Unchained Fighter
Fighter Well-Rounded Specialists
Fighters learn the basics of all combat styles. Every fighter
Ahuman in clanging plate armor holds her can swing an axe, fence with a rapier, wield a longsword or
shield before her as she runs toward the a greatsword, use a bow, and even trap foes in a net with
massed goblins. An elf behind her, clad in some degree of skill. Likewise, a fighter is adept with
studded leather armor, peppers the goblins shields and every form of armor. Beyond that basic degree
with arrows loosed from his exquisite bow. of familiarity, each fighter specializes in a certain style of
The half-orc nearby shouts orders, helping combat. Some concentrate on archery, some on fighting
the two combatants coordinate their assault with two weapons at once, and some on augmenting their
to the best advantage. martial skills with magic. This combination of broad
general ability and extensive specialization makes fighters
A dwarf in chain mail interposes his shield between the superior combatants on battlefields and in dungeons alike.
ogre's club and his companion, knocking the deadly blow
aside. His companion, a half-elf in scale armor, swings two Trained for Danger
scimitars in a blinding whirl as she circles the ogre, looking Not every member of the city watch, the village militia, or
for a blind spot in its defenses. the queen's army is a fighter. Most of these troops are
relatively untrained soldiers with only the most basic
A gladiator fights for sport in an arena, a master with his combat knowledge. Veteran soldiers, military officers,
trident and net, skilled at toppling foes and moving them trained bodyguards, dedicated knights, and similar figures
around for the crowd's delight—and his own tactical are fighters.
advantage. His opponent's sword flares with blue light an
instant before she sends lightning flashing forth to smite Some fighters feel drawn to use their training as
him. adventurers. The dungeon delving, monster slaying, and
other dangerous work common among adventurers is
All of these heroes are fighters, perhaps the most diverse second nature for a fighter, not all that different from the
class of characters in the worlds of Dungeons & Dragons. life he or she left behind. There are greater risks, perhaps,
Questing knights, conquering overlords, royal champions, but also much greater rewards—few fighters in the city
elite foot soldiers, hardened mercenaries, and bandit kings watch have the opportunity to discover a magic flame
—as fighters, they all share an unparalleled mastery with tongue sword, for example.
weapons and armor, and a thorough knowledge of the skills
of combat. And they are well acquainted with death, both Creating a Fighter
meting it out and staring it defiantly in the face. As you build your fighter, think about two related elements
of your character's background: Where did you get your
combat training, and what set you apart from the mundane
warriors around you? Were you particularly ruthless? Did
The Unchained Fighter is an unofficial homebrew you get extra help from a mentor, perhaps because of your
publication created by /u/Ozzifer. exceptional dedication? What drove you to this training in
Please support the author for additional updates the first place? A threat to your homeland, a thirst for
and future content! http://patreon.com/ozzifer revenge, or a need to prove yourself might all have been
factors.
You might have enjoyed formal training in a noble's army
or in a local militia. Perhaps you trained in a war academy,
learning strategy, tactics, and military history. Or you might
be self-taught—unpolished but well tested. Did you take up
the sword as a way to escape the limits of life on a farm, or
are you following a proud family tradition? Where did you
acquire your weapons and armor? They might have been
military issue or family heirlooms, or perhaps you
scrimped and saved for years to buy them. Your armaments
are now among your most important possessions—the only
things that stand between you and death's embrace.
Style and Flair
Many fighters distinguish themselves from their peers by
adopting and perfecting a particular style or method of
waging combat. Although this style might be a natural
outgrowth of a fighter's personality, that's not always the
case — someone's approach to the world in general does
not necessarily dictate how that person operates when lives
are on the line.
Do you have a combat style that mirrors your outlook on
life, or is something else inside you unleashed when
weapons are drawn?
2 Ozzifer's Unchained Fighter
The Fighter
Level Proficiency
Features Superiority
Maneuvers
Bonus Fighting Style, Second Wind Dice Known
Combat Superiority, Action Surge — —
1st +2 Martial Archetype, Relentless 2d6 2
Ability Score Improvement 2d6 2
2nd +2 Extra Attack, Indomitable 2d6 2
Ability Score Improvement 2d6 3
3rd +2 Martial Archetype feature 3d6 3
Ability Score Improvement 3d6 4
4th +2 Combat Expertise 3d6 4
Martial Archetype feature 3d6 5
5th +3 Extra Attack (2), Indomitable (2 uses) 4d8 5
Ability Score Improvement 4d8 5
6th +3 Combat Versatility 4d8 6
Ability Score Improvement 4d8 6
7th +3 Martial Archetype feature 5d8 6
Ability Score Improvement 5d8 7
8th +3 Extra Attack (3), Indomitable (3 uses) 5d8 7
Martial Archetype feature 5d8 7
9th +4 Ability Score Improvement 6d8 8
Peerless Warrior 6d8 8
10th +4 6d8 8
11th +4
12th +4
13th +5
14th +5
15th +5
16th +5
17th +6
18th +6
19th +6
20th +6
Quick Build Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling,
You can make a fighter quickly by following these Athletics, History, Insight, Intimidation, Perception, and
suggestions. First, make Strength or Dexterity your highest Survival.
ability score, depending on whether you want to focus on
melee weapons or on archery (or finesse weapons). Your Starting Equipment
next-highest score should be Constitution, or Intelligence if
you plan to adopt the Eldritch Knight or Psi Warrior You start with the following items, plus anything provided
martial archetype. Second, choose the soldier background. by your background.
Class Features (a) chain mail or (b) leather armor, longbow, and 20
arrows
As a fighter, you gain the following class features. (a) a martial weapon and a shield or (b) two martial
weapons
Hit Points (a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer's pack or (b) an explorer's pack
Hit Dice: 1d10 per fighter level
Alternatively, you may start with 5d4 × 10 gp to buy your
Hit Points at 1st Level: 10 + your Constitution modifier
own equipment.
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per Fighter level after 1st Fighting Style
You adopt a particular style of fighting as your specialty.
Proficiencies Choose one of the following options. You can't take the
same Fighting Style option more than once, even if you get
Armor: light armor, medium armor, heavy armor, shields
to choose again.
Weapons: simple weapons, martial weapons, improvised
weapons
Tools: none
Ozzifer's Unchained Fighter 3
Archery Unarmed Fighting
You gain a +2 bonus to attack rolls you make with ranged Your unarmed strikes can deal bludgeoning damage equal
weapons. to 1d6 + your Strength modifier on a hit. If you aren't
wielding any weapons or a shield when you make the
Blind Fighting attack roll, the d6 becomes a d8.
You have blindsight with a range of 10 feet. Within that At the start of each of your turns, you can deal 1d4
range, you can effectively see anything that isn't behind bludgeoning damage to one creature grappled by you.
total cover, even if you're blinded or in darkness. Moreover, Second Wind
you can see an invisible creature within that range, unless You have a limited well of stamina that you can draw on to
the creature successfully hides from you. protect yourself from harm. On your turn, you can use a
bonus action to regain hit points equal to 1d10 + your
Defense fighter level.
While you are wearing armor, you gain a +1 bonus to AC. Once you use this feature, you must finish a short or long
rest before you can use it again.
Dueling Combat Superiority
Starting at 2nd level, your tactical expertise makes you a
When you are wielding a melee weapon in one hand and no deadly force on the battlefield. This prowess is represented
other weapons, you gain a +2 bonus to damage rolls with by a special pool of dice called superiority dice, which are
that weapon. used to fuel combat techniques known as maneuvers.
Great Weapon Fighting Superiority Dice
When you roll a 1 or 2 on a damage die for an attack you You have two superiority dice, which are d6s. You gain
make with a melee weapon that you are wielding with two additional superiority dice when you reach certain levels in
hands, you can reroll the die and must use the new roll, this class, as shown in the Superiority Dice column of the
even if the new roll is a 1 or a 2. The weapon must have the Fighter table. When you reach 10th level in this class, your
two-handed or versatile property for you to gain this superiority dice become d8s.
benefit.
A superiority die is expended when you use it, and you
Interception regain all expended superiority dice when you finish a
short or long rest.
When a creature you can see hits a target, other than you,
within 5 feet of you with an attack, you can use your Maneuvers
reaction to reduce the damage the target takes by 1d10 +
your proficiency bonus (to a minimum of 0 damage). You You learn two maneuvers of your choice, which are listed
must be wielding a shield or a simple or martial weapon to under "Maneuvers" at the end of the class description.
use this reaction. Many maneuvers enhance an attack in some way. Unless
noted otherwise, you can use only one maneuver per
Protection attack. You gain additional maneuvers when you reach
certain levels in this class, as shown in the Maneuvers
When a creature you can see attacks a target other than Known column of the fighter class table.
you that is within 5 feet of you, you can use your reaction to
impose disadvantage on the attack roll. You must be Each time you gain a level in this class, you can replace
wielding a shield. one maneuver you know with a different one available to
you at that level.
Superior Technique
Some of your maneuvers require your target to make a
You learn one maneuver of your choice, as with the saving throw to resist the maneuver's effects. The saving
Maneuvers class feature. If a maneuver you use requires throw DC is calculated as follows:
your target to make a saving throw to resist the maneuver's
effects, the saving throw DC equals 8 + your proficiency Maneuver save DC = 8 + your proficiency bonus + your
bonus + your Strength or Dexterity modifier (your choice).
Strength or Dexterity modifier (your choice)
You gain one superiority die, which starts as a d6 (this
die is added to any superiority dice you have from another Action Surge
source). This die is used to fuel your maneuvers. A Starting at 2nd level, you can push yourself beyond your
superiority die is expended when you use it. You regain normal limits for a moment. On your turn, you can take one
your expended superiority dice when you finish a short or additional action.
long rest.
Once you use this feature, you must finish a short or long
Thrown Weapon Fighting rest before you can use it again.
Relentless
You can draw a weapon that has the thrown property as Also at 3rd level, you can steel yourself to fight on with
part of the attack you make with the weapon. renewed ferocity in battle. While you have no superiority
dice remaining, you can use an action to regain one
In addition, when you hit with a ranged attack using a expended superiority die.
thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
4 Ozzifer's Unchained Fighter
Martial Archetype Peerless Warrior
At 3rd level, you choose an archetype from the list available At 20th level, once per turn when you use a maneuver
that you strive to emulate in your combat styles and option, you can use a d6 and roll it instead of expending a
techniques. The archetype you choose grants you features superiority die. You can't use this feature if you have no
at 3rd level and again at 7th, 10th, 15th, and 18th level. superiority dice remaining.
Ability Score Improvement Martial Archetypes
When you reach 4th level, and again at 6th, 8th, 12th, 14th,
16th, and 19th level, you can increase one ability score of Different fighters choose different approaches to perfecting
your choice by 2, or you can increase two ability scores of their fighting prowess. The martial archetype you choose to
your choice by 1. As normal, you can't increase an ability emulate reflects your approach. The options available for
score above 20 using this feature. you to choose from are listed below.
If your DM allows the use of feats, you may instead take The Arcane Marksman, trained in mystic elvish
a feat. archery to imbue their ranged attacks with wonderful
magic.
Additionally, whenever you reach a level in this class that The Banneret, a noble fighter who emphasises the
grants this feature, you can do one of the following, numerical advantages of group combat.
representing a shift in your martial focus: The Cavalier, a master of mounted combat who forms
the first line of defense against hordes of enemies.
Replace a Fighting Style you know with another The Champion, a model fighter who takes the class's
Fighting Style available to this class. natural strengths and utilises them to devastating effect.
Replace a number of maneuvers you know with The Echo Knight, a warrior who plucks at the fabric of
different ones you can learn, up to a number equal to time and space to call their alternate selves to battle.
your proficiency bonus. The Eldritch Knight, who mixes their martial might
with arcane magic.
Extra Attack The Psi Warrior, who uses strange psionic powers to
Beginning at 5th level, you can attack twice, instead of augment their abilities.
once, whenever you take the Attack action on your turn. The Pugilist, who focuses on hand-to-hand combat to
inflict overwhelming damage to foes.
The number of attacks increases to three when you The Rune Knight, who wields the power of the giants
reach 11th level in this class and to four when you reach and carves runes of power onto their equipment.
17th level in this class. The Samurai, a master who draws upon the
indefatigable power of the spirit to prevail against
Indomitable overwhelming odds.
Beginning at 5th level, you can reroll a saving throw that
you fail. If you do so, you must use the new roll, and you Arcane Marksman
can't use this feature again until you finish a long rest. An Arcane Marksman studies a unique elven method of
archery that weaves magic into attacks to produce
You can use this feature twice between long rests supernatural effects. Arcane Marksmen are some of the
starting at 11th level, and three times between long rests most elite warriors among the elves. They stand watch over
starting at 17th level. the fringes of elven domains, keeping a keen eye out for
trespassers and using magic-infused arrows and
Combat Expertise ammunition to defeat monsters and invaders before they
At 9th level, your experiences in battle make you a highly can reach elven settlements.
talented individual. Choose one skill in which you have
proficiency and which appears on this class's skill list. Your Over the centuries, the methods of these elf
proficiency bonus is doubled for any ability check you make sharpshooters have been learned by members of other
that uses the chosen skill. races who can also balance arcane aptitude with archery.
The ancient techniques and practices can now be found far
Combat Versatility and wide, taught beneath the watchful eyes of discerning
Beginning at 13th level, when you finish a long rest, you masters who seek to demonstrate its power to new
can replace one maneuver you know with a different one generations.
available to you at that level.
Ozzifer's Unchained Fighter 5
Marksman's Lore
Enfeebling Shot. You weave necromantic magic into
At 3rd level, you learn magical theory or some of the
secrets of nature — typical for practitioners of this elven your attack. The creature hit by the attack takes extra
martial tradition. You choose to gain proficiency in either necrotic damage equal to 1d8 + your Intelligence modifier
the Arcana or the Nature skill, and you choose to learn (minimum of 1 damage), and it must also succeed on a
either the prestidigitation or the druidcraft cantrip. Constitution saving throw, or the damage dealt by its
weapon attacks is halved until the start of your next turn.
Arcane Shot
Grasping Shot. When this attack strikes its target,
At 3rd level, you learn to unleash special magical effects conjuration magic creates grasping, poisonous brambles
with some of your shots. You learn three Arcane Shot which wrap around the target, which takes extra poison
options of your choice, which are listed under "Arcane Shot damage equal to 1d8 + your Intelligence modifier
Options" below. You learn an additional option of your (minimum of 1 damage). In addition, the target's speed is
choice when you reach 7th and 15th level. reduced by 10 feet, and it takes 1d8 slashing damage the
first time on each turn it moves 1 foot or more without
Once on each of your turns when you take the Attack teleporting. The target or any creature that can reach it can
action and make a ranged attack roll with a weapon, you use its action to remove the brambles with a successful
can apply one of your Arcane Shot options to that attack's Strength (Athletics) check against your Arcane Shot save
projectile, either to the piece of ammunition fired (if your DC. Otherwise, the brambles last for 1 minute or until you
weapon uses ammunition) or to the weapon itself (if your use your Arcane Shot again.
weapon has the thrown property, for example). You decide
to use the option when the attack hits a creature, unless the Piercing Shot. You use transmutation magic to give your
option doesn't involve an attack roll. attack an ethereal quality. When you use this option, you
don't make an attack roll for the attack. Instead, the attack's
You have two uses of this special ability, and you regain projectile shoots forward in a line, which is 1 foot wide and
all expended uses when you finish a short or long rest. You 30 feet long, passing harmlessly through objects and
gain an additional use of your Arcane Shot when you reach ignoring cover, before disappearing and reappearing in
10th level in this class (for a total of three uses). your empty hand. Each creature in the line the projectile
traveled must make a Dexterity saving throw. On a failed
Whenever you reach a level in this class that grants the save, a creature takes damage as if it were hit by the attack,
Ability Score Improvement feature, you can replace an plus extra piercing damage equal to 1d8 + your Intelligence
Arcane Shot option you know with a different one. modifier (minimum of 1 damage). On a successful save, a
target takes half as much damage.
Arcane Shot Options
Seeking Shot. Using divination magic, you grant your
The Arcane Shot feature lets you choose options for it at attack the ability to seek out a target. When you use this
certain levels. The options are presented here in option, you don't make an attack roll for the attack. Instead,
alphabetical order. They are all magical effects, and each choose one creature you have seen in the past minute; the
one is associated with one of the schools of magic. attack's projectile flies toward that creature, moving around
corners if necessary and ignoring half cover and three-
If an option requires a saving throw, your Arcane Shot quarters cover. If the target is within the weapon's range
save DC is calculated as follows: and there is a path large enough for the projectile to travel
to the target, the target must make a Dexterity saving
Arcane shot save DC = 8 + your proficiency bonus + your throw. Otherwise, the projectile disappears after traveling
as far as it can, instantly reappearing in your empty hand.
Intelligence modifier On a failed save, the target takes damage as if it were hit by
the attack, plus extra force damage equal to 1d8 + your
Intelligence modifier (minimum of 1 damage), and you
Banishing Shot. You use abjuration magic to try to learn the target's current location. On a successful save, the
target takes half as much damage, and you don't learn its
temporarily banish your target, which takes extra force location.
damage equal to 1d8 + your Intelligence modifier
(minimum of 1 damage) and must succeed on a Charisma Shadow Shot. You weave illusion magic into your
saving throw or be banished to a harmless demiplane. attack, causing it to occlude your foe's vision with shadows.
While banished in this way, the target's speed is 0, and it is The creature hit by the attack takes extra psychic damage
incapacitated. At the end of its next turn, the target equal to 1d8 + your Intelligence modifier (minimum of 1
reappears in the space it vacated or in the nearest damage), and it must succeed on a Wisdom saving throw or
unoccupied space if that space is occupied. be unable to see anything farther than 5 feet away until the
start of your next turn.
Beguiling Shot. Your enchantment magic causes this
attack to temporarily beguile its target, which takes extra Magic Marksmanship
psychic damage equal to 1d8 + your Intelligence modifier
(minimum of 1 damage). In addition, choose one of your At 7th level, you gain the ability to infuse your shots with
allies within 30 feet of the target; the target must succeed magic. Whenever you fire a piece of nonmagical
on a Wisdom saving throw, or it is charmed by the chosen ammunition from a ranged weapon you're holding, you can
ally until the start of your next turn. This effect ends early if make it magical for the purpose of overcoming resistance
the chosen ally attacks the charmed target, deals damage and immunity to nonmagical attacks and damage. The
to it, or forces it to make a saving throw. magic fades from the ammunition immediately after it hits
or misses its target.
Bursting Shot. You imbue your attack with force energy
drawn from the school of evocation. The energy detonates
after your attack, and immediately after the attack hits the
target, the target and all other creatures within 10 feet of it
take force damage equal 1d8 + your Intelligence modifier
(minimum of 1 damage).
6 Ozzifer's Unchained Fighter
Redirect Missiles
At 7th level, you learn how to direct an errant projectile
toward a new target. When you make an attack roll with a You also gain proficiency in one of the following skills of
piece of magic ammunition and miss, you can immediately
use a bonus action to reroll the attack roll against a your choice: Animal Handling, Insight, Intimidation, or
different target within 60 feet of the original target. Performance. Alternatively, you learn one language of your
choice.
Improved Arcane Shot
Inspiring Surge
At 10th level, your mastery over the marksman's arts
improves. The damage dice of all your Arcane Shot options Starting at 10th level, when you use Action Surge, you can
increase from 1d8 to 2d8. choose one creature under your banner. That creature can
immediately use its reaction to move up to its speed and
Ever-Ready Marksman then make one melee or ranged weapon attack.
Starting at 15th level, your magical marksmanship is Starting at 18th level, you can choose two allies under
available whenever battle starts. If you roll initiative and your banner, rather than one.
have no uses of your Arcane Shot remaining, you regain
one use of it. Bulwark
Grand Arcane Shot Beginning at 15th level, you can extend the benefit of your
Indomitable feature to an ally. When you decide to use
At 18th level, the damage dice of all your Arcane Shot Indomitable to reroll a saving throw and you aren't
options increase from 2d8 to 3d8. incapacitated, you can choose one ally under your banner
Banneret that also failed its saving throw against the same effect.
Pledged to protect the crown they serve, bannerets — That creature can reroll its saving throw and must use the
sometimes known as "Purple Dragon Knights" — are proud new roll; if the new roll also fails, that ally then gains
warriors who take the fight against evil beyond their advantage on the next attack roll, ability check, or saving
kingdom's borders. They are tasked with wandering the throw it makes before the end of its next turn.
land as knights errant, relying on their judgment, bravery,
and fidelity to guide them in defeating evildoers. Noble Phalanx
A banneret inspires greatness in others by committing At 18th level, your mighty presence becomes a shield for
brave deeds in battle. The mere presence of a knight in a others. Each creature of your choice within 10 feet of you is
hamlet is enough to cause some orcs and bandits to seek protected by half cover, unless you are incapacitated.
easier prey. A lone knight is a skilled warrior, but a knight Cavalier
leading a band of allies can transform even the most poorly The archetypal Cavalier excels at mounted combat. Usually
equipped militia into a ferocious war band. born among the nobility and raised at court, a Cavalier is
equally at home leading a cavalry charge or exchanging
A knight prefers to lead through deeds, not words. As a repartee at a state dinner. Cavaliers also learn how to
knight spearheads an attack, the knight's actions can guard those in their charge from harm, often serving as the
awaken reserves of courage and conviction in allies that protectors of their superiors and of the weak. Compelled to
they never suspected they had. right wrongs or earn prestige, many of these fighters leave
their lives of comfort to embark on glorious adventure.
War Banner
When you choose this archetype at 3rd level, you learn how
to inspire your allies and unite them under your banner to
pursue victory.
A creature is under your banner if it is friendly to you, it
is within 60 feet of you, and it can see or hear you. An
eligible creature can choose to spurn this designation at
any time (no action required by them).
Each time you expend a superiority die as part of a
maneuver, you can choose to inspire one ally under your
banner (no action required). The chosen ally's speed
increases by 10 feet until the end of its next turn.
Rallying Cry
When you choose this archetype at 3rd level, your
selflessness moves your comrades to fight on past their
injuries. When you use your Second Wind feature, you can
choose up to three friendly creatures under your banner.
The chosen creatures each gain temporary hit points equal
to the hit points you just regained (or 1d10 + your fighter
level).
Royal Envoy
At 7th level, you gain proficiency in the Persuasion skill if
you don't already have it. Your proficiency bonus is doubled
for any ability check you make that uses Persuasion.
Ozzifer's Unchained Fighter 7
Bonus Proficiency Vigilant Defender
When you choose this archetype at 3rd level, you gain Starting at 18th level, you respond to danger with
proficiency in one of the following skills of your choice: extraordinary vigilance. In combat, you get a special
Animal Handling, History, Insight, Performance, or reaction that you can take once on every creature's turn,
Persuasion. Alternatively, you learn one language of your except your turn. You can use this special reaction only to
choice. make an opportunity attack, and you can't use it on the
same turn that you take your normal reaction.
Born to the Saddle Champion
The archetypal Champion focuses on the development of
Starting at 3rd level, your mastery as a rider becomes raw physical power honed to deadly perfection. Those who
apparent. You have advantage on saving throws made to model themselves on this archetype combine rigorous
avoid falling off your mount. If you fall off your mount and training with physical excellence to deal devastating blows.
descend no more than 10 feet, you can land on your feet if
you're not incapacitated. Improved Critical
Finally, mounting or dismounting a creature costs you Beginning when you choose this archetype at 3rd level,
only 5 feet of movement, rather than half your speed. your weapon attacks score a critical hit on a roll of 19 or
20.
Unwavering Mark
Remarkable Athlete
Starting at 3rd level, you can menace your foes, foiling their
attacks and punishing them for harming others. When you Starting at 3rd level, you can add half your proficiency
hit a creature with a melee weapon attack, you can mark bonus (rounded up) to any Strength, Dexterity, or
the creature until the end of your next turn. This effect Constitution check you make that doesn't already use your
ends early if you are incapacitated or you die, or if someone proficiency bonus.
else marks the creature.
In addition, when you make a running long jump, the
While it is within 5 feet of you, a creature marked by you distance you can cover increases by a number of feet equal
has disadvantage on any attack roll that doesn't target you. to your Strength modifier (minimum of 1 foot).
In addition, if a creature marked by you deals damage to Enduring Grit
anyone other than you, you can make a special melee
weapon attack against the marked creature as a bonus At 7th level, you gain an additional use of your Second
action on your next turn. You have advantage on the attack Wind feature (for a total of two uses), and you regain all
roll, and if it hits, the attack's weapon deals extra damage to expended uses when you finish a short or long rest.
the target equal to half your fighter level.
Additional Fighting Style
Regardless of the number of creatures you mark, you can
make this special attack a number of times equal to your At 10th level, you can choose a second option from the
Strength modifier (a minimum of once), and you regain all Fighting Style class feature.
expended uses of it when you finish a long rest.
Superior Critical
Warding Maneuver
Starting at 15th level, your weapon attacks score a critical
At 7th level, you learn to fend off strikes directed at you, hit on a roll of 18-20.
your mount, or other creatures nearby. If you or a creature
you can see within 5 feet of you is hit by an attack, you can Survivor
roll 1d8 as a reaction if you're wielding a melee weapon or
a shield. Roll the die, and add the number rolled to the At 18th level, you attain the pinnacle of resilience in battle.
target's AC against that attack. If the attack still hits, the At the start of each of your turns, you regain hit points
target has resistance against the attack's damage. equal to 5 + your Constitution modifier if you have no more
than half of your hit points left. You don't gain this benefit if
You can use this feature a number of times equal to your you have 0 hit points.
proficiency bonus, and you regain all expended uses of it Echo Knight
when you finish a long rest. While you have no uses A mysterious and feared frontline warrior of the Kryn
remaining, you can expend a superiority die to use this Dynasty, the Echo Knight has mastered the art of using
feature again. dunamis to summon the fading shades of unrealized
timelines to aid them in battle. Surrounded by echoes of
Hold the Line their own might, they charge into the fray as a cycling
swarm of shadows and strikes.
At 10th level, you become a master of curtailing enemies.
Creatures provoke an opportunity attack from you when Manifest Echo
they move 5 feet or more while within your reach, and if
you hit a creature with an opportunity attack, the target's Starting at 3rd level, you can use a bonus action to
speed is reduced to 0 until the end of the current turn. magically manifest an echo of yourself in an unoccupied
space you can see within 15 feet of you. This echo is a
Ferocious Charger magical, translucent, gray image of you that lasts until it is
destroyed, until you dismiss it as a bonus action, until you
Starting at 15th level, you can run down your foes, whether manifest another echo, or until you're incapacitated.
you're mounted or not. If you move at least 10 feet in a
straight line towards a creature and then hit it with an
attack, that target must succeed on a Strength saving throw
(DC 8 + your proficiency bonus + your Strength modifier)
or be knocked prone. You can use this feature only once on
each of your turns.
8 Ozzifer's Unchained Fighter
Reclaim Potential
Your echo has AC 14 + your proficiency bonus, 1 hit
At 15th level, you've learned to absorb the fleeting magic of
point, and immunity to all conditions. If it has to make a your echo. When an echo of yours is destroyed by taking
saving throw, it uses your saving throw bonus for the roll. It damage, you can gain a number of temporary hit points
is the same size as you, and it occupies its space. On your equal to 2d6 + your Constitution modifier, provided you
turn, you can mentally command the echo to move up to 30 don't already have temporary hit points.
feet in any direction (no action required). If your echo is
ever more than 30 feet from you at the end of your turn, it You can use this feature a number of times equal to your
is destroyed. proficiency bonus, and you regain all expended uses when
you finish a long rest.
You can use the echo in the following ways:
As a bonus action, you can teleport, magically swapping Legion of One
places with your echo at a cost of 15 feet of your
movement, regardless of the distance between the two At 18th level, you can use a bonus action to create two
of you. echoes with your Manifest Echo feature, and these echoes
When you take the Attack action on your turn, any can coexist. If you try to create a third echo, the previous
attack you make with that action can originate from two echoes are destroyed. Anything you can do from one
your space or the echo's space. You make this choice for echo's position can be done from the other's instead.
each attack.
When a creature that you can see within 5 feet of your In addition, when you roll initiative and have no uses of
echo moves at least 5 feet away from it, you can use your Unleash Incarnation feature left, you regain one use of
your reaction to make an opportunity attack against that that feature.
creature as if you were in the echo's space. Eldritch Knight
The archetypal Eldritch Knight combines the martial
Unleash Incarnation mastery common to all fighters with a careful study of
magic. Eldritch Knights use magical techniques similar to
Also at 3rd level, you can heighten your echo's fury. those practiced by wizards. They focus their study on two
Whenever you take the Attack action, you can make one of the eight schools of magic—abjuration and evocation.
additional melee attack from the echo's position. Abjuration spells grant an Eldritch Knight additional
protection in battle, and evocation spells deal damage to
You can use this feature a number of times equal to your many foes at once, extending the fighter's reach in combat.
Constitution modifier (a minimum of once). You regain all These knights learn a comparatively small number of
expended uses when you finish a long rest. spells, committing them to memory instead of keeping
them in a spellbook.
Echo Avatar
Spellcasting
At 7th level, you can temporarily transfer your
consciousness to your echo. As an action, you can see When you reach 3rd level, you augment your martial
through your echo's eyes and hear through its ears. During prowess with the ability to cast spells. See chapter 10 of
this time, you are deafened and blinded. You can sustain the PHB for the general rules of spellcasting and the
this effect for up to 10 minutes, requiring your action on wizard spell list for the spells available to you.
each turn you do so, and you can end it at any time (no
action required). While your echo is being used in this way, Cantrips. You learn two cantrips of your choice from the
it can be up to 1,000 feet away from you without being wizard spell list. You learn an additional wizard cantrip of
destroyed. your choice at 10th level.
Shadow Martyr Spell Slots. The Eldritch Knight Spellcasting table
shows how many spell slots you have to cast your wizard
By 10th level, you can make your echo throw itself in front spells of 1st level and higher. To cast one of these spells,
of an attack directed at another creature that you can see. you must expend a slot of the spell's level or higher. You
Before the attack roll is made, you can use your reaction to regain all expended spell slots when you finish a long rest.
teleport the echo to an unoccupied space within 5 feet of
the targeted creature. The attack roll that triggered the For example, if you know the 1st-level spell shield and
reaction is instead made against your echo. have a 1st-level and a 2nd-level spell slot available, you can
cast shield using either slot.
Once you use this feature, you can't use it again until you
finish a short or long rest. Spells Known of 1st-Level and Higher. You know three
1st-level wizard spells of your choice, two of which you
must choose from the abjuration and evocation spells on
the wizard spell list.
The Spells Known column of the Eldritch Knight
Spellcasting table shows when you learn more wizard
spells of 1st level or higher. Each of these spells must be an
abjuration or evocation spell of your choice, and must be of
a level for which you have spell slots. For instance, when
you reach 7th level in this class, you can learn one new
spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can
come from any school of magic.
Ozzifer's Unchained Fighter 9
Eldritch Knight Spellcasting
Whenever you gain a level in this class, you can replace
Fighter
Cantrips
Spells
— Spell Slots —
one of the wizard spells you know with another spell of
your choice from the wizard spell list. The new spell must Level Known Known 1st 2nd 3rd 4th
be of a level for which you have spell slots, and it must be
an abjuration or evocation spell, unless you're replacing the 3rd 2 3 2 — ——
spell you gained at 3rd, 8th, 14th, or 20th level from any
school of magic. 4th 2 4 3 — ——
Spellcasting Ability. Intelligence is your spellcasting 5th 2 4 3 — ——
ability for your wizard spells, since you learn your spells
through study and memorization. You use your Intelligence 6th 2 4 3 — ——
whenever a spell refers to your spellcasting ability. In
addition, you use your Intelligence modifier when setting 7th 2 5 4 2 ——
the saving throw DC for a wizard spell you cast and when
making an attack roll with one. 8th 2 6 4 2 ——
Spell save DC = 8 + your proficiency bonus + your 9th 2 6 4 2 ——
Intelligence modifier 10th 3 7 4 3 ——
Spell attack modifier = your proficiency bonus + your 11th 3 8 4 3 ——
Intelligence modifier 12th 3 8 4 3 ——
Weapon Bond 13th 3 9 4 3 2—
At 3rd level, you learn a ritual that creates a magical bond 14th 3 10 4 3 2 —
between yourself and one weapon. You perform the ritual
over the course of 1 hour, which can be done during a short 15th 3 10 4 3 2 —
rest. The weapon must be within your reach throughout the
ritual, at the end of which you touch the weapon and forge 16th 3 11 4 3 3 —
the bond. Once it is bonded to you, you can't be disarmed of
that weapon unless you are incapacitated. If it is on the 17th 3 11 4 3 3 —
same plane of existence, you can summon that weapon as a
bonus action, causing it to teleport instantly to your hand. 18th 3 11 4 3 3 —
You can have up to two bonded weapons, but can 19th 3 12 4 3 3 1
summon only one at a time with your bonus action. If you
attempt to bond with a third weapon, you must break the 20th 3 13 4 3 3 1
bond with one of the other two.
Eldritch Strike
War Magic
At 10th level, you learn how to make your weapon strikes
Beginning at 7th level, when you take the Attack action on undercut a creature's resistance to your spells. When you
your turn, you can cast one of your cantrips in place of one hit a creature with a weapon attack, that creature has
of those attacks. The cantrip must have a casting time of 1 disadvantage on the next saving throw it makes against a
action, and you can't cast another spell on your turn. spell you cast before the end of your next turn.
Arcane Charge
At 15th level, you gain the ability to teleport up to 30 feet to
an unoccupied space you can see when you use your Action
Surge. You can teleport both before and after the additional
action.
10 Ozzifer's Unchained Fighter
Greater War Magic
Psi-Powered Leap. As a bonus action, you can propel
Starting at 18th level, when you take the Attack action on
your turn, you can cast one of your spells in place of some your body with your mind. You gain a flying speed equal to
of those attacks; the number of attacks replaced equals the twice your walking speed until the end of the current turn.
level of the spell. The spell must be no higher than 3rd level Once you use this bonus action, you can't do so again until
and must have a casting time of 1 action, and you can't cast you finish a short or long rest, unless you expend a Psionic
another spell on your turn. For example, you can use this Die to use it again.
feature to cast scorching ray as a 2nd-level spell in place of
making two attacks during the Attack action. Telekinetic Thrust. When you deal damage to a target
Psi Warrior with your Psionic Strike, you can force the target to make a
Awake to the psionic power within, a Psi Warrior is a Strength saving throw against a DC equal to 8 + your
fighter who augments their physical might with psi-infused proficiency bonus + your Intelligence modifier. If the save
weapon strikes, telekinetic lashes, and barriers of mental fails, you can knock the target prone or move it up to 10
force. Many githyanki train to become such warriors, as do feet in any direction horizontally.
some of the most disciplined high elves. In the world of
Eberron, many young kalashtar dream of becoming Psi Guarded Mind
Warriors.
At 10th level, the psionic energy flowing through you has
As a Psi Warrior, you might have honed your psionic bolstered your mind. You have resistance to psychic
abilities through solo discipline, unlocked it under the damage. Moreover, if you start your turn charmed or
tutelage of a master, or refined it at an academy dedicated frightened, you can expend a Psionic Die and end every
to wielding the mind's power as both weapon and shield. effect on yourself subjecting you to those conditions.
Higher Font Bulwark of Force
At 3rd level, you harbor a wellspring of psionic energy At 15th level, you can shield yourself and others with
within yourself. You gain two special superiority dice called telekinetic force. As a bonus action, you can choose
Psionic Dice; these dice are added to your pool of creatures, which can include you, that you can see within
superiority dice and can fuel your maneuvers, and they can 30 feet of you, up to a number of creatures equal to your
also be used to fuel your psionic abilities (detailed below). Intelligence modifier (minimum of one creature). Each of
You gain an additional Psionic Die when you reach 10th the chosen creatures is protected by half cover for 1 minute
level in this class. or until you're incapacitated.
Psionic Powers Once you take this bonus action, you can't do so again
until you finish a long rest, unless you expend a Psionic Die
Also at 3rd level, you gain the following psionic powers. If a to take it again.
psionic power requires you to expend a die in order to use
it, you can't expend dice other than your Psionic Dice. Telekinetic Master
Protective Field. When you or another creature you can By 18th level, your ability to move creatures and objects
see within 30 feet of you takes damage, you can use your with your mind is matched by few. You can cast the
reaction to expend one Psionic Die, roll the die, and reduce telekinesis spell, requiring no components, and your
the damage taken by the number rolled plus your spellcasting ability for the spell is Intelligence. On each of
Intelligence modifier (minimum reduction of 1), as you your turns while you concentrate on the spell, including the
create a momentary shield of telekinetic force. turn when you cast it, you can make one attack with a
weapon as a bonus action.
Psionic Strike. You can propel your weapons with
psionic force. Once on each of your turns, immediately Once you cast the spell with this feature, you can't do so
after you hit a target within 30 feet of you with an attack again until you finish a long rest, unless you expend a
and deal damage to it with a weapon, you can expend one Psionic Die to cast it again.
Psionic Die, rolling it and dealing force damage to the Pugilist
target equal to the number rolled plus your Intelligence Pugilists are followers of the simple but celebrated art of
modifier (minimum of 1). hand-to-hand combat, champions of the fighting pit who
rely on brutal assaults and their own inhuman durability to
Telekinetic Movement. You can move an object or a overcome their enemies. For some, raw physical might is
creature with your mind. As an action, you target one loose enough to emerge victorious, while for others, the true test
object that is Large or smaller or one willing creature, of a pugilist lies in their combination of strength and
other than yourself. If you can see the target and it is within cunning, utilizing both technique and expert movement.
30 feet of you, you can move it up to 30 feet to an
unoccupied space you can see. Alternatively, if it is a Tiny Brute Force
object, you can move it to or from your hand. Either way,
you can move the target horizontally, vertically, or both. Starting at 3rd level, you're able to strike with
Once you take this action, you can't do so again until you overwhelming force using your bare hands. Whenever you
finish a short or long rest, unless you expend a Psionic Die hit with an unarmed strike or improvised melee weapon
to take it again. and deal damage to a creature, you can deal an extra 1d4
bludgeoning damage to it. You can also deal this damage
Telekinetic Adept when you succeed on a Strength (Athletics) check to
initiate or maintain a grapple against a creature.
At 7th level, you have mastered new ways to use your
telekinetic abilities, as detailed below. This extra damage increases to 1d6 when you reach
10th level in this class, and again to 1d8 when you reach
18th level in this class.
Ozzifer's Unchained Fighter 11
Unarmored Defense Survivor
Starting at 3rd level, while you are not wearing any armor, At 18th level, you attain the pinnacle of resilience in battle.
your Armor Class equals 10 + your Dexterity modifier + At the start of each of your turns in combat, you regain hit
your Constitution modifier. You can use a shield and still points equal to 5 + your Constitution modifier (minimum of
gain this benefit. 1 hit point). You don't gain this benefit if you have 0 hit
points or if you have more than half of your hit points left.
Prized Conditioning
Rune Knight
Beginning at 7th level, your physical fitness allows you to Rune Knights enhance their martial prowess using the
perform feats of skill and endurance that would overwhelm supernatural power of runes, an ancient practice that
others. When you make a saving throw, you can expend a originated with giants. Rune cutters can be found among
superiority die, rolling the die and adding it to the saving any family of giants, and you likely learned your methods
throw. You use this feature after rolling the d20, but before first or second hand from such a mystical artisan. Whether
learning from the DM whether the roll succeeds or fails. you found the giant's work carved into a hill or cave,
learned of the runes from a sage, or met the giant in
If applying this bonus to a death saving throw increases person, you studied the giant's craft and learned how to
the total to 20 or higher, you gain the benefits of rolling a apply magic runes to empower your equipment.
20 on the d20.
Bonus Proficiencies
Additional Fighting Style
At 3rd level, you gain proficiency with smith's tools, and you
At 10th level, you can choose a second option from the learn to speak, read, and write Giant.
Fighting Style class feature.
Rune Carver
Devastating Critical
Starting at 3rd level, you can use magic runes to enhance
Starting at 15th level, when you score a critical hit with a your gear. You learn two runes of your choice, from among
melee weapon attack, you can cause one of the following the runes described below, and each time you gain a level
effects of your choice to occur: in this class, you can replace one rune you know with a
different one from this feature. When you reach certain
You gain a bonus to the damage roll equal to your levels in this class, you learn additional runes, as shown in
fighter level. the Runes Known table.
The target must succeed on a Constitution saving throw
(DC equal to 8 + your Strength modifier + your Whenever you finish a long rest, you can touch a number
proficiency bonus) or become stunned until the end of of objects equal to the number of runes you know, and you
your next turn. inscribe a different rune onto each of the objects. To be
You can use this feature a number of times equal to your eligible, an object must be a weapon, a suit of armor, a
proficiency bonus, and you regain all expended uses when shield, a piece of jewelry, or something else you can wear or
you finish a long rest. hold in a hand. Your rune remains on an object until you
finish a long rest, and an object can bear only one of your
runes at a time.
Runes Known Number of Runes
2
Fighter Level 3
3rd 4
7th 5
10th
15th
The following runes are available to you when you learn
a rune. If a rune has a level requirement, you must be at
least that level in this class to learn the rune. If a rune
requires a saving throw, your Rune Magic save DC equals 8
+ your proficiency bonus + your Constitution modifier.
Cloud Rune. This rune emulates the deceptive magic
used by some cloud giants. While wearing or carrying an
object inscribed with this rune, you have advantage on
Dexterity (Sleight of Hand) checks and Charisma
(Deception) checks.
In addition, when you or a creature you can see within
30 feet of you is hit by an attack roll, you can use your
reaction to invoke the rune and choose a different creature
within 30 feet of you, other than the attacker. The chosen
creature becomes the target of the attack, using the same
roll. This magic can transfer the attack's effects regardless
of the attack's range. Once you invoke this rune, you can't
do so again until you finish a short or long rest.
12 Ozzifer's Unchained Fighter
Giant's Might
Fire Rune. This rune's magic channels the masterful
Also at 3rd level, you have learned how to imbue yourself
craftsmanship of great smiths. While wearing or carrying with the might of giants. As a bonus action, you magically
an object inscribed with this rune, your proficiency bonus is gain the following benefits, which last for 1 minute:
doubled for any ability check you make that uses your
proficiency with a tool. If you are smaller than Large, you become Large, along
with anything you are wearing. If you lack the room to
In addition, when you hit a creature with an attack using become Large, your size doesn't change.
a weapon, you can invoke the rune to summon fiery You have advantage on Strength checks and Strength
shackles: the target takes an extra 2d6 fire damage, and it saving throws.
must succeed on a Strength saving throw or be restrained Once per turn, one of your attacks with a weapon or an
for 1 minute. While restrained by the shackles, the target unarmed strike can deal an extra 1d6 damage to a
takes 2d6 fire damage at the start of each of its turns. The target on a hit.
target can repeat the saving throw at the end of each of its You can use this feature a number of times equal to your
turns, banishing the shackles on a success. Once you proficiency bonus, and you regain all expended uses of it
invoke this rune, you can't do so again until you finish a when you finish a long rest.
short or long rest.
Runic Shield
Frost Rune. This rune's magic evokes the might of those
who survive in the wintry wilderness, such as frost giants. Starting at 7th level, you learn to invoke your rune magic to
While wearing or carrying an object inscribed with this protect your allies. When another creature you can see
rune, you have advantage on Wisdom (Animal Handling) within 60 feet of you is hit by an attack roll, you can use
checks and Charisma (Intimidation) checks. your reaction to force the attacker to reroll the d20 and use
the new roll.
In addition, you can invoke the rune as a bonus action to
increase your sturdiness. For 10 minutes, you gain a +2 You can use this feature a number of times equal to your
bonus to all ability checks and saving throws that use Constitution modifier (a minimum of once), and you regain
Strength or Constitution. Once you invoke this rune, you all expended uses when you finish a long rest.
can't do so again until you finish a short or long rest.
Great Stature
Stone Rune. This rune's magic channels the
judiciousness associated with stone giants. While wearing By 10th level, the magic of your runes permanently alters
or carrying an object inscribed with this rune, you have you. When you gain this feature, roll 3d4. You grow a
advantage on Wisdom (Insight) checks, and you have number of inches in height equal to the roll.
darkvision out to a range of 120 feet.
Moreover, the extra damage you deal with your Giant's
In addition, when a creature you can see ends its turn Might feature increases to 1d8.
within 30 feet of you, you can use your reaction to invoke
the rune and force the creature to make a Wisdom saving Master of Runes
throw. Unless the save succeeds, the creature is charmed
by you for 1 minute. While charmed in this way, the Starting at 15th level, you can invoke each rune you know
creature has a speed of 0 and is incapacitated, descending from your Rune Carver feature twice, rather than once, and
into a dreamy stupor. The creature repeats the saving you regain all expended uses when you finish a short or
throw at the end of each of its turns, ending the effect on a long rest.
success. Once you invoke this rune, you can't do so again
until you finish a short or long rest. Runic Juggernaut
Hill Rune (7th Level or Higher). This rune's magic At 18th level, you learn how to amplify your rune-powered
bestows a resilience reminiscent of a hill giant. While transformation. As a result, the extra damage you deal with
wearing or carrying an object that bears this rune, you have the Giant's Might feature increases to 1d10. Moreover,
advantage on saving throws against being poisoned, and when you use that feature, your size can increase to Huge,
you have resistance against poison damage. and while you are that size, your reach increases by 5 feet.
In addition, you can invoke the rune as a bonus action, Samurai
gaining resistance to bludgeoning, piercing, and slashing The Samurai is a fighter who draws on an implacable
damage for 1 minute. Once you invoke this rune, you can't fighting spirit to overcome enemies. Possessing worldly
do so again until you finish a short or long rest. experience, these refined warriors espouse a sacrosanct
code of honor and conduct to which they rigorously adhere,
Storm Rune (7th Level or Higher). Using this rune, you both on the battlefield and in everyday life.
can glimpse the future like a storm giant seer. While
wearing or carrying an object inscribed with this rune, you Often finding themselves as lone wanderers or
have advantage on Intelligence (Arcana) checks, and you mercenaries, a samurai's inscrutable goals are a closely
can't be surprised as long as you aren't incapacitated. guarded secret. Preceded by reputation alone, a Samurai's
resolve is nearly unbreakable, and the enemies in a
In addition, you can invoke the rune as a bonus action to Samurai's path have two choices: yield or die fighting.
enter a prophetic state for 1 minute or until you're
incapacitated. Until the state ends, when you or another Bonus Proficiency
creature you can see within 60 feet of you makes an attack
roll, a saving throw, or an ability check, you can use your When you choose this archetype at 3rd level, you gain
reaction to cause the roll to have advantage or proficiency in one of the following skills of your choice:
disadvantage. Once you invoke this rune, you can't do so History, Insight, Performance, or Persuasion.
again until you finish a short or long rest.
Additionally, you learn one language of your choice.
Ozzifer's Unchained Fighter 13
Fighting Spirit Bait and Switch
Starting at 3rd level, your intensity in battle can shield you Prerequisite: 7th level
and help you strike true. As a bonus action on your turn, When you're within 5 feet of a creature on your turn, you
you can give yourself advantage on weapon attack rolls can expend one superiority die and switch places with that
until the end of the current turn. When you do so, you also creature, provided you spend at least 5 feet of movement
gain a number of temporary hit points equal to your fighter and the creature is willing and isn't incapacitated. This
level. movement doesn't provoke opportunity attacks.
You can use this feature three times, and you regain all Roll the superiority die. Until the start of your next turn,
expended uses of it when you finish a long rest. you or the other creature (your choice) gains a bonus to AC
equal to the number rolled.
Elegant Courtier
Brace
Starting at 7th level, your discipline and attention to detail
allow you to excel in social situations. Whenever you make When a creature you can see moves into the reach you
a Charisma (Persuasion) check, you gain a bonus to the have with the melee weapon you're wielding, you can use
check equal to your Wisdom modifier. your reaction to expend one superiority die and make one
attack against the creature, using that weapon. If the attack
Your self-control also causes you to gain proficiency in hits, add the superiority die to the weapon's damage roll.
Wisdom saving throws. If you already have this proficiency,
you instead gain proficiency in Intelligence or Charisma Bull Rush
saving throws (your choice).
Prerequisite: 12th level
Tireless Spirit As an action on your turn, you can expend one superiority
die to move up to your speed towards a creature you can
Starting at 10th level, when you roll initiative and have no see and make a melee weapon attack against it. If you hit,
uses of Fighting Spirit remaining, you regain one use. you add the superiority die to the attack's damage roll, and
if the creature is no more than one size larger than you, it
Rapid Strike must succeed on a Strength saving throw or be pushed up
to 10 feet away from you or knocked prone (your choice).
Starting at 15th level, you learn to trade accuracy for swift
strikes. If you take the Attack action on your turn and have Commander's Strike
advantage on an attack roll against one of the targets, you
can forgo the advantage for that roll to make an additional When you take the Attack action on your turn, you can
weapon attack against that target, as part of the same forgo one of your attacks and use a bonus action to direct
action. You can do so no more than once per turn. one of your companions to strike. When you do so, choose
a friendly creature who can see or hear you and expend
Strength before Death one superiority die. That creature can immediately use its
reaction to make one weapon attack, adding the superiority
Starting at 18th level, your fighting spirit can delay the die to the attack's damage roll (if the attack hits).
grasp of death. If you take damage that reduces you to 0 hit
points and doesn't kill you outright, you can use your Commanding Presence
reaction to delay falling unconscious, and you can
immediately take an extra turn, interrupting the current When you make a Charisma (Intimidation), a Charisma
turn. While you have 0 hit points during that extra turn, (Performance), or a Charisma (Persuasion) check, you can
taking damage causes death saving throw failures as expend one superiority die and add the superiority die to
normal, and three death saving throw failures can still kill the ability check.
you. When the extra turn ends, you fall unconscious if you
still have 0 hit points. Composed Strike
Once you use this feature, you can't use it again until you Prerequisite: 5th level
finish a long rest. When you make a weapon attack against a creature and
have disadvantage on the roll, you can expend one
Maneuvers superiority die to prevent the attack roll from being affected
by disadvantage. If you hit, you add the superiority die to
The maneuvers are presented in alphabetical order. If a the attack's damage roll.
maneuver has prerequisites, you must meet them to learn
it. You can learn the maneuver at the same time you meet Controlled Dive
its prerequisites. A level prerequisite refers to your level in
this class. When you would take damage from falling, you can use
your reaction and expend one superiority die to lessen the
Ambush impact. Roll the superiority die, and reduce the damage you
take by an amount equal to the roll + your Constitution
When you make a Dexterity (Stealth) check or an initiative modifier (to a minimum of 0 damage).
roll, you can expend one superiority die and add it to the
roll, provided you aren't incapacitated.
14 Ozzifer's Unchained Fighter
Crippling Strike Grand Charge
Prerequisite: 15th level Prerequisite: 15th level
When you hit a creature with a weapon attack, you can As an action, you can expend a superiority die and choose
expend one superiority die to exploit the target's weak up to six willing allies who can see or hear you. You gain
points. You add the superiority die to the attack's damage temporary hit points equal to the roll of your superiority die
roll, and the target must succeed on a Constitution saving + your Charisma modifier (minimum of 1 temporary hit
throw or gain vulnerability to all of the attack's damage. point), and each chosen ally can immediately use its
reaction to move up to half its speed towards a hostile
Once you use this maneuver, you can't use it again until creature of its choice and then make one melee weapon
you finish a short or long rest. attack against that creature.
Disarming Attack Once you use this maneuver, you can't use it again until
you finish a short or long rest.
When you hit a creature with a weapon attack, you can
expend one superiority die to attempt to disarm the target, Grappling Strike
forcing it to drop one item of your choice that it's holding.
You add the superiority die to the attack's damage roll, and Prerequisite: 5th level
the target must make a Strength saving throw. On a failed Immediately after you hit a creature with a melee attack on
save, it drops the object you choose. The object lands at its your turn, you can expend one superiority die and then try
feet. to grapple the target as a bonus action (see the Player's
Handbook for rules on grappling). Add the superiority die
Disrupting Attack to your Strength (Athletics) check.
Prerequisite: 7th level Interdiction
When you hit a creature with a weapon attack, you can
expend one superiority die to attempt to break the target's Prerequisite: 9th level
concentration. You add the superiority die to the attack's When an ally within 5 feet of you is hit by a weapon attack
damage roll, and the target has disadvantage on any from a creature you can see, you can use your reaction and
Constitution saving throw it makes to maintain its expend one superiority die to interpose a simple or martial
concentration as a result of the attack. weapon or a shield you are holding between the ally and
the attacker. Roll the superiority die; the ally gains a bonus
Distracting Strike to its AC equal to the number rolled for that attack,
potentially causing it to miss.
When you hit a creature with a weapon attack, you can
expend one superiority die to distract the creature, giving Lunging Attack
your allies an opening. You add the superiority die to the
attack's damage roll. The next attack roll against the target When you make a melee weapon attack on your turn, you
by an attacker other than you has advantage if the attack is can expend one superiority die to increase your reach for
made before the start of your next turn. that attack by 5 feet. If you hit, you add the superiority die
to the attack's damage roll.
Evasive Footwork
Maneuvering Attack
When you move, you can expend one superiority die,
rolling the die and adding the number rolled to your AC When you hit a creature with a weapon attack, you can
until you stop moving. expend one superiority die to maneuver one of your
comrades into a more advantageous position. You add the
Feinting Attack superiority die to the attack's damage roll, and you choose a
friendly creature who can see or hear you. That creature
You can expend one superiority die and use a bonus action can use its reaction to move up to half its speed without
on your turn to feint, choosing one creature within 5 feet of provoking opportunity attacks from the target of your
you as your target. You have advantage on your next attack attack.
roll this turn against that creature. If that attack hits, add
the superiority die to the attack's damage roll. The Menacing Attack
advantage is lost if not used on the turn you gain it.
When you hit a creature with a weapon attack, you can
Glancing Blow expend one superiority die to attempt to frighten the target.
You add the superiority die to the attack's damage roll, and
When you miss a weapon attack against a creature you can the target must make a Wisdom saving throw. On a failed
see, you can expend one superiority die to deal partial save, it is frightened of you until the end of your next turn.
damage to it. Roll the superiority die, and the target takes
weapon damage equal to half the number rolled (rounded Parry
up).
When another creature damages you with a melee attack,
Goading Attack you can use your reaction and expend one superiority die
to reduce the damage by the number you roll on your
When you hit a creature with a weapon attack, you can superiority die + your Dexterity modifier (minimum
expend one superiority die to attempt to goad the target reduction of 1). If you use this maneuver to reduce the
into attacking you. You add the superiority die to the damage to 0, you regain the use of your reaction.
attack's damage roll, and the target must make a Wisdom
saving throw. On a failed save, the target has disadvantage
on all attack rolls against targets other than you until the
end of your next turn.
Ozzifer's Unchained Fighter 15
Pincer Attack
Prerequisite: 12th level Sweeping Attack
When an ally you can see hits a creature within 5 feet of
you with a melee weapon attack, you can use your reaction When you hit a creature with a melee weapon attack, you
and expend one superiority die to make a melee weapon can expend one superiority die to attempt to damage
attack against the same creature. If you hit, you add the another creature with the same attack. Choose another
superiority die to the attack's damage roll. creature within 5 feet of the original target and within your
reach. If the original attack roll would hit the second
Precision Attack creature, it takes damage equal to the number you roll on
your superiority die. The damage is of the same type dealt
When you make a weapon attack roll against a creature, by the original attack.
you can expend one superiority die to add it to the roll. You
can use this maneuver before or after making the attack Tactical Assessment
roll, but before any effects of the attack are applied.
When you make an Intelligence (Investigation), an
Pushing Attack Intelligence (History), or a Wisdom (Insight) check, you can
expend one superiority die and add the superiority die to
When you hit a creature with a weapon attack, you can the ability check.
expend one superiority die to attempt to drive the target
back. You add the superiority die to the attack's damage Trip Attack
roll, and if the target is Large or smaller, it must make a
Strength saving throw. On a failed save, you push the target When you hit a creature with a weapon attack, you can
up to 15 feet away from you. expend one superiority die to attempt to knock the target
down. You add the superiority die to the attack's damage
Quick Toss roll, and if the target is Large or smaller, it must make a
Strength saving throw. On a failed save, you knock the
As a bonus action, you can expend one superiority die and target prone.
make a ranged attack with a weapon that has the thrown
property. You can draw the weapon as part of making this Whirlwind Attack
attack. If you hit, add the superiority die to the weapon's
damage roll. Prerequisite: 9th level
As an action on your turn, you can expend one superiority
Rally die to attempt to damage every creature of your choice
within reach of a melee weapon you are holding. Make one
On your turn, you can use a bonus action and expend one attack roll with your weapon, targeting every creature
superiority die to bolster the resolve of one of your simultaneously; if you hit a target, you add the superiority
companions. When you do so, choose a friendly creature die to your attack's damage roll against it.
who can see or hear you. That creature gains temporary hit
points equal to the superiority die roll + your Charisma Once you use this maneuver, you can't use it again until
modifier (minimum of 1 temporary hit point). you finish a short or long rest.
Riposte Volley
When a creature misses you with a melee attack, you can Prerequisite: 9th level
use your reaction and expend one superiority die to make a As an action on your turn, you can expend one superiority
melee weapon attack against the creature. If you hit, you die to attempt to damage every creature of your choice
add the superiority die to the attack's damage roll. within 10 feet of a location you can see within the range of
a ranged weapon you are holding. Make one attack roll
Shockwave with your weapon, targeting every creature simultaneously;
if you hit a target, you add the superiority die to your
Prerequisite: 12th level attack's damage roll against it.
When you take the Attack action on your turn, you can
forgo one of your attacks and expend one superiority die to Once you use this maneuver, you can't use it again until
slam your weapon into the ground, creating a shockwave you finish a short or long rest.
that emanates outward from you in a 20-foot cone in a
direction you choose. Each creature in the shockwave's
area must make a Strength saving throw. On a failed save,
a creature takes bludgeoning damage equal to the roll of
your superiority die + your Strength modifier (minimum of
1 damage), or half as much damage on a successful one.
Once you use this maneuver, you can't use it again until
you finish a short or long rest.
Spring Attack
Prerequisite: 7th level
Immediately before you make a weapon attack against a
creature, you can expend one superiority die to gain a burst
a speed. Your speed increases by 10 feet until the end of the
current turn, and if your attack hits, you add the superiority
die to the attack's damage roll.
16 Ozzifer's Unchained Fighter
Class Changes
Extra Attack. The fighter gains its final improvement to
In D&D 5th edition, the fighter is the quintessential martial
character archetype; the class possesses both a simplicity this feature at 17th level, instead of 20th level.
that allows for quick familiarity and an ease of use for its Indomitable. The fighter gains their first use of this
features, and the most customizable level progression of
any class which lacks the Spellcasting feature, which feature at 5th level, instead of 9th level, and gains an
enables the greatest variance and diversity in building a additional use between long rests every six levels, gaining
character. With these class philosophies in mind, the their third and final use at 17th level as normal.
alterations to the fighter presented in this handbook are
designed to add more tools and abilities to the class's basic Combat Expertise. This is a new feature, which is
repertoire without making it too complex — most notably, intended to allow the fighter to better serve its assigned
by integrating the maneuvers system (formerly present in roles in and out of combat as the character progresses into
the Battle Master subclass) into the base class, so that higher tiers of play.
every fighter has superiority dice at their disposal.
Combat Versatility. This is a new feature, which is
Proficiencies. The fighter now gains proficiency with designed to give the fighter a much greater degree of
improvised weapons. control over how they adapt to differing situations in
combat over the course of consecutive days and weeks.
Combat Superiority. The fighter gains this feature,
which is identical to the 3rd-level Battle Master feature of Peerless Warrior. This is a new feature, which is
the same name, at 2nd level. Due to this change, the Battle required due to the relocation of the fighter's final Extra
Master archetype has been removed entirely, as its defining Attack improvement to 17th level (see above).
feature is now a part of the base class.
Arcane Marksman
Combat Superiority: Superiority Dice. The fighter
gains two superiority dice, which are d6s, and gains an Previously known as the Arcane Archer, the changes to the
additional superiority die at 6th, 10th, 14th, and 18th level; Arcane Marksman are listed below.
the superiority dice turn into d8s at 10th level. (Previously,
as part of the Battle Master archetype, the fighter gained Marksman's Lore. Renamed from Arcane Archer Lore,
four superiority dice, which were d8s, and gained an this feature is otherwise unchanged.
additional superiority die at 7th and 15th level; the
superiority dice turned into d10s at 10th level, and into Arcane Shot. The marksman now learns three kinds of
d12s at 18th level.) Arcane Shot, and learns another at 7th and 15th level (for a
total of five); previously, the fighter learned two kinds of
Combat Superiority: Maneuvers. The fighter now Arcane Shot, and learned another at 7th, 10th, 15th, and
learns two maneuvers at 2nd level, and learns an additional 18th level (for a total of six). The marksman can now also
maneuver at 5th, 7th, 9th, 12th, 15th, and 18th level (for a replace one of their Arcane Shot options with a different
total of eight). Previously, the fighter learned three one when they gain the Ability Score Improvement.
maneuvers at 3rd level, and learned two additional
maneuvers each at 7th, 10th, and 15th level (for a total of The marksman can use an Arcane Shot when they make
nine). The fighter can also replace a known maneuver with any ranged weapon attack, rather than by attacking with a
a different one each time they gain a fighter level, instead of bow. Additionally, the marksman gains a third use of
only replacing a maneuver when they learn new Arcane Shot at 10th level.
maneuvers.
Arcane Shot Options. The different types of Arcane
These changes are intended to provide the fighter with Shot are called "shots" instead of "arrows", signifying their
additional options during combat, but at reduced compatibility with ranged weapons instead of being
effectiveness relative to the Battle Master until higher tiers exclusively available for bows. They also all deal extra
of play, when martial characters otherwise have a lessened damage equal to 1d8 + the marksman's Intelligence
ability to have decisive impact in combat. modifier (minimum of 1 damage) when they successfully
effect a target, instead of 2d6 or no extra damage.
Action Surge. The fighter no longer gains a second use
of Action Surge at 17th level, due to the relocation of the Banishng Shot now specifies that the target is banished
fighter's final Extra Attack improvement (see below). to a harmless demiplane.
Martial Archetype. The Arcane Archer archetype has Magic Marksmanship. Renamed from Magic Arrow,
been renamed to Arcane Marksman, to reflect the this feature is otherwise unchanged.
subclass's greater diversity with ranged attack options, and
the Purple Dragon Knight has been renamed to Banneret, Redirect Missiles. Renamed from Curving Shot to avoid
to better suit the changes to its features (see below). In confusion with the Arcane Shot options, this feature is
addition, a new subclass, the Pugilist, has been added. otherwise unchanged.
Relentless. This is a new feature, which was adapted Improved Arcane Shot. This is a new feature, designed
from versions of the fighter class released during the "DND to bridge the damage gap between the previous 18th-level
Next" 5th edition playtest. It is intended to give fighters Arcane Shot improvement and the feature's current
with no remaining superiority dice a way regain one, damage scaling.
though at the cost of using their action.
Ever-Ready Marksman. Renamed from Ever-Ready
Ability Score Improvement. The fighter can now Shot to avoid confusion with the Arcane Shot options, this
replace a large number of their chosen maneuver options feature is otherwise unchanged.
each time they gain this feature from this class.
Grand Arcane Shot. This is a new feature, designed to
bridge the damage gap between the previous 18th-level
Arcane Shot improvement and the feature's current
damage scaling.
Ozzifer's Unchained Fighter 17
Banneret Psi Warrior
Previously known as the Purple Dragon Knight, the The changes to the Psi Warrior are listed below.
changes to the Banneret are listed below. Higher Font. This feature includes the introduction of
War Banner. This is a new feature, intended to be the Psionic Dice (formerly Psionic Energy Dice) to the psi
subclass's defining feature; several other changes to the warrior. These dice are no longer a discrete set of dice, but
banneret involve this feature. are instead treated as special superiority dice, which both
function as normal superiority dice and can also fuel the
Rallying Cry. This feature can now only affect creatures psionic abilities of the subclass.
under the banneret's banner, rather than any allies within
60 feet of them, and only grants temporary hit points, Psionic Powers. This feature includes the 3rd-level
instead of restoring hit points; in exchange, the recipients psionic abilities previously gained from Psionic Power
gain 1d10 more points than previously. (which has been removed); the feature's abilities are
otherwise unchanged.
Inspiring Surge. The feature can only affect an ally
under the banneret's banner; in exchange, the allied Pugilist
creature can also move up to its speed during its reaction.
While it takes inspiration from the Brute (a playtest-
Bulwark. The feature can only affect an ally under the exclusive martial archetype that was never officially
banneret's banner; in exchange, the feature also grants that published), the Pugilist is a new archetype included to give
ally an additional benefit if it fails the rerolled saving throw. fighters a different choice of subclass. As such, there are no
changes to official material to be detailed here.
Noble Phalanx. This is a new feature.
Rune Knight
Cavalier
The changes to the Rune Knight are listed below.
The changes to the Cavalier are listed below. Giant's Might. The extra damage of this feature can be
Warding Maneuver. The cavalier can use this feature a
triggered once per turn, instead of once on each of the rune
number of times equal to their proficiency bonus between knight's turns.
long rests, instead of their Constitution modifier (a
minimum of once). The cavalier can also expend a Runic Shield. The rune knight can use this feature a
superiority die to reuse this feature. number of times between long rests equal to their
Constitution modifier (a minimum of once), instead of their
Champion proficiency bonus.
The changes to the Champion are listed below. Samurai
Remarkable Athlete. The champion now gains this
The changes to the Samurai are listed below.
feature at 3rd level, instead of 7th, to standardize the Bonus Proficiency. The fighter gains both a skill and a
number of features each subclass gets at this level.
language, instead of choosing between the two.
Enduring Grit. This is a new feature, which grants Fighting Spirit. The temporary hit points granted by
slightly more defensive capability to the champion.
this feature now directly scale with fighter level.
Echo Knight
Maneuvers
The changes to the Echo Knight are listed below.
Reclaim Potential. The echo knight can use this feature The changes to existing maneuvers are listed below.
Parry. This maneuver now specifies that it has a
a number of times equal to their proficiency bonus between
long rests, instead of their Constitution modifier (a minimum damage reduction of 1, and the figher regains
minimum of once). their reaction if they use this maneuver to nullify all
incoming damage. This is to differentiate the maneuver
Eldritch Knight from the Interception Fighting Style option.
The changes to the Eldritch Knight are listed below. Rally. This maneuver now specifies that it grants a
War Magic. Instead of allowing the eldritch knight to minimum of 1 temporary hit point.
follow up a cantrip with a weapon attack as a bonus action, Art Credits
this feature now allows the eldritch knight to cast a cantrip
in place of one of its attacks as part of the Attack action. The artists below are credited in alphabetical order. Where
possible, an art credit includes the website where the
Arcane Charge. The fighter can now teleport both artist's work can be found, and the pages on which their
before and after using Action Surge, instead of once. illustrations appear.
Greater War Magic. Instead of allowing the eldritch Huy Tran Viet (ArtStation; pg 10)
knight to follow up a spell with a weapon attack as a bonus Paizo (© Paizo; pg 7, 12, 16)
action, this feature now allows the eldritch knight to cast a Rayden Chen (ArtStation; pg 5)
spell in place of one or more of the attacks it takes as part Wang Ding / "wd" / "wang_ding" (ArtStation; cover)
of the Attack action. This is intended to give the eldritch Wizards of the Coast (© Wizards; pg 2, 9)
knight greater martial-spellcasting flexibility at the highest
tier of play, especially when compared to other flexible Thank You
martial casters.
... for taking the time to read this reimagining of the Cleric
class! If you have any feedback or suggestions, please
contact the author ─ /u/Ozzifer on Reddit ─ or consider
joining their Patreon.
18 Ozzifer's Unchained Fighter