The Fighter (Revised) Level Proficiency Bonus Superiority Dice Features 1st +2 3 Fighting Style, Combat Superiority (d6) 2nd +2 3 Action Surge (one use) 3rd +2 3 Martial Archetype 4th +2 3 Ability Score Improvement 5th +3 4 Extra Attack, Combat Superiority (d8) 6th +3 4 Ability Score Improvement 7th +3 4 Martial Archetype feature 8th +3 4 Ability Score Improvement 9th +4 4 Indomitable (one use) 10th +4 4 Martial Archetype feature 11th +4 5 Extra Attack (2), Combat Superiority (d10) 12th +4 5 Ability Score Improvement 13th +5 5 Indomitable (two uses) 14th +5 5 Ability Score Improvement 15th +5 5 Martial Archetype feature 16th +5 5 Ability Score Improvement 17th +6 6 Extra Attack (3), Combat Superiority (d12) 18th +6 6 Action Surge (two uses), Indomitable (three uses) 19th +6 6 Ability Score Improvement 20th +6 6 Martial Archetype feature The Fighter, Revised The intent of this homebrew is to update the Fighter class, described on pages 70-75 of the Player's Handbook, as well as the additional Martial Archetypes presented in Sword Coast Adventurer's Guide and Xanathar's Guide to Everything. These updates were made in order to grant the fighter increased versatility and power level scaling in comparison to the game's other classes, as well as to better fit the class's flavor as a highly disciplined martial combatant. If you like this revised version of the fighter class better than the official version, feel free to use it in your own campaigns--at your DM's discretion, of course. Quick Build You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or on finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight or Arcane Archer martial archetype. Second, choose the soldier background. 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, Athletics, History, Insight, Intimidation, Perception, Performance, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) leather armor, a longbow, and a quiver of 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 speciality. 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 a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. 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 and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection 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 can add your ability modifier to the damage of the second attack. Combat Superiority Your intensive combat training manifests itself in the form of special dice, called superiority dice, which you use to augment your attacks and fuel your combat abilities. You have three superiority dice, which are d6s. You spend superiority dice to fuel special combat abilities called maneuvers, which are detailed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use more than one maneuver per turn, but only one maneuver per attack. A superiority die is expended when you use it. You regain all your expended superiority die when you finish a short or long rest. Your superiority dice change when you certain levels in this class. The dice become d8s at 5th level, d10s at 11th level, and d12s at 17th level. In addition, you gain additional superiority dice as you gain levels in this class, as shown in the Superiority Dice column of the Fighter (Revised) table. Maneuvers You know the following maneuvers. Power Attack. Once on each of your turns, when you hit a creature with a weapon attack, you can expend two superiority dice, rolling the dice and adding both numbers rolled to the attack's damage roll. Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die, rolling the die and adding the number rolled 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. Second Wind. On your turn, you can use a bonus action and expend one superiority die to regain hit points equal to the number rolled + your Constitution modifier (minimum of 1 hit point). Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 18th level, you can use it twice before a rest, but only once per turn. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose one from the following list, all detailed at the end of the class description: Champion. A master of their own physical power.

A master of their own physical power. Battle Master. A warrior trained in diverse maneuvers.

A warrior trained in diverse maneuvers. Eldritch Knight. A wielder of both martial and arcane might.

A wielder of both martial and arcane might. Banneret. An inspiring leader and rallier of fellow soldiers.

An inspiring leader and rallier of fellow soldiers. Arcane Archer. A marksman trained in elven enchantment.

A marksman trained in elven enchantment. Cavalier. A mounted combat specialist who protects their allies from harm.

A mounted combat specialist who protects their allies from harm. Exalted Heart. A warrior with an unbreakable will who can stand up to any challenge. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 20th 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. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level, and three times between long rests starting at 18th level. Martial Archetypes Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. Champion The archetypal Champion focuses on the development of raw physical power to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Improved Critical Starting when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20. Superior Attacker Also starting at 3rd level, whenever you roll a 1 on a superiority die, you can reroll the die and must use the new roll, even if the new roll is a 1. Starting at 15th level, you can reroll a superiority die after you roll a 1 or a 2 on it. You must use the new roll, even if it is a 1 or a 2. Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already include your proficiency bonus. In addition, when you make a running jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. Superior Critical Beginning at 15th level, your weapon attacks score a critical hit on a roll of 18, 19, or 20 on the d20. Survivor At 20th level, you achieve the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to your Constitution modifier (minimum of 0 hit points). If you have fewer than half of your hit points left at the start of your turn, you regain 5 additional hit points. You don't gain this benefit if you have 0 hit points. Battle Master Those who emulate the archetypal Battle Mastrer employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not ever fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge. Expanded Maneuvers When you choose this archetype at 3rd level, you learn two Battle Master maneuvers of your choice, which are detailed under "Battle Master Maneuvers" below. You learn two additional Battle Master maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new Battle Master maneuvers, you can also replace one Battle Master maneuver you know with a different one. Some of your Battle Master maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Battle Master maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)



Expanded Superiority Also at 3rd level, you gain an additional superiority die. This die is a d6, and changes as you gain levels in this class to match your other superiority dice. Tactical Reaction Starting at 7th level, your knowledge of the arts of war lets you react quickly in battle. When you roll initiative at the start of combat, you can expend one superiority die, rolling the die and gaining a bonus to your initiative roll equal to the result. Know Your Enemy Starting at 10th 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 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

Total class levels (if any)

Fighter class levels (if any) Master's Precision Starting at 15th level, your knowledge of warfare allows you to strike with precision, even when using a complex maneuver. Once on each of your turns, you can use Precision Attack and a Battle Master maneuver on the same attack, expending a separate superiority die for both maneuvers. Relentless Starting at 20th level, when you roll initiative and have no superiority dice remaining, you regain 2 superiority dice. Battle Master Maneuvers The maneuvers are presented in alphabetical order. Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see and hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack. If this attack hits, roll the superiority die and add the number rolled to the attack's damage roll. Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. Roll the superiority die and add the number rolled 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. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, roll the superiority die and add the number rolled to the attack’s damage roll. Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. Roll the superiority die and add the number rolled to the attack’s damage roll. In addition, the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, roll the superiority die and add the number rolled to the attack’s damage roll. Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. Roll the superiority die and add the number rolled to the attack’s damage roll. Then, 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 hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. Roll the superiority die and add the number rolled 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. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die, rolling the die and reducing the damage you take by the number rolled + your Dexterity modifier. Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. Roll the superiority die and add the number rolled to the attack's damage roll. In addition, if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you, then roll the superiority die. That creature gains temporary hit points equal to the number rolled + your Charisma modifier. Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, roll the superiority die and add the number rolled to the attack's damage roll.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach, then roll the superiority die. If the original attack roll would hit the second creature, it takes damage equal to the number rolled on the superiority die. The damage is of the same type dealt by the original attack. Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. Roll the superiority die and add the number rolled to the attack's damage roll. In addition, if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. Eldritch Knight The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. 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 chapter 11 for the wizard spell list. Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = Your proficiency bonus + your Intelligence modifier

Eldritch Knight Spellcasting Fighter

Level Cantrips

Known Spells

Known 1st 2nd 3rd 4th 3rd 2 3 2 — — — 4th 2 4 3 — — — 5th 2 4 3 — — — 6th 2 4 3 — — — 7th 2 5 4 2 — — 8th 2 6 4 2 — — 9th 2 6 4 2 — — 10th 3 7 4 3 — — 11th 3 8 4 3 — — 12th 3 8 4 3 — — 13th 3 9 4 3 2 — 14th 3 10 4 3 2 — 15th 3 10 4 3 2 — 16th 3 11 4 3 3 — 17th 3 11 4 3 3 — 18th 3 11 4 3 3 — 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1 Eldritch Maneuvers Also at 3rd level, you learn the following special maneuvers that help you blend spellcasting with martial combat. Eldritch Strike. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to undercut the target's magical defenses. Roll the superiority die; the creature receives a penalty to the next saving throw it makes against a spell you cast equal to the number rolled. Precision Spell. When you cast a spell that requires you to make an attack roll, you can expend one superiority die, rolling the die and adding the number rolled to one of the spell's attack rolls. You can use this maneuver before or after making the attack roll, but before any effects of the spell are applied. In addition, you can use this maneuver multiple times during a single casting of a spell that requires you to make multiple attack rolls, but can only expend one superiority die per attack roll.

War Magic Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Arcane Charge At 10th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. Improved War Magic Beginning at 15th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. Arcane Restoration At 20th level, you can restore your spellcasting powers alongside your physical stamina. When you use your Second Wind maneuver, you can choose to regain one expanded eldritch knight spell slot. You must then finish a short or long rest before you can do so again. Banneret Banneret are warriors beholden to the service of a king or queen. Pledged to protect the crown, they take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a banneret in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had. Leader's Maneuver When you choose this archetype at 3rd level, your skill at leadership allows you to help your allies strike with greater finesse. When a creature other than yourself that you can see within 30 feet of you makes a weapon attack, you can use your reaction to expend one superiority die, rolling the die and granting a bonus to the attack or damage roll of that creature's attack (your choice) equal to the number rolled. You can use this feature before or after the creature makes its attack roll, but before any effects of the attack are applied. Royal Envoy Also at 3rd level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: History, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature. Rallying Cry Starting at 7th level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind maneuver, you can choose a number of friendly creatures within 30 feet of you that can see or hear you, up to a maximum equal to your Charisma modifier (minimum of 1). Each of these creatures gains temporary hit points equal to the number of hit points you regain. Inspiring Surge Starting at 10th level, when you use your Action Surge feature, you can choose one friendly creature within 60 feet of you that can see or hear you. That creature can use its reaction to make one weapon attack. Master's Command Starting at 15th level, whenever you use your Leader's Maneuver feature, you can roll a d8 and use it instead of expending a superiority die. Bulwark Starting at 20th level, your mere presence inspires your allies to withstand hardship in combat. When you use your Indomitable feature, you can choose a number of friendly creatures within 30 feet of you, up to a maximum equal to your Charisma modifier (minimum of 1). A creature you choose must be able to see or hear you, and must have made the same saving throw that you are choosing to reroll. Each creature you choose may use its original roll or your new roll for the saving throw.

Arcane Archer An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. Arcane Shots When you choose this archetype at 3rd level, you learn two Arcane Archer maneuvers of your choice, which are detailed under "Arcane Archer Maneuvers" below. You learn one additional Arcane Archer maneuver of your choice at 7th, 10th, and 15th level. Each time you learn a new Arcane Archer maneuver, you can also replace one Arcane Archer maneuver you know with a different one. Some of your Arcane Archer maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC for your maneuvers is calculated as follows: Arcane Archer maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

Arcane Archer's Lore Also at 3rd level, you learn magical theory and some of the secrets of nature—typical for practitioners of this elven martial tradition. You gain proficiency in your choice of either the Arcana or Nature skill, and you learn one druid cantrip of your choice. Intelligence is your spellcasting ability for it. Magic Arrow At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow or crossbow bolt, you can choose to make the piece of ammunition magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the piece of ammunition immediately after it hits or misses its target. Curving Shot At 10th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magical piece of ammunition and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. Empowered Shot Starting at 15th level, whenever you use one of your Arcane Archer maneuvers when firing a magical arrow or crossbow bolt, you can roll the expended superiority die twice and use the total of both numbers. You can use this feature a numberr of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. Mastered Maneuver By 20th level, arcane archery comes so easily to you that you can use one of your maneuvers without expending any magical power. Choose one of the Arcane Archer maneuvers you know to become your mastered maneuver. Once per turn when you use this maneuver, you can choose to use it normally, or to use it without expending or rolling a superiority die. If you use the maneuver without expending a superiority die, it always deals 6 extra damage. You cannot use Empowered Shot and Mastered Maneuver on the same attack. Arcane Archer Maneuvers The maneuvers are presented in alphabetical order. Banishing Arrow. When you hit a creature with a ranged weapon attack, you can use abjuration magic to attempt to banish your target to a harmless location in the Feywild. Expend and roll one superiority die; the attack deals extra force damage to its target equal to the number rolled. In addition, the target must succeed on a Charisma saving throw or be banished. While banished in this way, the target is incapacitated and has a speed of 0 feet. At the end of its next turn, the creature reappears in the space it vacated, or in the nearest unoccupied space if that space is occupied. Beguiling Arrow. When you hit a creature with a ranged weapon attack, you can use enchantment magic to beguile the target. Expend and roll one superiority die; the attack deals extra psychic damage equal to the number rolled. In addition, choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw or become charmed by the chosen ally until the start of your next turn. This effect ends if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

Bursting Arrow. When you hit a creature with a ranged weapon attack, you can generate an explosion of magical energy using evocation magic. Expend and roll one superiority die; the target and all other creatures within 10 feet of it take extra force damage equal to the number rolled. Enfeebling Arrow. When you hit a creature with a ranged weapon attack, you can weaken the target of your attack with necromantic magic. Expend and roll one superiority die; the attack deals extra necrotic damage equal to the number rolled. In addition, the creature must succeed on a Constitution saving throw or deal half damage with weapon attacks that use Strength until the start of your next turn. Grasping Arrow. When you hit a creature with a ranged weapon attack, you can entangle the creature in grasping, poisonous brambles summoned with conjuration magic. Expend and roll one superiority die; the attack deals extra poison damage equal to the number rolled. In addition, the target becomes entangled in vines. Its speed is reduced by 10 feet, and it takes slashing damage equal to the number rolled on your superiority die the first time on each of its turns it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this maneuver again. Piercing Arrow. When you make a ranged weapon attack, you can use transmutation magic to give your ammunition an ethereal quality. Expend and roll one superiority die, without making an attack roll. The piece of ammunition fires forward in a 30-foot line that is 1 foot wide. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes the ammunition's normal damage, plus extra damage equal to the number you rolled on your superiority die. On a successful save, a target takes half as much damage. Seeking Arrow. When you make a ranged weapon attack, you can use divination magic to cause your ammunition to track its target. Expend and roll one superiority die, without making an attack roll. The piece of ammunition flies towards one creature of your choice you have seen within the past minute, moving around corners if necessary and ignoring half cover and three-quarters cover. If the target is within the weapon’s range and there is a path large enough for the piece of ammunition to travel to the target, the target must make a Dexterity saving throw. On a failed save, a target takes the ammunition's normal damage, plus extra damage equal to the number you rolled on your superiority die, and you learn the target's current location. On a successful save, a target takes half as much damage and you don't learn its location. Shadow Arrow. When you hit a creature with a ranged weapon attack , you can expend one superiority die to attempt to occlude the target's vision with illusion magic. Expend and roll one superiority die; the attack deals extra psychic damage equal to the number rolled. In addition, the target must succeed on a Wisdom saving throw or become unable to see anything other than 5 feet away until the start of your next turn. Cavalier The archetypal Cavalier excels at mounted combat and at guarding those in their charge from harm, often serving as the protectors of their superiors and of the weak. Drawn to right wrongs or earn prestige, many of these fighters leave lives of comfort in the courts of nobles or the inner circles of diplomats to embark on glorious adventure. Born to the Saddle When you choose this archetype at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. In addition, if you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. Master of the Stable Also at 3rd level, you gain proficiency in the Animal Handling skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: History, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Animal Handling. You receive this benefit regardless of the skill proficiency you gain from this feature. Cavalier's Maneuvers Also at 3rd level, you learn the following special maneuvers that help you protect your allies. Marking Strike. When you hit a creature with a melee weapon attack, you can expend one superiority die, rolling the die and adding the die to the attack's damage roll. In addition, the target becomes marked until the end of your next turn. This effect ends early if you are incapacitated or die, or if someone else marks the creature. The marked creature has disadvantage on attack rolls against creatures other than you. In addition, if the marked creature deals damage to a creature other than you, you can use your reaction to make a melee weapon attack against it. You have advantage on the attack roll, and if it hits, the attack deals extra damage. Roll, but do not expend, one of your superiority dice; the attack's extra damage is equal to the number rolled. Warding Maneuver. When you or a creature within 5 feet of you is hit by an attack, you can use your reaction and expend one superiority die if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC for that attack. If the attack still hits, the target has resistance against the attack's damage. Ferocious Charger Starting at 7th level, you can run down your foes, whether you're mounted or not. Once on each of your turns, if you move or ride your mount at least 10 feet in a straight line right before hitting a creature with a melee weapon attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Hold the Line At 10th level, you become a master of locking down your enemies. Creatures provoke opportunity attacks from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, its speed is reduced to 0 feet until the end of the current turn. Cavalry Charge Starting at 15th level, you become an expert at charging into battle and throwing your full weight behind your maneuvers. If you use Power Attack, Precision Attack, or Marking Strike on an attack that gains the benefits of your Ferocious Charger feature, the target has disadvantage on its saving throw against being knocked prone. Vigilant Defender Starting at 20th level, you respond to danger with extraordinary vigilance. You can take two reactions per round. At least one of these reactions must be used to make an opportunity attack. You cannot make two opportunity attacks against the same target during the same turn. Exalted Heart The archetypal Exalted Heart draws on an implacable fighting spirit to overcome enemies. The resolve of an Exalted Heart is nearly unbreakable, and the enemies in the path of an Exalted Heart have two choices: yield, or die fighting. Fighting Spirit When you choose this archetype at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain temporary hit points equal to your fighter level. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest. Bonus Proficiency Also at 3rd level, you gain proficiency in your choice of either the Insight or Perception skill. Warrior's Wisdom Starting at 7th level, your disciplined mind allows you to excel in situations that require understanding and comprehension. Whenever you make an Intelligence or Charisma ability check, you can gain a bonus to the check equal to your Wisdom modifier. In addition, you gain proficiency in Wisdom saving throws. If you already have this proficiency, you gain proficiency in your choice of either Intelligence or Charisma saving throws. Rapid Strike Starting at 10th level, you can trade accuracy for swiftness when you attack with your full strength. If you use Power Attack on your turn and have advantage on the attack roll, you can forgo the advantage to make an additional weapon attack against that target, as part of the same action. If you do so, the second attack gains the benefits of Power Attack, and the superiority dice you roll for the second attack are not expended. You can use this feature only once per turn. Tireless Spirit Starting at 15th level, when you use your Fighting Spirit feature, you regain one superiority die. Strength Before Death Starting at 20th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points but doesn't kill you outright, you can use your reaction to delay falling unconscious. When you do so, you can immediately take an extra turn, interrupting the current turn. During this extra turn, taking damage while at 0 hit points causes death saving throw failures as normal, and failing three death saving throws can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points and haven't died, and turn order resumes as normal. Once you use this feature, you can't do so again until you finish a long rest.