
saving throw DC, and when making a spell attack roll.
18th 7
Spell save DC = 8 + your proficiency bonus
+ your Charisma modifier 19th 7
Spell attack modifier = your proficiency bonus
20th 7
+ your Charisma modifier
Sanguine Offering
You can sacrifice your own vitality to your Eldritch Power for
increased martial potency. Starting at 3rd level, when you hit
a creature with a melee weapon attack, you can expend one
of your fighter Hit Dice as part of the attack to deal an
additional 2d10 necrotic damage to the target, in addition to
the normal damage of your weapon.
Eldritch Power Improved
Sanguine Offering
When you adopt this Archetype at 3rd level, you gain minor
eldritch abilities that reflect the source of your power. Work You can restore your own vitality by inflicting pain on others.
with your GM to determine the source of your power. Is it an Beginning at 15th level, when you empower a weapon attack
Otherworldly Patron available to warlocks? Did you survive a with your Sanguine Offering, you gain temporary hit points
cataclysmic arcane event that left you with strange powers? equal to the additional necrotic damage dealt to the creature.
You gain one proficiency of your choice, and you learn one Temporary hit points from this ability last for one minute,
cantrip of your choice from any class spell list. This cantrip or until you gain temporary hit points from a different source.
doesn't count against your total number of Cantrips Known.
Profane Sacrifice
Often, and at the discretion of your GM, the proficiency and
cantrip you gain through this ability should reflect the nature Upon reaching 18th level, you can offer the death of your foes
of the Eldritch Power that granted you your arcane abilities. to your Eldritch Power in return for enhanced abilities. As a
reaction when a creature dies within 30 feet of you, you gain
For example, a Pact Warrior whose Eldritch Power is a one of the following benefits of your choice:
powerful fiend would gain minor fiendish abilities. They may
gain proficiency in Deception and learn the vicious mockery You have advantage on any weapon attack you make
cantrip to match the duplicitous nature of their Patron. before the end of your next turn.
You regain 1d4 +1 expended Hit Dice.
Otherworldly Step You regain one expended Pact Magic spell slot.
You can use this ability a number of times equal to your
Starting at 7th level, you can draw upon the power gifted to Charisma modifier (minimum of once), and you regain all
you by your Patron to slip through cracks in reality. As an expended uses when you finish a long rest.
action, you can teleport up to 60 feet to an unoccupied space
you can see. If you appear within 5 feet of a creature, you can Blood Hunter, Dissected
immediately make one weapon attack against that creature.
The Blood Hunter class contains many mechanics
Once you use this feature, you must finish a short or long that are hard to manage, especially for new players.
rest before you can use it again, unless you expend one of The Pact Warrior attempts to thematically capture
your Pact Magic spell slots to use it again. the Blood Hunter's Order of the Profane Soul while
staying in line with the design philosophy of 5e.
Enchanted Strikes
The eldritch magic within your blood seeps into your weapon
strikes, undercutting resistance to spells. Starting at 10th
level, when you hit a creature with a weapon attack, that
creature has disadvantage on the next saving throw it makes
against a spell you cast before the end of your next turn.
Quartermaster
Every successful adventurer knows the value of teamwork,
but none value it more then those known as Quartermasters.
These supportive warriors strive to help their allies reach
their full potential. Constantly putting the needs of their
companions before their own, Quartermasters keep their
team in top condition with a fresh Ration and a helping hand.
Quartermaster Features
Fighter Level Feature
3rd Quartermaster Training, Rations
7th Dependable
10th Improved Rations
15th Ever Ready
18th Iron Stomach
Quartermaster Training Improved Rations
At 3rd level you gain proficiency with cook's utensils, land You have improved both the potency and the creation process
vehicles, and in the Animal Handling skill. If you are already of your Rations. Starting at 10th level, you prepare a number
proficient with any of these skills, you can add double your of Rations equal to your Constitution modifier (minimum of 1
proficiency bonus to any check that uses that tool or skill. Ration) at the end of each short or long rest. However, these
Rations spoil at the end of your next short or long rest.
Rations
In addition, any Ration effects that last for 1 minute have
You have learned to prepare a slew of Rations that keep your their duration increased to 1 hour.
allies in top condition. Beginning at 3rd level, at the end of
each long rest, you prepare a number of Rations equal to Ever Ready
your Constitution modifier (minimum of 1 Ration) from the
list at the end of this subclass. You can prepare any Ration as You are always ready to support your companions. Starting
long as you meet its prerequisites. Any uneaten Rations spoil at 15th level, when you roll initiative and have no Rations
and become inert at the end of your next long rest. remaining, you can prepare a single Ration of your choice.
A creature can eat a Ration, or feed a Ration to a willing or Iron Stomach
unconscious creature within 5 feet as a bonus action. Eating
a Ration ends any current Ration effects on that creature. Your work testing and experimenting with new wondrous
Ration formulas has toughened your body and hardened your
Dependable stomach. Upon reaching 18th level your Constitution score
and maximum Constitution score, both increase by 2, and
You make sure your allies have the supplies and support that you are immune to the poisoned condition.
they need to thrive. Starting at 7th level, you can take any of
the special actions below as bonus action on your turn: In addition, you are always under the effects of one Ration
of your choice with a duration of at least 1 minute. It does not
Administer. You administer a potion or other consumable need to be a Ration that you prepared, and you can change
item to a willing or unconscious creature within 5 feet. the Ration effect at the end of each short or long rest.
Arm. You give a weapon, item, or any ammunition you are
carrying to a creature within 5 feet. The creature can then
equip the given item, and stow one item as a free action.
Encourage. You take the Help action, targeting a creature
of your choice within 10 feet that can see or hear you.
Wrangle. You make a Wisdom (Animal Handling) or a land
vehicles check to control a mount or cart you are riding.
Food For Thought
The appearance, ingredients, and taste of Rations
are as varied as the Quartermasters that prepare
them. Some are delicately crafted pastries, others
are gruesome foodstuffs made of monster parts,
and others brew a variety of liquid potion Rations.
Whether monster chef or battle alchemist, all
Quartermasters' Rations have the same effects.
Rations Thickening Ration
Below are the Rations available to Quartermaster fighters. If
a Ration has a fighter level prerequisite, you can prepare the Prerequisite: 5th level fighter (duration, 1 minute)
Ration at the same time you meet the prerequisite level. Upon consumption, the creature gains resistance to either
bludgeoning, piercing, or slashing damage (their choice).
Fortifying Ration
Starting at 10th level consuming this Ration grants
Prerequisite: 3rd level fighter (duration, 1 minute)
resistance to bludgeoning, piercing, and slashing damage.
Upon consumption, the creature chooses either Strength,
Dexterity, or Constitution. For the duration, the creature can Heightening Ration
add your Constitution modifier (minimum of +1) to any ability
check or saving throw for the chosen ability score. Prerequisite: 7th level fighter (duration, 1 minute)
Upon consumption, the creature chooses either Intelligence,
At 10th level the duration of the effect increases to 1 hour. Wisdom, or Charisma. For the duration, the creature can add
your Constitution modifier (minimum of +1) to any ability
Invigorating Ration check or saving throw for the chosen ability score.
Prerequisite: 3rd level fighter (duration, instantaneous)
At 10th level the duration of the effect increases to 1 hour.
Upon consumption, the creature regains hit points equal to
1d10 + your Constitution modifier (minimum of +1). Warding Ration
Starting at 10th level, this Ration restores an additional Prerequisite: 7th level fighter (duration, 1 minute)
1d10 hit points, and any hit points they regain that exceed Upon consumption, the creature gains resistance to acid,
their hit point maximum become temporary hit points. cold, fire, poison, lightning, or thunder damage (their choice).
Revitalizing Ration At 10th level the duration of this Ration increases to 1
hour, and the creature can choose force, necrotic, psychic, or
Prerequisite: 3rd level fighter (duration, instantaneous)
radiant damage in addition to the other damage types.
Upon consumption, the creature ends one of the following
conditions currently affecting it: blindness, deafness, poison, Tenacious Ration
or they reduce their exhaustion level by 1.
Prerequisite: 10th level fighter (duration, 1 hour)
Starting at 10th level, this Ration can also cure the Upon consumption, the creature gains immunity to one of
charmed, frightened, paralyzed, and stunned conditions. the following conditions (their choice): blinded, charmed,
deafened, frightened, poisoned, paralyzed, or stunned.
Stimulating Ration
Berserker Ration
Prerequisite: 3rd level fighter (duration, instantaneous)
This Ration must be consumed as part of a short rest. Upon Prerequisite: 15th level fighter (duration, 1 hour)
consumption, the creature gains advantage on the roll for any Upon consumption, the creature does not fall unconscious
Hit Dice they choose to expend during that short rest. when reduced to 0 hit points. However, it still makes death
saving throws as normal, and dies upon failing three.
Starting at 10th level, consuming this Ration allows the
creature to treat any Hit Dice they expend during the short Rejuvenating Ration
rest as their maximum possible result instead of rolling.
Prerequisite: 15th level fighter (duration, instantaneous)
Limbering Ration Upon consumption, the creature instantly gains the benefits
of a short rest, including the ability to immediately expend Hit
Prerequisite: 5th level fighter (duration, 1 minute)
Dice as part of the action they used to consume the Ration.
Upon consumption, the creature's speed increases by 10 feet. At the end of their current turn, the creature gains 1 level of
exhaustion. A creature that consumes this Ration cannot gain
At 10th level the creature's speed increases by 20 feet. the benefits of another ration until they finish a long rest.
Swordsage Battle Trance
Swordsage, blade master, sword saint; expert warriors who
dedicate their lives to the art of war have had many names As a Swordsage, you can clear your mind of all distractions,
throughout history. Only drawing their weapon when they are focusing only on combat. When you adopt this Archetype at
prepared to kill, a Swordsage will only strike down their foe 3rd level, you learn to enter the Battle Trance of a Swordsage.
when necessary. They are always looking to improve their It grants you improved abilities, provided you are not wearing
technique, mastering ever more impressive martial skills. heavy armor or wielding a shield or heavy weapon.
Swordsage Features As a bonus action, you can expend a Superiority Die to
enter a Battle Trance, granting you the following benefits:
Fighter Level Feature
3rd Student of the Blade, Battle Trance Your movement speed increases by 10 feet.
7th Heightened Reflexes You gain a bonus to your Armor Class equal to half your
10th Improved Battle Trance proficiency bonus (rounded down).
15th Technical Mastery You have advantage on Strength (Athletics) checks.
18th Legendary Swordsage Once per turn, when you roll a Superiority Die for a
Maneuver you can roll twice and take the higher roll.
Student of the Blade As a reaction when you are forced to make a saving throw,
you can expend a Superiority Die and add it to your roll.
In your study of the sword you have mastered other skills Your Battle Trance lasts for 1 minute. It ends early if you
adjacent to swordplay. At 3rd level, you gain proficiency in are incapacitated, if you don a shield, heavy armor, or a heavy
either Acrobatics, Insight, Intimidation, or Performance. weapon, or you choose to end it as a bonus action.
You also learn to utilize special Maneuvers to enhance your Heightened Reflexes
martial skill in battle. You gain the following features:
You have honed your reflexes in pursuit of martial perfection.
Maneuvers. You learn three Maneuvers of your choice At 7th level, you gain proficiency in Dexterity saving throws,
from those available to the Battle Master. You can use only and you can add your proficiency bonus to initiative rolls.
one Maneuver per attack. You learn another Maneuver of
your choice at 7th, 10th, and 15th level in this class. Improved Battle Trance
Superiority Dice. You have four Superiority Dice, which You have mastered the Battle Trance of the Swordsage.
are d6s for you. To use one of the Maneuvers you know, you Starting at 10th level, when you roll initiative, you can enter
must expend a Superiority Die as part of your attack. You your Battle Trance without expending a Superiority Die.
regain all expended Superiority Dice when you finish a short
or long rest. You gain one additional Superiority Die at 10th Technical Mastery
level and another Superiority Die 18th level (for a total of 6).
Starting at 15th level, you become a whirlwind of deadly steel
Saving Throws. Some Maneuvers require your target to while in your Battle Trance. Once per turn, while you are in
make a saving throw to resist the Maneuver's effects. Your your Battle Trance, you can use a Maneuver you know, rolling
Maneuver saving throw DC is calculated as follows: a d6 in place of expending one of your Superiority Dice.
Maneuver save DC = 8 + your proficiency bonus + your Legendary Swordsage
Strength or Dexterity modifier (your choice).
Upon reaching 18th level, your Superiority Dice become d8s,
and you can roll a d8 for your Technical Mastery ability.
Tinker Knight Mechanical Synergy
The fighters known as Tinker Knights seek an unorthodox
form of martial skill. Rather than master martial techniques Your modifications work in tandem. Beginning at 10th level,
they look to augment their physical ability with mechanical you can apply two Schematics to one object, so long as the
inventions and innovative weaponry. Though they spend most object meets the prerequisites for both Schematics.
of their time theorizing, tinkering, and experimenting with
new Schematics, Tinker Knights and their inventive arsenals Flexible Innovation
are a force to be reckoned with on the field of battle.
Your inventive arsenal can adjust to meet the challenges at
Tinker Knight Features hand. Starting at 15th level, at the end of a short rest, you can
transfer a Schematic from one object to another, so long as
Fighter Level Feature the new object meets the prerequisites. If a Schematic has a
limited amount of charges, the number of expended charges
3rd Bonus Proficiencies, Inventive Arsenal remains the same when transferred.
7th Tinker's Expertise In addition, you can apply up to three Schematics to one
object, so long as it meets all the Schematic prerequisites.
10th Mechanical Synergy
Masterwork Inventions
15th Flexible Innovation
Your innovations are wondrous in their effects. Beginning at
18th Masterwork Inventions 18th level, a weapon modified by a Schematic gains a +1
bonus to attack and damage rolls for each Schematic applied
Bonus Proficiencies to it, and a set of armor modified by a Schematic gains a +1
bonus to Armor Class for each Schematic applied to it.
When you adopt this Archetype at 3rd level, you gain the skill
to maintain your inventions. You gain proficiency with tinker's Weapons and armor modified by your Schematics cannot
and smith's tools. If you already proficient with these tools, gain a bonus greater than +3, regardless of any bonuses the
you gain proficiency with another set of tools of your choice. item may have had before applying your Schematics.
Inventive Arsenal
You have come up with a cacophony of strange modifications
for weapons and armor, known as Schematics. At 3rd level,
you learn two Schematics of your choice from the list at the
end of this Archetype. When you gain a level, you can replace
one Schematic you know with another of your choice.
As you gain levels in this class, your number of Schematics
known grows; at 7th level (3), 10th level (4), and 15th level (5).
At the end of each long rest, you can touch a number of
objects equal to your number of Schematics Known and you
modify each object with the features of one Schematic. These
features last until the end of your next long rest. An object
can only be modified by one Schematic at a time, and it must
meet the requirements in the Schematic's description.
Saving Throws. If a Schematic requires a saving throw,
your Schematic save DC is calculated as follows:
Schematic save DC = 8 + your proficiency bonus
+ your Intelligence modifier
Tinker's Expertise
Your skills rival the best of innovators. Starting at 7th level,
your proficiency bonus is doubled for any ability check you
make that uses your proficiency with tinker's or smith's tools.
In addition, items modified by your Schematics count as
magical for overcoming resistances and immunities, and you
can apply your Schematics to magic weapons and armor.
Tinker Knight's In Your Setting
Tinker Knights are a strange type of warrior who
value brains over brawn. While the descriptive text
here describes metal gears and springs, they can
just as easily create their wondrous inventions with
wood, rocks, crystals, bones, sticks, and scales.
Tinker Knight Schematics Rebounding Schematic
The following Schematics are available to Tinker Knight
fighters. If a Schematic has a level requirement, you can You modify an item so that it has elastic properties. The
learn it at the same time you meet the requirement. wearer or wielder of an object modified by this Schematic
can use their reaction to add your Intelligence modifier
Featherweight Schematic (minimum of +1) to their Armor Class against one attack.
You modify the metallurgical makeup of an item, making it Armor. As a reaction when the wearer of this armor is hit
lighter. The wearer or wielder of an object modified by this by an attack, they can reduce the damage by an amount equal
Schematic has their movement speed increased by 10 feet. to 1d12 + your Intelligence modifier. If the damage is reduced
to 0, the attacker takes the full damage of the attack as if they
Heavy Armor. When applied, the wearer ignores any had been the original target.
Strength requirements the armor may have, or any penalty it
may impose upon their Dexterity (Stealth) checks. Once you use this feature you must finish a short or long
rest before you can use it again.
Light Armor. When applied, the wearer can subtract up to
100 feet from their fall distance when calculating fall damage Non-Heavy Weapon. When applied, the weapon gains the
and can move horizontally 2 feet for every 1 foot they fall. Thrown property with a range of 20 feet. After making an
attack with this weapon, it immediately returns to the wielder.
Weapon. When applied, a Heavy weapon becomes normal
weight, and a normal weapon becomes a Light weapon. Empowered Schematic
Intuitive Schematic Prerequisite: 7th level Tinker Knight
You modify an object with clockwork mechanics that improve
You modify an item to take advantage of your martial and physical ability and sharpens reflexes. The wearer or wielder
investigative instincts. The wearer or wielder of an object of an object modified by this Schematic gains a bonus to their
modified by this Schematic gains proficiency in Investigation initiative equal to your Intelligence modifier (minimum of +1).
and they can add double their proficiency bonus to any
Intelligence (Investigation) checks they make. Heavy Armor. When applied, the wearer can use your
Intelligence score, in place of Strength, for any Strength
Armor. When applied, the wearer can use their Intelligence ability checks or saving throws they make.
in place of Dexterity, when calculating their Armor Class.
Light Armor. When applied, the wearer can use your
Weapon. When applied, the wielder can use their Intelligence score, in place of Dexterity, for any Dexterity
Intelligence modifier, in place of Strength or Dexterity, for ability checks or saving throws they make.
attack and damage rolls with this weapon.
Weapon. When applied, anytime the wielder rolls a 1 or 2
Radiant Schematic for a damage roll with this weapon, they can choose to re-roll
the die, but you must use the new result even if it is a 1 or 2.
You imbue an item with a source of radiant energy. The
wearer or wielder of an object modified by this Schematic Resilient Schematic
can use a bonus action to cause the object to emit bright light
in a 15-foot radius, and dim light 15 feet beyond that. They Prerequisite: 7th level Tinker Knight
can extinguish the light as a bonus action on their turn. You modify the metallurgical makeup of this item to make it
far more resilient. The wearer or wielder of an object
Armor or Weapon. As a reaction when you are hit by an modified by this Schematic has advantage on saving throws
attack (armor), or hit a creature with an attack (weapon), you to resist being grappled or moved against their will.
can force the creature to make a Constitution saving throw.
On a failure, it is blinded for 1 minute. It can repeat the save Armor. When applied, this armor grants resistance to
at the end of each turn, ending the effect on a success. nonmagical bludgeoning, piercing, and slashing damage.
Once you use this reaction, you must finish a short or long Weapon. When applied, this weapon deals bonus damage
rest before you can use it again. equal to your Intelligence modifier (minimum of 1) + your
fighter level when you score a critical hit.
Additional Fighting Styles Mounted Warrior
The Fighting Styles below are available to player characters
that gain the Fighting Style feature, in addition to the options Classes: Fighter, Paladin
presented in the Player's Handbook. A character must have 1 Once per turn, when you hit a Large or smaller creature with
level in the prerequisite class to learn that Fighting Style. a melee attack while mounted, you can force it to make a
Strength saving throw (DC = 8 + your proficiency bonus +
Berserkergang your Strength modifier). On a failure, it is knocked prone.
Classes: Fighter, Paladin
Pit Fighting
You fight with reckless abandon in battle. Once per turn, you
can grant yourself advantage on a single attack roll. Once you Classes: Fighter
take this advantaged attack, your Armor Class is reduced by 2 Your have trained to fight with weapons typically associated
until the beginning of your next turn. with gladiators, granting you the following benefits:
Classical Swordplay For you, tridents deal 1d8 (1d10) piercing damage on hit.
When making an attack roll with a net against a creature
Classes: Fighter, Paladin
within 5 feet, you do not have disadvantage on the roll.
While you are wielding a finesse weapon and nothing in your When you take the Attack action on your turn, making an
other hand, you gain a +2 bonus to attack rolls and to your attack with a net only takes the place of one attack.
Armor Class so long as you are not wearing heavy armor.
Shield Warrior
Dual Wielding
Classes: Fighter, Paladin
Classes: Fighter, Ranger
You can use a shield as a martial melee weapon. On hit, you
When you take the Attack action while two-weapon fighting, deal 2d4 bludgeoning damage. If you are wielding a shield
you can make a single additional attack with your off-hand and no other weapons, you gain a +1 bonus to both your
weapon as part of your action instead of your bonus action, damage rolls with shield attacks, and to your Armor Class.
adding your ability modifier to the damage of this attack.
Strongbow
Featherweight Fighting
Classes: Fighter, Paladin, Ranger
Classes: Fighter, Ranger
You can use your Strength score, in place of your Dexterity,
While you are wielding only light weapons, your movement for attack and damage rolls with longbows and shortbows.
speed increases by 10 feet and you gain a +2 bonus to your
damage rolls, so long as you are not wearing medium armor, Versatile Fighting
heavy armor, or wielding a shield.
Classes: Fighter, Paladin, Ranger
Heavyweight Fighting When wielding a versatile weapon with two hands you gain a
+2 bonus to damage rolls. When wielding a versatile weapon
Classes: Fighter, Paladin
with one hand, and nothing in your other hand, you gain a +1
You use your weight, and that of your weapon,
bonus to both your attack rolls and your Armor Class.
to land devastating blows. While you are wielding a heavy
weapon, you gain a +2 bonus to damage rolls and you have You can also make a shove attack or an unarmed strike as a
advantage on Strength (Athletics) checks made to Shove. bonus action so long as you have a free hand to do so.
Improvised Fighting Wrestler
Classes: Fighter
Classes: Fighter
You gain proficiency with improvised weapons. Once per When you hit a creature with a melee attack, you can attempt
turn, when you hit with an improvised weapon attack, you to grapple that creature as a bonus action on that turn, so
can roll the damage die twice and take the higher roll. When long as you have a free hand to do so. Also, you can drag
you do this, the improvised weapon is destroyed and cannot grappled creatures up to your full movement speed.
be used for further attacks. This feature cannot be used to
destroy magical objects. Alternate Rule: Style Re-Training
Mariner Some Fighting Styles, especially those here, are
specific in application. Consider allowing fighters
Classes: Fighter, Ranger
in your game to re-train their Fighting Style over a
When you are not wearing medium or heavy armor, or using few long rests to adjust to the challenges ahead.
a shield, you have a swimming speed equal to your movement
speed, and you gain a +1 bonus to your Armor Class.
Melee Marksman
Classes: Fighter, Ranger
When you make a ranged attack targeting a creature within 5
feet of you, you do not have disadvantage on the attack roll.
If you make a ranged attack against a creature within 5
feet, you can use a bonus action to strike the creature with
your ranged weapon, dealing 1d4 bludgeoning damage on hit.
Martial
Archetypes
Charge into battle with these expanded options
for the 5e Fighter Class! Includes 10 new Martial
Archetypes and 14 new Fighting Styles.
Version 2.0.0 - Created by /u/laserllama
Artist Credits:
Covers - K. Theodossiou - Lion Temple Guard
Page 1 - Greg Opalinski - Saskia the Unyielding
Page 2 - Caroline Gariba - Elspeth's Devotee
Page 3 - Raymond Swanland - Defend the Hearth
Page 4 - Wesley Burt - Tajuru Stalwart
Page 5 - Greg Opalinski - Deadeye Plunderers
Page 6 - Randy Vargras - Hound Tamer
Page 7 - Clint Cearley - Stolen Identity
Page 8 - Anna Podedwarna - Phantom Warrior
Page 9 - Howard Lyon - Stoic Builder
Page 10 - Steve Prescott - Gyome, Master Chef
Page 11 - Alexander Mokhov - Elvish Warmaster
Page 12 - David Sladek - Incite Insight
Page 13 - Aaron Miller - Hero's Blade
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