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Fighter

Well-Rounded Specialists
Trained for Danger
Fighter Level Table
Creating a Fighter
        Quick Build
HERALDIC SIGN
        HERALDIC SIGNS
INSTRUCTOR
        INSTRUCTORS
SIGNATURE STYLE
        SIGNATURE STYLES
Class Features - [Hit Points] - [Proficiencies] - [Equipment]
        Fighting Style - [Archery] - [Defense] - [Dueling] - [Great Weapon Fighting] - [Protection] - [Two-Weapon Fighting]
        Second Wind
        Action Surge
        Martial Archetype
        Ability Score Improvement
        Extra Attack
        Indomitable
Martial Archetypes
        Champion - [Improved Critical] - [Remarkable Athlete] - [Additional Fighting Style] - [Superior Critical] - [Survivor]
        Battle Master - [Combat Superiority] - [StudentofWar] - [KnowYourEnemy] - [ImprovedCombatSuperiority] - [Relentless] - [Maneuvers]
        Eldritch Knight - [Spellcasting] - [EldritchKnightSpellcasting] - [Weapon Bond] - [War Magic] - [Eldritch Strike] - [Arcane Charge] - [Improved War Magic]
        ARCANE ARCHER - [A RCANE ARCHER FEATURES] - [A RCANE A RCH ER LOR E] - [A RCANE SHOT] - [M AGIC AR ROW] - [CURVING SHOT] - [E VER-RE ADY S H OT] - [A RCANE S H OT 0PT10N S]
        CAVALIER - [CAVALIER FEATURES] - [BONUS PROFICIENCY] - [BORN TO THE SADDLE] - [CAVALIERS, SAMURAI , AND HISTORY] - [UNWAVERING MARK] - [WARDING MANEUVER] - [HOLD THE LINE] - [FEROCIOUS CHARGER] - [V I GILANT D EFE NDE R]
        SAMURAI - [SAMURAI F EATUR ES] - [BONUS PROFICIENCY] - [FIGHTING SPIRIT] - [ELEGANT C O U RTIER] - [TIRE LESS SPIRIT] - [R APID STRIKE] - [S TRENGTH BEFORE D EATH]


LET ME KNOW WHEN YOU'RE ALL DONE TALKING. -Tordek A human in clanging plate arm or holds her Shield before her as she runs toward the m assed goblins. An elf behind her, clad in studded leather Armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, Helping the two Combatants coordinate their assault to the best advantage.
A dw arf in chain mail interposes his Shield between the ogre’s club and his com panion, Knocking the deadly blow aside. His com panion, a half-elf in scale Armor, swings tw o scim itars in a blinding whirl as she circles the ogre, looking for a blind spot in its Defenses. A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crow d’s deLight—and his own tactical advantage. His opponent’s sw ord flares with blue Light an instant before she sends Lightning flashing forth to smite him.
All of these heroes are Fighters, perhaps the most diverse class of characters in the w orlds of D u n g e o n s & D r a g o n s . Questing knights, conquering overlords, royal Champions, elite foot soldiers, hardened mercenaries, and bandit kings—as Fighters, they all share an unparalleled mastery with w eapons and Armor, and a thorough knowledge of the Skills of Combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face. Of all the adventurers in the worlds of D&D, the Fighter is perhaps the greatest paradox. On the one ha nd, a singular feature of the class is that no two Fighters ply their craft in quite the same way; their Weapons, Armor, and tactics differ across a vast spectrum. On the other hand , regardless of the Tools and methods one uses, at the heart of every Fighter's motivation lies the same basic truth: it is better to wound than to be wounded. Although some adventuring Fighters risk their lives fighting for glory or treasure, others are primarily concerned with the welfare of others. They put more value on the well-being of the society, the village, or the group than on their own safety. Even if there's gold in the offing, the true reward for most Fighters comes from Sending enemies to their doom. The sections below offer ways to add a little depth a nd a few personal touches to your Fighter character.

Well-Rounded Specialists

Fighters learn the Basics of all com bat styles. Every Fighter can sw ing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with som e degree of skill. Likewise, a Fighter is adept with Shields and every form of Armor. Beyond that basic degree of familiarity, each Fighter specializes in a certain style of Combat. S om e concentrate on Archery, som e on fighting with two w eapons at once, and som e on augmenting their martial Skills with magic. This com bination of broad general ability and extensive specialization m akes Fighters superior Combatants on battlefields and in dungeons alike.

Trained for Danger

Not every m em ber of the city watch, the village militia, or the queen’s army is a Fighter. M ost of these troops are relatively untrained soldiers with only the m ost basic com bat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are Fighters.
Som e Fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous w ork com m on am ong adventurers is second nature for a Fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few Fighters in the city watch have the opportunity to disCover a m agic flame tongue sword, for example.

Fighter Level Table

LevelProficiency BonusFeatures
1st+2Fighting Style, Second Wind
2nd+2Action Surge (one use)
3rd+2Martial Archetype
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Ability Score Improvement
7th+3Martial Archetype feature
8th+3Ability Score Improvement
9th+4Indomitable (one use)
10th+4Martial Archetype feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement
13th+5Indomitable (two uses)
14th+5Ability Score Improvement
15th+5Martial Archetype feature
16th+5Ability Score Improvement
17th+6Action Surge (two uses), Indomitable (three uses)
18th+6Martial Archetype feature
19th+6Ability Score Improvement
20th+6Extra Attack (3)Skills: C hoose two Skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Creating a Fighter

As you build your Fighter, think about two related elements of your character's background: W here did you get your com bat training, and what set you apart from the mundane w arriors around you? W ere you particularly ruthless? Did you get extra Help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for 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 o f life on a farm, or are you following a proud family tradition? W here did you acquire your w eapons and Armor? They might have been military issue or family heirloom s, or perhaps you scrim ped and saved for years to buy them. Your armaments are now am ong your m ost important possession s—the only things that stand betw een you and death’s embrace.

Quick Build

You can make a Fighter quickly by following these Suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee w eapons or on Archery (or finesse Weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight Martial Archetype. Second, choose the soldier background.

HERALDIC SIGN

Fighters typically do battle for a cause. Some fight on behalf of kingdoms besieged by monsters, while others quest only for personal glory. In either case, a Fighter often displays a heraldic s ign that represents that cause, either adopting the Symbol of a nation or a royal line, or creating a crest to represent one's self-interest. Your character could be affiliated with a n organization or a cause, and thus might alReady travel under a banner of some sort. If that's not the case, consider devising a HERALDIC SIGN that Symbolizes an aspect of your nature or speaks to what you see as your purpose in the world.

HERALDIC SIGNS

d6Sign
1A rampant golden dragon on a green field, representing valor and a quest for wealth
2The fist of a storm giant clutching Lightning before a storm cloud, Symbolizing wrath and power
3Crossed greatswords in front of a castle Gate, signifying the Defense of a city or kingdom
4A skull with a dagger through it, representing the doom you bring to your enemies
Aphoenix in a ring of fire, an expression of an Indomitable spirit
6Three drops of blood beneath a horizontal sword blade on a black background, Symbolizing three foes you have sworn to kill

INSTRUCTOR

Some Fighters are natural-born Combatants who have a talent for surviving in battle. Others learned the bas ics of their Combat prowess in their formative years from spending time in a military or some other martial organization, when they were taught by the leaders of the group.
A third type of Fighter comes from the ranks of those who received one-on-one instruction from an accomplished veteran of the craft. That INSTRUCTOR was, or perhaps still is, well versed in a certain aspect of Combat that relates to the student's background.
Ifyou decide that your character had an individual INSTRUCTOR, what is that person's specialty? Do you emulate your INSTRUCTOR in how you fight, or did you take the INSTRUCTOR's teachings and adapt them to your own purposes?

INSTRUCTORS

d6INSTRUCTOR
1Gladiator. Your INSTRUCTOR was a slave who fought for freedom in the arena, or one who willingly chose the gladiator's life to earn money and fame.
2Milit~ry. Your trainer served with a group of soldiers and knows much about working as a team.
3City Watch. Crowd control and peacekeeping are your INSTRUCTOR's specialties.
4Tribal Warrior. Your INSTRUCTOR grew up in a tribe, where fighting for one's life was practically an everyday occurrence.
5Street Fighter. Your trainer excels at urban Combat, combining close-quarters work with Silence and efficiency.
6Weapon Master. Your mentor Helped you to become one with your chosen weapon, by imparting highly specialized knowledge of how to wield it most effectively

SIGNATURE STYLE

Many Fighters dis tinguish themselves from their peers by adopting and perfecting a particula r 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 a re on the li ne.
Do you have a Combat style that mirrors your outlook on life, or is something else inside you unleashed whe n Weapons are drawn?

SIGNATURE STYLES

d6Style
1Elegant. You move with precise grace and total control, never using mo re energy than you need.
2Brutal. Your Attacks rain down like ha mmer blows, meant to splinter bone or send blood Flying.
3Cunning. You dart in to Attack at just the right mo - ment and use small-scale tactics to tilt t he odds in your favor.
4Effortless. You ra rely pers pire or d isplay anything other than a stoic expression in battle.
5Energetic. You sing and laugh d uring Combat as your spi rit soars. You are happiest when you have a foe in front of you and a weapon in hand.
6Sinister. You scowl and sneer while fighti ng, and you enjoy mocking your foes as you defeat them.

Class Features

As a Fighter, you gain the following Class Features.
Hit Points
Hit Dice:
1d 10 per Fighter level
Hit Points at 1st Level:
10 + your Constitution modifier
Hit Points at Higher Levels:
1d 10 (or 6) + your Constitution modifier per Fighter level after 1st
Proficiencies
Armor:
All Armor, Shields
Weapons:
Simple Weapons, martial w eapons
Tools:
None
Saving Throws:
Strength, Constitution
Skills:
C hoose two Skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following Equipment, in addition to the Equipment granted by your background:

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option m ore than once, even if you later get to choose again.
Archery
You gain a +2 bonus to Attack Rolls you make with Ranged w eapons.
Defense
W hile you are wearing Armor, you gain a +1 bonus to AC.
Dueling
W hen you are wielding a m elee w eapon in one hand and no other w eapons, you gain a +2 bonus to Damage Rolls with that weapon.
Great Weapon Fighting
W hen you roll a 1 or 2 on a damage die for an Attack you m ake with a m elee w eapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
W hen a creature you can see Attacks a target other than you that is within 5 feet of you, you can use your reaction to im pose disadvantage on the Attack roll. You must be wielding a Shield.
Two-Weapon Fighting
W hen you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from Harm. On Your Turn, you can use a bonus action to regain Hit Points equal to 1d 10 + your Fighter level.
O nce you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd Level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible bonus action.
O nce you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it tw ice before a rest, but only once on the sam e turn.

Martial Archetype

At 3rd Level, you ch oose an archetype that you strive to emulate in your com bat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd Level and again at 7th, 10th, 15th, and 18th Level.

Ability Score Improvement

W hen you reach 4th Level, and again at 6th, 8th, 12th, 14th, 16th, and 19th Level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. The number of Attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

Beginning at 9th Level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature tw ice between long rests starting at 13th level and three times between long rests starting at 17th Level.

Martial Archetypes

Different Fighters choose different approaches to perfecting their fighting prowess. The Martial Archetype you choose to emulate reflects your approach.

Champion

The archetypal Champion focuses on the development of raw physical pow er honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Improved Critical
Beginning when you ch oose this archetype at 3rd level, your w eapon Attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete
Starting at 7th Level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t alReady use your Proficiency Bonus. In addition, when you make a running long Jump, the distance you can Cover increases by a number of feet equal to your Strength modifier.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Superior Critical
Starting at 15th Level, your w eapon Attacks score a critical hit on a roll of 18-20.
Survivor
At 18th Level, you attain the pinnacle of resilience in battle. At the start of each of Your Turns, you regain hit points equal to 5 + your Constitution modifier if you have no m ore than half of your Hit Points left. You don’t gain this benefit if you have 0 Hit Points.

Battle Master

T hose w ho emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, com bat is an academ ic field, som etim es including subjects beyond battle such as Weaponsm ithing and calligraphy. Not every Fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those w ho do are well-rounded Fighters of great skill and knowledge.
Combat Superiority
W hen you ch oose this archetype at 3rd Level, you learn Maneuvers that are fueled by special dice called Superiority Dice.
Maneuvers.
You learn three Maneuvers of your choice, which are detailed under “M aneuvers” below. Many m aneuvers enhance an Attack in som e way. You can use only one maneuver per Attack.
You learn two additional Maneuvers of your choice at 7th, 10th, and 15th Level. Each time you learn new Maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice.
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th Level and one m ore at 15th Level.
Saving Throws.
S om e of your Maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
StudentofWar
At 3rd Level, you gain proficiency with one type of artisan’s Tools of your choice.
KnowYourEnemy
Starting at 7th Level, if you spend at least 1 minute observing or interacting with another creature outside Combat, you can learn certain information about its capabilities com pared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
ImprovedCombatSuperiority
At 10th level, your superiority dice turn into d10s. At 18th Level, they turn into d l2 s.
Relentless
Starting at 15th Level, when you roll Initiative and have no superiority dice remaining, you regain 1 superiority die.
Maneuvers
The Maneuvers are presented in alphabetical order.
Commander’s Strike.
W hen you take the Attack action on Your Turn, you can forgo one of your Attacks and use a bonus action to direct one of your com panions to strike. W hen you do so, choose a friendly creature w ho can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one w eapon Attack, adding the superiority die to the Attack’s damage roll.
Disarming Attack.
W hen you hit a creature with a weapon Attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item o f your choice that it’s holding. You add the superiority die to the Attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike.
W hen you hit a creature with a weapon Attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the Attack’s damage roll. The next Attack roll against the target by an Attacker other than you has advantage if the Attack is made before the start of your next turn.
Evasive Footwork.
W hen you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack.
You can expend one superiority die and use a bonus action on Your Turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next Attack roll against that creature. If that Attack hits, add the superiority die to the Attack’s damage roll.
Goading Attack.
W hen you hit a creature with a weapon Attack, you can expend one superiority die to attempt to goad the target into Attacking you. You add the superiority die to the Attack’s damage roll, and the target must make a W isdom 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.
Lunging Attack.
W hen you make a melee w eapon Attack on Your Turn, you can expend one superiority die to increase your reach for that Attack by 5 feet. If you hit, you add the superiority die to the Attack’s damage roll
Maneuvering Attack.
W hen you hit a creature with a w eapon Attack, you can expend one superiority die to maneuver one o f your com rades into a more advantageous position. You add the superiority die to the Attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking Opportunity Attacks from the target of your Attack.
Menacing Attack.
W hen you hit a creature with a weapon Attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the Attack’s damage roll, and the target must make a W isdom saving throw. On a failed save, it is Frightened of you until the end o f your next turn.
Parry.
W hen another creature dam ages you with a melee Attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack.
W hen you make a weapon Attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the Attack roll, but before any effects of the Attack are applied.
Pushing Attack.
W hen you hit a creature with a w eapon Attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the Attack's dam age roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Rally.
On Your Turn, you can use a bonus action and expend one superiority die to bolster the resolve of one o f your com panions. W hen you do so, choose a friendly creature w ho can see or hear you. That creature gains Temporary Hit Points equal to the superiority die roll + your Charisma modifier.
Riposte.
W hen a creature m isses you with a melee Attack, you can use your reaction and expend one superiority die to make a melee weapon Attack against the creature. If you hit, you add the superiority die to the Attack's damage roll.
Sweeping Attack.
W hen you hit a creature with a melee w eapon Attack, you can expend one superiority die to attempt to dam age another creature with the sam e Attack. C hoose another creature within 5 feet of the original target and within your reach. If the original Attack roll w ould hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original Attack.
Trip Attack.
W hen you hit a creature with a weapon Attack, you can expend one superiority die to attempt to Knock the target down. You add the superiority die to the Attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you Knock the target Prone.

Eldritch Knight

The archetypal Eldritch Knight com bines the martial mastery com m on to all Fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration Spells grant an Eldritch Knight additional Protection in battle, and evocation Spells deal damage to many foes at once, extending the Fighter’s reach in Combat. These knights learn a comparatively small number of Spells, com m itting them to m em ory instead of keeping them in a spellbook.
Spellcasting
W hen you reach 3rd Level, you augment your martial prow ess with the ability to cast Spells. S ee chapter 10 for the general rules of Spellcasting and chapter 11 for the w izard spell list.
Cantrips.
You learn two cantrips of your choice from the w izard spell list. You learn an additional w izard cantrip of your choice at 10th level.
Spell Slots.
The Eldritch Knight Spellcasting table show s how many spell slots you have to cast your Spells of 1st Level and higher. To cast one of these Spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st-Level and Higher.
You know three 1st-level w izard Spells of your choice, tw o of which you must ch oose from the abjuration and evocation Spells on the w izard spell list.
The Spells K now n colum n of the Eldritch Knight Spellcasting table show s when you learn m ore w izard 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 o f 1st or 2nd Level.
The Spells you learn at 8th, 14th, and 20th level can com e from any school of magic.
W henever you gain a level in this class, you can replace one of the w izard Spells you know with another spell o f your choice from the Wizard Spell List. The new spell must be of a level for w hich you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability.
Intelligence is your Spellcasting ability for your w izard Spells, since you learn your Spells through study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a w izard spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell Attack modifier = your proficiency bonus + your Intelligence modifier
EldritchKnightSpellcasting
x—Spel Slots per Spell Level—
FighterLevelCantripsKnownSpellsKnown1st2nd3rd4th
3rd232
4th243
5th243
6th243
7th2542
8th2642
9th2642
10th3743
11th3843
12th3843
13th39432
14th310432
15th310432
16th311433
17th311433
18th311433
19th3124331
20th3134331
Weapon Bond
At 3rd Level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The w eapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
O nce you have bonded a w eapon to yourself, you can’t be disarm ed of that w eapon unless you are Incapacitated. If it is on the sam e plane of existence, you can sum m on that weapon as a bonus action on your turn, causing it to Teleport instantly to your hand.
You can have up to two bonded w eapons, but can sum m on only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
War Magic
Beginning at 7th Level, when you use your action to cast a cantrip, you can make one w eapon Attack as a bonus action.
Eldritch Strike
At 10th level, you learn how to m ake your weapon strikes undercut a creature’s Resistance to your Spells. W hen you hit a creature with a w eapon Attack, that creature has disadvantage on the next saving throw it m akes against a 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 before or after the additional action.
Improved War Magic
Starting at 18th Level, w hen you use your action to Cast a Spell, you can m ake one w eapon Attack as a bonus action.

ARCANE ARCHER

An ARCANE ARCHER s tudies a unique elven method of a rchery that weaves magic into Attacks to produce supernatural effects. ARCANE ARCHERs are some of the most elite warriors a mong the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters a nd invade rs before they can reach elven settle ments . Over the centuries, the methods of these elf a rchers have been learned by members of other races who can also balance arcane aptitude w ith a rche ry.
A RCANE ARCHER FEATURES
FighterLevelFeature
3rdArcane Arche r Lore, Arcane Shot (2 options)
7thCurvi ng Shot, Magic Arrow, Arcane Shot (3 options)
10thArcane Shot (4 options)
15thEver-Ready Shot, Arcane Shot (5 opt ions)
18thArcane Shot (6 ? Ptions, improved shots)
A RCANE A RCH ER LOR E
At 3rd Level, you learn magical theory or some of the secrets of nature-typical for practitioners of this elven martial tradition. You choose to gain proficie ncy in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or the Druidcraft cantrip.
A RCANE SHOT
At 3rd Level, you learn to unleash s pecia l magical effects with some of your shots. When you gain this feature, you learn two Arcane S hot options of your choice (see "Arcane S hot Options" below).
Once per turn when you fire a magic arrow from a shortbow or longbow as pa rt of the Attack action, you can apply one of your Arcane S hot options to that arrow. You decide to use the option when the a rrow hits a creature, unless the option doesn't involve a n Attack roll. You have two uses of this ability, and you regain all expended uses of it when you fi nish a short or long rest.
You gain an additiona l Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, a nd 18th Level. Each option also improves when you become an 18th-level Fighter.
M AGIC AR ROW
At 7th Level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical a rrow from a shortbow or longbow, you ca n ma ke it magical for the purpose of overcoming Resistance and immunity to nonmagical Attacks a nd da mage. T he magic fades from the a rrow immediately after it hits or misses its target.
CURVING SHOT
At 7th Level, you learn how to direct a n erra nt arrow toward a new target. When you ma ke a n Attack roll with a magic arrow a nd miss, you can use a bonus action to reroll the a ttack roll against a differe nt target within 60 feet of the original ta rget.
E VER-RE ADY S H OT
S ta rting at 15th Level, your magica l a rchery is available whenever battle s ta rts. Ifyou roll Initiative a nd have no uses of Arcane S hot remain ing, you regain one use of it.
A RCANE S H OT 0PT10N S
The Arcane S hot feature lets you choose options for it at cer tain levels. T he options are presented here in alphabetical order. They ar e all magical effects, and each one is associated with one of the schools of magic.
Ifa n option requires a saving throw,your Arcane Shot save DC equals 8 + your proficiency bonus + your Intell igence modifie r.
Banishing Arrow.
You use abjuration magic to try to temporarily banish your ta rget to a Harmless location in the Feywild. The creature hit by the arrow must a lso succeed on a Charism a saving throw or be banished. W hile ba nis hed in this way, the target's speed is 0, and it is Incapacitated. At the end of its next turn, the ta rget reappears in the s pace it vacated or in the nearest unoccupied s pace if that Space is occupied.
After you reach 18th Level in this class, a target also takes 2d6 force da mage when the a rrow hits it.
Beguiling Arrow.
Your encha ntment magic causes this arrow to tempora rily beguile its target. The creature hit by the a rrow takes a n extra 2d6 psychic damage, a nd choose one of your aJJies within 30 feet of the target. The target must s ucceed on a Wisdom saving throw, or it is cha rmed by the chosen ally until the start of your next turn. This effect ends early if the chosen a lly Attacks the Charmed target, deals da mage to it, or forces it to m ake a saving throw.
The psychic damage increases to 4d6 when you reach 18th Level in this class.
Bursting Arrow.
You imbue your arrow with force energy drawn from the school of evocation. The e nergy detonates a fter your Attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it ta ke 2d6 force da mage each.
The force damage increases to 4d6 when you reach 18th Level in this class.
Enfeebling Arrow.
You weave necromantic magic into your arrow. The creature hit by the arrow ta kes an extra 2d6 necrotic damage. The target must a lso s ucceed on a Cons titution saving throw, or the da m age dealt by its weapon Attacks is ha lved until the start of your next turn.
The necrotic da mage increases to 4d6 when you reach 18th Level in this class.
Grasping Arrow.
When this arrow s trikes its target, conjuration magic creates grasping, poisonous bram - bles, which wrap a round the ta rget. T he creature hit by the arrow takes an extra 2d6 poison da mage, its speed is reduced by 10 feet, and it takes 2d6 slashfog damage the fi rst time on each turn it moves 1 foot or more without Teleporting. T he target or a ny creature tha t can reach it can use its action to remove the brambles with a s uccessful S tre ngth (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and s lashing damage both increase to 4d6 ~hen you reach 18th Level in this class.
Piercing Arrow.
You use transmutation magic to give your arrow a n ethe real qua lity. When you use this option, you don't make an Attack roll for the Attack. Ins tead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes ha rmlessly through objects, ignoring Cover. Each creature in that line must make a D exterity saving throw. On a failed save, a creature takes dama ge as if it were hit by the a rrow, plus a n extra ld6 piercing damage. On a successful save, a target takes ha lf as much damage.
The piercing da mage increases to 2d6 when you reach 18th Level in this class.
Seeking Arrow.
Using Divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an Attack roll for the Attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters Cover and half Cover. If the target is within the weapon's Range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.
The force damage increases to 2d6 when you reach 18th Level in this class.
Shadow Arrow.
You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th Level in this class.

CAVALIER

The archetypal CAVALIER excels at Mounted Combat. Usua lly born among the nobility and raised at court, a CAVALIER is equally at home leading a cavalry charge or exchanging repartee at a state dinner. CAVALIERs also learn how to guard those in their charge from Harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these Fighters leave their lives of comfort to embark on glorious adventure.
CAVALIER FEATURES
Fighter LevelFeature
3rdBONUS PROFICIENCY, BORN TO THE SADDLE, UNWAVERING MARK
7thWARDING MANEUVER
10thHOLD THE LINE
15thFEROCIOUS CHARGER
18thVigilant Defender
BONUS PROFICIENCY
When you choose this archetype at 3rd Level, you gain proficiency in one of the following Skills ofyour choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
BORN TO THE SADDLE
Starting at 3rd Level, your mastery as a rider becomes apparent. You have advantage on Saving Throws made to avoid falling off your mount. Ifyou fall off your mount and descend no more than 10 feet, you can land on your feet ifyou're not Incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your Speed.
CAVALIERS, SAMURAI , AND HISTORY
While both CAVALIERs and SAMURAI existed in the real world, our inspirations for both Fighter archetypes are taken from popular culture (folk tales, movies, and comic books), not from history. Our intent is to capture the cinematic, heroic element of both archetypes in the game, rather than create an accurate historical representation of either one.
UNWAVERING MARK
Starting at 3rd Level, you can menace your foes, foiling their Attacks and punishing them for Harming others . When you hit a creature with a melee weapon Attack, you can mark the creature until the end of your next turn. This effect ends early ifyou are Incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet ofyou, a creature marked by you has disadvantage on any Attack roll that doesn't target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon Attack against the marked creature as a bonus action on your next turn. You have advantage on the Attack roll, and if it hits, the Attack's weapon deals extra damage to the target equa l to half your Fighter level.
Regardless of the number of creatures you mark, you can make this special Attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
WARDING MANEUVER
At 7th Level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. Ifyou or a creature you can see within 5 feet of you is hit by an Attack, you can 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 target's AC against that Attack. If the Attack still hits, the target has Resistance against the Attack's damage.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain a ll expended uses of it when you finish a long rest.
HOLD THE LINE
At 10th level, you become a master of locking down your enemies. Creatures provoke an opportun ity Attack from you when they move 5 feet or more whi le within your reach, and if you hit a creature with a n opportunity Attack, the target's speed is reduced to 0 until the end of the current turn.
FEROCIOUS CHARGER
S ta rting at 15th Level, you can run down your foes, whe ther you're mounted or not. U you move at least 10 feet in a straight line right before Attacking a creature a nd you hit it w ith the Attack, that target must succeed on a S tre ngth saving throw (DC 8 +your proficie ncy bonus+ your S tre ngth modifie r) or be Knocked Prone. You can use this feature only once on each ofYour Turns.
V I GILANT D EFE NDE R
Starting at 18th Level, you respond to danger with extraordina ry vigila nce. In Combat, you get a special reaction that you can ta ke once on every creature's tu rn, except Your Turn. You can use this specia l reaction only to ma ke an opportunity Attack, a nd you can't use it on the sa me turn that you take your normal reaction

SAMURAI

T he SAMURAI is a fi ghter who draws on a n implacable fighting s pir it to overcome enem ies. A SAMURAI's resolve is nearly unbreakable, a nd the enemies in a Samura i's path have two choices: yield or die fighting.
SAMURAI F EATUR ES
Fighter Level Feature
3rdBONUS PROFICIENCY, FIGHTING SPIRIT (5 temp. hp)
7thElegant Courtier
10thTireless Spirit, FIGHTING SPIRIT (10 temp. hp)
15thRa pid Strike, FIGHTING SPIRIT (1 5 tem p. hp)
18thStrength before Death
BONUS PROFICIENCY
When you choose this archetype at 3rd Level, you gain proficiency in one of the following Skills of your choice: History, Ins ight, Pe rforma nce, or P ersuas ion. Alternatively, you learn one la nguage of your choice.
FIGHTING SPIRIT
S ta rting at 3rd Level, your intensity in battle can s hield you and Help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon Attack rolls until the end of the curre nt tum. Whe n you do so, you also gain 5 tempora ry Hit Points. The numbe r of tempora ry Hit Points increases when you reach certa in levels in this class, increasing to 10 a t 10th level and 15 at 15th Level.
You can use this feature three times, and you regain a ll expended uses of it when you finish a long rest.
ELEGANT C O U RTIER
S ta rting at 7th Level, your discipline a nd attention to detail allow you to excel in social s ituations. Whe never you ma ke a Cha risma (Pers uasion) check, you gain a bonus to the check equal to your Wisdom modifier. Your self-control also causes you to gain proficiency in Wisdom Saving Throws . Ifyou alReady have this proficiency, you instead gain proficie ncy in Inte lligence or Charis ma Saving Throws (your choice).
TIRE LESS SPIRIT
Starting at 10th level, when you roll Initiative and have no uses of Fighting S pirit re ma ining, you regain one use.
R APID STRIKE
S ta rting at 15th Level, you learn to trade accuracy for swift strikes. Tf you take the Attack action on Your Turn a nd have advantage on a n Attack roll agains t one of the targets, you can forgo the advantage for tha t roll to ma ke a n additiona l weapon Attack agains t that target, as part of the same action. You can do so no more than once per turn.
S TRENGTH BEFORE D EATH
Starting at 18th Level, your FIGHTING SPIRIT can delay the grasp of death. Ifyou take da mage that reduces you to 0 Hit Points a nd doesn't kill you outright, you can use your reaction to delay fa lling Unconscious, a nd you can immediately take a n extra turn, interrupting the current turn. While you have 0 Hit Points during that extra turn, taking damage causes death saving throw failures as normal, a nd three death saving throw failures can s till kill you. When the extra turn ends, you fa ll Unconscious ifyou s till have 0 Hit Points.
Once you use this feature, you can't use it again until you finis h a long rest.