Legendary Classes

Welcome to Legendary Classes! The next major update for Legendary Player Characters, a supplement for Dungeons and Dragons 5th Edition that intends to give rules for buffing up players so one on one games (1 DM and 1 Player) is much more possible!

Now of course, let me start by saying the obvious: This class breaks all typical 5e balancing conventions, it should not be used in regular play, nor should it be compared to regular 5e classes.

Legendary classes are meant to make a single player worth the equivalent of 3 players (Without just tripling damage output and HP) So it's going to be significantly more powerful than the regular version of the class.

Why?

Why would you use this? Why would you play D&D with two people when it's meant for a larger group? There's a myriad of reasons really, but below are a few good ones.

  • It's easier to schedule and prepare for, instead of having to manage the schedules of six different people, you've reduced that total to two, making it much easier to arrange sessions for D&D.

  • This helps with protagonist syndrome... In a normal campaign, no one player should outshine the others, and you'll often hear horror stories of players who try to take the spotlight... In solo games with one player and one DM, that is not a problem! The singular player can shine as bright as they want without worry of making other players feel useless.

  • It can simply be a lot of fun. I've played solo games a lot with my partner, and before I began making Legendary Player Characters, it was... Really difficult to actually run encounters and make characters without things feeling really bad, because D&D isn't made for solo play.

Of course as mentioned, there's far more reasons than just those three. If you don't think you'd like this, then that's perfectly fine! Solo play isn't for everyone. I personally prefer it and that's just how I play the game, everyone plays in their own way.

For anyone else who prefers solo style or is interested in giving it a try, then this class and the full Legendary Player Characters document are right up your alley!


Legendary Player Characters

As mentioned to the left of this text, this is meant as a supplement for the Legendary Player Characters document. You can find the links to the full 168 page document below!

Google Drive

Homebrewery

It is not mentioned in the class specifically, but this class does still use Legendary Actions. Nothing has been changed about the Legendary Action rules from the LPC document, and the legendary actions you can choose for this class can be found at the end of this document!

Encounters

When calculating encounters for a player with this class, consider them to be equivalent to three characters of the same level.

I recommend using milestone leveling with this system, however if you do not and want to use XP, then you should reward a third of the xp they would normally gain (So they don't level rapidly)

If the PC is using Auric Emotions or Signs of Labors in tandem with this class, treat them as three and a half characters. If they are using both in tandem with this class, treat them as four characters.

Leveling

Legendary Classes are special, even aside from their increased power. Their maximum level has been increased from 20 to 30, and not only that-but every legendary class will have rules for leveling beyond 30. To an infinite amount.

Again I strongly recommend using milestone leveling, as I do not have a good experience total required for levels beyond 20 (Especially once you begin going into 31+)

You can find what features the Legendary class gains for every level beyond 30 on the same page that their legendary actions are listed.

Multiclassing

Assume the following for multiclassing:

  • You may multiclass as normal up to level 30.

  • Once you hit level 31, you begin receiving the Leveling Beyond 30 features for your particular class. You do not receive any features they would receive at an earlier level.

  • For example, a level 10 Legendary Rogue and level 20 Legendary Sorcerer wouldn't receive Legendary Sorcerer's 21-30 features when they begin leveling beyond 30, nor would they receive Legendary Rogue's 11-30 features.

Legendary Fighter
Level Proficiency
Bonus
Features Mastery
Die
Mastery
Dice
Maneuvers
Known
Combat
Rank
1st +2 Martial Mastery, Semi Proficiencies d4 3 3
2nd +2 Adept Improvement, Master at Arms d4 3 3 1
3rd +2 Combat Training, Martial Archetype d4 3 4 1
4th +2 Ability Score Improvement, Adept Improvement d4 3 4 1
5th +3 Extra Attack d6 4 5 1
6th +3 Adept Improvement, Archetype Feature d6 4 5 1
7th +3 Legendary Ability Score Improvement, Combat Training (2) d6 4 6 2
8th +3 Ability Score Improvement, Adept Improvement d6 4 6 2
9th +4 Indomitable d6 5 7 2
10th +4 Adept Improvement, Archetype Feature d6 5 7 2
11th +4 Extra Attack (2), Combat Training (3) d8 5 8 2
12th +4 Ability Score Improvement, Adept Improvement d8 5 8 3
13th +5 Heart of War d8 6 9 3
14th +5 Adept Improvement, Archetype Feature,
Indomitable (2)
d8 6 9 3
15th +5 Legendary Ability Score Improvement, Combat Training (4) d8 6 10 3
16th +5 Ability Score Improvement, Adept Improvement d8 6 10 3
17th +6 Extra Attack (3) d10 7 11 3
18th +6 Adept Improvement, Archetype Feature d10 7 11 4
19th +6 Combat Training (5), Indomitable (3) d10 7 12 4
20th +6 Ability Score Improvement, Adept Improvement d10 7 12 4
21st +7 Archetype Feature d10 8 13 4
22nd +7 Adept Improvement, d10 8 13 5
23rd +7 Legendary Ability Score Improvement, Extra Attack (4),
Combat Training (6)
d12 8 14 5
24th +7 Ability Score Improvement, Adept Improvement,
Indomitable (4)
d12 8 14 5
25th +8 Archetype Feature d12 9 15 5
26th +8 Adept Improvement, Heart of War Improvement d12 9 15 5
27th +8 Combat Training (7) d12 9 16 6
28th +8 Ability Score Improvement, Adept Improvement d12 9 16 6
29th +9 Extra Attack (5), Indomitable (5) d12+2 10 17 6
30th +9 Adept Improvement, Master of War d12+2 10 17 6

Class Features

Your Class gains the following features

Hit Points


  • Hit Dice: 2d10
  • Hit Points at 1st Level: 20 + two times your Constitution modifier
  • Hit Points at Higher Levels: 2d10 (11) + two times your Constitution modifier per Fighter level after 1st.

Proficiencies


  • Armor: Light Armor, Medium Armor, Heavy Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity/Constitution (Choose 1)
  • Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Martial Mastery

1st Level Feature

You have begun to achieve a level of martial mastery and warfare knowledge unlike any other warrior.

Maneuver Dice

The fighter table shows how many Mastery Dice you have to perform the Maneuvers you know. To use a Maneuver, you must expend one of these dice. You can only use one Maneuver per attack, ability check or saving throw. You regain all expended Mastery Dice upon completing a short or long rest.

If a Maneuver says "Equal to your Mastery Die" or something similar within its text, that means you roll your mastery die and use whatever you rolled as the number for said feature.

Your Mastery Dice begin as d4's, and increase in size as you gain levels in this class; as shown in the fighter class table.

Maneuvers Known

The Maneuvers Known column of the Legendary Fighter class table shows how many Maneuvers you know at any given level.

If a Maneuver has a level prerequisite, you must be at least that level in the Fighter class in order to learn it.

Whenever you gain a level in this class, you may exchange one Maneuver you know for another.

Maneuver Saving Throws

If a Maneuver requires a creature to make a saving throw, your Maneuver saving throw DC is as follows:

Maneuer save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (Your choice)


Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Chain Mail, (b) Scale Male or (c) Leather Armor
  • (a) A Simple/Martial weapon and a shield or (b) 2 Simple/Martial weapons
  • (a) A light crossbow and 20 bolts or (b) 2 Simple weapons with the light property
  • (a) A dungeoneer's pack or (b) An explorer's pack










Semi Proficiencies

Additionally at 1st level, you choose a number of skills equal to the amount you normally get upon choosing your starting class (2 as a Fighter) you gain semi proficiency in these skills. Meaning you add half of your proficiency bonus (Rounded down) to checks made with them.

Additionally, choose one saving throw you lack proficiency in. You gain the same bonus to rolls made for that particular saving throw.

If you ever gain proficiency in a skill or saving throw you had semi-proficiency in, you may move your semi-proficiency to a new one of the same type.

You only gain this feature if Fighter is the first class you choose. You can not have two instances of this feature from separate classes.

Adept Improvement

Feature that is gained at every even Level

Whenever you gain this feature, you may select a Minor Improvement from the options available listed later in this document. Once selected, Minor Improvements cannot be changed.

Master at Arms

2nd Level Feature

You have reached a level of skill and technique that exceeds all other types of warriors, this is represented by something known as your Combat Rank. Your Combat Rank starts at 1 and increases by 1 every 5 levels (7/12/17/22/27) this increase is showcased in the Combat Rank column of the Legendary Fighter class table.

Your armor and weapons gain special bonuses that increase with your Combat Rank, refer to the following text to see what kind of bonuses your armor or weapon may gain.

Armor Bonuses

The below features apply to armor you are wearing that you are proficient in, alongside shields and being unarmored.

Unarmored

You gain these benefits while wearing no armor

At the start or end of another creatures turn, you may move up to 5-feet without provoking attacks of opportunity. You may do so a number of times equal to your Combat Rank.

At the start of each of your turns, you regain a number of usages of this feature equal to half your Combat Rank (Rounded down, minimum of 1)

Lightly Armored

You gain these benefits while wearing light armor

Whenever you suffer bludgeoning or falling damage, you may halve the damage you suffer (No action required) You may do so a number of times equal to your Combat Rank.

At the start of each of your turns, you regain a number of usages of this feature equal to half your Combat Rank (Rounded down, minimum of 1)

Moderately Armored

You gain these benefits while wearing medium armor

Whenever you suffer piercing or slashing damage, you may halve the damage you suffer (No action required) You may do so a number of times equal to your Combat Rank.

At the start of each of your turns, you regain a number of usages of this feature equal to half your Combat Rank (Rounded down, minimum of 1)

Heavily Armored

You gain these benefits while wearing heavy armor

Whenever you make an ability check or saving throw against being grappled, moved against your will, knocked prone, Restrained or Stunned, you may gain a bonus to the ability check or saving throw equal to your Combat Rank.

Shield Bearer

You gain these benefits while wielding a shield

You gain a bonus to all Dexterity saving throws equal to your Combat Rank.


Weapon Types

The below features apply to any weapons you wield that you are proficient in.

Dual Weapons

You gain these benefits while wielding two or more weapons at the same time

When you would be hit with a weapon attack while wielding two or more weapons, you can use your reaction to increase your AC by an amount equal to two times your Combat Rank. After using this reaction, your AC is increased by one third of your Combat Rank (Rounded up, minimum of 1) until the start of your next turn.

If you have the Parry or Riposte maneuver, you may use this ability and one of those maneuvers as apart of the same reaction.

One-Handed Weapons

You gain these benefits while wielding a weapon in one hand and no weapon in your other hand

You gain a bonus to attack rolls with one handed melee weapons equal to half your Combat Rank (Rounded up, minimum of 1)

You also gain a bonus to damage rolls with one handed melee weapons equal to your Combat Rank.

Ranged Weapons

You gain these benefits while using a ranged weapon

You add your Combat Rank plus half your Combat Rank (Rounded up) to the attack rolls made with ranged weapons (For example, if your Combat Rank is 5, you gain a +8 bonus to ranged attack rolls from this feature)

Thrown Weapons

You gain these benefits while using a weapons thrown property

The short range of throwing weapons is increased by 5 times your Combat Rank, their long range is increased by 15 times your Combat Rank.

Two-Handed Weapons

You gain these benefits while wielding a single weapon in two or more hands

You add your Combat Rank plus half your Combat Rank (Rounded up) to the damage rolls made with two handed weapons (For example, if your Combat Rank is 5, you deal 8 bonus damage from this feature)

Unarmed

You gain these benefits while wielding no weapons

When you hit a creature with a melee weapon attack while within your unarmed strikes reach, you may immediately follow up by striking them, dealing additional bludgeoning damage equal to your Strength or Dexterity modifier (Your choice) You must have a free hand (Or feet) available to do so.

You may do so a number of times equal to your Combat Rank.

At the start of each of your turns, you regain a number of usages of this feature equal to half your Combat Rank (Rounded down, minimum of 1)

Combat Training

3rd/7th/11th/15th/19th/23rd/27th Level Feature

Whenever you gain this feature, you may choose a Combat Trait from the options listed later in this document. Some features have a level prerequisite, in order to choose that feature, you must have at least that many levels in the Fighter class.

Martial Archetype

3rd/6th/10th/14th/18th/21st/25th Level Feature

Upon gaining this feature, you choose an archetype to fall into. This choice helps define how you wield and use your techniques. Your choice grants you features at certain levels in the Fighter class, as indicated in the Fighter class table. The options can be found later in this document.

Ability Score Improvement

4th/8th/12th/16th/20th/24th/28th Level Feature

When you gain this feature, 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. Alternatively, you can choose a feat.

When you reach 7th level and again at levels 15 and 23, you gain a Legendary Ability Score Improvement. You may either gain the benefits of a regular ASI as per the rules up above, or you may take a Legendary Feat, which are listed in the Legendary Player Characters document.

Extra Attack

5th/11th/17th/23rd/29th Level Feature

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

When you reach certain levels in this class, the number of attacks you can make as part of your Attack action increases; at 11th level (3 attacks), at 17th level (4 attacks), at 23rd level (5 attacks) and at 29th level (6 attacks)

Indomitable

9th/14th/19th/24th/29th Level Feature

Whenever you fail a saving throw, you may reroll it once, potentially turning it into a success. If you do succeed, you are unable to use this feature until you complete a long rest. If you still fail the saving throw, you do not lose your usage of this feature.

The number of times you can use this ability between long rests increases at the following levels: 14th Level (2 uses), 19th Level (3 uses), 24th Level (4 uses), and 29th Level (5 uses)

You are able to reroll a saving throw you fail, potentially turning it into a success. If you do succeed, you are unable to use this feature until you complete a long rest. If you still fail the saving throw, you do not lose your usage of this feature.


Heart of War

13th/26th Level Feature

Whenever you roll initiative, you recover expended Mastery die equal to half your Mastery die maximum (Rounded down)

Once you reach 26th level, you instead recover all of your expended Mastery die upon rolling initiative.

Master of War

Finally at 30th level, you have achieved a level of combat superiority and skill that few others can match, granting you the following benefits:

  • Once per turn when you roll a Mastery die, you may reroll it. If you do so, you must use the new result.

  • Once per round you may use a maneuver you know without expending a mastery die.

  • Every 10 minutes that pass, you recover one expended mastery die.

Martial Archetype

A fighters Martial Archetype is their subclass, and represents how they fight. They choose their archetype at 3rd level, and gain features then and again at levels 6, 10, 14, 18, 21 and 25.

Subclasses

All subclasses can be found below

Arcane Knight (Page 8-9) - A half-caster subclass based on wizard that infuses their strikes with spell schools.

Brute (Page 10) - A savage subclass that hits savagely hard.

Cavalier (Page 11) - A bonded subclass that rides a steed into battle.

Champion (Page 12) - A well trained subclass that enhances you fighter flavor to an intense degree.

Echo Knight (Page 13) - A united subclass that never stands alone.

Gale Warrior (Page 14) - A tempestuous subclass that wields winds sharper than any blade.

Juggernaut (Page 15) - A dauntless subclass that focuses on an impenetrable defense.

Magus (Page 16) - A half-caster subclass based on sorcerer that is the basic spellblade archetype.

Prodigy (Page 17) - A naturally talented subclass that gains countless ability score improvements.

Psi Warrior (Page 18) - A psionic subclass that wields their mind in tandem with blades.

Rune Knight (Page 19) - A giant subclass that emulates the might of both barbarians and giants.

Samurai (Page 20) - A noble subclass that wields their fighting spirit as a resource in their battles.


Half-Casting Subclasses

Some martial archetypes are considered to be half-casters, which means they have spell slots and spellcasting. The specifics of how their spellcasting works depends on what fullcaster the subclass is based on, but below you can find the table to determine how many spell slots you have at each level.

Unlike classes that do gain spellcasting as apart of their base class, a half-caster subclass does not gain any extra resources for their casting if they level beyond level 30.

Half-Caster Spellcasting
Level 1st 2nd 3rd 4th 5th 6th 7th 8th
3rd 2
4th 3
5th 3
6th 4 2
7th 4 2
8th 4 3
9th 4 3
10th 4 3 2
11th 4 3 2
12th 4 3 3
13th 4 3 3
14th 4 3 3 1
15th 4 3 3 1
16th 4 3 3 2
17th 4 3 3 2
18th 4 3 3 3 1
19th 4 3 3 3 1
20th 4 3 3 3 2
21st 4 3 3 3 2
22nd 4 3 3 3 2 1
23rd 4 3 3 3 2 1
24th 4 3 3 3 2 1
25th 4 3 3 3 2 1
26th 4 3 3 3 2 1 1
27th 4 3 3 3 2 1 1
28th 4 3 3 3 2 1 1
29th 4 3 3 3 2 1 1
30th 4 3 3 3 2 1 1 1

Arcane Knight

Rework of Arcane Archer

Many can wield both magic and martial might at the same time, but few can fuse them into the same thing. Arcane Knights are mighty warriors who merge the gap between the arcane and physical prowess.

Wizard Spellcasting

3rd Level Feature

You gain the spellcasting trait as a wizard possesses it, however you refer to the half-caster spellcasting table found on Page 7 for determining how many spell slots you have.

You do not gain cantrips unless there's a specific subclass feature that grants them, otherwise your casting works exactly as a wizards does. You gain a spellbook, your spellcasting ability is Intelligence, and you can learn and prepare spells as a wizard does.

Whenever you first gain this feature, you may add 6 wizard spells to your spellbook (As a reminder, the wizard spell list encompasses every spell) Whenever you gain a level in your class, you may add an additional wizard spell of a level you can cast to your spell book.

When preparing spells, you choose a number of spells equal to half your fighter level (Rounded down) + your intelligence modifier. All spells must be of a level you can cast, and must be in your spellbook.

You can also scribe spells into your spellbook as per the Wizard class.


Arcane Imbuement

3rd Level Feature

You learn how to imbue magic into your attacks, whenever you finish a long rest, you may prepare a number of Arcane Imbuements equal to 1 + your Combat Rank (The imbuements available are listed on the next page)

When you hit a creature with a weapon attack, you may expend a spell slot of 1st level or higher to empower the attack with a certain school of magic, causing a certain effect depending on the chosen imbuement.

Your Arcane Imbuements become stronger depending on the level of spell slot used, as detailed in the Imbuements description.

If your Arcane Imbuement provokes a saving throw, its saving throw DC is the same as your spell save DC.

Arcane Charge

6th/14th/21st Lvel Feature

You gain access to a special resource known as Arcane Charges, you have two Arcane Charges, and you regain them upon completing a long rest.

Instead of expending a spell slot, you may expend an Arcane Charge in order to use an Arcane Imbuement. If you do so, the level of spell slot expended is considered to be equal to half your proficiency bonus (Rounded up)

The number of charges you have increases to 4 at 14th level, and 6 at 21st level.

Supremely Magical Attack

10th Level Feature

When you cast a spell of 1st level or higher that requires a spell attack roll, you may apply an Arcane Imbuement you know to that spell attack roll, with the level being equal to the level of spell slot expended to cast the spell.

If the spell features multiple attack rolls (Such as with the Scorching Rays spell) this only applies to one of the attack rolls.

Once you use this feature, you cannot do so again until you complete a short or long rest.

Arcane Recall

18th Level Feature

Whenever you roll initiative, you regain expended Arcane Charges equal to half your maximum number of Arcane Charges.

Imbuement Fusion

25th Level Feature

Once per round when you hit a creature with a weapon attack, you may use two Arcane Imbuements on them at once rather than only one (You still must expend a spell slot for each individual imbuement however)

Arcane Imbuements

Arcane Knight Continued

Below you can find the options available to an Arcane Knight to learn. They start knowing 3 Imbuements and learn another at the following levels:

Damage dealt by imbuements is considered magical for the purposes of overcoming immunity and resistance to damage.

Banishing Imbuement

Abjuration Imbuement

The target suffers an additional 1d6 force damage, plus an additional 1d6 damage per level of spell slot expended. Additionally, the target must succeed on a Charisma saving throw or be banished to a harmless demiplane until the end of its next turn. It is incapacitated and has 0 speed while within the demiplane, and it reappears in its previous space, or the closest available space that is space if its old space is occupied.

Beguiling Imbuement

Enchantment Imbuement

The target suffers an additional 1d6 psychic damage, plus an additional 1d6 damage per level of spell slot expended. Additionally, the target must succeed on a Wisdom saving throw or be Charmed by one creature of your choice within 30-feet of you until the end of your next turn. This effect ends early if the creature whom the target is Charmed by attacks it, damages it or forces it to make a saving throw.

Bursting Imbuement

Evocation Imbuement

The target and all other creatures within 10-feet of it (Excluding yourself) suffer 1d6 force damage, plus an additional 1d6 damage per level of spell slot expended. For every level of spell slot expended beyond the first, the radius is increased by 5-feet.

Crushing Imbuement

Graviturgy Imbuement

The target suffers an additional 1d6 bludgeoning damage, plus an additional 1d6 damage per level of spell slot expended. Additionally, the target must succeed on a Constitution saving throw, on a failed saving throw, they suffer half of the initial damage they took (Rounded up) at the start of their next turn.


Enfeebling Imbuement

Necromancy Imbuement

The target suffers an additional 1d6 necrotic damage, plus an additional 1d6 damage per level of spell slot expended. Additionally, the target must succeed on a Constitution saving throw or have all weapon damage it deals halved until the end of your next turn.

Grasping Imbuement

Conjuration Imbuement

The target suffers an additional 1d6 slashing damage, plus an additional 1d6 damage per level of spell slot expended. Additionally, the target is enveloped by brambles, reducing their speed to 0 until the end of your next turn.

Piercing Imbuement

Transmutation Imbuement

The target suffers an additional 1d6 piercing damage, plus an additional 1d6 damage per level of spell slot expended. Additionally, all creatures in a 5-feet wide line that is 30-feet long line originating behind the struck target must succeed on a Dexterity saving throw, suffering this imbuements bonus piercing damage on a failed saving throw, or half as much on a successful one. The lines range is increased by 10-feet for each level of spell slot expended beyond the first.

Seeking Imbuement

Divination Imbuement

The target suffers an additional 1d6 psychic damage, plus an additional 1d6 damage per level of spell slot expended. Additionally, the creature must succeed on a Wisdom saving throw, on a failed saving throw all attack rolls made against them until the end of your next turn have advantage.

Slowing Imbuement

Chronurgy Imbuement

The target suffers an additional 1d6 force damage, plus an additional 1d6 damage per level of spell slot expended. Additionally, the target must succeed on a Wisdom saving throw or have their speed halved, and suffer a penalty on all ability checks, attack rolls and saving throws equal to the level of spell slot expended until the end of your next turn (This feature does not stack with itself)

Shadow Imbuement

Illusion Imbuement

The target suffers an additional 1d6 psychic damage, plus an additional 1d6 damage per level of spell slot expended. Additionally, the target must succeed on a Wisdom saving throw or be unable to see further than 5-feet away from it until the start of your next turn. During this time, it is also incapable of making attacks of opportunity.

Brute

Who needs fancy strategy or cunning plans? You have a very straightforwards plan of attack: Attack.

Brute Force

3rd Level Feature

Whenever you hit with a weapon you are proficient in, you may deal additional damage on the attack equal to one roll of your Mastery Die (Maximum of 1d12, this feature does not gain any flat numerical bonuses your Mastery Die may have)

If the attack is benefiting from a Maneuver that adds your Mastery die to its damage roll, you do not add this features bonus damage to the attack.

Weapon Preference

3rd Level Feature

Your Combat Rank is considered to be 1 higher when calculating the benefits applied to weapons.

Brutal Force

6th Level Feature

Whenever you score a critical hit with a weapon attack, you can roll an additional die for determining the damage of the critical hit.

At 21st level, you may roll another die for determining the damage of the critical hit (Two die total)

Stubborn

10th Level Feature

When you are reduced to 0 HP, you may use your reaction to make a weapon attack before falling unconscious. If you reduce a creature to 0 HP with this attack, you are reduced to 1 HP instead of falling unconscious.


Overwhelming Force

14th Level Feature

You may now apply Brute Force on attacks that are benefiting from maneuvers that add your Mastery die to the attacks damage roll.

Bloody Fuel

18th Level Feature

When you score a critical hit with a weapon attack, you may regain hit points equal to the bonus damage dealt from the critical hit.

You may use this feature a number of times equal to half your Constitution modifier (Rounded down, Minimum of 1) You regain all expended uses upon completing a long rest.

At 25th Level, the number of times you may use this feature between rests is equal to your Constitution modifier (Minimum of 2) instead.

Very Stubborn

21st Level Feature

If you successfuly make yourself have 1 HP with your Stubborn feature, you regain usage of your reaction.

Pure Fuel

25th Level Feature

You may now use Bloody Fuel a number of times equal to your Constitution modifier (Minimum of 2) Rather than half your Constitution modifier.

Cavalier

The archetypal Cavalier excels at mounted combat. Usually 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.

Born to the Saddle

3rd Level Feature

You gain the following features:

  • You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.

  • Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

  • You gain the Steed Caller combat trait if you do not already have it.


Bonus Proficiencies

3rd Level Feature

You gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. You additionally learn one language of your choice.

Superior Mount

6th Level Feature

Your mount summoned from Find Steed begins to grow with you further, granting it the following benefits:

  • Its maximum HP increases by an amount equal to three times your Fighter level.

  • If its proficiency bonus is lower than yours, it may use your proficiency bonus instead.

Riders Bond

10th Level Feature

Over the course of 1 week, you may form a bond with a willing creature to make it your bonded mount. The creature must be capable of being considered a mount (Such as a horse, drake, wyvern or even willing dragon. This is heavily up to DM discretion)

The creature may be returned to life by casting Find Steed if it is dead and willing. Any benefits a creature you summon by Find Steed would receive, your bonded mount also receives.

If you bond with a new creature, your old bond immediately ends.

War Mount

14th Level Feature

As a bonus action and by expending 1 Mastery Die, you may allow your mount to make an attack, choosing any one from its statblock.

You may choose whether to add the Mastery Die to the attack or damage roll of your mounts attack (But not both)

Enduring Mount

18th Level Feature

When your mount would be reduced to 0 HP but not killed outright, you can expend a Mastery Die to cause it to be reduced to 1 HP instead.

Tireless Adventure

21st Level Feature

Your mount is now immune to the Exhausted condition, and can not have its speed reduced by any means.

As One

25th Level Feature

Whenever you or your bonded mount takes damage, either of you may choose to transfer any amount of the damage to the other, provided both are willing.

You must be mounted on your Bonded Mount to use this feature.

Champion

Regular fighters already train a lot, they need to in order to reach their desired power... Champions though? They take it to the extreme. Seeking perfection in both body and skill, Champions are what most people think of when they think of a Fighter.

Further Training

3rd Level Feature

You may select an additional Combat Trait from your Combat Training feature.

Self Improvement

3rd Level Feature

When you gain this feature and whenever you gain an Ability Score Improvement (Levels 4/8/12/16/20/24/28) You may choose any of your ability scores and increase it by 1, up to your maximum.

Remarkable Athlete

6th Level Feature

You have advantage on saving throws against any non-magical feature that would give you a level of exhaustion.

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.

Physical Peak

6th Level Feature

Whenever you make a Strength, Dexterity or Constitution ability check that does not already include your proficiency bonus, you may add half of your proficiency bonus to it (Rounded up)

Mixed Master

10th Level Feature

When you make an attack with a weapon using Strength or Dexterity, you gain a bonus to the attack and damage rolls equal to half of the modifier of the ability score not used (Rounded up, Minimum of 1)

Extra Improvement

14th Level Feature

Choose either your Strength, Dexterity or Constitution score. Your chosen score increases by 2, to a maximum of 20.

Survivor

18th Level Feature

At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier (Minimum of 1) if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.


Intense Training

21st Level Feature

Choose either your Strength, Dexterity or Constitution score. Your chosen score increases by 2, and its maximum increases by 4.

Strainful Living

25th Level Feature

You are able to short rest while performing Strenuous activity, if you engage in more than 1 minute (10 rounds) of combat during a short rest, it is interrupted. These rounds do not need to be consecutive.

Echo Knight

Fighting alone can be a dangerous gambit, and for those who walk a lone road, that is all too common. Fighters of this archetype counteract this problem by creating an ally out of the one perosn they can trust most: Themselves.

Manifest Echo

3rd Level Feature

At the start of your turn (No action required) You may create an echo in an unoccupied space you can see within 15-feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it (No action required) until you manifest another echo, or until you're incapacitated.

Your echos AC is equal to 14 + Your proficiency bonus, it has 1 HP, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 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 is destroyed.

You can use your echo in the following ways:

  • By expending 15-feet of movement (No action required) you can swap places with your echo, regardless of the distance between you two.

  • Whenever you make an attack on your turn, you can choose for the attack to originate from the echos position rather than your own.

  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.


Unleash Incarnation

3rd Level Feature

When you take the attack action, you may make an additional attack from your echos space.

You may do so a number of times equal to your Constitution modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Perceive the Duplicate

6th Level Feature

You can now see through your echos eyes and hear through its ears, and your echo can be up to 1000 feet away from you without being destroyed.

While it is more than 30-feet away from you, you cannot make any attacks from its space, nor can you swap places with it.

Shadow Martyr

10th Level Feature

As a reaction to a creature being targeted with an attack roll while within 5-feet of your echo, you can cause the attack to be redirected to your echo.

Double Trouble

14th Level Feature

When you use Manifest Echo, you may create two echos instead of one. When you use Unleash Incarnation, you may make an attack from each echos position (You still only expend one usage)

Reclaim Potential

18th Level Feature

Whenever an echo is destroyed via taking damage, you may use your reaction to gain temporary hit points equal to one roll of your Mastery die + Your Fighter level.

You may do so a number of times equal to your Constitution modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Expanded Influence

21st Level Feature

When you create echos, you can create them in unoccupied spaces you can see within 60-feet of you, rather than within 15-feet of you.

Additionally, you can make attacks from echos spaces if they are within 100-feet of you, rather than if they are within 30-feet of you. You still must be within 30-feet of an echo to swap places with it.

Triple Trouble

25th Level Feature

You can now create three echos at a time when using Manifest Echo. As per your Double Trouble feature, each echo can make an attack when you use Unleash Incarnation.

Gale Warrior

A fairly unknown order of knights follow a practice in which they blend steel and the wind itself into one fighting style to perform a deadly art. Unlike most warriors that adapt to the enemies, Gale Warrior's force their enemies to adapt to them.

Rising Gale

3rd Level Feature

Once per turn, you can generate a Gale Charge. You generate gale charge by either hitting with a weapon attack, or by using all of your movement speed during a turn.

For every gale charge you have, your speed increases by 5-feet and you gain a +1 bonus to all Dexterity checks and saving throws. The number of gale charges you can have at a time cannot exceed your proficiency bonus. You lose all gale charges upon leaving initiative.

Whenever you would make an attack, you can instead expend any number of gale charges. You unleash a whirlwind around you, with a radius equal to 5 times the number of charges expended. All other creatures within this radius must succeed on a Dexterity saving throw, suffering your weapons damage on a failed saving throw or half as much on a successful one.

Creatures who fail this saving throw are thrown a number of feet in the air equal to 10 times the number of charges expended.

Bountiful Breath

3rd Level Feature

You can breath in any area (Such as underwater or in the vacuum of space) and have advantage on saving throws against inhaled effects.

Wanderers Barrier

6th Level Feature

Whenever you suffer damage, you may expend a gale charge as a reaction to halve the damage taken.


Cloud Steps

10th Level Feature

You are immune to falling damage, and after falling from a height of 30-feet or more, you have advantage on your next attack roll.

Steel Gale

14th Level Feature

You may now generate up to 2 Rising Gale charges per turn. However, one charge must be gained via hitting with an attack roll, and the other must be gained by using all of your movement speed.

Shielding Winds

18th Level Feature

You are permanently under the effects of the Warding Wind spell, you can enable or disable the deafening portion of it as a bonus action.

Tempestuous Wall

21st Level Feature

As a reaction to being targeted by a ranged attack roll or a magic missiles spell and by expending 3 Gale charges, you may draw your weapon across the ground and form a wall of wind to shield you. This wall is only 10-feet long and 10-feet tall, otherwise it is completely identical to the wind wall spell. This wall disappears at the start of your next turn.

Reach of the Wind

25th Level Feature

If you can see an airborn creature (Such as one that is flying) You may make attacks against them using your melee weapons, regardless of the distance between you two.

There must be open space between you however, any walls obstructing a straight line between you two will stop this feature.


Juggernaut

What's the point of knowing all these amazing abilities and being practically a god with your weapons when you keel over in the first few seconds of combat? Fighters who follow this archetype praise the superiority of defense.

Unbreaking

3rd Level Feature

Whenever you suffer Bludgeoning, Piercing or Slashing damage, you may subtract your Mastery die from the damage taken (This reduction cannot reduce the damage taken below half of its original value)

Armor Preference

3rd Level Feature

Your Combat Rank is considered to be 1 higher when calculating the benefits applied to armor.

Juggernauts Resilience

6th/14th/21st Level Feature

Choose two saving throws, whenever you are forced to make a saving throw with one of the ones chosen, you may add your Mastery die to the saving throws result. If your Mastery Die has a flat numerical bonus (Levels 29+) You do not add this numerical bonus.

At levels 14 and 21, you may choose an additional two saving throws to apply this feature to.

Expanding Protection

10th/18th/25th Level Feature

Choose any three damage types other than psychic, you may now apply your Unbreaking damage reduction to the chosen damage types.

At levels 18 and 25, you may choose an additional three damage types to apply Unbreaking to (Other than psychic)

Magus Archetype

Warriors who practice in the arts of magic, Magus' blend steel and sorcery into a terrifying and lethally effective combination. Not all Magus' can be put into the same category however: Some focus on arcane magic, while others may focus on druidic magic, or even occult magic.


Magus Spellcasting

3rd Level Feature

You gain the spellcasting trait as a sorcerer possesses it, however you refer to the half-caster spellcasting table found on Page 7 for determining how many spell slots you have.

Your spellcasting ability is your choice of Intelligence, Wisdom or Charisma, and unlike normal Sorcerers, you prepare spells from their spell list rather than innately knowing them.

When preparing spells, you choose a number of spells from the sorcerer spell list equal to half your fighter level (Rounded down) + your spellcasting modifier. All spells must be of a level you can cast.

Adept Magi

3rd Level Feature

You learn 2 cantrips of your choice from any spell list, and you learn another one at levels 14 and 25 in this class.

Additionally, you gain proficiency in the Arcana skill. If you already have this proficiency, you instead gain expertise.

War Magic

6th Level Feature

Whenever you take the attack action, you may replace one of your attacks with a cantrip.

Magus Strike

10th Level Feature

After hitting a creature with a weapon attack, that creature has disadvantage on its next saving throw against one of your Magus Spells before the end of your next turn.

Arcane Charge

14th Level Feature

As a bonus action on your turn and by expending a Mastery Die, you may teleport to an unoccupied space that you can see.

The range of this teleport is equal to 5 times the number rolled on your Mastery die in feet.

Arcana Knight

18th Level Feature

Whenever you expend a spell slot of 3rd level or higher, you regain one expended Mastery die.

Mayhem Magic

21st Level Feature

When you take the attack action, you may use your bonus action to cast a spell of 3rd level or lower.

Quick Recharge

25th Level Feature

Whenever you finish a short rest, you recover all of your spell slots of 3rd level or lower.

Prodigy Archetype

Some people are just naturally gifted when it comes to things. Some are natural geniuses that can learn things with little effort, some are natural adepts at magic who practically have it flowing through them, and some... Are immediate experts when it comes to martial combat.

Prodigious Skill

3rd/6th/10th/14th/18th/21st/25th Level Feature

As a prodigy, you do not need any sort of special abilities or techniques to be a master at your craft. Whenever you gain this feature you gain an Ability Score Improvement.

This functions exactly as a normal Ability Score improvement, you can increase your stats or you can select a non-legendary feat.

Inspiration

This was inspired by u/DarkAureole and their Fighterer subclass, which is a joke subclass they made with their twitch chat.

With Legendary PCs I felt this was fitting as a potential option to allow for further customization, so I added it as one of the subclass options!

Psi Warrior

Many fighters focus on honing their martial skills rather than delve into an unknown and supernatural power like magic, some still find solace in magic though... Fighters who wield psionics are even more scarce, but they are truly formidable foes as they wield their mind as a greater weapon than any blade... But their blades are still there to remind you they are warriors.

Psionic Basics

3rd Level Feature

You learn 2 Psionic Talents of your choice from the Mystic class. Both must be Fundamental Psionics. At levels 10 and 21, you learn an additional Fundamental Psionic of your choice.

Choose either your Intelligence, Wisdom or Charisma score. This is your Psionic Ability Score, and you use it for determining your psionics DC and attack bonuses.

Psionic Potential

3rd Level Feature

You gain a pool of Psi Points equal to two times your Fighter level, which are added on to any existing psi points you may have. You regain all expended psi points upon completing a long rest, you use these psi points to fuel your psionics.

You learn two Psionic Talents of 1st tier of your choice. Every 3 levels you gain in this class afterwards (9, 12, ect) you learn an additional Psionic Talent of 1st level. Every 6 levels (9, 15, 21, 27) the tier of psionic you can learn increases by 1 (For example, starting at 9th level you can begin learning 2nd tier psionics, and at 21st level you can begin learning 4th tier psionics)


Cerebral Might

6th Level Feature

You learn 2 Cerebral Disciplines of your choice from the Mystic class, and may use them as a Mystic normally would.

Combat Psionics

10th/18th/25th Level Feature

When you use a psionic talent of tier 1 or higher, you may choose to have it act as if it were empowered by a number of psi points equal to your combat rank (Without expending any additional psi points beyond its initial cost)

Once you use this feature, you cannot do so again until you complete a short or long rest. You gain an additional usage of this feature between rests at levels 18 and 25.

Infused Mind

14th Level Feature

The psionic energy throughout your being grants you the following benefits:

  • You gain resistance to psychic damage, at 25th level this becomes immunity.

  • When you start your turn Charmed or Frightened, you may expend 2 psi points to end every effect on yourself afflicting you with those conditions.

  • You permanently have 1/2 cover (Effectively a +2 increase to your AC) effects that ignore 1/2 cover ignore this as normal.

Focus of the Warriors Mind

21st Level Feature

When you use a psionic talent that requires concentration, you may end your focus on your current Cerebral Discipline as if you were using its unleashed ability, meaning you cannot focus on it again until you complete a long rest. If you do so, your psionic talent does not require concentration for 1 minute.

If its duration is longer than 1 minute, you must begin concentrating on it at the end of the minute or allow it to end.

Rune Knight

Rune Knights mimic the rage of the berserker and the sheer power of giants. Carving special marks onto their equipment, these warriors dominate the battlefield with their imposing presence.

Giants Might

3rd Level Feature

As a bonus action, you magically gain the following benefits:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change. While you are large, your reach increases by 5-feet.

  • You have advantage on Strength checks and Strength saving throws.

  • Your melee weapon attacks deal 1d6 bonus damage. This increases to 1d8 at Fighter level 14, and 1d10 at Fighter level 21.

These benefits last for a minute, until you fall unconscious, or you use a bonus action to end the state. You may use this feature twice, and you regain all expended uses of it upon completing a long rest.

Rune Carver

3rd Level Feature

You learn two Ancient Marks of your choice from the Legendary Barbarian class (You cannot learn the Darastrix or Jotun mark) You can either carve these marks onto your flesh like a Barbarian does, or you can carve it onto an item. Over the course of a long rest you may change what they are carved on. A mark can only be engraved on one thing at a time.

If carved onto an item, you must be wielding the item in order to gain its benefits-however, if a creature other than wielding this item, you may choose to grant them the benefits of all marks inscribed on it (A creature cannot benefit from the marks if you do not allow them to)

You gain the marks innate benefits as normal, and you gain its rage benefits while transformed by Giants Might. If a Mark has a DC or requires an attack roll, you may use your Constitution modifier for calculating the DC/Attack roll.

Whenever you gain a level in this class, you may exchange one Mark you know for another. At levels 10, 18 and 25, you learn an additional Mark.

In addition to this, you gain proficiency in smith's tools, and you learn to speak, read and write Giant.

Runic Barrier

6th Level Feature

When you or a creature within 60-feet of you is hit with an attack, you may expend your reaction to reduce the damage taken to 0.

Whenever you use this feature, choose an active Mark you possess. You lose its benefits until you complete a short or long rest.

Mastered Marks

10th Level Feature

When a mark you know would force a creature to make a saving throw, you may expend a Mastery die to roll it and subtract the result from their saving throw.

Everlasting Size

14th Level Feature

There is no longer a time limit on your Giants Might feature, and you may use it any number of times between rests.

Ever Present Giant

18th Level Feature

Choose one of your Marks, you gain that Marks rage effects even while you aren't transformed by your Giants Might feature.

Titan

21st Level Feature

When you grow from Giants Might, you may choose to become Huge instead of large if there is enough room to do so. If you do, your reach is increased by 10-feet rather than 5, and the damage bonus is 2d10 instead of 1d10.

Once you leave your Titanic state, you cannot enter it again until you complete a long rest (But you may still grow to Large size)

Protective Marks

25th Level Feature

You have resistance to Bludgeoning, Piercing and Slashing damage while in your Giants Might state. While transformed by your Titan feature, you also gain immunity to nonmagical Bludgeoning, Piercing and Slashing damage.

Samurai

A warrior who not only possesses a massive fighting spirit, but one who can wield their fighting spirit in a powerful way.

Spirit of Battle

3rd Level

You gain access to a special resource known as Spirit Points, you have a number of these equal to two times your Fighter Level. Whenever you complete a short rest, you regain lost Spirit Points equal to your fighter level. Whenever you complete a long rest, you regain all expended Spirit Points.

You may use your Spirit Points in the following ways:

Enduring Spirit. As a bonus action, you may grant yourself temporary hit points equal to three times the number of spirit points expended, these last until the start of your next turn.

Fleeting Spirit. As a bonus action, you may expend any number of spirit points. Your movement speed increases by 5-feet for every point expended, and your weapon attack rolls gain a +1 bonus for every 2 points expended.

Both of these benefits last until the start of your next turn.

Mighty Spirit. When you deal damage with a weapon attack to a creature, you may expend a number of spirit points up to your Combat Rank. The target suffers 1d4 additional damage for every spirit point expended.

Noble Warrior

3rd Level Feature

You gain proficiency in your choice of History, Insight, Performance or Persuasion. If you already have proficiency in all of these skills, you instead gain expertise in one.

Additionally, you learn one language of your choice.


Combats Teachings

6th Level Feature

Choose two different skills and a saving throw. You gain a bonus to the chosen ability checks and saving throw equal to two times your Combat Rank.

Whenever you gain a level in this class, you may change your choices.

Renewed Spirit

10th/21st Level Feature

When you roll initiative, you regain expended Spirit Points equal to your fighter level. At 21st level, you instead regain all expended Spirit Points upon rolling initiative.

Mastery of Spirit

14th/25th Level Feature

As a bonus action, you may expend a Mastery die and roll it, regaining a number of spirit points equal to the amount rolled, you may then use Enduring Spirit or Fleeting Spirit as apart of this bonus action. The mastery die expended cannot be regained by any means other than completing a long rest.

At 25th level, you only need to wait one minute to regain a mastery die expended via this feature (You still must do something that would regain a mastery die however, such as taking a short rest)

Improved Spirit

18th Level

Your abilities from Spirit of Battle all improve in some way:

Enduring Spirit. The temporary hit points gained are equal to 5 times the spirit points expended instead of three.

Fleeting Spirit. These benefits now last until the end of your next turn, rather than the start.

Mighty Spirit. Instead of 1d4 bonus damage per point expended, it's 1d6 bonus damage per point expended.

Maneuvers

Below are the maneuvers available for a fighter to learn. A fighter knows a number of maneuvers according to the amount for their fighter level in the fighter class table, and only one maneuver may be used per attack, ability check or saving throw.

As a note, if a feature says "Equal to your Mastery Die" or something similar, that means you roll your mastery die and use whatever you rolled as the number for said feature.

If a maneuver has a level prerequisite, you must be at least that level in this class in order to learn it.

If a maneuver requires you to be wielding or attacking with a certain weapon type, you cannot use that maneuver for any weapon not of the indicated type.

Whenever you gain a level in this class, you may replace one maneuver you know for another you meet the prerequisites for.

Borrowing and Inspiration

A huge thank you to u/LaserLlama. Many maneuvers found here are borrowed from or inspired by the martial exploits they have made for their Alternate Fighter/Barbarian class and Warlord class.

I asked for permission and received permission to do so, so again, huge thank you! Check out their Patreon for more amazing content.

Agonizing Strike

No Prerequisites

When you hit a creature with a weapon attack, you may expend a Mastery die and add it to the attacks damage. Additionally, if this attack causes the struck creature to make a Concentration check, they suffer a penalty to their check equal to the bonus damage of the Mastery die.

Assassin's Grace

No Prerequisites

Whenever you make a Dexterity (Acrobatics) or Dexterity (Stealth) check, or roll initiative, you can expend a Mastery Die and add it to your roll. You can use this Maneuver after you roll, but before you know whether you succeed or fail.

A skill check using an ability score with a negative modifier can not benefit from this feature.

Blinding Strike

Prerequisite: You must be holding a melee weapon that deals piercing damage or you must have a hand free.

As a bonus action, you can expend a Mastery Die and force a creature within 10 feet to make a Constitution saving throw. On a failure, it takes piercing damage equal to your Mastery Die and is blinded until the start of your next turn.

A creature must have eyes in order to be blinded by this feature.


Burst of Strength

No Prerequisites

Whenever you make a Strength or Athletics check in order to lift or open something, you may expend a Mastery die and add the result to your check.

Change Target

No Prerequisites

When you miss a creature with a weapon attack, you may expend a Mastery die to remake the attack roll against another creature within 5-feet of the target. This attack has disadvantage, however you may add the expended Mastery die to the attack roll.

Charlatan's Guile

No Prerequisites

Whenever you make a Dexterity (Sleight of Hand), Charisma (Deception), or a Charisma (Performance) check, you can expend a Mastery Die and add it to the result of your roll. You can use this Maneuver after you roll, but before you find out whether you succeed or fail.

A skill check using an ability score with a negative modifier can not benefit from this feature.

Cheap Shot

No Prerequisites

As a reaction to another creature within 5-feet of you attempting to use a reaction or legendary action, you may expend a Mastery die to attempt to stop them. The creature must succeed on a Constitution saving throw, on a failed saving throw they do not use their reaction/legendary action and they lose usage of it as if they used it normally.

Combat Appraisal

No Prerequisites

As an action and by expending a Mastery die, you may target a creature within 60-feet of you. You learn if it is your equal, inferior or superior in one of the following attributes of your choice:

Strength Score Armor Class
Dexterity Score Total Hit Points
Constitution Score Current Hit Points
Fighter Class Levels Proficiency Bonus
Total Class Levels Maneuvers Known

If you roll a 6 or higher on your Mastery die, you may instead learn this information about 2 attributes.

Commander's Presence

No Prerequisites

Whenever you make a Charisma (Intimidation), Charisma (Persuasion), or Intelligence (History) check, you can expend a Mastery Die and add it to your roll. You can use this Maneuver after you roll, but before you know if you succeed or fail.

A skill check using an ability score with a negative modifier can not benefit from this feature.

Cripple

No Prerequisites

When you hit a creature with a weapon attack, you may expend a Mastery die and add the die to the attacks damage. It additionally must make a Dexterity saving throw, on a failed save its speed is reduced by 5 times the number rolled on your mastery die until the start of your next turn.

Curved Toss

Prerequisite: You must be attacking by throwing a weapon.

When you hit a creature with a thrown weapon attack, you may expend a Mastery die to cause the attack to curve. A creature within 5-feet of the struck target suffers slashing damage equal to your Mastery die.

Disarm

No Prerequisites

Upon hitting a creature with a weapon attack, you may expend a Mastery die and add the die to the attacks damage. It additionally must make a Strength saving throw, on a failed save it must drop one item of your choice, which lands at the creatures feet.

Encourage

No Prerequisites

As a reaction to a creature within 60-feet making an attack roll or saving throw, you may expend a Mastery die to encourage them. If the creature is an ally, they gain a bonus to their attack roll equal to your Mastery die. If the creature is an enemy, they suffer a penalty to their attack roll equal to your Mastery die (Due to the confusion of you encouraging them)

Endure

No Prerequisites

Immediately before you would suffer damage, you may use your reaction to gain temporary hit points equal to your Mastery Die + Your Constitution modifier (Minimum of 1)

If after suffering this damage you do not have any of the temporary hit points remaining, you regain usage of your reaction.


Hefty Shove

Prerequisite: Your Strength score must be 13 or greater.

As a bonus action, you may expend a Mastery die to force a creature within your reach to make a Strength saving throw. On a failed save, they are pushed a number of feet away from you up to 5 times half of the Mastery dies result (Rounded up, minimum of 5-feet)

Heroic Endurance

Prerequisite: Your Constitution score must be 13 or greater.

Whenever you make a saving throw against being Stunned, Incapacitated or knocked Unconscious, you can expend a Mastery die and add it to the result of your saving throw. You can use this Maneuver after you see the result of your roll, but before you know if you succeed.

Hurl

No Prerequisites

In place of an attack, you can expend a number of Mastery Die up to your Dexterity modifier (Minimum of 1) to throw an object you are holding at a target you can see within 60 feet, forcing it to make a Dexterity saving throw. On a failed save, both the object and target take bludgeoning damage equal to the amount of Mastery Die Expended + your Strength modifier.

If you expend two or more mastery die, the target suffers half damage on a successful save instead of no damage.

Note: This maneuver uses dexterity to determine how many die you can expend while using strength for the save and damage roll

Launching Blow

No Prerequisites

When you hit a creature with a melee weapon attack, you may expend one Mastery die and add the result to the damage roll. The struck creature is additionally pushed a number of feet away from you up to 5 times half of the Mastery dies result (Rounded up, minimum of 5-feet)

Lunge

No Prerequisites

When you make a melee weapon attack, you may expend one Mastery die to increase the attacks range by 5-feet. If the attack hits, you deal additional damage on the attack equal to your Mastery die.

Mock

No Prerequisites

As a bonus action, you may expend a Mastery die and mock a creature within 60-feet of you. The creature must succeed on a Wisdom saving throw, on a failed save, they become Insulted until the end of your next turn.

A creature who is Insulted has disadvantage on attack rolls against creatures other than you, and they consider all terrain while moving away from you to be difficult terrain. For every 5-feet they move in this difficult terrain, they suffer psychic damage equal to your Mastery die.

No Prerequisites

Whenever you make a check using Cartographer's or Navigator's tools, you can expend a Mastery Die and add it to your roll. You can use this Maneuver after you roll, but before you know whether you succeed or fail.

A skill check using an ability score with a negative modifier can not benefit from this feature.

Overwhelm Shield

Prerequisite: You must be holding a melee weapon that deals bludgeoning damage or have a free hand.

As a bonus action while a creature wielding a shield is within 5-feet of you, you may subject an abnormal amount of force to the shield. You may expend a Mastery die to deal damage to the creature equal to one roll of your Mastery die + Your Strength modifier.

Parry

Prerequisite: You must be holding a melee weapon.

As a reaction to being hit by a melee weapon attack, you may expend one Mastery Die to gain a bonus to your AC against that attack equal to your Mastery Die.

Rally

No Prerequisites

As a bonus action, you can expend a Mastery die to rally yourself and your allies. Yourself and a number of other creatures equal to your Charisma modifier (Minimum of 1) may immediately move up to half their movement speed without provoking attacks of opportunity.

Rampage

No Prerequisites

Immediately after reducing a creature to 0 HP, you may expend a Mastery die to regain usage of your bonus action.


Riposte

Prerequisite: You must be holding a melee weapon.

As a reaction to being targeted with a melee attack, you may expend a Mastery die and make an attack with a melee weapon you are holding. If your attack roll is higher than the attacking creatures attack roll, their attack misses regardless of your AC, and they suffer damage equal to your Mastery die (This damage is the same type as your weapon)

Ripping Strike

Prerequisite: You must use a weapon that deals piercing or slashing damage.

When you hit a creature with a weapon attack, you may expend a Mastery die to leave a messy wound, rolling the mastery die. At the start of each of the creatures turns, they suffer necrotic damage equal to the total rolled.

This lasts until the creature receives magical healing or another creature uses an action to make a medicine check and succeed on the check (DC for the check is the same as your Maneuver DC)

Scholar's Mind

No Prerequisites

Whenever you make an Intelligence (Arcana), Intelligence (Nature), or Intelligence (Religion) check, you can expend a Mastery Die and add it to your roll. You can use this Maneuver after you roll, but before you know if you succeed or fail.

A skill check using an ability score with a negative modifier can not benefit from this feature.

Second Wind

No Prerequisites

As a bonus action, you can expend a Mastery Die to recover hit points equal to your Mastery Die + Your Fighter Level.

You can only use this maneuver if you have suffered damage since the beginning of your last turn, and you can not recover more HP from this feature than the damage you have suffered since then.

Shield Interpose

Prerequisite: You must be wielding a shield.

When you are targeted with a weapon attack or are forced to make a Dexterity saving throw, you can expend a Mastery die as a reaction to reduce the damage taken by an amount equal to your Mastery die + Half your Fighter level (Rounded up)

If this reduces the damage taken to 0, you do not suffer any additional effects of the attack/Dexterity saving throw (If any)

Sieging Blow

Prerequisite: You must use a bludgeoning weapon.

When you hit a nonmagical object with an attack, you may expend a Mastery die to maximize the damage of the attack against the object. If the object is destroyed from this attack, you regain the mastery die expended to use this maneuver.

Silencing Strike

No Prerequisites

When you hit a creature with a weapon attack, you may expend a Mastery die and add the die to the attacks damage. It additionally must make a Constitution saving throw, on a failed save it is unable to speak or cast spells with verbal components until the end of your next turn.

Sleuth's Observation

No Prerequisites

Whenever you make an Intelligence (Investigation), Wisdom (Insight), or a Wisdom (Perception) check you can expend a Mastery Die and add it to your roll. You can use this Maneuver after you roll, but before you know if you succeed or fail.

A skill check using an ability score with a negative modifier can not benefit from this feature.

Speech

Your Charisma score must be 13 or greater.

Over the course of 1 minute or longer (The nature of the speech may require it to take longer), you may expend a mastery die to deliver either an Inspirational Speech or an Intimidating Speech. A number of creatures equal to your Charisma score (Score, not modifier) who heard your speech are affected by it. Creatures cannot be affected by either speech if their Charisma score is equal to or higher than yours.

The effects of the speech remain on a creature for a number of hours equal to your Charisma score + Your Mastery die.

Inspirational Speech. All creatures who heard the speech feel motivated. Whenever they make an ability check that is related in some way to your speech, they may add your Mastery die to the check (For example, if you were motivating people to be able to build something quickly, they'd add it to checks related to building)

Intimidating Speech. All creatures who heard the speech feel demoralized. Whenever they make an ability check that is related in some way to your speech, they subtract your Mastery die from the check (For example, if you gave a speech about how hopeless it was to continue building a wall, they'd subtract your die from checks made to build the wall)

Subdue

No Prerequisites

As a bonus action you may expend a Mastery die to make a grapple attempt against a creature within your reach, adding your Mastery die to the check.

Survivalist's Craft

No Prerequisites

Whenever you make a Wisdom (Animal Handling), Wisdom (Medicine), or Wisdom (Survival) check, you can expend a Mastery Die and add it to your roll. You can use this Master after you roll, but before you know if you succeed or fail.

A skill check using an ability score with a negative modifier can not benefit from this feature.


Tendon Cutter

You must be wielding a melee weapon that deals piercing or slashing damage.

As a reaction to a creature within 5-feet of you attempting to move, you may expend a Mastery die and make an attack roll against them. On a hit, instead of dealing damage, their movement speed is reduced to 0 until the end of their current turn.

Tinker's Experience

Prerequisite: You must be proficient in at least one set of Artisan's tools.

Whenever you make an ability check with a set of Artisan's tools you are proficient in, you can expend a Mastery Die and add it to your roll. You can use this Maneuver after you roll, but before you know if you succeed or fail.

A skill check using an ability score with a negative modifier can not benefit from this feature.

Tripping Strike

No Prerequisites

When you hit a creature with a weapon attack, you may expend a Mastery die and add the die to the attacks damage. It additionally must make a Strength saving throw, falling prone on a failed saving throw.

Total Precision

No Prerequisites

When you make a weapon attack against a creature, you may expend a Mastery die and add it to the attack roll. You may do so before or after seeing the attack roll, but before you know if the attack misses.

If an attack benefiting from this feature exceeds a creatures AC by 10 or more, it becomes a critical hit.

Vault

Prerequisite: You must be wielding a polearm such as a Glaive, Pike or Spear.

In place of an attack, you can expend a Mastery die to use your weapon to propel yourself. You can immediately make a standing High or Long jump, gaining a bonus to the jump distance equal to your Mastery die. Movement from this jump does not provoke attacks of opportunity.

Wild Strike

No Prerequisites

When you make a melee weapon attack, you can expend a Mastery Die as part of the attack to strike with wild abandon. You must subtract your Mastery Die from your attack roll. However, on hit, you deal additional damage equal to two times the number subtracted.

Aggressive Tendencies

Prerequisite: 5th Level

As a reaction to a creature ending its turn within 30-feet of you, you may expend a mastery die to move a number of feet equal to 5 times the result rolled. You must end this movement closer to the creature than you started.

Blade Rush

Prerequisite: 5th Level. You must use a melee weapon that deals slashing damage.

As an action or in place of up to two attacks, you may expend a Mastery die to move up to your speed in a straight line. During this movement, you can move through other creatures, however you cannot end your movement on a creatures space.

All creatures you pass through must succeed on a Dexterity saving throw, suffering slashing damage equal to two rolls of your Mastery die + Your Strength or Dexterity modifier (Your choice) on a failed saving throw.

Attacks of opportunity made against you while using this maneuver suffer a penalty to their attack roll equal to your Mastery die.

This maneuver is strenuous to use, thus it can only be used once per turn.

Bloodletting Strike

Prerequisite: 5th Level. You must use a weapon that deals Piercing or Slashing damage.

When you hit a creature with a weapon attack, you may expend a Mastery die and add it to the attacks damage. Additionally, all healing the struck creature receives is halved (Rounded down) until the start of your next turn.

Curving Shot

Prerequisite: 5th Level. You must use a ranged weapon.

When you miss a creature with a ranged weapon attack roll, you can expend a Mastery die to reroll the attack against another creature within 30-feet of your initial target. This creature must still be within the bows range. On a hit, the attack deals bonus damage equal to your Mastery die.

Immovable Jab

Prerequisite: 5th Level. You must use a melee weapon that deals piercing damage.

In place an attack, you can expend a Mastery die to jab forwards with impossible strength. A creature within your weapons range must succeed on a Dexterity saving throw, or suffer damage as if they were struck by your weapon. They also suffer additional damage equal to your Mastery die.

Persistent Survival

Prerequisite: 5th Level

Whenever you are forced to make a saving throw, you may use your reaction to grant yourself a bonus to the saving throw equal to one roll of your Mastery die (You do not add any flat numerical bonuses applied to your Mastery die to this)

If you still fail the saving throw, you regain usage of your reaction.

Preparing Strike

5th Level Feature

After you hit a creature with a weapon attack, you may expend a Mastery die to prepare the creature for your next attack. The next time you make an attack against that creature before the end of your next turn, you gain a bonus to both the attack and damage rolls equal to one roll of your Mastery die.

Challenge

Prerequisite: 7th Level. Your Charisma score must be 15 or higher.

As a reaction to a creature attempting to move more than 30-feet away from you, you may expend a Mastery die to shout at them and challenge them to face you head on. That creature must succeed on a Wisdom saving throw. On a failed saving throw, that creature cannot willing move more than 30-feet away from you for the next minute.

A creature is immune to this ability if they cannot hear you, you cannot use this ability if you are incapable of speech.

Creatures at one fourth of their hit point maximum or less automatically succeed on this saving throw, and if they were already affected by it, this effect ends once they are dropped to this threshold.

Counter Stance

Prerequisite: 7th Level

As a bonus action, you may expend a Mastery die to enter a stance that lasts until you move from your current space. The next time a creature attempts to grapple you, knock you prone, or push you against your will, you instead grapple them, knock them prone, or push them the distance they would've pushed you.

Destruction

Prerequisite: 7th Level. The weapon you must use depends on the object being attacked. For most, you must use a bludgeoning weapon, however in some circumstances (Like against rope) The DM may rule you need a slashing weapon.

When you hit an object with a weapon attack, you can expend a Mastery die to increase its destructive force. The damage of the attack is multiplied by an amount equal to half of your Mastery die (Rounded down, minimum of 2)


Throat Crush

Prerequisite: 7th Level. You must be holding a melee weapon that deals bludgeoning damage or have both of your hands free.

As a bonus action by expending a Mastery die, you may make a melee attack roll against a creature within your range, on a hit, the target suffers bludgeoning damage equal to one roll of your Mastery die + Your Strength modifier. Additionally, until the end of your next turn, the creature cannot speak or breath.

Whirlwind Sweep

Prerequisite: 7th Level. You must be holding a melee weapon that deals bludgeoning or slashing damage.

In place of an attack, you may expend a Mastery die to spin with your weapon, forcing each creature within your weapons reach to make a Dexterity saving throw. On a failed saving throw, a creature suffers damage equal to your Mastery die + Your Strength or Dexterity modifier (Your choice) or half as much on a successful saving throw.

Defensive Stance

Prerequisite: 7th Level. You must be holding a shield or wearing medium/heavy armor.

As either an action or bonus action, you may enter a defensive stance. If entered as a bonus action, you gain 1/2 cover until the start of your next turn (Which is effectively a +2 bonus to your AC)

If entered as an action, you gain 3/4 cover until the start of your next turn (Which is effectively a +5 bonus to your AC)

Wracking Strike

Prerequisite: 7th Level. You must use a melee weapon that deals bludgeoning damage or an unarmed attack.

When you hit with a weapon attack, you can expend a Mastery die and add it to the attacks damage roll. Additionally, the struck creature must succeed on a Constitution saving throw, on a failed save they suffer one of the following effects of your choice until the start of your next turn:

  • Its speed is reduced to 0.

  • It can only speak falteringly.

  • It can only take an action or bonus action on its turn, not both.

  • It has disadvantage on Dexterity saving throws.

Earth Launch

Prerequisite: 9th Level. You must be holding a melee weapon that deals bludgeoning damage.

By smashing your weapon against the ground, you send up chunks of debris that you then strike with your weapon to launch at foes.

You gain access to a special ranged attack using the weapon you are holding. The attack uses your normal attack modifier for the melee weapon, and on a hit the target suffers damage as if they were struck by the weapon normally, the range of this attack is 90-feet.

In order to use this attack, you must be on the ground or within your weapons reach of a wall.

This ability does not require any Mastery die to be expended in order to use, however once per turn (No action required) You may expend a Mastery die and gain a bonus to attack rolls with attacks made using this maneuver equal to half the result rolled (Rounded up, minimum of 1) For the remainder of the turn.

Piercing Sparks

Prerequisite: 9th Level. You must be holding a melee weapon that deals piercing damage.

By grinding your weapon against another piece of metal, you are capable of creating and flinging sparks at creatures as if they were arrows.

You gain access to a special ranged attack using the weapon you are holding. The attack uses your normal attack modifier for the melee weapon, and on a hit the target suffers damage as if they were struck by the weapon normally, the range of this attack is 30-feet.

This ability does not require any Mastery die to be expended in order to use, however once per turn (No action required) You may expend a Mastery die and cause all attacks you make with this maneuver to deal bonus fire damage equal to the amount rolled for the remainder of the turn.

If you are struggling to visualize this ability, picture it like this: A character using this maneuver runs their dagger across their metal armor hard enough to create a spark (Like Flint and Steel does) and then they throw the spark at a creature within range with enough force to pierce through them.

Punctureed Lungs

Prerequisite: 9th Level. You must use a weapon that deals piercing damage.

After dealing piercing damage to a creature, you may expend a Mastery die to force them to make a Constitution saving throw. On a failed saving throw, it becomes so difficult for them to breath that it's like they are underwater.

The creature cannot speak and thus they cannot supply the verbal components for spells, they are also considered to be suffocating. At the end of each of their turns, they may repeat this saving throw, ending the effect on a successful save.

This maneuver is strenuous to use, thus it can only be used once per turn.


Wind Slash

Prerequisite: 9th Level. You must be holding a melee weapon that deals slashing damage.

By slashing with your weapon, you create a blast of wind that is as lethal as your normal weapon.

You gain access to a special ranged attack using the weapon you are holding. The attack uses your normal attack modifier for the melee weapon, and on a hit the target suffers damage as if they were struck by the weapon normally, the range of this attack is 60-feet.

This ability does not require any Mastery die to be expended in order to use, however once per turn (No action required) You may expend a Mastery die and increase the range of this attack by 10-feet times the amount rolled for the remainder of the turn.

Adrenaline Surge

Prerequisite: 11th Level.

As a bonus action, you may expend a Mastery die to cause your adrenaline to spike dramatically, granting you the following benefits:

  • Your movement speed is doubled.

  • You have a +2 bonus to your AC.

  • You have advantage on Dexterity checks and saving throws.

  • You gain an additional action that can only be used to take the attack (One attack only), Dash, Disengage, Hide, or Use an Object action.

At the end of each of your turns, you must make a DC 18 Constitution saving throw (Which increases by 3 for each time you have made this saving throw during this particular Adrenaline Overload) On a failed saving throw, this ends, and you gain one level of exhaustion.

Exhaustion gained from this feature can only be removed by completing a long rest.

Each time you use this feature beyond the first before completing a long rest, the number of levels of exhaustion you gain when it ends is increased by 1 (So 2 levels gained at the end of the second usage, 3 levels gained at the end of the third usage, ect)

Disorient

Prerequisite: 11th Level.

When you hit a creature with a weapon attack, you can expend a Mastery die to attempt to disorient them. They must succeed on a Wisdom saving throw, on a failed saving throw, they suffer a penalty to all ability checks, attack rolls and saving throw for 1 minute equal to your Combat Rank.

At the end of each of their turns, they may repeat this saving throw, ending the effect on a successful saving throw.

Regardless of whether they succeeded or not, your attack deals additional damage equal to one roll of your Mastery die.

Epic Jump

Prerequisite: 13th Level

When you would jump, you can expend a number of mastery die up to your Combat Rank. Your jump distance is multiplied by an amount equal to 1 + the number of mastery dice expended (For example, expending two mastery dice would result in the jump distance being multiplied by 3)

The additional jump distance caused by this maneuver does not count against your movement speed.

This ability is strenuous to use and thus can only be used once per turn.

Haft Block

Prerequisite: 13th Level. You must use a polearm such as a Glaive, Pike or Spear.

As a bonus action on your turn, you can expend a Mastery die to block with your weapons haft. Until the start of your next turn, you reduce all melee weapon damage you take by an amount equal to your Mastery die.

If you are disarmed of or make an attack with your polearm this effect ends early.

Knowing Attack

Prerequisite: 13th Level. You must use a polearm such as a Glaive, Pike or Spear.

As a reaction to a creature moving within your melee weapons reach, you can expend a Mastery die and make an attack against them. On a hit, you deal bonus damage equal to your Mastery die.

Maim

Prerequisite: 13th Level.

When you score a critical hit, you may expend a mastery die to roll an additional d20. If this die would also critically hit, you may render one of the creatures appendages unusable (Such as via cutting them off, crushing them to a pulp, or stabbing them in a location that causes it to be unable to be used) In special cases such as creatures with tentacles, the DM decides what kind of detriments this would inflict upon the creature.

A creature with a missing leg has their speed halved, if they are missing all of their legs their speed is 0. A creature with one arm can't use two handed equipment or wield two items.

If this additional die does not also critically hit, you instead add your Mastery die to the attacks damage.

Pinning Shot

Prerequisite: 13th Level. You must use a Ranged weapon.

When you hit a creature with a ranged weapon attack, you can expend a Mastery die to cause the missile to lodge itself deep in the creature. For every lodged missile in them, a creature has its speed reduced by 5-feet, and suffers piercing damage equal to your Mastery die at the start of each of its turns.

A creature can remove up to two missiles from themselves as an action.


Daring Escape

Prerequisite: 15th Level.

On your turn (No action required) You may expend a Mastery die to escape a grapple or nonmagical restraints (Such as manacles or rope) Such restraints are destroyed after you use this feature to escape them.

Punch Magic

Prerequisite: 15th Level. You must have a free hand.

As a bonus action, provided there is a creation of magic within your reach (From spells such as Wall of Fire, Resilient Sphere or some similar creation) You may make an attack roll, adding your Mastery die to the result.

If your attack roll exceeds 20 + the spells level, you punch a hole through it that is big enough for you to comfortably move through without being harmed or effected by the spell. Any creature of your size or smaller can also move through this created hole.

Terra Breaker

Prerequisite: 15th Level. You must be holding a melee weapon that deals bludgeoing damage or have a free hand.

As an action or in place of up to two attacks, you may expend a Mastery die to strike the ground and cause it to shake. All other creatures within 20-feet of you must succeed on a Strength saving throw, suffering damage equal to two rolls of your Mastery die + Your Strength or Dexterity modifier (Your choice) on a failed saving throw, or half as much on a successful one.

Creatures who fail this saving throw are also knocked prone.

This maneuver is strenuous to use, thus it can only be used once per turn.

Defensive Sacrifice

Prerequisite: 17th Level. You must be holding a shield.

When you are hit with a weapon attack, as a reaction you may permanently reduce the AC of a shield you are wielding by 1 to reduce the attacks damage to 0. If this reduces the AC the shield grants to 0, it is destroyed if it nonmagical.

If the shield is magical and it is reduced to 0, it is not destroyed but all of its special properties are suppressed until you complete a long rest. If the shield is sentient, it may be quite annoyed with you.

Nonmagical shields that are not destroyed may be repaired over the course of a long rest if you possess smithing tools.

Fearful Recognition

Prerequisite: 17th Level

As a bonus action, you may expend a Mastery die to exude an aura of fear. All creatures of your choice who can see or hear you within 60-feet of you must succeed on a Wisdom saving throw, becoming Frightened for 1 minute on a failed saving throw.

A creature may repeat this saving throw at the end of each of their turns, ending the effect on a successful saving throw.

If a creature with a CR/Level less than half of your level (Rounded down) fails this saving throw, they recognize how much stronger you are than them. While Frightened by this feature, they use their movement and action(s) to move as far away as possible from you while remaining out of harms way.

Such a creature can only repeat their saving throw to end this effect if they can no longer see you.


Projectile Storm

Prerequisite: 17th Level. You must use a ranged weapon.

As an action, you may expend a number of Mastery die that does not exceed your Combat Rank (If you are the Brute subclass, this limit increases by 1) Then, select a point you can see within your weapons range.

All creatures of your choice within a 30-foot radius of that point must succeed on a Dexterity saving throw against your Maneuver DC, suffering piercing damage on a failed saving throw, or half as much on a successful one.

The piercing damage suffered is equal to two rolls of your Mastery die for every Mastery die expended, and your Dexterity modifier multiplied by the number of Mastery die expended (Or Strength modifier if you have the Strongbow combat trait)

You must have ammunition for each individual target.

Projectile Surge

Prerequisite: 19th Level. You must be holding a ranged weapon.

As a bonus action, you may expend a Mastery die and make two ranged weapon attacks. Each attack gains a bonus to its damage roll equal to one roll of your Mastery die (You do not add any flat numerical bonuses applied to your Mastery die to this)

Steel Wind Assault

Prerequisite: 21st Level. You must be holding a melee weapon.

As an action, you may expend a Mastery die to flourish your melee weapon and vanish. You make a number of attacks equal to the number of attacks you can normally make in a turn against creatures you can see within a radius around you equal to your movement speed (Not accounting for any speed reductions or temporary bonuses like from the dash action)

You may target the same creature with multiple of these attacks, or divide them up amongst creatures within the radius as you wish.

Creatures cannot use reactions in response to these attacks, and once you make all of these attacks, you reappear in an unoccupid space within 5-feet of a creature you attacked using this maneuver.

This maneuver is strenuous to use, thus it can only be used once per turn.

Sunder

Prerequisite: 21st Level. You must use a melee weapon that deals bludgeoning damage.

When you make an attack against a creature, you may choose to make it a Sundering Blow by expending a Mastery die. This attack has disadvantage and deals half damage on a hit, however if the creature is wearing manufactured armor (Such as plate armor) it suffers a -1 penalty to its AC. This penalty remains until the damage is repaired, and this penalty can stack from multiple Sundering Blows.

Armor is considered completely destroyed if the creatures AC becomes equal to 10 + Their Dexterity Modifier while wearing it.

An attack can not be a Sundering Blow if you already had disadvantage on the attack roll.

Undying Soldier

Prerequisite: 21st Level. Your Constitution score must be 19 or greater.

When you would be reduced to 0 HP, even if you would die outright, you may expend a Mastery die to instead be reduced to 1 HP. You then gain temporary hit points equal to two times your Fighter level, which last until the start of your next turn.

You cannot use this feature more than once a round.


Heart Pierce

Prerequisite: 25th Level. You must use a ranged weapon or a melee piercing weapon.

Before you make an attack, you can expend a Mastery die to declare this to be a Heart Piercing attack. This attack has disadvantage, however on a hit it is automatically a critical hit.

An attack can not be a Heart Piercing attack if you already had disadvantage on the attack roll.

Unstoppable Blow

Prerequisite: 25th Level

When you hit with an attack, you can cause it to deal additional damage equal to one roll of your Mastery die. After this damage, if the struck creatures current hit points are equal to or less than two times your Fighter level, their head is destroyed (Cut off for slashing, crushed for bludgeoning, drilled through for piercing)

If a creature has any uses of the Legendary Resistance feature, they may use it in order to prevent their head from being destroyed. Your DM may rule a creature you are fighting is too big to have its head destroyed.

Minor Improvements

Whenever you reach an even level in this class (2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30) You may select one of the features from the below list. Once you select a feature, you cannot change your choice.

Each Minor Improvement may be selected as many times as you wish.

Ability Evolution

Minor Improvement

Choose any ability score. You gain a +1 bonus to that ability score, up to your maximum.

Additionally, all ability checks and saving throws you make using that ability score receive a +1 bonus.

Bonus Techniques

Minor Improvement

You learn 1 additional Maneuver of your choice and it does not count against your maneuvers known.

Developing Mastery

Minor Improvement

You gain 1 additional Mastery Die, these are added to your maximum.

Improved Techniques

Minor Improvement

Whenever you roll your Mastery die for any purpose (Such as for using it for a Maneuver) you gain a +1 bonus to the Mastery dies result.

Lesser Resilient Body

Minor Improvement

You gain one additional d10 hit die, this increases your Fighter hit points as normal (Either roll the die or take the average of 6) and then add your Constitution modifier to it. You may use the hit die as you would any other hit die.

Lesser Skill Training

Minor Improvement

Choose any skill. If you do not have any sort of proficiency in that skill, you become proficient in it. If you are already proficient in that skill, you instead gain expertise.

If you have Semi Proficiency in that skill, it is upgraded to a full proficiency, and you may move your Semi Proficiency to a skill you lack proficiency in.

Speed Training

Minor Improvement

Your movement speed increases by 5 feet.

Combat Traits

Below you will find the features you are able to select from your Combat Training feature at levels 6, 10, 14, 18, 21 and 25.

Action Surge

You are able to push yourself beyond your limits, gaining an additional action this turn (No action required) Once you use this feature, you may not do so again until you complete a short or long rest.

If you have at least 14 levels in this class, you may choose this feature a second time; gaining an additional usage between rests.

If you have at least 25 levels in this class, you may choose this feature a third time; gaining an additional usage between rests.

Aggressive Armor

While wearing armor that is outfitted with weapons or something similar (Such as spiked armor, or barbed armor) you may use your bonus action to attack with the armor. This natural attack uses your choice of Strength and Dexterity, and the damage die is a 1d4.

Archer's Eye

Immediately before making an attack with a ranged weapon you are proficient with, you may choose to gain a bonus to said attack roll equal to your Mastery die.

You may use this feature a number of times equal to your Dexterity modifier (Minimum of 1) You regain all expended uses upon completing a short or long rest.

If you have the Forceful Shot feature, you may use your Strength modifier for calculating the number of uses you have for this feature.

Battlefield Cleaner

When you hit a creature with a weapon attack, the creature takes extra damage equal to your Mastery die if it is below half its hit point maximum. A creature may only be afflicted with this damage once per round.

Cautious Combat

At the start of your turn, you may choose any number equal to or less than your proficiency bonus (No action required) All weapon attacks you make receive a penalty to their damage rolls equal to your chosen number until the start of your next turn.

However, all instances of weapon damage against you also gain a penalty to their damage rolls equal to this bonus until the start of your next turn. This penalty is applied before resistances are applied.

Colossus Toppler

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.


Dual Wielder

When you engage in two weapon fighting, you may make your offhand attack as apart of your attack action rather than as a bonus action. If you do so, you are unable to use your bonus action to make any sort of attack.

Additionally, you may add your ability modifier to your offhand attack if you were not already.

Duelist

When you are wielding a melee weapon in one hand and no other weapons, you gain a bonus to that weapons damage rolls equal to half your proficiency bonus (Rounded up)

Fighting Spirit

As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of your turn. When you do so, you also gain temporary hit points equal to your Fighter level.

You may use this feature three times, regaining all expended uses upon completing a long rest.

Forceful Shot

When using a Shortbow or Longbow, you may use your Strength modifier instead of your Dexterity modifier.

When attacking with a bow while using this feature, you have a -1 penalty to your attack rolls with them; however you also have a +2 bonus to damage rolls with them.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon 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.

Horde Breaker

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Improvised Fighter

You are proficient with improvised weapons, and attacks made with improvised weapons you wield use a damage die equal to your Mastery die. Most improvised weapons (Such as a chair, plate or something similar) will not be able to be used for more than one attack (DM discretion regarding how many attacks an improvised weapon can be used for)

Marine Archer

Provided you are not wearing medium or heavy armor, and not wielding a shield, you have a swimming speed equal to your walking speed. Additionally, provided the target is within half of your weapons short range, you do not have disadvantage on attack rolls made with ranged weapons while underwater.

Marine Warrior

Provided you are not wearing medium or heavy armor, and not wielding a shield, you have a swimming speed equal to your walking speed. While in water or within 5-feet of a body of water no smaller than a lake, you gain a +1 bonus to your AC, attack rolls and damage rolls.

Offensive Shields

You gain proficiency with shields as a martial melee weapon, which deals 1d6 bludgeoning damage on a hit. If a shield has a magical bonus to its AC, that bonus is also applied to its attack and damage rolls.

On a successful hit with a shield, instead of dealing damage you may push them up to 5-feet away from you.

Reckless Combat

At the start of your turn, you may choose any number equal to or less than your proficiency bonus (No action required) All weapon attacks you make gain a bonus to their damage rolls equal to your chosen number until the start of your next turn.

However, all instances of weapon damage against you also gain a bonus to their damage rolls equal to this bonus until the start of your next turn.

Resilient Body

Your HP maximum increases by an amount equal to four times your level in this class. Everytime you gain a Fighter level, your maximum HP increases by an additional 4 HP.

You may select this trait multiple times.

Sightless Warrior

You have blindsight with a range equal to 5 times your proficiency bonus in feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Skirmisher

When an attack misses you, you may move up to half of your speed as a reaction. This movement does not provoke attacks of opportunity.

Stance Shifter

While wielding a shield and a weapon in which you are proficient in, you may shift between an Offensive Stance and Defensive Stance. You may change your stance at the start of your turn (No action required) and when you do so, you lose the benefits of your previous stance.

Defensive Stance. Whenever you take damage, you reduce the amount taken by half your proficiency bonus (Rounded down)

Offensive Stance. Whenever you deal damage with a weapon you are proficient in, you deal additional damage equal to half your proficiency bonus (Rounded down)

Steed Caller

You can cast the Find Steed spell without expending a spell slot. After you do so, you may not do so again until you complete a long rest.


Unarmored Defense

While you are not wearing armor or wielding a shield, your AC is equal to 10 + Your Strength, Dexterity or Constitution modifier (Your choice) + Your Intelligence, Wisdom or Charisma modifier (Your choice)

You make each of these choices upon gaining this combat trait, and you may only change them upon gaining a level in this class.

Versatile Warrior

While wielding a single weapon with the versatile property and no shield, you gain the following benefits depending on whether you are wielding it in one or two hands.

One Hand. You gain a +2 bonus to your Armor Class.

Two Hands. You gain a +3 bonus to the weapons damage rolls.

Weapon Juggler

You can draw a weapon that has the thrown property as apart of the attack you make with the weapon.

Additionally, if you hit an attack made with the thrown property of a weapon and the target is within your weapons short range, you may cause it to bounce off the target and return to your hand.

Critical Improvement

Prerequisite: 7th Level

Your critical hit range for weapon attacks is increased by 1 (From 20 to 19-20 for example)

If you have at least 21 levels in this class, you may take this feature a second time, increasing your critical range for weapon attacks further (From 19-20 to 18-20 for example)

Evasion

Prerequisite: 7th Level

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

If you have at least 21 levels in this class, you may select this feature again. If you do so, it applies to all saving throws, not just Dexterity ones.

Brutal Critical

Prerequisite: 11th Level

Whenever you score a critical hit with a weapon attack, you can roll an additional die for determining the damage of the critical hit.

If you have at least 18 levels in this class, you may select this feature a second time. If you have at least 25 levels in this class, you may select this feature a third time. Subsequent takings add an additional die as normal.

Rapid Strike

Prerequisite: 15th Level

When you make an attack roll with advantage, you can instead forfeit your advantage on the roll to make an additional attack against the same target. You may only do so once per round.

If you have at least 25 levels in this class, you may select this feature a second time. If you do so you can use this feature twice per round.

Strength Before Death

Prerequisite: 27th Level

If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an 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, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can't use it again until you finish a long rest.

Legendary Actions

Here you will find the Legendary actions that only a Fighter of the appropriate level can learn (If a Fighter specific Legendary action requires 2 actions, you must be a level 11 Fighter to know it for example)

Attack Blitz

Cost: 1 Legendary Action

You make two attacks with a weapon you are wielding at disadvantage. Advantage does not cancel out this disadvantage.

Catch

Cost: 1 Legendary Action

When you would use your reaction to make an attack of opportunity, you can instead spend a legendary action to make it.

Guard Up

Cost: 2 Legendary Actions

You increase your AC by an amount equal to your Dexterity modifier (Minimum of 0) until the beginning of your next turn.

Martial Superiority

Cost: 1 Legendary Action

The next time you make a Strength, Dexterity or Constitution saving throw before the beginning of your next turn, you have advantage on the roll.

Supreme Grit

Cost: 1 Legendary Action

You tough yourself out, reducing all damage you take by your Strength Modifier (Minimum of 1) until the end of your next turn.

True Mastery

Cost: 2 Legendary Actions

The next time you would expend a mastery die before the end of your next turn, you instead do not need to expend one.


Leveling Beyond 30

Here you can find what the Legendary Fighter gains for every level beyond 30 they are! It is intentional that their proficiency bonus stops increasing.

  • Every 4 levels beyond 30 (34, 38, ect) a legendary fighter gains a regular ASI.

  • Every third ASI a legendary fighter would gain after level 30 (42, 54, 66 ect) is instead a legendary ASI.

  • Every 4 levels starting at level 31 (31, 35, 39, 43 ect) you gain an additional Mastery die.

  • Every 4 levels starting at level 33 (33, 37, 41, 45 ect) you gain an additional +1 to your mastery die rolls.

  • Every even level (32, 34, 36, 38 ect) you gain a +1 to one ability score of your choice.

  • Your HP increases as per normal.

  • Your new ability score maximums for Strength, Dexterity and Constitution is equal to your Fighter level if they were not already higher.

Changelog

Version 1.2

  • Added a new feature called Adept Improvement that basically grants you miniature ASI's/Feats every even level.

  • Turned Armor and Weapon master into Master at Arms, completing revamping the features.

  • Advanced Maneuver category has been removed and maneuvers with level prerequisites have been added (All Maneuvers from the advanced maneuver category have been carried over into this version)

  • Changed combat trait progression to be 3/7/11/15/19/23/27

  • Warriors Ideology is gone, temporary Mastery Dice still exist in the class via Combat Traits/Adept Improvement however.

  • Indomitable is back in the base class rather than being a combat trait.

  • Added X new subclasses: Arcane Knight, Echo Knight, Gale Warrior, Psi Warrior, Samurai

  • Gave the Champion a new feature called Self Improvement that grants them a +1 bonus to an ability score of their choice at 3rd level and again whenever they receive a normal ability score improvement.

  • Divided Magus into multiple different half-caster subclasses and granted it the Adept Magus feature at 3rd level.

  • Rune Knight completely reworked to now be a pseudo Barbarian subclass that has their "runes" be the Barbarians marks.

  • Advanced Maneuvers have been removed, instead all of the existing Advanced Maneuvers were turned into regular ones with level prerequisites.

  • The following 19 Maneuvers have received adjustments: Arrow Storm (Renamed to Projectile Storm), Blade Rush, Blinding Strike, Curved Toss, Defensive Sacrifice, Destruction, Hefty Shove, Heroic Endurance, Launching Blow, Maim, Overwhelm Shield, Parry, Rampage, Riposte, Ripping Strike, Shielded Advance (Renamed to Shield Interpose), Steel Wind Assault, Water Impalement (Renamed to Punctured Lungs), Wind Slash

  • Added 18 new Maneuvers: Adrenaline Surge, Aggressive Tendencies, Challenge, Counter Stance, Daring Escape, Defensive Stance, Disorient, Earth Launch, Endure, Epic Launch, Fearful Recognition, Persistent Survival, Piercing Sparks, Preparing Strike, Punch Magic, Subdue, Throat Crush, Undying Soldier

  • Novice Runesmith and Indomitable have been removed from Combat Traits (Novice Runesmith due to the Rune Knight rework, Indomitable because it's in the base class) Added Unarmored Defense combat trait.

Version 1.1.1 (April 13th 2023)

A very minor update that every legendary class is receiving, increasing their hit points

  • Hit die is now 2d10, you now add double your Constitution modifier for each level.

Version 1.1 (March 4th 2023)

The second release that largely aimed at adding onto the existing class and fixing issues that were pointed out.

  • Updated Master of War to have two more features: Gaining a temporary mastery die at the start of each of your turns and recovering an expended mastery die every 10 minutes.

  • Added 2 new subclasses: Brute and Juggernaut

  • Fixed up various subclasses (Many incorrectly stated that you gained one of their features at 7th level, when it should've been 6th level-one even stated 15th level instead of 14th level.

  • The Cavaliar subclass War Mount feature now adds the Mastery die to the mounts attack or damage roll (Your choice). You also must now be mounted to your Bonded Mount to use the As One feature.

  • The Magus subclass now has a 10th level feature.

  • Added 12 new Regular Maneuvers: Change Target, Cheap Shot, Navigator's Sense, Overwhelm Shield, Rampage, Ripping Strike, Sieging Blow, Speech, Tendon Cutter, Tinker's Experience and Tripping Strike!

  • Added 4 new Advanced Maneuvers: Blade Rush, Terra Breaker, Water Impalement and Wind Slash!

  • Added the Resilient Body combat trait.

  • Reformatted the combat traits to be more in line with how the other class documents look.

  • Fixed various typos throughout the document!

Version 1.0 (Auguest 17th 2022)

The first release of this Legendary class and the second overall legendary class I made, it was also the class that gave me the idea for combat traits, which was used for every legendary class afterwards.

  • Released with five subclasses: Cavaliar, Champion, Magus, Prodigy and Rune Knight.

  • Released with 27 Regular Maneuvers and 17 Advanced Maneuvers

  • Released with 30 Combat Traits

  • Released with 6 Legendary Action options

Credits and Thanks!

Artist Credit

I am no artist, just someone with a lot of homebrew ideas and a vague ability in graphic design. All artwork I use in this document is credited below, please show respects to the artist and if the original artist sees this and feels I did not properly credit them/does not wish for their artwork to be used, contact me at u/Zellorea and I will rectify this as soon as possible.


Stain Credit

In all of my homebrew I use watercolor stains created by u/flamableconcrete aka Jared Ondricek. These brews and PDFs would not look nearly as nice without his creations, so huge thank you to him! You can find all stains I use on his website, watercolors.giantsoup.com.

Other Homebrew

You may recognize me for other homebrews such as the Siphoner class and my project to turn every league of legends champion into a subclass, if you want to be alerted as soon as all of those are publically available, join the discord!

https://discord.gg/c4T35TqbqT

Patron Thanks!

This homebrew was supported for by my patrons on https://www.patreon.com/Zellorea. If you wish to support me or encourage me to make more things like this or update this in the future, that's the best way to do it!

A thank you to my current supporting patrons! Their names are listed below as a show of my immense appreciation towards them.

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