This document contains updated versions of the following classes from the Player's Handbook, the Sword Coast Adventure's Guide and Unearthed Arcana Banneret, Cavalier, and Eldritch Kninght. This document also contains two new martial archetypes for the fighter, Warmaster and War Priest. Banneret A Banneret inspires greatness in others through his words and by committing brave deeds in battle. The mere presence of a Banneret among some is enough to convince some orcs and bandits to seek easier prey. A skilled Banneret is enough to transform even the most poorly equipped militia into a ferocious war band. A banneret leads through example, using their deeds and words to inspire bravery and awaken courage in allies that they never knew they had. Rallying Cry When you choose this archetype at 3rd level, you learn to inspire your allies to fight on past their injuries with you. As an action you can choose a number of allies up to your half your fighter level (rounded down) that are within 60 feet of you and can see or hear you. You and each of your allies regain hit points equal to your fighter level. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). Inspirational A Banneret is a master of their words, able to use them to instill confidence or fear in others. At 7th level, you gain proficiency in the Persuasion and Intimidation skills. If you are already proficient in either of those skills, you gain proficiency in either one or two of the following skills of your choice: Animal Handling, History, Insight, Medicine, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion or Intimidation. Inspiring Surge Starting at 10th level, when you use your Action Surge feature, you can choose one creature with 60 feet of you that is allied with you and can either see or hear you. That creature can make one melee or ranged attack with its reaction, and may add your Charisma modifier (a minimum of once) to the attack and damage roll of the attack. Bulwark Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear, it can reroll the saving throw and must use the new roll. Rallying Presence At 18th level you emit an aura of confidence around yourself that can rally your allies to fight harder and can use your words to inspire strength in others. You gain the Inspiring Leader feat, if you do not already have it, and can gain the benefits of it by spending only one minute inspiring your companions. If you already have the Inspiring Leader feat you instead gain one of the following feats of your choice: Actor, Dungeon Delver, Healer, or Skilled. In addition, you and friendly creatures within 30 feet of you can't be charmed or frightened while you are conscious. Cavalier The archetypical Cavalier excels at mounted combat. Usually born among the nobility, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as protectors of their superiors or of the weak. Drawn to right wrongs or earn prestige, many of these fighters leave their lives among the court to embark on heroic adventure. Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in the Animal Handling skill. If you already have proficiency in this skill, you instead gain one proficiency of your choice from the following list: History, Insight, Performance, Persuasion, or one type of tool. Born to the Saddle Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. 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. Mounted Combat Also at 3rd level, your training with your mount gives you enhanced combat superiority. When you make an attack while mounted you can attempt to trip the creature. If the creature is Large or smaller, it must make a Strength saving throw or be knocked prone. Additionally, for each level you gain after 3rd, your mount gains an additional hit die and increases its hit points accordingly.

Ferocious Charger At 7th level, you can use the momentum of your mount to deal additional damage. When you make an attack against a creature while mounted, it takes additional damage equal to your mounts Strength modifier (a minimum of 1). A creature can only suffer from this additional damage once per turn. In addition, you can attempt to trip an opponent more forcefully. When you attack a creature while mounted you may use a bonus action to give the target disadvantage on their strength saving throw to avoid being knocked prone. Always Mounted At 10th level, you enhance your fighting with some magic to ensure you always have a mount available to you. You know the Find Steed spell, and can cast it as a ritual. At 15th level, you gain the Phantom Steed spell, and can cast it as a ritual. Relentless Fighter Starting at 15th level, your combat training can be used even when you are without your mount. You can attempt to trip opponents even when you are not mounted, but you cannot gain the benefits of your Ferocious Charger feature. King of the Saddle When you reach 18th level, it becomes almost impossible to separate you from your mount. If you are forced to make a saving throw to avoid falling of your mount you can use your strength score + your proficiency bonus instead of rolling. In addition, you become a more brutal fighter on your mount. When you use the bonus action granted by your Ferocious Charger, you may roll an additional 2d6 and add it to the damage roll. You may use this feature a number of times equal to your Strength modifier (a minimum of once). Eldritch Kinght The archetypical 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 one other of Eldritch Knight's choice. These knights learn a comparatively small number of spells, committing them to memory instead of keeping a spellbook. Specialised Study As part of your arcane training at 3rd level, you chose to specialise in a school of magic alongside abjuration. Choose one of the following schools of magic as your arcane specialisation: evocation, illusion, transmutation, or necromancy. This choice will determine the spells you may select. Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 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 you 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 must come from either the abjuration school or your arcane specialisation. 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 arcane specialisation 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 arcane specialisation 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 Weapon Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. War Magic Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon strike as a bonus action.

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 Student of the Arcane At 10th level, you gain proficiency in the Arcana skill. If you are already proficient in it, you add double your proficiency bonus to checks you make with it. In addition, you learn the detect magic and identify spells, and can cast them as rituals. Arcane Tradition Feature At 15th level, you gain the 6th level benefits of one of your spell schools, either abjuration or your arcane specialisation, found in the wizard class description and detailed below. Selecting abjuration gives the 2nd level benefits instead. 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. Arcane Tradition Features Abjuration - Arcane Ward You can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your fighter level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest. Evocation - Potent Cantrip Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effects from the cantrip. Illusion - Malleable Illusions When you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion. Necromancy - Undead Thralls You add the animate dead spell to your spells known if it is not already known. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits: The creature's hit point maximum is increased by an amount equal to your fighter level.

The creature adds your proficiency bonus to its weapon damage rolls. Transmutation - Transmuter's Stone You can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in their possession. When you create the stone, choose the benefit from the following options: Darkvision out to a range of 60 feet, as described in chapter 8, "Adventuring"

An increase to speed of 10 feet while the creature is unencumbered

Proficiency in Constitution saving throws

Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit) Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter's stone, the previous one ceases to function. Warmaster The archetypical warmaster focuses on the development of raw physical power honed to deadly perfection, and are skilled in both offence and defence. Those who model themselves on this archetype become masters of Heavy weaponry to either crush their opponents or to become an impassable wall of iron.

Basic Combat Stances When you choose this archetype at 3rd level, you train your body in both offence and defence, focused into two stances that can be switched between during combat. You gain the offencive stance and defencive stance, both of which give features as you gain levels in this class. At the start of combat you select which stance you are currently in, and can switch it as a bonus action on your turn. While using a stance, you cannot gain the benefits of the other stance. Offencive Stance. At 3rd level, you forgo your typical defences to attack with increased ferocity. While in this stance you can choose to attack recklessly, gaining advantage on attack rolls you make using a heavy weapon, but granting enemies advantage to attacks against you until the start of your next turn. Defencive Stance. Also at 3rd level, you learn to use to use the bulk of your weapon in your defence against attacks. While in this stance you have resistance to bludgeoning, slashing, and piercing damage. Improved Combat Stances At 7th level, you gain additional abilities in your combat stances using your reaction. Offencive Stance. At 7th level, you refuse to let an enemy out of your grasp. When you use your reaction to make an opportunity attack, you can move up to half your speed toward the target as part of the same reaction. If you choose to use your opportunity attack to attempt to grapple the target, you have advantage on the check. Defencive Stance. At 7th level, you can use your weapon to parry an incoming strike. When a creature attempts to hit you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. If you parry an attack in this way, the creature attacking has disadvantage on all subsequent attacks it makes against you. Superior Combat Stances At 10th level, your combat stances offer you greater benefits. Offencive Stance. At 10th level, your raw strength empowers your strikes. When you attack with a heavy weapon, you may add an additional 1d8 bludgeoning damage to the attack. Defencive Stance. At 10th level, you gain an additional fighting style of your choice from the following options: Defence, Great Weapon Fighting, Mariner, Protection, or Tunnel Fighter. Hide of Iron At 15th level, your body has become accustomed to the weight of heavy weapons and armour, and you treat it like a second skin. You ignore the weight of heavy weapons and all armour you are wearing/carrying, and you can don and doff all armour in half the usual time. Mastery Combat Stances At 18th level, you master the art of war, gaining additional features for your combat stances, and allowing you to combine aspects of both stances. When using your combat stances, you gain the basic combat stance ability for the opposing stance. For example a Champion using the defencive stance after level 18 can also use the 3rd level offencive stance ability, and vice versa. Offencive Stance. At 18th level, you can become a whirlwind of steel. You can use your action to make a melee attack against any number of creatures within 5 feet of you. Defencive Stance. At 18th level, you can call upon reserves of stamina to recover during a fight. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half your hit points left. You don't gain this benefit if you have 0 hit points. The War Priest The archetypical War Priest is one who chooses to use his martial prowess in service of a church or higher power. Although similar to Paladins and Clerics due to their religious convictions they hold significantly less divine magic then other other holy warriors, choosing to focus more of pure physical force than the direct intervention of their god. Regardless of this, a War Priest is just as willing to serve their deity faithfully in the protection of the faith, and quite forceful in the applications of "theological debate". Divine Inspiration When you choose this archetype at 3rd level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. 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 long rest. Divine Domain At 3rd level, you may select a domain from the suggested domains for your chosen god, see Appendix B. You gain a domain feature based on your chosen domain. In addition, you gain proficiency in the Religion skill if you are not already proficient in it. Your proficiency bonus is doubled for this skill if you were already proficient in it. Divine Strike At 7th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. If the target is undead or a fiend, the extra damage increases to 2d8. War God’s Blessing At 10th level, when you or a creature within 30 feet of you makes an attack roll, you can use your reaction to grant a +10 bonus to the attack roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. Divine Protection Beginning at 15th level, you are always under the effects of a protection from evil and good spell. As an action, you may move this protection from yourself and grant it to a willing creature. When granted to another creature, this spell follows the normal rules for concentration and the effect returns to you when the duration ends, you lose concentration, or you dismiss it as an action.