Fighter (Rebuilt) The Fighter Level Proficiency Bonus Features 1st +2 Fighting Style, Second Wind (1 Use) 2nd +2 Maneuvers, Momentum 3rd +2 Martial Archetype 4th +2 Ability Score Improvement 5th +3 Extra Attack, Fighting Style (2) 6th +3 Indomitable 7th +3 Martial Archetype feature 8th +3 Ability Score Improvement 9th +4 Reactive 10th +4 Martial Archetype feature 11th +4 Extra Attack (2), Fighting Style (3) 12th +4 Ability Score Improvement 13th +5 Second Wind (2 Uses) 14th +5 Battle Tempo 15th +5 Martial Archetype feature 16th +5 Ability Score Improvement 17th +6 Fighting Style (4) 18th +6 Martial Archetype feature 19th +6 Ability Score Improvement 20th +6 Extra Attack (3) 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 skills from Acrobatics, Animal Handling, Athletics. History, Insight, Intimidation, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) chain mail or (b) leather, longbow, and 20 arrows (a) a martial weapon and a shield or (h) 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 at 1st level, and again at 5th level, 11th level and 17th level. You can't take a Fighting Style option more than once, even if you later get to choose again. Whenever you would choose a Fighting Style, you may instead choose an Advanced Fighting Style if you meet its prerequisites, shown at the end of this document. Adaptable While you are wielding a weapon with the Versatile property, you gain a +1 bonus to attack rolls with that weapon; if you are wielding that weapon in one hand, you gain a +1 bonus to damage rolls with that weapon; if you are wielding that weapon with two hands, you gain a +1 bonus to your AC. Aegis If you are wielding a shield and aren’t incapacitated, you can add your shield’s AC bonus to any ability check or saving throw you make to avoid being grappled, pushed, shoved or knocked down, and to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. In addition, while you are weilding a shield, you can attack with it as though it were a simple melee weapon that deals 3 (1d4) bludgeoning damage. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Ascendant While you aren't wearing Medium or Heavy armor, climbing no longer costs you extra movement, and you can fall an additional 10 feet without suffering damage from falling. In addition, you have advantage on ability checks and saving throws made to clear low obstacles and avoid falling prone when landing in difficult terrain. Brawler Whenever you successfully grapple or shove a creature, you can also deal bludgeoning damage equal to your Strength modifier to that creature In addition, whenever a creature provokes an opportunity attack from you, you can grapple or shove that creature instead of making a melee attack against them.

Bulwark Creatures provoke opportunity attacks from you when they move while in your reach. Close Quarters Shooter When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. In addition, whenever a creature provokes an opportunity attack from you, you can make a ranged attack against that creature instead of a melee attack. 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. Guerilla Whenever you make an attack with advantage, if it hits, you may reroll your damage dice and use either total. In addition, you have advantage on attacks made against creatures that have not yet acted in combat. Hand to Hand The base damage of your unarmed strikes is increased to 1d4 + your attack modifier bludgeoning damage, and your unarmed strikes are considered to be melee weapons with the Finesse and Light properties. As such, you may engage in Two-Weapon Fighting while unarmed or while wielding a one handed weapon, treating your unarmed strikes as your off-hand weapon. Heavyweight Whenever you score a hit with a melee weapon that has the Heavy property, you may shove the target as part of making the attack. Mariner While you aren't wearing Medium or Heavy armor, swimming no longer costs you extra movement, and you can hold your breath twice as long. In addition, being underwater does not impare your ability to make melee attacks or provide components for spells. 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. Skirmisher If you are not wearing Medium or Heavy armor, your speed increases by 5 feet, and opportunity attacks made against you have disadvantage Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 13th level, you can use it twice before a rest, but only once on the same turn. Maneuvers Through years of dedication and training, you have learned martial techniques known as maneuvers, allowing you to most effectively leverage your strengths and abilities in the heat of battle. At 2nd level, you learn 3 maneuvers of your choice (detailed below), and you learn an additional maneuver at 5th, 9th, 13th, 17th and 20th level: whenever you learn a new maneuver, you can also choose replace 1 maneuver you know with a different one. Any attack you make cannot benefit from more than 1 maneuver at a time; an attack granted by a manuever is considered to be benefiting from that maneuver. If one of your maneuvers calls for a saving throw, the DC is calculated as follows. Maneuver Save DC = 8 + your proficiency bonus + your Attack modifier Momentum Your familiarity with combat allows you to fall into a comfortable fighting rhythm, suppressing the stress of battle and allowing you to focus entirely on the task at hand. Starting at 2nd level, you gain 1 Focus whenever you enter combat and aren't surprised, and whenever you succeed on a contested ability check, weapon attack or unarmed strike in combat on which you spent no Focus (Focus is only gained this way after the attack or contesed Ability Check has been successfully completed). You can spend Focus to use a variety of abilities, such as Maneuvers, detailed below. Whenever you are no longer in combat, you lose 1 Focus each round.

Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Eldritch Knight, or Tactician, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Indomitable Beginning at 6th level, once per turn, you may spend 1 Focus when making a Saving throw to make that Saving Throw with advantage. In addition, you gain 1 Focus whenever you succeed on a Saving Throw on which you spent no Focus. Reactive Beginning at 9th level, once per turn, you can spend 1 Focus to take a Reaction without using your Reaction; a successful attack made this way does not cause you to gain Focus, as though you had spent Focus on that attack. Battle Tempo Starting at 14th level, whenever you would gain 1 or more Focus from succeeding on an attack or contested ability check on which you spent not Focus, you instead gain that much Focus + 1. Martial Archetypes Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. Battlemaster Additional Fighting Style At 3rd level, and again at 10th level and 18th level, you can choose an additional option from the Fighting Style class feature. Additional Maneuvers Starting at 3rd level, and again at 7th level, 10th level, 15th level, and 18th level, you learn two additional maneuvers of your choice. Battle Ready At 3rd level, you gain additional Focus equal to your proficiency bonus whenever you enter combat and aren't surprised. Starting at 10th level, you gain additional Focus equal to half your proficiency bonus (rounded down) whenever you enter combat and are surprised. Démarche At 7th level, attacks you make can benefit from an additional maneuver; if more than one of these maneuvers require you to use your bonus action, you can use any number of these maneuvers as part of the same bonus action. Starting at 15th level, attacks you make can instead benefit from up to two additional maneuver, and you gain 1 Focus whenever an attack you make that benefits from two or more maneuvers succeeds. Snap Judgement At 10th level, whenever you enter combat and aren't surprised, you may choose one of the following benefits; A creature with an initiative count lower than yours provokes an attack of opportunity from you. You may use a maneuver that normally requires a bonus action as a Reaction to entering combat (including a maneuver that allows you to take an action as a bonus action). Relentless Starting at 18th level, as long as you are conscious and in combat, you gain 1 Focus at the start of each of your turns. Champion Action Surge Starting at 3rd 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 10th level, you can use it twice before a rest, but only once on the same turn; starting at 18th level, you can use it three times before a rest, but only once on the same turn. Improved Critical Starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20, and you gain 1 Focus whenever you score a critical hit with a weapon attack. Adrenaline Rush Starting at 7th level, when you use your Action Surge or Second Wind, you gain 1 Focus. In addition, when you use your Action Surge, you may also take an additional bonus action, and when you use your Second Wind, you add your proficiency bonus to the result.

Starting at 15th level, whenever you use your Action Surge, you can use this extra bonus action to make the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action, and when you use your Second Wind, you add your Constitution modifier to the result. Remarkable Athlete Also at 7th level, you gain 1 Focus whenever you succeed on an uncontested Strength, Dexterity, or Constitution check in combat on which you spent no Focus. Whenever you make an uncontested Strength, Dexterity, or Constitution check, you may expend 1 Focus to make that check with advantage. In addition, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus, and whenever you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Combat Excellence Starting at 10th level, whenever you use a Maneuver's Superiority option as part of making an attack, you gain 1 Focus if that attack succeeds. Immense Stamina Also at 10th level, you may use your Second Wind an additional time before having to take a short or long rest, but only once each on the same turn. Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20, and whenever you deal critical damage, you may reroll the damage dice and use either total. Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points, but you do have advantage on all death saving throws. Eldritch Knight Battlemage Starting at 3rd level, you can expend 2 Focus to cast a 1st level Wizard Spell without expending a Spell Slot. In addition, you gain 1 Focus whenever you succeed on a spell attack on which you spent no Focus; a successful spell attack can not cause you to gain Focus more than once, even if it has multiple targets. Combat Casting Also at 3rd level, you can perform the somatic components of spells even when you have weapons or a shield in one or both hands, and you do not have disadvantage when making ranged spell attacks while within 5 feet of a hostile creature. Eldritch Knight 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 3 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 4 10 4 3 2 - 16th 4 11 4 3 3 - 17th 4 11 4 3 3 - 18th 4 11 4 3 3 - 19th 4 12 4 3 3 1 20th 4 13 4 3 3 1 In addition, whenever a creature provokes an opportunity attack from you, you can cast a spell that targets that creature instead of making a melee attack against them; The spell must have a casting time of 1 action or bonus action, and must target only that creature. 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 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 he 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 Arcane Surge Starting at 7th level, as a bonus action, you can expend a spell slot to gain Focus equal to the expended spell slot's level. Battle Magic Also at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. War Mage Starting at 10th level, you can expend 3 Focus to cast a 2nd level Wizard Spell without expending a Spell Slot. In addition, you gain 1 Focus whenever a creature fails a saving throw against a spell you cast on which you spent no Focus; a single casting of a spell can not cause you to gain Focus more than once, even if multiple creatures failed a saving throw against it. Whenever a creature makes a saving throw against a spell you cast, you may expend 1 Focus to cause that saving throw to be made with disadvantage. Arcane Charge At 15th level, as a bonus action, you can expend 1 Focus to teleport up to 30 feet to an unoccupied space you can see. 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. In addition, you can expend 4 Focus to cast a 3rd level Wizard Spell without expending a Spell Slot. Tactician Tactical Advantage Starting at 3rd level, you are proficient in initiative rolls, and at the start of each round, you may choose to instead act on any place in the initiative order lower than your place in the initiative order; this does not change your place in the initiative order, only where you act on the initiative order this round. Unified Front Also at 3rd level, whenever you take the Help action, you may Expend 1 Focus and choose a maneuver you know; the creature you are Helping this way may use that maneuver this turn without expending Focus; if that maneuver is used as part of making an attack, it can only be used when attacking a creature you are distracting. A creature Helped this way it does not gain the benefits of that maneuvers Superiority option. In addition, whenever you take the Help action, if the creature you help this way has not yet acted this round, they may take their turn immediately following yours instead of in their normal place in the initiative order this round. You may take the Help action just to grant a creature the benefits of Unified Front. Starting at 10th level, when you choose a maneuver this way, you can expend 1 additional Focus; if you do, a creature that uses that maneuver gains the benefits of that maneuvers Superiority option. Unit Cohesion Starting at 7th level, whenever a creature performs a task or makes an attack you could Help with, you can take the Help action as a Reaction to assist them. In addition, whenever you Help a creature make an Ability Check you are proficient in, they may add your proficiency bonus to that Ability Check if it doesn't already include their proficiency bonus, or they may use your proficiency bonus if yours is greater. Strategic Aid Starting at 10th level, whenever you take the Help action, you gain 1 Focus if the task or attack you assist with is successful. In Tandem Starting at 15th level, once per turn, you can expend 1 Focus to grant a friendly creature within your reach the benefits of your Indomitable or Reactive abilities; this does not count as you using that ability. In addition, whenever you take the Dash, Disengage, Dodge, Hide, Ready or Search action, you may choose a creature within your reach; that creature may take that action as a Reaction.

High Command Starting at 18th level, whenever you take the Help Action, you may choose one of the following benefits: You may choose an additional creature to gain the benefits of your Help action, Unified Front and Unit Cohesion. The amount of Focus you expend to use Unified Front is reduced by 1, to a minimum of 0. Maneuvers The maneuvers are presented in alphabetical order. Assist You may spend 1 Focus to take the Help action as a bonus action. Superiority. Whenever you take the Help action to assist a creature in making a Strength or Dexterity check or aid a creature in attacking another creature, you may spend 1 additional Focus to allow any number of creatures to benefit from your Help action, so long as they are all attempting the same task or attacking the same creature. Bait and Switch Whenever a creature you are aware of makes an opportunity attack against you, that creature provokes an opportunity attack from you if you spend 1 Focus. Superiority. You may spend 1 additional Focus to make your attack of opportunity against that creature first; if your attack is successful, that creature's opportunity attack against you is made with disadvantage. Chain Reaction Whenever you take a reaction, if that reaction triggers one or more other reactions you could take, you may spend 1 Focus to take one of those other reactions as part of the reaction you are currently taking. Superiority. You may spend 1 additional Focus to instead take any number of those other reactions as part of the reaction you are currently taking. Charge Whenever you take the dash action, you can spend 1 Focus to make a an attack as a bonus action. Superiority. You may spend 1 additional Focus to instead take the Dash action as a bonus action. Cleave Whenever you make a melee attack against a target, you can spend 1 Focus to choose a second target within your reach that is adjacent to the first target and repeat your attack against that second target. Superiority. You may spend 1 additional Focus to choose third target that is within your reach and adjacent to either the first or second target, and repeat your attack against that third target as well. Combat Reflexes Whenever you take a reaction, if that reaction's trigger could have triggered one or more other reactions you could take, you may spend 1 Focus to take one of those other reactions as part of the reaction you are currently taking. Superiority. You may spend 1 additional Focus to instead take any number of those other reactions as part of the reaction you are currently taking. Coordinated Strike Whenever you hit a creature with an attack, you may spend 1 Focus to cause that creature to provoke an opportunity attack from a creature of your choice other than you. Superiority. Whenever you hit a creature with an attack, you may spend an additional 1 Focus to cause that creature to provoke opportunity attacks from any number of other creatures of your choice. Cut and Run Whenever you take the Disengage action, you may spend 1 Focus to shove a target as a bonus action. Superiority. You may spend 1 additional Focus to instead make an attack as a bonus action. Disarm Whenever you hit a creature with an attack, you may spend 1 Focus to attempt to disarm them; they must succeed on their choice of a Strength or Dexterity saving throw or drop an object of your choice that they are holding. The dropped object lands at their feet. Superiority. You may spend 1 additional Focus to instead choose if they make a Strength or Dexterity saving throw, and you may have the dropped object land in a adjacent space of your choosing. Disrupt Whenever you hit a creature with an attack, if that creature is forced to make a Concentration check by your attack, you may spend 1 Focus to cause that creature to make that Concentration check with disadvantage. Superiority. You may spend 1 additional Focus to instead cause that Concentration check to automatically fail. Distract Whenever you hit a creature with an attack, you can spend 1 Focus to cause the next attack made against that creature by a creature other than you to be made with advantage, until the start of your next turn. Superiority. You may spend 1 additional Focus to instead cause all attacks made against that creature by creatures other than you to be made with advantage, until the start of your next turn. Eldritch Blade Eldritch Knight Only Whenever you make an attack with a weapon, you may spend 1 Focus to coat that weapon in a sheathe of magical energy, causing it to deal force damage instead of its normal damage type. Superiority. Whenever you take the attack action, you may spend 1 additional Focus to coat any weapons you use to make an attack this way in sheathes of magical energy, causing them to deal force damage instead of their normal damage types.

Embolden Once per turn, as a bonus action, you can spend 1 Focus to grant a friendly creature that can see and hear you temporary hit points equal to half your Fighter level (rounded up) + your proficiency bonus; a creature cannot gain the benefit of this maneuver more than once per combat encounter. Superiority. You may spend 1 additional Focus to instead perform this maneuver as an action; if you do, all friendly creatures that can see and hear you gain temporary hit points equal to half your fighter level (rounded up) + your proficiency bonus. Evade Whenever you are hit by an Attack you are aware of, you may spend 1 Focus as a reaction to halve the attack's damage against you. Superiority. Whenever you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may spend 1 additional Focus to instead take no damage if you succeed on the saving throw, and only half damage if you fail. When you move, you may spend 1 Focus to add your proficiency bonus to your AC until you stop moving. Superiority. You may spend 1 additional Focus to also ignore the effects of non-magical difficult terrain until you stop moving. Flurry Whenever you take the attack action, you may spend 1 Focus to make an additional attack; if you do, you cannot make more than one attack against a single target as part of that attack action. Superiority. You may instead spend 1 additional Focus when you take the attack action to instead make a melee attack against each creature with your reach, or a ranged attack against each creature within 10 feet of a point within your weapon's range (You must have ammunition for each target, as normal); you must make a separate attack roll for each attack. Focused Attack Whenever you make an attack or Contested Ability Check without disadvantage, you may spend 1 Focus to make that attack or Contested Ability Check with advantage. Superiority. Once per turn, when you miss with an attack or fail a Contested Ability Check, you may spend 1 additional Focus to reroll that attack or Ability Check without advantage and use the new result. Goad Whenever you hit a creature with a melee attack, you may spend 1 Focus to force that target to succeed on a Wisdom saving throw or have disadvantage on all attacks made against targets other than you until the end of their next turn. Superiority. If you spend 1 additional Focus, a creature that fails this saving throw provokes opportunity attacks from you whenever it attacks a creature other than you, and if it fails this saving throw by 5 or more, it can't attack any target other than you. Lunge Whenever you make a melee attack, you may spend 1 Focus to increase your reach for that attack by 5 feet. Superiority. You may spend 1 additional Focus as part of making that attack to move into an unoccupied space directly between you and the target of your attack without provoking opportunity attacks. Opportunistic Strike Whenever a creature you are aware of is knocked back, falls prone, or attempts to rise from prone, you may spend 1 Focus to cause that creature to provoke an opportunity attack from you. Superiority. Whenever a creature you are makes a Strength or Dexterity check or moves while its speed is reduced, you may spend 1 additional Focus to cause that creature to provoke an opportunity attack from you. Overrun Whenever you hit a creature with a melee attack, you may spend 1 Focus to Shove that creature as a bonus action. Superiority. You may spend 1 additional Focus to both push the target away and knock the target down; if the target is pushed away, you may enter the space it previously occupied without provoking opportunity attacks. Parry Whenever an attacker you are aware of makes a melee attack against you, if you are wielding a melee weapon, you can spend 1 Focus as a reaction to add your proficiency bonus to your AC against that attack. Superiority. If the attack still hits you, you may spend 1 additional Focus to roll damage for your melee weapon (adding relevant modifiers) and reduce the damage that would be dealt to you by an amount equal to the result of that roll, to a minimum of 0. Power Attack Whenever you make an attack, you may spend 1 Focus to not add your proficiency bonus to the attack roll; if you do, and that attack hits, you gain a bonus to your damage roll equal to twice your proficiency bonus. Superiority. Whenever you take the attack action, you may spend 1 additional focus to not add your proficiency bonus to the attack rolls of any attacks you make this way; if you do, you gain a bonus to any damage rolls made this way equal to twice your proficiency bonus. Precise Strike Whenever you make an attack against a target that is benefiting from half or three-quarters cover, you may spend 1 Focus to make your attack ignore half cover, and treat three-quarters cover as though it were have cover. Superiority. You may spend 1 additional Focus to make your attacking instead ignore both half and three-quarters cover.

Quick Step Once per turn, you may spend 1 Focus as part of taking a reaction to move up to 5 feet without provoking opportunity attacks. Superiority. Whenever something happens that would trigger one or more of your reactions (including an opportunity attack) if you were in an adjacent, unoccupied space, you may spend 1 additional Focus to take that reaction as though you were in that space; if you do, you must use Quick Step to move into that space to perform that reaction. Rally As a bonus action, you can spen 1 Focus to aid one of your companions in recovering from the trials of battle; choose a friendly creature that can see and hear you: if that creature is Frightened and/or Charmed, it can repeat any saving throws against effects causing those conditions, ending them on a success. Superiority. You may spend 1 additional Focus to instead perform this maneuver as an action; If you do, all friendly creatures that can see and hear you that are Frightened and/or Charmed can repeat their saving throws against effects causing those conditions, ending them on a success. Rampage Whenever you reduce a creature to 0 hit points with an attack, you may spend 1 Focus to make an additional attack. Superiority. You may spend 1 additional Focus to gain this benefit whenever you score a critical hit with an attack. Rapid Strikes Once per turn, when you would make a weapon attack with advantage, you may spend 1 Focus to instead make two weapon attacks against the same target without advantage. Superiority. You may spend 1 additional Focus to ignore the "once per turn" limitation of Rapid Strikes. Reposition Whenever you hit a creature with a melee attack, you may spend 1 Focus to allow yourself or a friendly creature who can see or hear you within that creature's reach to move up to 5 feet as a reaction without provoking opportunity attacks from that creature. Superiority. You may spend 1 additional Focus to instead allow yourself and any number of friendly creatures who can see or hear you within that creature's reach to move up to 5 feet as a reaction without provoking opportunity attacks from that creature. Riposte Whenever a creature you are aware of misses you with a melee attack, you may spend 1 Focus to cause that creature to provoke an opportunity attack from you. Superiority. You may spend 1 additional Focus to add your proficiency bonus to the damage roll of this opportunity attack. Seize Whenever you hit a creature with a melee attack, you may spend 1 Focus to Grapple that creature as a bonus action. Superiority. You may spend 1 additional Focus to choose if the target of your Grapple contests your Strength (Athletics) check with with a Strength (Athletics) or Dexterity (Acrobatics) check. Sweep and Clear You may spend 1 Focus to take the Search action as a bonus action. Superiority. You may spend 1 additional Focus to also move up to half your speed and interact with up to one object. Tradecraft You may spend 1 Focus to take the Use an Object action as a bonus action. Superiority. You may spend 1 additional Focus to take the Activate an Item action as a bonus action. Advanced Fighting Sytles Whenever you would choose a Fighting Style, you may instead choose one of the following Advanced Fighting Styles, if you meet its prerequisites: you can't choose an Advanced Fighting Style option more than once. Feat: Extra Fighting Style Prerequisite: At least One Fighting Style You have gone through extensive training, granting you an additional combat specialization. Increase your Strength or Dexterity score by 1, to a maximum of 20. You gain a Fighting Style of your choice: you can’t take a Fighting Style option more than once. Bastion Prerequisite: Defense Fighting Style While you are wearing armor, bludgeoning, piercing, and slashing damage that you suffer from non-magical sources is reduced by up to an amount equal to half the AC granted by that armor minus 10 (rounded down), to a minimum of 0. In addition, while you are wearing armor, you may use your Strength or Constitution modifier in place of your Dexterity modifier when calculating your Armor Class: an ability score can not contribute your Armor Class more than once. Bushwhacker Prerequisite: Guerilla Fighting Style When you take the Attack action during the first turn of combat, you can make one additional attack; you must make this extra attack against a creature that has not yet acted this combat. In addition, whenever you make an attack with advantage, your attack does not trigger Reactions from the target.

Corsair Prerequisite: Mariner Fighting Style Wearing Medium armor does not does not prevent you from gaining the benefits of the Mariner Fighting Style, and while you aren't wearing Medium or Heavy armor, you have a swim speed equal to half your movement speed (rounded up). In addition, you make attacks and Contested Ability Checks against creatures without swim speeds with advantage while you are both underwater. Crushing Blows Prerequisite: Heavyweight Fighting Style Whenever you roll damage for an attack you made with a melee weapon that has the Heavy property, you may roll 2d4 in place of any d6 or d8, and 3d4 in place of any d10 or d12. In addition, whenever you gain the benefits of the Heavyweight Fighting Style, if any of your damage dice rolled as part of that attack showed their maximum result, the target has disadvantage on their ability check made to resist being shoved this way. Dervish Prerequisite: Two-Weapon Fighting Fighting Style Whenever you take the Attack action and attack with a melee weapon that you're holding in one hand, you can make an additional attack with a different melee weapon that you're holding in the other hand; this is considered to be engaging in two-weapon fighting. In addition, you can engage in two-weapon fighting even while wielding melee weapons without the light property, and you can draw or stow two one-handed weapons when you would normally only be able to draw or stow one. Fencing Prerequisite: Dueling Fighting Style You gain the benefits of the Dueling Fighting Style even while you are wielding a melee weapon in two hands, or a melee weapon in one hand while wielding other weapons. In addition, while you are wielding a melee weapon in one hand and no other weapons, you gain a bonus to damage rolls with that weapon equal to your proficiency bonus instead of the usual benefits of the Dueling Fighting Style. Groundwork Prerequisite: Brawler Fighting Style You make attacks against creatures that are grappled with advantage. In addition, whenever a creature escapes a grapple, it provokes an opportunity attack from you. Guardian Prerequisite: Protection Fighting Style Whenever a creature you can see attempts to grapple or shove a target other than you that is within your reach, you can use your reaction to impose disadvantage on their contested ability check. Whenever a creature other than you that is within your reach is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, you can use your reaction to grant them advantage on their saving throw. In addition, whenever you use the Protection Fighting Style or Guardian Advanced Fighting Style, you can instead use your reaction to switch places with the target if they are willing; if they were the target of an attack, grapple or shove, you become the new target. Outrider Prerequisite: Skirmisher Fighting Style Wearing Medium armor does not does not prevent you from gaining the benefits of the Skirmisher Fighting Style, and while you aren't wearing Medium or Heavy armor, your speed increases by an additional 5 feet. In addition, whenever you make an attack, you can move 5 feet without provoking opportunity attacks from the target of your attack. Phalanx Prerequisite: Aegis Fighting Style If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage while you are wielding a shield, you can use your reaction to take no damage if you succeed on the saving throw. In addition, while you are wielding a shield, you can attack with your shield or shove a target as a bonus action. Pugilist Prerequisite: Hand to Hand Fighting Style Whenever you engage in two-weapon fighting while you are unarmed, you can make two additional unarmed attacks instead of one. In addition, whenever you hit a creature with an unarmed attack, you can attempt to grapple or shove that creature as a bonus action. Snap Shot Prerequisite: Close Quarters Shooter Fighting Style While you are wielding a ranged weapon, you may treat that weapon as though it had the Reach property for the purpose of creatures provoking opportunity attacks. In addition, while attacking at short range, your ranged weapon attacks ignore half cover, and treat three-quarters cover as though it were half cover. Sniper Prerequisite: Archery Fighting Style Attacking at long range or while you are prone doesn't impose disadvantage on your ranged weapon attack rolls. In addition, when you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. Vanguard Prerequisite: Bulwark Fighting Style Creatures within 5 feet of you provoke opportunity attacks from you even if they have the Flyby trait or take the Disengage action before leaving your reach. In addition, creatures provoke an opportunity attack from you when they enter your reach.

Versatility Prerequisite: Adaptable Fighting Style While you are wielding a weapon with the Versatile property and using your Strength as your melee attack modifier, you gain a bonus to your attack and damage rolls equal to half your Dexterity modifier (rounded down), and vice versa. In addition, while you are wielding a weapon with the Versatile property, if it does not have the Heavy Property, you may treat it as though it has the Finesse Property, and if it does not have the Finesse property, you may treat it as though it has the Heavy Property. Warden Prerequisite: Ascendant Fighting Style Wearing Medium armor does not does not prevent you from gaining the benefits of the Overwatch Fighting Style, and while you aren't wearing Medium or Heavy armor, you have a climb speed equal to half your movement speed (rounded up). In addition, you make attacks and contested Ability Checks against creatures that are at least 5 feet above or below you with advantage. Warlord Prerequisite: Great Weapon Fighting Fighting Style Whenever you roll the maximum result on one or more damage dice for an attack you make with a melee weapon, if you are wielding that weapon with two hands, you may roll an additional damage dice of that type and add it to the total damage; the weapon must have the two-handed or versatile property for you to gain this benefit. In addition, when you reroll a damage die with the Great Weapon Fighting Fighting Style, you may treat a result of a 1 or a 2 as a 3.

Maybeboard Fighting Styles --- Whenever you make an attack with disadvantage, if the attack would miss but the higher of the two d20 rolls would have caused the attack to hit, the attack instead hits, but you do not roll the attack's damage dice; when applying damage to the target, additional effects and modifiers (such as your attack modifier, poison applied to the weapon, the Dueling Fighting Style, a Rogue's Sneak Attack, or inherent properites of the weapon) are applied as normal for a hit. --- Finesse? --- Light? ----- You may draw a weapon as part of making an attack with it without using your object interaction. You may treat any weapon with the Light property as though it had the Finesse property, and vice versa. --- needs considerably more Second Wind Unlimited Uses, but instead you expend a hit dice as though you just completed a long rest; limited times per day, choose different effect: don't spend hit dice, instead regain 1d10 + fighter level lose level of exhaustiob repeat a failed saving throw Maneuvers