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# The Fighter

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##### The archetypical "battle guy," designed to make consistent use of superiority dice and a few more options round to round while swinging a weapon, but still providing a simple gameplay option if desired.
#### Justin Barnett
&nbsp;
##### version
#### 0.8
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## Table Of Contents
- [1.1 Design Goals](#design-goals)
	- [1.1.1 Art Credits](#art-credits)
	- [1.1.2 Changelog](#changelog)
- [1.2 The Fighter](#p3)
- [1.3 Class Features](#p3)
- [1.4 Maneuvers](#p6)
	- [1.4.1 Stances](#p7)
- [1.5 Martial Archetypes](#p8)
	- [1.5.1 Baneslayer](#p8)
	- [1.5.2 Commander](#p8)
	- [1.5.3 Eldritch Knight](#p8)
	- [1.5.4 Sellsword](#p8)
	- [1.5.5 Marksman](#p9)
	- [1.5.6 Warmain](#p9)
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### Work-in-Progress
Because this class is under some construction, several features or maneuver may have their first paragraph displayed in a magenta shade. Those are being reconsidered for balance / playability reasons, but haven't been removed so as to provide a baseline for further work.

### Art Credits
- _Medieval Battlefield_ (page 3) by [SolarSouth / Wadim Kashin](http://solarsouth.deviantart.com/ "Artist home page").
- _11_ (page 3) by [Stepan Alekseev](https://www.artstation.com/artist/chosac "Artist home page").
- _Persian Armory_ (page 5) by [Faraz Shanyar](http://shanyar.deviantart.com/ "Artist home page").
- _Armory_ (page 6) by [632Fan](http://632fan.deviantart.com/).
- *Regis Lucis Caelum CXIII* (page 9) by [Martha](http://mbyak.deviantart.com/).
- *Nordic Warrior Sketch* (page 11) by [Adrian Wilkins](http://adrian-w.deviantart.com/).

Art used without permission.

### Changelog
&nbsp;&nbsp;&nbsp;
25-Oct-2017 - v0.9 - 

23-Jan-2017 - v0.8 - Rewrote the baneslayer's maneuver, and put together the commander archetype for preliminary review.

22-Jan-2017 - v0.8 - Drastically overhauled how stances work, so that they're mutually exclusive and require all superiority dice committed. Revised several maneuvers (disarming strike, distracting strike, rally), and flagged two for further review (parry, riposte) as they're currently just too strong. Also need to review Baneslayer's *disrupt energies* maneuver. Toned down Dueling style. Gave parry and riposte static effects.

21-Jan-2017 - v0.8 - Finished off the last superior fighting styles, cleaned up several maneuvers, wrote most of the flavour text, and added the baneslayer and marksman archetypes.

20-Jan-2017 - v0.7 - Finished the core class and the warmain archetype. I feel it's *playable* now, so the 0.7 is a solid "C" grade.

```
```

## Design Goals
There's nothing fundamentally broken about the 5<sup>th</sup> edition fighter class as laid out in the *Player's Handbook*. The champion archetype lets a player start swinging right out of the gate, doing solid, uncomplicated damage. The battlemaster archetype provides a solid chassis for someone who wants more options, while not really being any stronger. The eldritch knight bears the distinction of being the first "gish" included in a core book for D&D, by my reckoning.

But as archetypes have sprung up for the class, the core has been stretched strangely. Many of the new archetypes - the cavalier, the scout, the monster hunter - use superiority dice, much like the battlemaster, but they each do so in their own way. I like the idea of superiority dice being a core feature of the fighter, but they just aren't. In [this article](https://lootthebody.wordpress.com/2016/04/22/its-time-to-talk-about-superiority-dice/), Christopher Delvo talks about the fact that each of the archetypes delivers the same few features at the back end - improved combat superiority and relentless. And he's right, which is a shame.

Rather than going the route he did, and tweaking the archetypes, I decided that I'd love to see more going on with the baseline fighter. My players are no strangers to the fact that I house rule things pretty constantly, so it's an option. And while the battlemaster gives the fighter some choices to make during gameplay, the fellow playing a fighter in my current game wished he had more options - without being something other than a fighter.

So, this variation was born. The goal was to move superiority dice and maneuvers to the base fighter class - but I didn't want to lose the simplicity of the champion, so stances ended up as a "I don't want to have to make these round-by-round choices" option to dump the superiority dice. The only big offender I'd found in the fighter class was how boring, if effective, the third and fourth extra attacks are, and how beloved Action Surge is as a multiclass cherry pick, so those got addressed while working on this.

Maneuvers each got a basic and a "die-enhanced" effect so that every fighter swing can do something other than just damage. After all, their baseline swings are actually plainer than most of the other martial classes - barbarians are raging, rangers are [surviving](http://homebrewery.naturalcrit.com/share/SkebWuirg), rogues are sneak attacking, and paladins are smiting. If you're not interested in a major choice, just take a maneuver with an always-on effect, decide you're always using it, and commit your superiority dice to a stance.

The final major tweak - with Action Surge disappearing to make a power vacuum for the superiority dice to fill - is the change to Indomitable and the addition of Resilient. It's a literary staple to see the plain, simple fighter gritting his teeth and pushing through mental effects that drop everyone around him, and it's something I wanted to see in my game. But even with the core Indomitable effect, that wasn't going to happen here. So at higher levels, fighters just plain are getting Wisdom save proficiency - it's a power bump, but I think it's an acceptable one. And Resilient, the concept robbed from 4E's Warden class, is essentially advantage on a save *until* you succeed, rather than a single roll, meaning fighters are going to eventually break free of whatever is troubling them.

Thanks for reading thus far, and I hope you like what comes next!

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## Fighter
The captain pauses, shouting a warning as a flaming ball of death crashes to the ground, where it would have incinerated the squad had they not followed his order without question. He wipes the sweat from his brow with one muddied, gloved hand, and, pointing his sword forward, lets out a battlecry, joined by those following him, as they break into a run.

A woman in layers of leather and plates avoids an ogre's enormous maul as it whistles through the air, her movements reserved and precise. She ducks out of the way a second time, and a third, and then sees her opening, conservation of energy leading way to a burst of speed as her blade cuts into the giant beast's calf, sending it toppling to the ground.

Wrapped in steel from head to toe, a dwarf pushes forward, slowly, methodically, not deigning to dodge as bolts clatter against his plate and shield, turned aside by the heavy armor and the slight twists of his body that deflect the energy of each blow just enough. Grinning through his helmet, he wades into a line of drow crossbowmen, laying about with a heavy axe and bashing one who draws a rapier aside with his shield.

Passionless and grim, the mercenary puts three arrows in the air as the bandits on the road ahead take the bait. Another fighter, bonnet and dress lulling the highwaymen into a false sense of security, rolls from the wagon seat and pulls a pair of long knives from the floor, downing two before they can even react. Tossing aside the bow and drawing a wicked-looking mace, the mercenary in the distance charges into the fray to support her comrade.

Found through all races and cultures, men and women alike, fighters are the masters of arms and armor. Relying not on faith or tricks, but raw skill, they defiantly meet danger head-on and make the odds their own.

### Grit and Resolve
Not every farmboy, holding a spear and shaking as he faces down goblins come to raid the stead is a fighter. The boy who ignores that fear and holds his ground, keeping his head and waiting to strike despite his terror? He may be a fighter.

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### Training and Skill
A fighter has courage and grit, sure -<br/> but it's also the training and experience <br/>that make her the greatest threat one might face in battle.<br/> It's the ability to seize the slightest opportunities and wring victory from them, the willingness to discard a blade when it's the wrong tool for the job and pick up a hammer or bow. Familiar with nearly every weapon under the sun, a fighter knows to use the right tool for the job, and how to use it to its fullest.

Beyond that will to get the job done, every fighter has some preferred blade, axe, bow, or even armor or shield. Taking that specialization further than anyone else, a fighter wrings every advantage out of his chosen equipment, making her someone very dangerous to face on the field.

## Class Features
As a fighter, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d10 per fighter level
- **Hit Points at 1st Level:** 10 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per fighter level after 1st

#### Proficiencies
___
- **Armor:** All armor, shields
- **Weapons:** Simple weapons, martial weapons
- **Tools:** None

___
- **Saving Throws:** Strength, Constitution
- **Skills:** Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

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##### The Fighter
| Level | Prof. Bonus | Superiority Dice | Features |
|:---:|:---:|:--:|:---|
| 1st | +2 | &mdash; | Fighting Style, Second Wind |
| 2nd | +2 | 2 | Combat Superiority, Know Your Enemy  |
| 3rd | +2 | 2 | Martial Archetype |
| 4th | +2 | 2 | Ability Score Improvement |
| 5th | +3 | 2 | Extra Attack |
| 6th | +3 | 2 | Ability Score Improvement |
| 7th | +3 | 2 | Martial Archetype feature |
| 8th | +3 | 3 | Ability Score Improvement |
| 9th | +4 | 3 | Resolve (one use) |
| 10th | +4 | 3 | Martial Archetype feature |
| 11th | +4 | 3 | Superior Fighting Style |
| 12th | +4 | 3 | Ability Score Improvement |
| 13th | +5 | 3 | Indomitable |
| 14th | +5 | 3 | Ability Score Improvement |
| 15th | +5 | 4 | Martial Archetype feature |
| 16th | +5 | 4 | Ability Score Improvement |
| 17th | +6 | 4 | Improved Combat Superiority, Resolve (two uses) |
| 18th | +6 | 4 | Martial Archetype feature |
| 19th | +6 | 4 | Ability Score Improvement |
| 20th | +6 | 4 | Weapon Expertise |
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#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* chain mail or *(b)* leather armor, longbow, and 20 arrows
- *(a)* a martial weapon and a shield or *(b)* two martial weapons
- *(a)* a light crossbow and 20 bolts or *(b)* two handaxes
- *(a)* a dungeoneer's pack or *(b)* an explorer's pack

### Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

#### Archery
You gain +2 to ranged weapon attack rolls against targets with cover.

#### Defense
While you are wearing armor, you gain a +1 bonus to AC.

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#### Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

#### 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. The weapon must have the two-handed or versatile property for you to gain this benefit.

#### Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

#### Two-Weapon Fighting
When you engage in two-weapon fighting, you gain the following features:
 - You can add your ability modifier to the damage of your two-weapon fighting attack.
 - You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
 - Your two-weapon fighting attack becomes a free action instead of a bonus action. This action can only be taken once per attack action, even if you're granted additional attacks from a feature such as Extra Attack.

#### Versatile
When wielding a versatile weapon and neither a shield nor another weapon, you may use a bonus action after attacking to perform an unarmed strike, shove or grapple.

### Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature you must finish a short or long rest before you can use it again.

### Combat Superiority
Beginning at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

#### Maneuvers
You learn two maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way, and they all provide a baseline ability or bonus, as well as an increased bonus that can be triggered by spending a superiority die.

You can use only one maneuver per attack. You learn an additional maneuver of your choice at 6th, 12th, and 18th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.

#### Superiority Dice
At 2nd level, you gain two superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

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When you gain certain fighter levels, you gain additional superiority dice, as shown on the Superiority Dice column of the Fighter table.

#### Saving Throws
Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

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**Maneuver save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
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### Know Your Enemy
As a fighter, more than anyone else, you are able to quickly size up your opponents. Starting at 2nd level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The first time you use this ability on a creature, you learn the general details of their attack capabilities (do they focus on melee or ranged? do they have superiority dice, or sneak attack dice?) In addition, the DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Known feats (if any)
- Total class levels (if any)
- Fighter class levels (if any)

You can use this ability against the same creature multiple times, but each time after the first takes 10 minutes rather than 1 minute.

In addition, whenever you roll initiative, you learn the CR or relative strength of a number of creatures you can see equal to your Wisdom modifier.

### Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Sellsword. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

### Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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

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### Resolve
Beginning at 9th level, at the start of your turn you can roll a saving throw to remove an effect caused by a single ability that initially allowed a saving throw. If you succeed on the additional saving throw, you can't use this ability again until you take a long rest.

You can use this feature twice between long rests starting at 17th level.

### Superior Fighting Style
You have taken your chosen fighting style to new heights, allowing you to do things other warriors can't manage. At 11th level, you gain an improvement to a fighting style you already know.

#### Archery
As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you're wielding. Until the end of this turn, you add your proficiency bonus to damage rolls with ranged weapons against the target.

#### Defense
Confident in your ability to avoid attacks, you are able to focus on taking the most of every opportunity. Once per round when a creature misses you with an attack, you gain a superiority die that must be used by the end of your next turn.

If you use the superiority die on an attack, it must be made against a creature that missed you with an attack since the end of your last turn.

#### Dueling
Once per round when a creature misses you with a melee attack, it is within range of your weapon, and you are wielding a melee weapon in one hand and no other weapons, you may make a melee attack against it.

In addition, you may add half of your Dexterity modifier to damage rolls that use your Strength modifier, and half of your Strength modifier to damage rolls that use your Dexterity modifier.

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#### Great Weapon Fighting
When you use the Attack action with a melee weapon that you are wielding with two hands, after you attack you can make one or two additional attacks with the same weapon. These additional attacks must each be against against a different creature that is within 5 feet of the original target and within range of your weapon, and cannot be against any creature you targeted with the Attack action.

In addition, your attacks ignore resistance to bludgeoning, piercing, and slashing weapons.


#### Protection
The first time each round you take an opportunity attack, it doesn't use your reaction.

In addition, you can use a shield as a melee weapon. It has a base damage of 1d4, deals bludgeoning damage, and has the Light and Versatile (1d8) weapon properties. If you engage in two-weapon fighting while wielding a shield, you can add your ability modifier to the damage of the second attack.

#### Two-Weapon Fighting
When you take the Attack action and qualify for two-weapon fighting, you may make an additional attack during the Attack action, using the same weapon you could use for the bonus action attack provided by two-weapon fighting.

### Indomitable
By 13th level, you have honed your will to the same hard steel as your weapons and armor. You gain proficiency in Wisdom saving throws. If you are already proficient in Wisdom saving throws, you gain proficiency in Strength, Constitution, Intelligence, or Charisma saving throws (choose one).

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### Improved Combat Superiority
At 17th level, your superiority dice turn into d10s.

### Weapon Expertise
At 20th level, no one can rival your accuracy and striking ability. Once per turn, after you have rolled an attack, you may double your proficiency bonus for that attack, or, if the attack was successful, you may treat the attack as a critical hit.

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## Maneuvers

The maneuvers are presented in alphabetical order. Unless otherwise specified, you can use only a single maneuver per action; if you have multiple attacks, you can use one maneuver per attack. Unless otherwise specified, you must choose the maneuver you are using before you make the attack roll, but you may choose whether or not to spend a superiority die to upgrade it after you roll.

**Disarming Attack**. You can choose to strike at your foe's weapon hand, destabilizing them. If your attack hits, choose a weapon your target is wielding; the next time that the creature makes an attack using that weapon, it must roll a d4 and subtract the number rolled from the attack roll.

On a hit, you can expend a superiority die and use a bonus action to attempt to completely disarm the target, which must make a Strength saving throw. On a failed save, target drops an object you choose. You can choose where the object falls, within 5 feet of the target, and if you have a free hand and are within range, you can hold it.

**Distracting Strike**. Your attack is angled to throw your foe off guard. If the attack hits, once before the end of your turn, you can spend a bonus action and choose a friendly creature who can see or hear you. The next time that creature makes an attack against the target that triggered this maneuver, it can roll a d4 and add the number rolled to the attack roll.

In addition, on a hit, you can expend a superiority die to completely distract the creature, giving your allies an even wider opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

**Evasive Footwork**. By carefully timing your strikes, you create an opening for yourself to slip away or find a better position. Whether the attack hits or misses, you can add half your proficiency bonus (rounded down) to your AC against attacks from the target until the end of your turn.

In addition, you may spend a superiority die to take the disengage action as a free action. If you hit on the triggering attack, add the result of of the die to the damage dealt.

**Feint and Recovery**. Your attacks, even the ones that don't connect, keep your foes off balance. Before you make an attack, you can choose to risk a feint - if the attack misses the target, you have advantage on your next attack roll against the creature before the end of your next turn.

If the attack hits, you may expend one superiority die and use a bonus action to complete the feint, gaining advantage on your next attack roll before the end of your next turn against the target. If that attack hits, add the superiority die to the attack's damage roll.

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**Lunging Attack**. A quick lunge gets you farther than one would expect, and then allows you to return to your place. On your turn, when you make a melee weapon attack, you can increase your reach for that attack by 5 feet.

You can expend a superiority die at any time (including outside of your turn) to increase your reach by 5 feet until the end of the turn. If you hit with your first attack during that turn, you add the superiority die to the attack's damage roll.

**Maneuvering Attack**. When you hit a creature with a weapon attack, you focus on keeping them away from one of your allies. Until the start of your next turn, one ally adjacent to the target of the triggering attack doesn't provoke opportunity attacks from the target.

If you expend one superiority die when the attack hits, you add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

**Menacing Attack**. When you make an attack on your turn, you can try to unsettle your target. If the attack hits, it has disadvantage on ability checks until the start of your next turn while you are within its line of sight.

If you hit, you can also expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

**Parry and Riposte**. When you use the attack action, you can forego one making one attack (if you do not have the extra attack feature, you make no attack with that action, but if you are using two weapons, you can still make an extra attack using those rules). If you do, you add your Dexterity modifier to your AC against melee attacks until the start of your next turn, and you can take the Dodge action as a bonus action this turn.

When another creature attacks you with a melee attack while you are benefitting from the Dodge action, you can expend one superiority die as a free action to increase your AC by the number you roll on the die against that attack. If the attack still hits, make a melee weapon attack against the creature.

**Precision Attack**. When you make a weapon attack, you can aim for vulnerable spots. If the attack hits, it scores a critical hit on a roll of 19 or 20.

In addition, after rolling the attack, you can expend one superiority die to add it to the attack roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

**Pushing Attack**. When you make a melee weapon attack, you can try to force your target to give ground. If the attack hits, you can push the target 5 feet away from you, and then you must use five feet of your movement to follow it.

In addition, if you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

**Sweeping Attack**. With broad swings and significant effort, you can ward off entire hordes with your attacks. When you make a melee weapon attack, choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal your Strength modifier of the same type dealt by the original attack.

If you expend a superiority die, add it to the damage dealt to both targets.

**Trip Attack**. By putting your weight into the overbalancing your foe, on a hit with a melee weapon you unbalance the target. On its next turn, it must spend half of its movement regaining its balance before it can actually move. This effect doesn't stack with the movement cost to stand up from prone.

If you expend one superiority die, you can attempt to knock the target completely down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.


### Stances
Stances are a specialized form of maneuver. You learn a stance as one of your maneuvers, but they confer an always-on benefit if you chose to activate one.

During a short or long rest, you can choose to assume a stance you know. While in a stance, you can still use other maneuvers, but you cannot spend superiority dice to upgrade their effects. You cannot be in more than one stance at a time.

**Adrenaline Stance**. When a creature hits you with an attack, or you drop a creature to 0 hit points, your blood races hotter and faster. As a bonus action before the end of your next turn, you can expend a superiority die without rolling it to give yourself either advantage on all attack rolls or resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.

**Decisive Blows**. You increase your critical threat range with weapon attacks by 1 (allowing you to score a critical hit on a 19 or 20). At level 8, when you score a critical hit while in this stance, you can roll one of the weapon's damage dice an additional time and add it to the extra damage of the critical hit. At level 15, increase your critical threat range with weapon attacks by an additional 1 (allowing you to score a critical hit on an 18-20).

**Threatening Mien**. Whenever you hit with a melee weapon attack the target is marked by you until the end of your next turn. A creature ignores this effect if it cannot be frightened.

The marked target has disadvantage on any attack roll against a creature other than you or someone else who has marked it.

If a target marked by you is within 5 feet of you on its turn and it moves at least 1 foot or makes an attack that suffers disadvantage from this feature, you can expend a superiority die without rolling it to make one melee weapon attack with advantage against it using your reaction.

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> #### Simple and Effective
>
> If you'd like to play a fighter, but not spend a lot of time making choices with your maneuvers, select one the stances. You can still use the basic version of maneuvers, so pick you'll do things when you hit, but you don't have to make lots of "do I upgrade it now?" choices during a battle.

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## Martial Archetypes
Every fighter, no matter their background or training, follows a slightly different path to martial perfection. The martial archetype you select is emblematic of your approach.

- The **baneslayer** is a fighter who specializes in taking down hostile casters and magic-using monsters, shutting down their tricks and facing them head-on.
- Whether from the front lines or the back, the **commander** controls a fight by making sure his allies fight as best they can.
- Blending magic and warcraft in a matchless display, the **eldritch knight** sends bursts of energy into his foe and weathers the counterattack behind an arcane shield.
- Some people don't feel right unless they're wrapped in an inch of steel. The **juggernaut** doesn't think that's enough - she specializes in heavy armor.
- Taking aim on a target and then letting loose a deadly volley, a **marksman** is an expert with ranged weapons and taking down foes from a distance.
- Tricky and versatile, the **sellsword** uses every trick at her disposal to win a fight, foregoing specialization for a broad arsenal of techniques.
- A **weaponmaster** may prefer a knife, or a hammer, or an enormous axe - but whatever the choice, he uses it like a master painter does a brush, in a breathtaking display of skill.

### Baneslayer
The world is full of dangers - monstrous beasts, otherworldy humanoids, and worse, men made into power-mad threats by powers one would be better off leaving alone. The baneslayer trains to identify and destroy these threats, no matter where they come from.

#### Hunter's Stratagems
You must know about your enemy in order to fight them. At level 3, you gain proficiency in one of the following skills of your choice: Arcana, Insight, or Investigation. You also gain the special maneuver, Disrupt Energies, detailed below.

**Disrupt Energies**. Once per turn, when you make a melee weapon attack, you can choose to disrupt an active spell the target is concentrating on. If you do so and hit, the DC to maintain concentration is increased by your Wisdom modifier.

If you hit, you can spend a superiority die, add the result to the damage roll and your interference makes the target's next spell less potent. The next spell or spell-like ability the target uses before the start of your next turn is at disadvantage if it uses an attack roll, or the targets have advantage on their saving throws if the ability allows one. 

#### Hunt and Contain
Beginning at 7th level, you can cast *detect magic* as a ritual, and you know secret ways to trap and hold the things that lurk in the dark - you can emulate the *magic circle* spell, though you must finish a long rest before doing so again.

```
```

#### Warding Lore
By 10th level, your knowledge of that which you fight has grown great. You now know ways to protect yourself and others from the things that lurk in the dark - by spending an hour recalling what you know of a specific type of foe (one specific type of fae, or a specific aberration), you can emulate the *protection from evil and good* spell on a number of creatures equal to your Wisdom modifier. This functions as a nonmagical effect, doesn't require concentration to maintain, and lasts for one hour, but reduces your current and maximum number of superiority dice by 1 until the effect ends and you take a short rest.

#### Unerring Eye
At 15th level, you gain the ability to detect magical deception. As an action, you sense the presence within 30 feet of you of illusions, shapechanger creatures not in their true form, and other magic designed to deceive the senses. Though you determine that an effect is attempting to trick you, you gain no special insight into what is hidden or its true nature.

#### Energy Disruption
Spells and magicks fall before you - starting at level 18, you can cast *counterspell* using your Wisdom as your spellcasting ability. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

### Commander
Not just a skilled warrior, the commander is able to get the best out of those around him, sometimes leading a small squad of special forces or adventurers, and other times leading a vast army.

#### Lead by Example
When you choose this archetype at third level, you gain proficiency in one of the following skills: Animal Handling, History, Insight, Intimidation, or Persuasion.

You also gain the special Rally maneuver, detailed below.

**Rally**. When you hit with an attack, you can spend a bonus action and choose a friendly creature who can see or hear you who has less than half of its hit points. That creature gains gains temporary hit points equal to your Charisma modifier.

In addition, on your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier, and its next attack that hits before the start of your next turn deals additional damage equal to the superiority die roll.

#### Inspiring Rhetoric
Beginning at level 7, you can keep spirits up under the worst of conditions. While a friendly creature who can see and hear you needs to make an ability check or saving throw to avoid exhaustion or being frightened, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1).

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In addition, you may add your proficiency bonus to the Performance skill whenever you are attempting to give a speech, if you do not already.

#### Focus Fire
By level 10, your experience in directing your allies has grown to the point that you can inspire them to new heights. When you take the Attack action on your turn, you can forego an attack and spend a superiority die to allow an ally that can see or hear you to spend their reaction and make a single attack or cast a cantrip targeting the same creature you attacked.

In addition, when you use a maneuver on your turn, you can spend a bonus action to give one creature in range who can see and hear you the ability to perform the same maneuver in its basic form once before the start of your next turn.

#### Fight On Together
Your ability to recover during a fight isn't limited just to you - you can revitalize numerous allies when you take the time. Starting at 15th level, when you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

#### Decisive Leadership
When you use the *distracting strike* and *rally* maneuvers, you do not need to use a bonus action to activate their bonus.

In addition, when you grant an ally the ability to use a maneuver with *lead by example*, you may expend a superiority die on their behalf when they perform it.

```
```

___

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### Juggernaut
Clad in heavy armor and an expert in using it to its fullest, the juggernaut is a fighter who relies on their vast strength and knowledge of the intricacies of armor to allow them to weather any assault. 

#### Warmain Techniques
You gain proficiency in smith's tools, and with an hour of work with them, can repair metal objects as per the *mending* spell, though this is a nonmagical effect. In addition, you gain a special maneuver, Warding Strike, detailed below.

**Warding Strike**. When you make a melee weapon attack roll against a creature, how they respond lets you know how they'll attack you back - allowing you to prepare against and mitigate damage you might take. Until the start of your next turn, bludgeoning, piercing, and slashing damage you take from the target is reduced by your Constitution modifier - 1.

If you spend a superiority die, you add it to the attack's damage if you hit, and also increase the amount of damage reduced from the target's attacks by the number you roll.

You must be wearing heavy armor to use this maneuver.

#### Physical Primacy
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength or Constitution check you make that doesn’t already use your proficiency bonus. You gain proficiency in the Athletics skill, or, if you are already proficient in the Athletics skill, your proficiency bonus for any ability check you make with it is doubled. 

In addition, increase your carrying capacity, maximum lift weight, and encumbrance threshold as if your Strength were 4 points higher.

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#### Throw Your Weight Around
At 10th level, you learn to use the weight of your armor to assist you. When you shove a creature while wearing heavy armor, you can knock it prone and push it 5 feet away, instead of one or the other.

#### Armor Specialist
By 15th level, you have mastered using your armor to a degree that it is a second skin for you. You never suffer disadvantage on ability checks from heavy armor, can sleep in armor without penalty, and as a reaction while wearing heavy armor, can become immune to forced movement (but not being knocked prone) until the start of your next turn.

#### Indefatiguable
At 18th level, you attain the pinnacle of resilience in battle, shrugging off small hurts as though they were nothing. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have more than half of your hit points left. If you are dropped to 0 hit points, you require a short rest to benefit from this ability again.

### Marksman
Armed with a bow, crossbow, or even an early gun or a brace a knives, the marksman knows one thing - to miss is to waste, and so she doesn't.

#### Steady Shot
When you choose this archetype at 3rd level, you learn the basics of basics of skilled archery, and how to keep yourself restocked with ammunition. You can always recognize the shots you fired, even through touch, and you recover three-quarters of your expended ammunition when you search the battlefield. You gain proficiency with fletcher's tools, fusillier's tools, or woodworking tools, as well as a special maneuver, Steady Shot, detailed below.

**Steady Shot**. You know how to ignore distractions when firing, taking the shot without hindrance. When you make a ranged atack roll, you can use this maneuver; if the target is within 5 feet of you, or at long range, you do not have disadvantage on the attack roll.

If you hit, you can spend a superiority die and add it to the attack's damage. In addition, you you have advantage on your next attack with the same weapon against the target before the end of your next turn.

#### Careful Eyes
Starting at 7th level, you excel at picking out  hidden enemies and other threats. You can take the Search action as a bonus action. You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).

#### Pinning Shot
Beginning at 10th level, when you hit a creature with a ranged weapon attack on your turn, you can use a bonus action to attempt to pin the enemy in place with a well-placed shot. The target must make a Strength saving throw. On a failed save, the creature’s speed becomes 0, and it can’t benefit from any bonus to its speed until the start of your next turn.

```
```

#### Bow is Life
An arrow or bolt is a weapon - but it is also a tool. By 15th level, your reactions and instinct for firing have become honed, allowing you to respond to unusual situations in special ways. You gain the following special abilities.

**Archer's Stairway**. You can use arrows or bolts to create handholds for a climber. By firing three pieces of ammunition per five feet, you can halve the DC to climb a surface for the next creature to do so.

**Savior's Arrow**. When a creature within range of your ranged weapon falls and is within five feet of a wall or floor, you can use your reaction to fire a shot that pins them in place, arresting the fall.

#### Rapid Shots
At 18th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

### Sellsword
Versatile and able to do just about any job, the sellsword is a fighter who specializes in getting things done and using the right tools at the right time.

#### Varied Tactics
It's not smart to specialize in just one technique - so instead, you learn a little bit of everything. When you select this archetype at 3rd level, you can choose a second option from the Fighting Style class feature, and during a short or long rest, you can change one or both of your choices.

In addition, you gain proficiency in one skill of your choice and learn an additional maneuver from those available to all fighters.

#### Anticipate Trouble
The average sellsword has been in an unhealthy number of scrapes, including situations that seemed fine before quickly turning violent. By 7th level, you have picked up the ability to read violent intentions in minute cues before things turn. You gain advantage on Wisdom (Insight) checks when attempting to determine if someone has violent intentions, and when you roll initiative, you can roll a Superiority Die and add it to both your result and the damage of the first attack that hits on your first turn.

In addition, you learn an additional maneuver from those available to all fighters.

#### Versatile Warrior
At 10th level you gain an additional superiority die per rest, and you can learn an additional fighter maneuver, even one that belongs to another archetype.

#### Lifelong Trooper
Beginning at 15th level, you have advantage on any ability checks or saving throws to resist or cure conditions, diseases, exhaustion, magical effects, or poisons, so long as the rolls occur during a rest (short or long).

In addition, you only require six hours to benefit from a long rest, never suffer any penalties to ability checks while sleeping (but not other times you are unconscious) and you regain additional Hit Die equal to your Constitution modifier when your rest concludes.

In addition, you learn an additional maneuver from those available to all fighters.

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#### Cunning Opportunist
Starting at 18th level, whenever you roll initiative or score a critical hit and have no superiority dice remaining, you regain 1 superiority die. You cannot use the superiority die gained in this fashion on the attack or check that generated it.

### Weaponmaster
While all fighters are skilled with their weapons, the weaponmaster takes their training further, reaching levels of skill others can only dream of with their chosen arms.

#### Arms Specialization
When you choose this archetype at 3rd level, you also choose a class of weapons to specialize in, from the following list.

| Category | Weapons Included |
|:-------|:-------------|
| Axes  | battleaxe, greataxe, handaxe |
| Blades,&nbsp;heavy&nbsp;&nbsp;  | greatsword, longsword |
| Blades, light | rapier, scimitar, shortsword |
| Bows | longbow, shortbow |
| Hafted| glaive, halberd, quarterstaff |
| Hammers | club, greatclub, light hammer, mace, maul, morningstar, war pick, warhammer |
| Knives | dagger |
| Spears | javelin, lance, pike, spear, trident  |

While wielding a weapon from your chosen class, increase the size of your superiority dice by one step (1d8 &rarr; 1d10 &rarr; 1d12) and the save DC to resist one of your maneuvers by 1 . In addition, if you are wielding a simple weapon from your chosen group, increase the damage die by one step (1d4 &rarr; 1d6 &rarr; 1d8 &rarr; 1d10).

#### Driven Student
When it comes to learning about something you're interested in, you excel. At 3rd level, choose a set of tools you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses those tools.

If you aren't proficient in any tools when you gain this ability, you gain proficiency in one set of tools of your choice, and at level 5, your proficiency bonus is doubled for any ability check you make with those tools.

#### Unconventional Style
Beginning at level 7, when you make an attack with a weapon from your chosen group, you can deal any type of damage - bludgeoning, piercing, or slashing - instead of the normal type.

#### Action Surge
When you reach level 10, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again.

```
```

#### Singular Focus
The determination and concentration necessary to become a weaponmaster may be focused on your fighting skills, but it carries over to other aspects of your life. Starting at level 15, any time you would make an ability check, you can ignore a single source of disadvantage.

#### Grandmaster Technique
At level 18, you gain one of the following abilities, based on your chosen class of weapons.

**Crushing Blows** *[Hammers]*. When wielding one of your specialized weapons, you gain a +2 bonus to attack rolls against targets wearing heavy armor, or those with a natural armor bonus of +6 or greater.

**Dangerous Momentum** *[Axes]*. When you make an attack with one of your specialized weapons, you gain a +2 bonus to the attack roll of any further attacks made during the same turn.

**?**. 

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# Unfinished material

<hr><hr>

Note - the Eldritch Knight is heavily under construction.  It is not currently in any way balanced or playable. Please don't evaluate as part of the rest of this document.

### Eldritch Knight
Blending steel with specialized magical techniques, the eldritch knight is no simple wizard wrapped in metal and holding a sword. While their skills may not be as broad or reaching as that of an arcanist, these knights know how to apply what they have with deadly precision.

#### Basic Techniques
When you choose this archetype at 3rd level, you gain proficiency in the Arcana skill, as well as two cantrips of your choice from the following list:

#### Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the *Player's Handbook* for the general rules of spellcasting and the end of this entry for the eldritch knight spell list. 

**Spell Slots.** The same reserves of energy that allow you to perform martial stunts fuel your spellcasting. Rather than having a specific number of spell slots, you can cast a spell by expending one of your superiority dice. All your spells are cast at the same level - at 3rd level, you can cast spells at 1st level. At 9th level, your spells are cast at 2nd level, and at level 15, they are cast at 3rd level.

**Spells Known of 1st-Level and Higher.** You know three 1st-level spells of your choice, from the eldritch knight spellcasting list at the end of this document. Each time you would normally learn a new maneuver, you may instead learn a new spell from the spell list. The new spell must be no greater than the highest level spell you can cast.

Whenever you would learn a new maneuver or spell, you can replace one of the spells you know with another spell of your choice from the your eldritch knight spell list. The new spell must be of a level you can cast. 

**Spellcasting Ability.** Intelligence is your spellcasting ability for your eldritch knight spells, since you learn your spells through study and memorization, in a similar fashion to a wizard. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a eldritch knight spell you cast and when making an attack roll with one.

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**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier
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**Spell attack modifier** = your proficiency bonus + your Intelligence modifier
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#### Weapon Bond
test

#### Level 10 feature
test

#### Level 15 feature
test 

#### Improved War Magic
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.


### Things they should be able to do
- Elemental blade attacks
- Magic shield



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<div class='spellList' style="margin:1em auto 4em auto;">
##### Cantrips
- Acid Splash<sup>conj</sup>
- Blade Ward<sup>abj</sup>
- Booming Blade<sup>evo</sup>
- Chill Touch<sup>nec</sup>
- Create Bonfire<sup>conj</sup>
- Fire Bolt<sup>evo</sup>
- Frostbite<sup>evo</sup>
- Green-Flame Blade<sup>evo</sup>
- Gust<sup>tran</sup>
- Lightning Lure<sup>evo</sup>
- Mold Earth<sup>tran</sup>
- Poison Spray<sup>conj</sup>
- Ray of Frost<sup>evo</sup>
- Shocking Grasp<sup>evo</sup>
- Sword Burst<sup>conj</sup>
- Thunderclap<sup>evo</sup>

##### 1st Level
- Absorb Elements<sup>abj</sup>
- Burning Hands<sup>evo</sup>
- Catapult<sup>tran</sup>
- Chromatic Orb<sup>evo</sup>
- Color Spray<sup>ill</sup>
- Earth Tremor<sup>evo</sup>
- Expeditious Retreat<sup>tran</sup>
- False Life<sup>nec</sup>
- Ice Knife<sup>conj</sup>
- Jump<sup>tran</sup>
- Mage Armor<sup>abj</sup>
- Magic Missile<sup>evo</sup>
- Ray of Sickness<sup>nec</sup>
- Shield<sup>abj</sup>
- Sleep<sup>ench</sup>
- Tasha's Hideous Laughter<sup>ench</sup>
- Thunderwave<sup>evo</sup>
- Witch Bolt<sup>evo</sup>

##### 2nd Level
- Aganazzar's Scorcher<sup>evo</sup>
- Blindness/Deafness<sup>nec</sup>
- Blur<sup>ill</sup>
- Cloud of Daggers<sup>conj</sup>
- Crown of Madness<sup>ench</sup>
- Earthbind<sup>tran</sup>
- Enlarge/Reduce<sup>tran</sup>
- Gust of Wind<sup>evo</sup>
- Hold Person<sup>ench</sup>
- Invisibility<sup>ill</sup>
- Magic Weapon<sup>tran</sup>
- Maximilian's Earthen Grasp<sup>tran</sup>
- Melf's Acid Arrow<sup>evo</sup>
- Mirror Image<sup>ill</sup>
- Misty Step<sup>conj</sup>
- Phantasmal Force<sup>ill</sup>
- Pyrotechnics<sup>tran</sup>
- Ray of Enfeeblement<sup>nec</sup>
- Scorching Ray<sup>evo</sup>
- Shatter<sup>evo</sup>
- Snilloc's Snowball Swarm<sup>evo</sup>
- Web<sup>conj</sup>

##### 3rd Level
- Blink<sup>tran</sup>
- Erupting Earth<sup>tran</sup>
- Fear<sup>ill</sup>
- Fireball<sup>evo</sup>
- Flame Arrows<sup>tran</sup>
- Fly<sup>tran</sup>
- Haste<sup>tran</sup>
- Lightning Bolt<sup>evo</sup>
- Melf's Minute Meteors<sup>evo</sup>
- Protection from Energy<sup>abj</sup>
- Sleet Storm<sup>conj</sup>
- Slow<sup>tran</sup>
- Stinking Cloud<sup>conj</sup>
- Tidal Wave<sup>conj</sup>
- Vampiric Touch<sup>nec</sup>

##### 4th Level
- Banishment<sup>abj</sup>
- Blight<sup>nec</sup>
- Confusion<sup>ench</sup>
- Dimension Door<sup>conj</sup>
- Elemental Bane<sup>tran</sup>
- Evard's Black Tentacles<sup>conj</sup>
- Fire Shield<sup>evo</sup>
- Greater Invisibility<sup>ill</sup>
- Ice Storm<sup>evo</sup>
- Otiluke's Resilient Sphere<sup>evo</sup>
- Phantasmal Killer<sup>ill</sup>
- Stoneskin<sup>abj</sup>
- Storm Sphere<sup>evo</sup>
- Vitriolic Sphere<sup>evo</sup>
- Wall of Fire<sup>evo</sup>
- Watery Sphere<sup>conj</sup>
</div>