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Unchained Fighter

Fighter

A
human in clanging plate armor holds her Well-Rounded Specialists
shield before her as she runs toward the
massed goblins. An elf behind her, clad in Fighters learn the basics of all combat styles. Every fighter
studded leather armor, peppers the goblins can swing an axe, fence with a rapier, wield a longsword or
with arrows loosed from his exquisite bow. a greatsword, use a bow, and even trap foes in a net with
The half-orc nearby shouts orders, helping some degree of skill. Likewise, a fighter is adept with
the two combatants coordinate their assault shields and every form of armor. Beyond that basic degree
to the best advantage. of familiarity, each fighter specializes in a certain style of
A dwarf in chain mail interposes his shield between the combat. Some concentrate on archery, some on fighting
ogre's club and his companion, knocking the deadly blow with two weapons at once, and some on augmenting their
aside. His companion, a half-elf in scale armor, swings two martial skills with magic. This combination of broad
scimitars in a blinding whirl as she circles the ogre, looking general ability and extensive specialization makes fighters
for a blind spot in its defenses. superior combatants on battlefields and in dungeons alike.
A gladiator fights for sport in an arena, a master with his
trident and net, skilled at toppling foes and moving them Trained for Danger
around for the crowd's delight—and his own tactical Not every member of the city watch, the village militia, or
advantage. His opponent's sword flares with blue light an the queen's army is a fighter. Most of these troops are
instant before she sends lightning flashing forth to smite relatively untrained soldiers with only the most basic
him. combat knowledge. Veteran soldiers, military officers,
All of these heroes are fighters, perhaps the most diverse trained bodyguards, dedicated knights, and similar figures
class of characters in the worlds of Dungeons & Dragons. are fighters.
Questing knights, conquering overlords, royal champions, Some fighters feel drawn to use their training as
elite foot soldiers, hardened mercenaries, and bandit kings adventurers. The dungeon delving, monster slaying, and
—as fighters, they all share an unparalleled mastery with other dangerous work common among adventurers is
weapons and armor, and a thorough knowledge of the skills second nature for a fighter, not all that different from the
of combat. And they are well acquainted with death, both life he or she left behind. There are greater risks, perhaps,
meting it out and staring it defiantly in the face. but also much greater rewards—few fighters in the city
watch have the opportunity to discover a magic flame
tongue sword, for example.
Creating a Fighter
As you build your fighter, think about two related elements
of your character's background: Where did you get your
combat training, and what set you apart from the mundane
warriors around you? Were you particularly ruthless? Did
you get extra help from a mentor, perhaps because of your
exceptional dedication? What drove you to this training in
the first place? A threat to your homeland, a thirst for
revenge, or a need to prove yourself might all have been
factors.
You might have enjoyed formal training in a noble's army
or in a local militia. Perhaps you trained in a war academy,
learning strategy, tactics, and military history. Or you might
be self-taught—unpolished but well tested. Did you take up
the sword as a way to escape the limits of life on a farm, or
are you following a proud family tradition? Where did you
acquire your weapons and armor? They might have been
military issue or family heirlooms, or perhaps you
scrimped and saved for years to buy them. Your armaments
are now among your most important possessions—the only
things that stand between you and death's embrace.
Style and Flair
Many fighters distinguish themselves from their peers by
  adopting and perfecting a particular style or method of
waging combat. Although this style might be a natural
The Unchained Fighter is an unofficial homebrew
outgrowth of a fighter's personality, that's not always the
publication created by /u/Ozzifer. case — someone's approach to the world in general does
not necessarily dictate how that person operates when lives
Please support the author for additional updates are on the line.
and future content! http://patreon.com/ozzifer Do you have a combat style that mirrors your outlook on
life, or is something else inside you unleashed when
weapons are drawn?

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Ozzifer's Unchained Fighter
The Fighter
Proficiency
Superiority
Maneuvers

Level Bonus Features Dice Known


1st +2 Fighting Style, Second Wind — —
2nd +2 Combat Superiority, Action Surge 2d6 2
3rd +2 Martial Archetype, Relentless 2d6 2
4th +2 Ability Score Improvement 2d6 2
5th +3 Extra Attack, Indomitable 2d6 3
6th +3 Ability Score Improvement 3d6 3
7th +3 Martial Archetype feature 3d6 4
8th +3 Ability Score Improvement 3d6 4
9th +4 Combat Expertise 3d6 5
10th +4 Martial Archetype feature 4d8 5
11th +4 Extra Attack (2), Indomitable (2 uses) 4d8 5
12th +4 Ability Score Improvement 4d8 6
13th +5 Combat Versatility 4d8 6
14th +5 Ability Score Improvement 5d8 6
15th +5 Martial Archetype feature 5d8 7
16th +5 Ability Score Improvement 5d8 7
17th +6 Extra Attack (3), Indomitable (3 uses) 5d8 7
18th +6 Martial Archetype feature 6d8 8
19th +6 Ability Score Improvement 6d8 8
20th +6 Peerless Warrior 6d8 8

Quick Build Saving Throws: Strength, Constitution

You can make a fighter quickly by following these Skills: Choose two from Acrobatics, Animal Handling,
suggestions. First, make Strength or Dexterity your highest Athletics, History, Insight, Intimidation, Perception, and
ability score, depending on whether you want to focus on Survival.
melee weapons or on archery (or finesse weapons). Your
next-highest score should be Constitution, or Intelligence if Starting Equipment
you plan to adopt the Eldritch Knight or Psi Warrior You start with the following items, plus anything provided
martial archetype. Second, choose the soldier background. by your background.
(a) chain mail or (b) leather armor, longbow, and 20
Class Features arrows
As a fighter, you gain the following class features. (a) a martial weapon and a shield or (b) two martial
weapons
Hit Points (a) a light crossbow and 20 bolts or (b) two handaxes
Hit Dice: 1d10 per fighter level
(a) a dungeoneer's pack or (b) an explorer's pack
Hit Points at 1st Level: 10 + your Constitution modifier
Alternatively, you may start with 5d4 × 10 gp to buy your
Hit Points at Higher Levels: 1d10 (or 6) + your own equipment.
Constitution modifier per Fighter level after 1st
Fighting Style
Proficiencies
Armor: light armor, medium armor, heavy armor, shields
You adopt a particular style of fighting as your specialty.
Weapons: simple weapons, martial weapons, improvised Choose one of the following options. You can't take the
weapons
same Fighting Style option more than once, even if you get
Tools: none to choose again.

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Ozzifer's Unchained Fighter
Archery Unarmed Fighting
You gain a +2 bonus to attack rolls you make with ranged Your unarmed strikes can deal bludgeoning damage equal
weapons. to 1d6 + your Strength modifier on a hit. If you aren't
wielding any weapons or a shield when you make the
Blind Fighting attack roll, the d6 becomes a d8.
You have blindsight with a range of 10 feet. Within that At the start of each of your turns, you can deal 1d4
range, you can effectively see anything that isn't behind bludgeoning damage to one creature grappled by you.
total cover, even if you're blinded or in darkness. Moreover,
you can see an invisible creature within that range, unless Second Wind
the creature successfully hides from you. You have a limited well of stamina that you can draw on to
Defense protect yourself from harm. On your turn, you can use a
While you are wearing armor, you gain a +1 bonus to AC. bonus action to regain hit points equal to 1d10 + your
fighter level.
Dueling Once you use this feature, you must finish a short or long
When you are wielding a melee weapon in one hand and no rest before you can use it again.
other weapons, you gain a +2 bonus to damage rolls with
that weapon. Combat Superiority
Starting at 2nd level, your tactical expertise makes you a
Great Weapon Fighting deadly force on the battlefield. This prowess is represented
When you roll a 1 or 2 on a damage die for an attack you by a special pool of dice called superiority dice, which are
make with a melee weapon that you are wielding with two used to fuel combat techniques known as maneuvers.
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 Superiority Dice
two-handed or versatile property for you to gain this You have two superiority dice, which are d6s. You gain
benefit. additional superiority dice when you reach certain levels in
this class, as shown in the Superiority Dice column of the
Interception Fighter table. When you reach 10th level in this class, your
When a creature you can see hits a target, other than you, superiority dice become d8s.
within 5 feet of you with an attack, you can use your A superiority die is expended when you use it, and you
reaction to reduce the damage the target takes by 1d10 + regain all expended superiority dice when you finish a
your proficiency bonus (to a minimum of 0 damage). You short or long rest.
must be wielding a shield or a simple or martial weapon to
use this reaction. Maneuvers
Protection
You learn two maneuvers of your choice, which are listed
under "Maneuvers" at the end of the class description.
When a creature you can see attacks a target other than Many maneuvers enhance an attack in some way. Unless
you that is within 5 feet of you, you can use your reaction to noted otherwise, you can use only one maneuver per
impose disadvantage on the attack roll. You must be attack. You gain additional maneuvers when you reach
wielding a shield. certain levels in this class, as shown in the Maneuvers
Superior Technique
Known column of the fighter class table.
You learn one maneuver of your choice, as with the Each time you gain a level in this class, you can replace
Maneuvers class feature. If a maneuver you use requires one maneuver you know with a different one available to
your target to make a saving throw to resist the maneuver's you at that level.
effects, the saving throw DC equals 8 + your proficiency Some of your maneuvers require your target to make a
bonus + your Strength or Dexterity modifier (your choice). saving throw to resist the maneuver's effects. The saving
You gain one superiority die, which starts as a d6 (this throw DC is calculated as follows:
die is added to any superiority dice you have from another
source). This die is used to fuel your maneuvers. A Maneuver save DC = 8 + your proficiency bonus + your
superiority die is expended when you use it. You regain Strength or Dexterity modifier (your choice)
your expended superiority dice when you finish a short or
long rest. Action Surge
Thrown Weapon Fighting Starting at 2nd level, you can push yourself beyond your
You can draw a weapon that has the thrown property as normal limits for a moment. On your turn, you can take one
part of the attack you make with the weapon. additional action.
In addition, when you hit with a ranged attack using a Once you use this feature, you must finish a short or long
thrown weapon, you gain a +2 bonus to the damage roll. rest before you can use it again.
Two-Weapon Fighting Relentless
When you engage in two-weapon fighting, you can add your Also at 3rd level, you can steel yourself to fight on with
ability modifier to the damage of the second attack. renewed ferocity in battle. While you have no superiority
dice remaining, you can use an action to regain one
expended superiority die.

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Ozzifer's Unchained Fighter
Martial Archetype Peerless Warrior
At 3rd level, you choose an archetype from the list available At 20th level, once per turn when you use a maneuver
that you strive to emulate in your combat styles and option, you can use a d6 and roll it instead of expending a
techniques. The archetype you choose grants you features superiority die. You can't use this feature if you have no
at 3rd level and again at 7th, 10th, 15th, and 18th level. superiority dice remaining.
Ability Score Improvement Martial Archetypes
When you reach 4th level, and again at 6th, 8th, 12th, 14th, Different fighters choose different approaches to perfecting
16th, and 19th level, you can increase one ability score of their fighting prowess. The martial archetype you choose to
your choice by 2, or you can increase two ability scores of emulate reflects your approach. The options available for
your choice by 1. As normal, you can't increase an ability you to choose from are listed below.
score above 20 using this feature.
If your DM allows the use of feats, you may instead take The Arcane Marksman, trained in mystic elvish
a feat. archery to imbue their ranged attacks with wonderful
Additionally, whenever you reach a level in this class that magic.
grants this feature, you can do one of the following, The Banneret, a noble fighter who emphasises the
representing a shift in your martial focus: numerical advantages of group combat.
The Cavalier, a master of mounted combat who forms
Replace a Fighting Style you know with another the first line of defense against hordes of enemies.
Fighting Style available to this class. The Champion, a model fighter who takes the class's
Replace a number of maneuvers you know with natural strengths and utilises them to devastating effect.
different ones you can learn, up to a number equal to The Echo Knight, a warrior who plucks at the fabric of
your proficiency bonus. time and space to call their alternate selves to battle.
Extra Attack The Eldritch Knight, who mixes their martial might
with arcane magic.
Beginning at 5th level, you can attack twice, instead of The Psi Warrior, who uses strange psionic powers to
once, whenever you take the Attack action on your turn. augment their abilities.
The number of attacks increases to three when you The Pugilist, who focuses on hand-to-hand combat to
reach 11th level in this class and to four when you reach inflict overwhelming damage to foes.
17th level in this class. The Rune Knight, who wields the power of the giants
and carves runes of power onto their equipment.
Indomitable The Samurai, a master who draws upon the
indefatigable power of the spirit to prevail against
Beginning at 5th level, you can reroll a saving throw that overwhelming odds.
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. Arcane Marksman
You can use this feature twice between long rests
starting at 11th level, and three times between long rests An Arcane Marksman studies a unique elven method of
starting at 17th level. archery that weaves magic into attacks to produce
supernatural effects. Arcane Marksmen are some of the
Combat Expertise most elite warriors among the elves. They stand watch over
the fringes of elven domains, keeping a keen eye out for
At 9th level, your experiences in battle make you a highly trespassers and using magic-infused arrows and
talented individual. Choose one skill in which you have ammunition to defeat monsters and invaders before they
proficiency and which appears on this class's skill list. Your can reach elven settlements.
proficiency bonus is doubled for any ability check you make Over the centuries, the methods of these elf
that uses the chosen skill. sharpshooters have been learned by members of other
races who can also balance arcane aptitude with archery.
Combat Versatility The ancient techniques and practices can now be found far
Beginning at 13th level, when you finish a long rest, you and wide, taught beneath the watchful eyes of discerning
can replace one maneuver you know with a different one masters who seek to demonstrate its power to new
available to you at that level. generations.

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Ozzifer's Unchained Fighter
Marksman's Lore  
At 3rd level, you learn magical theory or some of the Enfeebling Shot. You weave necromantic magic into
secrets of nature — typical for practitioners of this elven your attack. The creature hit by the attack takes extra
martial tradition. You choose to gain proficiency in either necrotic damage equal to 1d8 + your Intelligence modifier
the Arcana or the Nature skill, and you choose to learn (minimum of 1 damage), and it must also succeed on a
either the prestidigitation or the druidcraft cantrip. Constitution saving throw, or the damage dealt by its
weapon attacks is halved until the start of your next turn.
Arcane Shot Grasping Shot. When this attack strikes its target,
At 3rd level, you learn to unleash special magical effects conjuration magic creates grasping, poisonous brambles
with some of your shots. You learn three Arcane Shot which wrap around the target, which takes extra poison
options of your choice, which are listed under "Arcane Shot damage equal to 1d8 + your Intelligence modifier
Options" below. You learn an additional option of your (minimum of 1 damage). In addition, the target's speed is
choice when you reach 7th and 15th level. reduced by 10 feet, and it takes 1d8 slashing damage the
Once on each of your turns when you take the Attack first time on each turn it moves 1 foot or more without
action and make a ranged attack roll with a weapon, you teleporting. The target or any creature that can reach it can
can apply one of your Arcane Shot options to that attack's use its action to remove the brambles with a successful
projectile, either to the piece of ammunition fired (if your Strength (Athletics) check against your Arcane Shot save
weapon uses ammunition) or to the weapon itself (if your DC. Otherwise, the brambles last for 1 minute or until you
weapon has the thrown property, for example). You decide use your Arcane Shot again.
to use the option when the attack hits a creature, unless the Piercing Shot. You use transmutation magic to give your
option doesn't involve an attack roll. attack an ethereal quality. When you use this option, you
You have two uses of this special ability, and you regain don't make an attack roll for the attack. Instead, the attack's
all expended uses when you finish a short or long rest. You projectile shoots forward in a line, which is 1 foot wide and
gain an additional use of your Arcane Shot when you reach 30 feet long, passing harmlessly through objects and
10th level in this class (for a total of three uses). ignoring cover, before disappearing and reappearing in
Whenever you reach a level in this class that grants the your empty hand. Each creature in the line the projectile
Ability Score Improvement feature, you can replace an traveled must make a Dexterity saving throw. On a failed
Arcane Shot option you know with a different one. save, a creature takes damage as if it were hit by the attack,
plus extra piercing damage equal to 1d8 + your Intelligence
Arcane Shot Options modifier (minimum of 1 damage). On a successful save, a
The Arcane Shot feature lets you choose options for it at target takes half as much damage.
certain levels. The options are presented here in Seeking Shot. Using divination magic, you grant your
alphabetical order. They are all magical effects, and each attack the ability to seek out a target. When you use this
one is associated with one of the schools of magic. option, you don't make an attack roll for the attack. Instead,
If an option requires a saving throw, your Arcane Shot choose one creature you have seen in the past minute; the
save DC is calculated as follows: attack's projectile flies toward that creature, moving around
corners if necessary and ignoring half cover and three-
quarters cover. If the target is within the weapon's range
Arcane shot save DC = 8 + your proficiency bonus + your and there is a path large enough for the projectile to travel
Intelligence modifier to the target, the target must make a Dexterity saving
throw. Otherwise, the projectile disappears after traveling
  as far as it can, instantly reappearing in your empty hand.
Banishing Shot. You use abjuration magic to try to On a failed save, the target takes damage as if it were hit by
temporarily banish your target, which takes extra force the attack, plus extra force damage equal to 1d8 + your
damage equal to 1d8 + your Intelligence modifier Intelligence modifier (minimum of 1 damage), and you
(minimum of 1 damage) and must succeed on a Charisma learn the target's current location. On a successful save, the
saving throw or be banished to a harmless demiplane. target takes half as much damage, and you don't learn its
While banished in this way, the target's speed is 0, and it is location.
incapacitated. At the end of its next turn, the target Shadow Shot. You weave illusion magic into your
reappears in the space it vacated or in the nearest attack, causing it to occlude your foe's vision with shadows.
unoccupied space if that space is occupied. The creature hit by the attack takes extra psychic damage
Beguiling Shot. Your enchantment magic causes this equal to 1d8 + your Intelligence modifier (minimum of 1
attack to temporarily beguile its target, which takes extra damage), and it must succeed on a Wisdom saving throw or
psychic damage equal to 1d8 + your Intelligence modifier be unable to see anything farther than 5 feet away until the
(minimum of 1 damage). In addition, choose one of your start of your next turn.
allies within 30 feet of the target; the target must succeed
on a Wisdom saving throw, or it is charmed by the chosen Magic Marksmanship
ally until the start of your next turn. This effect ends early if At 7th level, you gain the ability to infuse your shots with
the chosen ally attacks the charmed target, deals damage magic. Whenever you fire a piece of nonmagical
to it, or forces it to make a saving throw. ammunition from a ranged weapon you're holding, you can
Bursting Shot. You imbue your attack with force energy make it magical for the purpose of overcoming resistance
drawn from the school of evocation. The energy detonates and immunity to nonmagical attacks and damage. The
after your attack, and immediately after the attack hits the magic fades from the ammunition immediately after it hits
target, the target and all other creatures within 10 feet of it or misses its target.
take force damage equal 1d8 + your Intelligence modifier
(minimum of 1 damage).

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Ozzifer's Unchained Fighter
Redirect Missiles  
At 7th level, you learn how to direct an errant projectile
toward a new target. When you make an attack roll with a
piece of magic ammunition and miss, you can immediately
use a bonus action to reroll the attack roll against a
different target within 60 feet of the original target.
Improved Arcane Shot
At 10th level, your mastery over the marksman's arts
improves. The damage dice of all your Arcane Shot options
increase from 1d8 to 2d8.
Ever-Ready Marksman
Starting at 15th level, your magical marksmanship is
available whenever battle starts. If you roll initiative and
have no uses of your Arcane Shot remaining, you regain
one use of it.
Grand Arcane Shot
At 18th level, the damage dice of all your Arcane Shot
options increase from 2d8 to 3d8.
Banneret
Pledged to protect the crown they serve, bannerets —
sometimes known as "Purple Dragon Knights" — are proud
warriors who take the fight against evil beyond their  
kingdom's borders. They are tasked with wandering the You also gain proficiency in one of the following skills of
land as knights errant, relying on their judgment, bravery, your choice: Animal Handling, Insight, Intimidation, or
and fidelity to guide them in defeating evildoers. Performance. Alternatively, you learn one language of your
A banneret inspires greatness in others by committing choice.
brave deeds in battle. The mere presence of a knight in a
hamlet is enough to cause some orcs and bandits to seek Inspiring Surge
easier prey. A lone knight is a skilled warrior, but a knight Starting at 10th level, when you use Action Surge, you can
leading a band of allies can transform even the most poorly choose one creature under your banner. That creature can
equipped militia into a ferocious war band. immediately use its reaction to move up to its speed and
A knight prefers to lead through deeds, not words. As a then make one melee or ranged weapon attack.
knight spearheads an attack, the knight's actions can Starting at 18th level, you can choose two allies under
awaken reserves of courage and conviction in allies that your banner, rather than one.
they never suspected they had.
Bulwark
War Banner Beginning at 15th level, you can extend the benefit of your
When you choose this archetype at 3rd level, you learn how Indomitable feature to an ally. When you decide to use
to inspire your allies and unite them under your banner to Indomitable to reroll a saving throw and you aren't
pursue victory. incapacitated, you can choose one ally under your banner
A creature is under your banner if it is friendly to you, it that also failed its saving throw against the same effect.
is within 60 feet of you, and it can see or hear you. An That creature can reroll its saving throw and must use the
eligible creature can choose to spurn this designation at new roll; if the new roll also fails, that ally then gains
any time (no action required by them). advantage on the next attack roll, ability check, or saving
Each time you expend a superiority die as part of a throw it makes before the end of its next turn.
maneuver, you can choose to inspire one ally under your
banner (no action required). The chosen ally's speed Noble Phalanx
increases by 10 feet until the end of its next turn. At 18th level, your mighty presence becomes a shield for
others. Each creature of your choice within 10 feet of you is
Rallying Cry protected by half cover, unless you are incapacitated.
When you choose this archetype at 3rd level, your
selflessness moves your comrades to fight on past their Cavalier
injuries. When you use your Second Wind feature, you can The archetypal Cavalier excels at mounted combat. Usually
choose up to three friendly creatures under your banner. born among the nobility and raised at court, a Cavalier is
The chosen creatures each gain temporary hit points equal equally at home leading a cavalry charge or exchanging
to the hit points you just regained (or 1d10 + your fighter repartee at a state dinner. Cavaliers also learn how to
level). guard those in their charge from harm, often serving as the
Royal Envoy protectors of their superiors and of the weak. Compelled to
At 7th level, you gain proficiency in the Persuasion skill if right wrongs or earn prestige, many of these fighters leave
you don't already have it. Your proficiency bonus is doubled their lives of comfort to embark on glorious adventure.
for any ability check you make that uses Persuasion.

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Ozzifer's Unchained Fighter
Bonus Proficiency Vigilant Defender
When you choose this archetype at 3rd level, you gain Starting at 18th level, you respond to danger with
proficiency in one of the following skills of your choice: extraordinary vigilance. In combat, you get a special
Animal Handling, History, Insight, Performance, or reaction that you can take once on every creature's turn,
Persuasion. Alternatively, you learn one language of your except your turn. You can use this special reaction only to
choice. make an opportunity attack, and you can't use it on the
same turn that you take your normal reaction.
Born to the Saddle
Starting at 3rd level, your mastery as a rider becomes Champion
apparent. You have advantage on saving throws made to The archetypal Champion focuses on the development of
avoid falling off your mount. If you fall off your mount and raw physical power honed to deadly perfection. Those who
descend no more than 10 feet, you can land on your feet if model themselves on this archetype combine rigorous
you're not incapacitated. training with physical excellence to deal devastating blows.
Finally, mounting or dismounting a creature costs you
only 5 feet of movement, rather than half your speed. Improved Critical
Unwavering Mark Beginning when you choose this archetype at 3rd level,
Starting at 3rd level, you can menace your foes, foiling their your weapon attacks score a critical hit on a roll of 19 or
attacks and punishing them for harming others. When you 20.
hit a creature with a melee weapon attack, you can mark Remarkable Athlete
the creature until the end of your next turn. This effect Starting at 3rd level, you can add half your proficiency
ends early if you are incapacitated or you die, or if someone bonus (rounded up) to any Strength, Dexterity, or
else marks the creature. Constitution check you make that doesn't already use your
While it is within 5 feet of you, a creature marked by you proficiency bonus.
has disadvantage on any attack roll that doesn't target you. In addition, when you make a running long jump, the
In addition, if a creature marked by you deals damage to distance you can cover increases by a number of feet equal
anyone other than you, you can make a special melee to your Strength modifier (minimum of 1 foot).
weapon attack against the marked creature as a bonus
action on your next turn. You have advantage on the attack Enduring Grit
roll, and if it hits, the attack's weapon deals extra damage to At 7th level, you gain an additional use of your Second
the target equal to half your fighter level. Wind feature (for a total of two uses), and you regain all
Regardless of the number of creatures you mark, you can expended uses when you finish a short or long rest.
make this special attack a number of times equal to your
Strength modifier (a minimum of once), and you regain all Additional Fighting Style
expended uses of it when you finish a long rest. At 10th level, you can choose a second option from the
Warding Maneuver
Fighting Style class feature.
At 7th level, you learn to fend off strikes directed at you, Superior Critical
your mount, or other creatures nearby. If you or a creature Starting at 15th level, your weapon attacks score a critical
you can see within 5 feet of you is hit by an attack, you can hit on a roll of 18-20.
roll 1d8 as a reaction if you're wielding a melee weapon or
a shield. Roll the die, and add the number rolled to the Survivor
target's AC against that attack. If the attack still hits, the At 18th level, you attain the pinnacle of resilience in battle.
target has resistance against the attack's damage. At the start of each of your turns, you regain hit points
You can use this feature a number of times equal to your equal to 5 + your Constitution modifier if you have no more
proficiency bonus, and you regain all expended uses of it than half of your hit points left. You don't gain this benefit if
when you finish a long rest. While you have no uses you have 0 hit points.
remaining, you can expend a superiority die to use this
feature again. Echo Knight
Hold the Line A mysterious and feared frontline warrior of the Kryn
At 10th level, you become a master of curtailing enemies. Dynasty, the Echo Knight has mastered the art of using
Creatures provoke an opportunity attack from you when dunamis to summon the fading shades of unrealized
they move 5 feet or more while within your reach, and if timelines to aid them in battle. Surrounded by echoes of
you hit a creature with an opportunity attack, the target's their own might, they charge into the fray as a cycling
speed is reduced to 0 until the end of the current turn. swarm of shadows and strikes.
Ferocious Charger Manifest Echo
Starting at 15th level, you can run down your foes, whether Starting at 3rd level, you can use a bonus action to
you're mounted or not. If you move at least 10 feet in a magically manifest an echo of yourself in an unoccupied
straight line towards a creature and then hit it with an space you can see within 15 feet of you. This echo is a
attack, that target must succeed on a Strength saving throw magical, translucent, gray image of you that lasts until it is
(DC 8 + your proficiency bonus + your Strength modifier) destroyed, until you dismiss it as a bonus action, until you
or be knocked prone. You can use this feature only once on manifest another echo, or until you're incapacitated.
each of your turns.

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Ozzifer's Unchained Fighter
  Reclaim Potential
Your echo has AC 14 + your proficiency bonus, 1 hit At 15th level, you've learned to absorb the fleeting magic of
point, and immunity to all conditions. If it has to make a your echo. When an echo of yours is destroyed by taking
saving throw, it uses your saving throw bonus for the roll. It damage, you can gain a number of temporary hit points
is the same size as you, and it occupies its space. On your equal to 2d6 + your Constitution modifier, provided you
turn, you can mentally command the echo to move up to 30 don't already have temporary hit points.
feet in any direction (no action required). If your echo is You can use this feature a number of times equal to your
ever more than 30 feet from you at the end of your turn, it proficiency bonus, and you regain all expended uses when
is destroyed. you finish a long rest.
You can use the echo in the following ways:
As a bonus action, you can teleport, magically swapping Legion of One
places with your echo at a cost of 15 feet of your At 18th level, you can use a bonus action to create two
movement, regardless of the distance between the two echoes with your Manifest Echo feature, and these echoes
of you. can coexist. If you try to create a third echo, the previous
When you take the Attack action on your turn, any two echoes are destroyed. Anything you can do from one
attack you make with that action can originate from echo's position can be done from the other's instead.
your space or the echo's space. You make this choice for In addition, when you roll initiative and have no uses of
each attack. your Unleash Incarnation feature left, you regain one use of
When a creature that you can see within 5 feet of your that feature.
echo moves at least 5 feet away from it, you can use
your reaction to make an opportunity attack against that Eldritch Knight
creature as if you were in the echo's space. The archetypal Eldritch Knight combines the martial
Unleash Incarnation
mastery common to all fighters with a careful study of
magic. Eldritch Knights use magical techniques similar to
Also at 3rd level, you can heighten your echo's fury. those practiced by wizards. They focus their study on two
Whenever you take the Attack action, you can make one of the eight schools of magic—abjuration and evocation.
additional melee attack from the echo's position. Abjuration spells grant an Eldritch Knight additional
You can use this feature a number of times equal to your protection in battle, and evocation spells deal damage to
Constitution modifier (a minimum of once). You regain all many foes at once, extending the fighter's reach in combat.
expended uses when you finish a long rest. These knights learn a comparatively small number of
Echo Avatar
spells, committing them to memory instead of keeping
them in a spellbook.
At 7th level, you can temporarily transfer your
consciousness to your echo. As an action, you can see Spellcasting
through your echo's eyes and hear through its ears. During When you reach 3rd level, you augment your martial
this time, you are deafened and blinded. You can sustain prowess with the ability to cast spells. See chapter 10 of
this effect for up to 10 minutes, requiring your action on the PHB for the general rules of spellcasting and the
each turn you do so, and you can end it at any time (no wizard spell list for the spells available to you.
action required). While your echo is being used in this way, Cantrips. You learn two cantrips of your choice from the
it can be up to 1,000 feet away from you without being wizard spell list. You learn an additional wizard cantrip of
destroyed. your choice at 10th level.
Shadow Martyr Spell Slots. The Eldritch Knight Spellcasting table
By 10th level, you can make your echo throw itself in front shows how many spell slots you have to cast your wizard
of an attack directed at another creature that you can see. spells of 1st level and higher. To cast one of these spells,
Before the attack roll is made, you can use your reaction to you must expend a slot of the spell's level or higher. You
teleport the echo to an unoccupied space within 5 feet of regain all expended spell slots when you finish a long rest.
the targeted creature. The attack roll that triggered the For example, if you know the 1st-level spell shield and
reaction is instead made against your echo. have a 1st-level and a 2nd-level spell slot available, you can
Once you use this feature, you can't use it again until you cast shield using either slot.
finish a short or long rest. 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.

9
Ozzifer's Unchained Fighter
   

 
Whenever you gain a level in this class, you can replace Eldritch Knight Spellcasting
one of the wizard spells you know with another spell of Fighter
Cantrips
Spells
— Spell Slots —
your choice from the wizard spell list. The new spell must Level Known Known 1st 2nd 3rd 4th
be of a level for which you have spell slots, and it must be 3rd 2 3 2 — — —
an abjuration or evocation spell, unless you're replacing the
spell you gained at 3rd, 8th, 14th, or 20th level from any 4th 2 4 3 — — —
school of magic. 5th 2 4 3 — — —
Spellcasting Ability. Intelligence is your spellcasting
ability for your wizard spells, since you learn your spells 6th 2 4 3 — — —
through study and memorization. You use your Intelligence 7th 2 5 4 2 — —
whenever a spell refers to your spellcasting ability. In 8th 2 6 4 2 — —
addition, you use your Intelligence modifier when setting
the saving throw DC for a wizard spell you cast and when 9th 2 6 4 2 — —
making an attack roll with one. 10th 3 7 4 3 — —
11th 3 8 4 3 — —
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier 12th 3 8 4 3 — —

Spell attack modifier = your proficiency bonus + your 13th 3 9 4 3 2 —


Intelligence modifier 14th 3 10 4 3 2 —
15th 3 10 4 3 2 —
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond 16th 3 11 4 3 3 —
between yourself and one weapon. You perform the ritual 17th 3 11 4 3 3 —
over the course of 1 hour, which can be done during a short
rest. The weapon must be within your reach throughout the 18th 3 11 4 3 3 —
ritual, at the end of which you touch the weapon and forge 19th 3 12 4 3 3 1
the bond. Once it is bonded to you, you can't be disarmed of
that weapon unless you are incapacitated. If it is on the 20th 3 13 4 3 3 1
same plane of existence, you can summon that weapon as a
bonus action, causing it to teleport instantly to your hand. Eldritch Strike
You can have up to two bonded weapons, but can At 10th level, you learn how to make your weapon strikes
summon only one at a time with your bonus action. If you undercut a creature's resistance to your spells. When you
attempt to bond with a third weapon, you must break the hit a creature with a weapon attack, that creature has
bond with one of the other two. disadvantage on the next saving throw it makes against a
spell you cast before the end of your next turn.
War Magic
Beginning at 7th level, when you take the Attack action on Arcane Charge
your turn, you can cast one of your cantrips in place of one At 15th level, you gain the ability to teleport up to 30 feet to
of those attacks. The cantrip must have a casting time of 1 an unoccupied space you can see when you use your Action
action, and you can't cast another spell on your turn. Surge. You can teleport both before and after the additional
action.

10
Ozzifer's Unchained Fighter
Greater War Magic  
Starting at 18th level, when you take the Attack action on Psi-Powered Leap. As a bonus action, you can propel
your turn, you can cast one of your spells in place of some your body with your mind. You gain a flying speed equal to
of those attacks; the number of attacks replaced equals the twice your walking speed until the end of the current turn.
level of the spell. The spell must be no higher than 3rd level Once you use this bonus action, you can't do so again until
and must have a casting time of 1 action, and you can't cast you finish a short or long rest, unless you expend a Psionic
another spell on your turn. For example, you can use this Die to use it again.
feature to cast scorching ray as a 2nd-level spell in place of Telekinetic Thrust. When you deal damage to a target
making two attacks during the Attack action. with your Psionic Strike, you can force the target to make a
Strength saving throw against a DC equal to 8 + your
Psi Warrior proficiency bonus + your Intelligence modifier. If the save
fails, you can knock the target prone or move it up to 10
Awake to the psionic power within, a Psi Warrior is a feet in any direction horizontally.
fighter who augments their physical might with psi-infused
weapon strikes, telekinetic lashes, and barriers of mental Guarded Mind
force. Many githyanki train to become such warriors, as do At 10th level, the psionic energy flowing through you has
some of the most disciplined high elves. In the world of bolstered your mind. You have resistance to psychic
Eberron, many young kalashtar dream of becoming Psi damage. Moreover, if you start your turn charmed or
Warriors. frightened, you can expend a Psionic Die and end every
As a Psi Warrior, you might have honed your psionic effect on yourself subjecting you to those conditions.
abilities through solo discipline, unlocked it under the
tutelage of a master, or refined it at an academy dedicated Bulwark of Force
to wielding the mind's power as both weapon and shield. At 15th level, you can shield yourself and others with
telekinetic force. As a bonus action, you can choose
Higher Font creatures, which can include you, that you can see within
At 3rd level, you harbor a wellspring of psionic energy 30 feet of you, up to a number of creatures equal to your
within yourself. You gain two special superiority dice called Intelligence modifier (minimum of one creature). Each of
Psionic Dice; these dice are added to your pool of the chosen creatures is protected by half cover for 1 minute
superiority dice and can fuel your maneuvers, and they can or until you're incapacitated.
also be used to fuel your psionic abilities (detailed below). Once you take this bonus action, you can't do so again
You gain an additional Psionic Die when you reach 10th until you finish a long rest, unless you expend a Psionic Die
level in this class. to take it again.
Psionic Powers Telekinetic Master
Also at 3rd level, you gain the following psionic powers. If a By 18th level, your ability to move creatures and objects
psionic power requires you to expend a die in order to use with your mind is matched by few. You can cast the
it, you can't expend dice other than your Psionic Dice. telekinesis spell, requiring no components, and your
Protective Field. When you or another creature you can spellcasting ability for the spell is Intelligence. On each of
see within 30 feet of you takes damage, you can use your your turns while you concentrate on the spell, including the
reaction to expend one Psionic Die, roll the die, and reduce turn when you cast it, you can make one attack with a
the damage taken by the number rolled plus your weapon as a bonus action.
Intelligence modifier (minimum reduction of 1), as you Once you cast the spell with this feature, you can't do so
create a momentary shield of telekinetic force. again until you finish a long rest, unless you expend a
Psionic Strike. You can propel your weapons with Psionic Die to cast it again.
psionic force. Once on each of your turns, immediately
after you hit a target within 30 feet of you with an attack Pugilist
and deal damage to it with a weapon, you can expend one Pugilists are followers of the simple but celebrated art of
Psionic Die, rolling it and dealing force damage to the hand-to-hand combat, champions of the fighting pit who
target equal to the number rolled plus your Intelligence rely on brutal assaults and their own inhuman durability to
modifier (minimum of 1). overcome their enemies. For some, raw physical might is
Telekinetic Movement. You can move an object or a enough to emerge victorious, while for others, the true test
creature with your mind. As an action, you target one loose of a pugilist lies in their combination of strength and
object that is Large or smaller or one willing creature, cunning, utilizing both technique and expert movement.
other than yourself. If you can see the target and it is within
30 feet of you, you can move it up to 30 feet to an Brute Force
unoccupied space you can see. Alternatively, if it is a Tiny Starting at 3rd level, you're able to strike with
object, you can move it to or from your hand. Either way, overwhelming force using your bare hands. Whenever you
you can move the target horizontally, vertically, or both. hit with an unarmed strike or improvised melee weapon
Once you take this action, you can't do so again until you and deal damage to a creature, you can deal an extra 1d4
finish a short or long rest, unless you expend a Psionic Die bludgeoning damage to it. You can also deal this damage
to take it again. when you succeed on a Strength (Athletics) check to
Telekinetic Adept initiate or maintain a grapple against a creature.
At 7th level, you have mastered new ways to use your This extra damage increases to 1d6 when you reach
telekinetic abilities, as detailed below. 10th level in this class, and again to 1d8 when you reach
18th level in this class.

11
Ozzifer's Unchained Fighter
Unarmored Defense Survivor
Starting at 3rd level, while you are not wearing any armor, At 18th level, you attain the pinnacle of resilience in battle.
your Armor Class equals 10 + your Dexterity modifier + At the start of each of your turns in combat, you regain hit
your Constitution modifier. You can use a shield and still points equal to 5 + your Constitution modifier (minimum of
gain this benefit. 1 hit point). You don't gain this benefit if you have 0 hit
points or if you have more than half of your hit points left.
Prized Conditioning
Beginning at 7th level, your physical fitness allows you to Rune Knight
perform feats of skill and endurance that would overwhelm Rune Knights enhance their martial prowess using the
others. When you make a saving throw, you can expend a supernatural power of runes, an ancient practice that
superiority die, rolling the die and adding it to the saving originated with giants. Rune cutters can be found among
throw. You use this feature after rolling the d20, but before any family of giants, and you likely learned your methods
learning from the DM whether the roll succeeds or fails. first or second hand from such a mystical artisan. Whether
If applying this bonus to a death saving throw increases you found the giant's work carved into a hill or cave,
the total to 20 or higher, you gain the benefits of rolling a learned of the runes from a sage, or met the giant in
20 on the d20. person, you studied the giant's craft and learned how to
Additional Fighting Style apply magic runes to empower your equipment.
At 10th level, you can choose a second option from the Bonus Proficiencies
Fighting Style class feature. At 3rd level, you gain proficiency with smith's tools, and you
Devastating Critical learn to speak, read, and write Giant.
Starting at 15th level, when you score a critical hit with a Rune Carver
melee weapon attack, you can cause one of the following Starting at 3rd level, you can use magic runes to enhance
effects of your choice to occur: your gear. You learn two runes of your choice, from among
You gain a bonus to the damage roll equal to your the runes described below, and each time you gain a level
fighter level. in this class, you can replace one rune you know with a
The target must succeed on a Constitution saving throw different one from this feature. When you reach certain
(DC equal to 8 + your Strength modifier + your levels in this class, you learn additional runes, as shown in
proficiency bonus) or become stunned until the end of the Runes Known table.
your next turn. Whenever you finish a long rest, you can touch a number
of objects equal to the number of runes you know, and you
You can use this feature a number of times equal to your inscribe a different rune onto each of the objects. To be
proficiency bonus, and you regain all expended uses when eligible, an object must be a weapon, a suit of armor, a
you finish a long rest. shield, a piece of jewelry, or something else you can wear or
hold in a hand. Your rune remains on an object until you
finish a long rest, and an object can bear only one of your
runes at a time.
Runes Known
Fighter Level Number of Runes
3rd 2
7th 3
10th 4
15th 5

The following runes are available to you when you learn


a rune. If a rune has a level requirement, you must be at
least that level in this class to learn the rune. If a rune
requires a saving throw, your Rune Magic save DC equals 8
+ your proficiency bonus + your Constitution modifier.
Cloud Rune. This rune emulates the deceptive magic
used by some cloud giants. While wearing or carrying an
object inscribed with this rune, you have advantage on
Dexterity (Sleight of Hand) checks and Charisma
(Deception) checks.
In addition, when you or a creature you can see within
30 feet of you is hit by an attack roll, you can use your
reaction to invoke the rune and choose a different creature
within 30 feet of you, other than the attacker. The chosen
creature becomes the target of the attack, using the same
roll. This magic can transfer the attack's effects regardless
of the attack's range. Once you invoke this rune, you can't
do so again until you finish a short or long rest.

12
Ozzifer's Unchained Fighter
  Giant's Might
Fire Rune. This rune's magic channels the masterful Also at 3rd level, you have learned how to imbue yourself
craftsmanship of great smiths. While wearing or carrying with the might of giants. As a bonus action, you magically
an object inscribed with this rune, your proficiency bonus is gain the following benefits, which last for 1 minute:
doubled for any ability check you make that uses your
proficiency with a tool. If you are smaller than Large, you become Large, along
In addition, when you hit a creature with an attack using with anything you are wearing. If you lack the room to
a weapon, you can invoke the rune to summon fiery become Large, your size doesn't change.
shackles: the target takes an extra 2d6 fire damage, and it You have advantage on Strength checks and Strength
must succeed on a Strength saving throw or be restrained saving throws.
for 1 minute. While restrained by the shackles, the target Once per turn, one of your attacks with a weapon or an
takes 2d6 fire damage at the start of each of its turns. The unarmed strike can deal an extra 1d6 damage to a
target can repeat the saving throw at the end of each of its target on a hit.
turns, banishing the shackles on a success. Once you
invoke this rune, you can't do so again until you finish a You can use this feature a number of times equal to your
short or long rest. proficiency bonus, and you regain all expended uses of it
Frost Rune. This rune's magic evokes the might of those when you finish a long rest.
who survive in the wintry wilderness, such as frost giants. Runic Shield
While wearing or carrying an object inscribed with this Starting at 7th level, you learn to invoke your rune magic to
rune, you have advantage on Wisdom (Animal Handling) protect your allies. When another creature you can see
checks and Charisma (Intimidation) checks. within 60 feet of you is hit by an attack roll, you can use
In addition, you can invoke the rune as a bonus action to your reaction to force the attacker to reroll the d20 and use
increase your sturdiness. For 10 minutes, you gain a +2 the new roll.
bonus to all ability checks and saving throws that use
Strength or Constitution. Once you invoke this rune, you You can use this feature a number of times equal to your
can't do so again until you finish a short or long rest. Constitution modifier (a minimum of once), and you regain
Stone Rune. This rune's magic channels the all expended uses when you finish a long rest.
judiciousness associated with stone giants. While wearing Great Stature
or carrying an object inscribed with this rune, you have By 10th level, the magic of your runes permanently alters
advantage on Wisdom (Insight) checks, and you have you. When you gain this feature, roll 3d4. You grow a
darkvision out to a range of 120 feet. number of inches in height equal to the roll.
In addition, when a creature you can see ends its turn Moreover, the extra damage you deal with your Giant's
within 30 feet of you, you can use your reaction to invoke Might feature increases to 1d8.
the rune and force the creature to make a Wisdom saving
throw. Unless the save succeeds, the creature is charmed Master of Runes
by you for 1 minute. While charmed in this way, the Starting at 15th level, you can invoke each rune you know
creature has a speed of 0 and is incapacitated, descending from your Rune Carver feature twice, rather than once, and
into a dreamy stupor. The creature repeats the saving you regain all expended uses when you finish a short or
throw at the end of each of its turns, ending the effect on a long rest.
success. Once you invoke this rune, you can't do so again
until you finish a short or long rest. Runic Juggernaut
Hill Rune (7th Level or Higher). This rune's magic At 18th level, you learn how to amplify your rune-powered
bestows a resilience reminiscent of a hill giant. While transformation. As a result, the extra damage you deal with
wearing or carrying an object that bears this rune, you have the Giant's Might feature increases to 1d10. Moreover,
advantage on saving throws against being poisoned, and when you use that feature, your size can increase to Huge,
you have resistance against poison damage. and while you are that size, your reach increases by 5 feet.
In addition, you can invoke the rune as a bonus action,
gaining resistance to bludgeoning, piercing, and slashing Samurai
damage for 1 minute. Once you invoke this rune, you can't
do so again until you finish a short or long rest. The Samurai is a fighter who draws on an implacable
Storm Rune (7th Level or Higher). Using this rune, you fighting spirit to overcome enemies. Possessing worldly
can glimpse the future like a storm giant seer. While experience, these refined warriors espouse a sacrosanct
wearing or carrying an object inscribed with this rune, you code of honor and conduct to which they rigorously adhere,
have advantage on Intelligence (Arcana) checks, and you both on the battlefield and in everyday life.
can't be surprised as long as you aren't incapacitated. Often finding themselves as lone wanderers or
In addition, you can invoke the rune as a bonus action to mercenaries, a samurai's inscrutable goals are a closely
enter a prophetic state for 1 minute or until you're guarded secret. Preceded by reputation alone, a Samurai's
incapacitated. Until the state ends, when you or another resolve is nearly unbreakable, and the enemies in a
creature you can see within 60 feet of you makes an attack Samurai's path have two choices: yield or die fighting.
roll, a saving throw, or an ability check, you can use your
reaction to cause the roll to have advantage or Bonus Proficiency
disadvantage. Once you invoke this rune, you can't do so When you choose this archetype at 3rd level, you gain
again until you finish a short or long rest. proficiency in one of the following skills of your choice:
History, Insight, Performance, or Persuasion.
Additionally, you learn one language of your choice.

13
Ozzifer's Unchained Fighter
Fighting Spirit Bait and Switch
Starting at 3rd level, your intensity in battle can shield you Prerequisite: 7th level
and help you strike true. As a bonus action on your turn,
you can give yourself advantage on weapon attack rolls When you're within 5 feet of a creature on your turn, you
until the end of the current turn. When you do so, you also can expend one superiority die and switch places with that
gain a number of temporary hit points equal to your fighter creature, provided you spend at least 5 feet of movement
level. and the creature is willing and isn't incapacitated. This
You can use this feature three times, and you regain all movement doesn't provoke opportunity attacks.
expended uses of it when you finish a long rest. Roll the superiority die. Until the start of your next turn,
you or the other creature (your choice) gains a bonus to AC
Elegant Courtier equal to the number rolled.
Starting at 7th level, your discipline and attention to detail
allow you to excel in social situations. Whenever you make Brace
a Charisma (Persuasion) check, you gain a bonus to the When a creature you can see moves into the reach you
check equal to your Wisdom modifier. have with the melee weapon you're wielding, you can use
Your self-control also causes you to gain proficiency in your reaction to expend one superiority die and make one
Wisdom saving throws. If you already have this proficiency, attack against the creature, using that weapon. If the attack
you instead gain proficiency in Intelligence or Charisma hits, add the superiority die to the weapon's damage roll.
saving throws (your choice). Bull Rush
Tireless Spirit Prerequisite: 12th level
Starting at 10th level, when you roll initiative and have no As an action on your turn, you can expend one superiority
uses of Fighting Spirit remaining, you regain one use. die to move up to your speed towards a creature you can
Rapid Strike see and make a melee weapon attack against it. If you hit,
Starting at 15th level, you learn to trade accuracy for swift you add the superiority die to the attack's damage roll, and
strikes. If you take the Attack action on your turn and have if the creature is no more than one size larger than you, it
advantage on an attack roll against one of the targets, you must succeed on a Strength saving throw or be pushed up
can forgo the advantage for that roll to make an additional to 10 feet away from you or knocked prone (your choice).
weapon attack against that target, as part of the same Commander's Strike
action. You can do so no more than once per turn. When you take the Attack action on your turn, you can
Strength before Death forgo one of your attacks and use a bonus action to direct
Starting at 18th level, your fighting spirit can delay the one of your companions to strike. When you do so, choose
grasp of death. If you take damage that reduces you to 0 hit a friendly creature who can see or hear you and expend
points and doesn't kill you outright, you can use your one superiority die. That creature can immediately use its
reaction to delay falling unconscious, and you can reaction to make one weapon attack, adding the superiority
immediately take an extra turn, interrupting the current die to the attack's damage roll (if the attack hits).
turn. While you have 0 hit points during that extra turn, Commanding Presence
taking damage causes death saving throw failures as When you make a Charisma (Intimidation), a Charisma
normal, and three death saving throw failures can still kill (Performance), or a Charisma (Persuasion) check, you can
you. When the extra turn ends, you fall unconscious if you expend one superiority die and add the superiority die to
still have 0 hit points. the ability check.
Once you use this feature, you can't use it again until you
finish a long rest. Composed Strike
Prerequisite: 5th level
Maneuvers When you make a weapon attack against a creature and
The maneuvers are presented in alphabetical order. If a have disadvantage on the roll, you can expend one
maneuver has prerequisites, you must meet them to learn superiority die to prevent the attack roll from being affected
it. You can learn the maneuver at the same time you meet by disadvantage. If you hit, you add the superiority die to
its prerequisites. A level prerequisite refers to your level in the attack's damage roll.
this class.
Controlled Dive
Ambush When you would take damage from falling, you can use
When you make a Dexterity (Stealth) check or an initiative your reaction and expend one superiority die to lessen the
roll, you can expend one superiority die and add it to the impact. Roll the superiority die, and reduce the damage you
roll, provided you aren't incapacitated. take by an amount equal to the roll + your Constitution
modifier (to a minimum of 0 damage).

14
Ozzifer's Unchained Fighter
Crippling Strike Grand Charge
Prerequisite: 15th level Prerequisite: 15th level
When you hit a creature with a weapon attack, you can As an action, you can expend a superiority die and choose
expend one superiority die to exploit the target's weak up to six willing allies who can see or hear you. You gain
points. You add the superiority die to the attack's damage temporary hit points equal to the roll of your superiority die
roll, and the target must succeed on a Constitution saving + your Charisma modifier (minimum of 1 temporary hit
throw or gain vulnerability to all of the attack's damage. point), and each chosen ally can immediately use its
Once you use this maneuver, you can't use it again until reaction to move up to half its speed towards a hostile
you finish a short or long rest. creature of its choice and then make one melee weapon
attack against that creature.
Disarming Attack Once you use this maneuver, you can't use it again until
When you hit a creature with a weapon attack, you can you finish a short or long rest.
expend one superiority die to attempt to disarm the target,
forcing it to drop one item of your choice that it's holding. Grappling Strike
You add the superiority die to the attack's damage roll, and Prerequisite: 5th level
the target must make a Strength saving throw. On a failed
save, it drops the object you choose. The object lands at its Immediately after you hit a creature with a melee attack on
feet. your turn, you can expend one superiority die and then try
to grapple the target as a bonus action (see the Player's
Disrupting Attack Handbook for rules on grappling). Add the superiority die
Prerequisite: 7th level to your Strength (Athletics) check.
When you hit a creature with a weapon attack, you can Interdiction
expend one superiority die to attempt to break the target's Prerequisite: 9th level
concentration. You add the superiority die to the attack's
damage roll, and the target has disadvantage on any When an ally within 5 feet of you is hit by a weapon attack
Constitution saving throw it makes to maintain its from a creature you can see, you can use your reaction and
concentration as a result of the attack. expend one superiority die to interpose a simple or martial
weapon or a shield you are holding between the ally and
Distracting Strike the attacker. Roll the superiority die; the ally gains a bonus
When you hit a creature with a weapon attack, you can to its AC equal to the number rolled for that attack,
expend one superiority die to distract the creature, giving potentially causing it to miss.
your allies an opening. You add the superiority die to the
attack's damage roll. The next attack roll against the target Lunging Attack
by an attacker other than you has advantage if the attack is When you make a melee weapon attack on your turn, you
made before the start of your next turn. can expend one superiority die to increase your reach for
that attack by 5 feet. If you hit, you add the superiority die
Evasive Footwork to the attack's damage roll.
When you move, you can expend one superiority die,
rolling the die and adding the number rolled to your AC Maneuvering Attack
until you stop moving. When you hit a creature with a weapon attack, you can
expend one superiority die to maneuver one of your
Feinting Attack comrades into a more advantageous position. You add the
You can expend one superiority die and use a bonus action superiority die to the attack's damage roll, and you choose a
on your turn to feint, choosing one creature within 5 feet of friendly creature who can see or hear you. That creature
you as your target. You have advantage on your next attack can use its reaction to move up to half its speed without
roll this turn against that creature. If that attack hits, add provoking opportunity attacks from the target of your
the superiority die to the attack's damage roll. The attack.
advantage is lost if not used on the turn you gain it.
Menacing Attack
Glancing Blow When you hit a creature with a weapon attack, you can
When you miss a weapon attack against a creature you can expend one superiority die to attempt to frighten the target.
see, you can expend one superiority die to deal partial You add the superiority die to the attack's damage roll, and
damage to it. Roll the superiority die, and the target takes the target must make a Wisdom saving throw. On a failed
weapon damage equal to half the number rolled (rounded save, it is frightened of you until the end of your next turn.
up).
Parry
Goading Attack When another creature damages you with a melee attack,
When you hit a creature with a weapon attack, you can you can use your reaction and expend one superiority die
expend one superiority die to attempt to goad the target to reduce the damage by the number you roll on your
into attacking you. You add the superiority die to the superiority die + your Dexterity modifier (minimum
attack's damage roll, and the target must make a Wisdom reduction of 1). If you use this maneuver to reduce the
saving throw. On a failed save, the target has disadvantage damage to 0, you regain the use of your reaction.
on all attack rolls against targets other than you until the
end of your next turn.

15
Ozzifer's Unchained Fighter
Pincer Attack  
Prerequisite: 12th level
When an ally you can see hits a creature within 5 feet of
you with a melee weapon attack, you can use your reaction
and expend one superiority die to make a melee weapon
attack against the same creature. If you hit, you add the
superiority die to the attack's damage roll.
Precision Attack
When you make a weapon attack roll against a creature,
you can expend one superiority die to add it to the roll. You
can use this maneuver before or after making the attack
roll, but before any effects of the attack are applied.
Pushing Attack
When you hit a creature with a weapon attack, you can
expend one superiority die to attempt to drive the target
back. You add the superiority die to the attack's damage
roll, and if the target is Large or smaller, it must make a Sweeping Attack
Strength saving throw. On a failed save, you push the target When you hit a creature with a melee weapon attack, you
up to 15 feet away from you. can expend one superiority die to attempt to damage
Quick Toss another creature with the same attack. Choose another
As a bonus action, you can expend one superiority die and creature within 5 feet of the original target and within your
make a ranged attack with a weapon that has the thrown reach. If the original attack roll would hit the second
property. You can draw the weapon as part of making this creature, it takes damage equal to the number you roll on
attack. If you hit, add the superiority die to the weapon's your superiority die. The damage is of the same type dealt
damage roll. by the original attack.
Rally Tactical Assessment
On your turn, you can use a bonus action and expend one When you make an Intelligence (Investigation), an
superiority die to bolster the resolve of one of your Intelligence (History), or a Wisdom (Insight) check, you can
companions. When you do so, choose a friendly creature expend one superiority die and add the superiority die to
who can see or hear you. That creature gains temporary hit the ability check.
points equal to the superiority die roll + your Charisma Trip Attack
modifier (minimum of 1 temporary hit point). When you hit a creature with a weapon attack, you can
Riposte expend one superiority die to attempt to knock the target
When a creature misses you with a melee attack, you can down. You add the superiority die to the attack's damage
use your reaction and expend one superiority die to make a roll, and if the target is Large or smaller, it must make a
melee weapon attack against the creature. If you hit, you Strength saving throw. On a failed save, you knock the
add the superiority die to the attack's damage roll. target prone.
Shockwave Whirlwind Attack
Prerequisite: 12th level Prerequisite: 9th level
When you take the Attack action on your turn, you can As an action on your turn, you can expend one superiority
forgo one of your attacks and expend one superiority die to die to attempt to damage every creature of your choice
slam your weapon into the ground, creating a shockwave within reach of a melee weapon you are holding. Make one
that emanates outward from you in a 20-foot cone in a attack roll with your weapon, targeting every creature
direction you choose. Each creature in the shockwave's simultaneously; if you hit a target, you add the superiority
area must make a Strength saving throw. On a failed save, die to your attack's damage roll against it.
a creature takes bludgeoning damage equal to the roll of Once you use this maneuver, you can't use it again until
your superiority die + your Strength modifier (minimum of you finish a short or long rest.
1 damage), or half as much damage on a successful one. Volley
Once you use this maneuver, you can't use it again until Prerequisite: 9th level
you finish a short or long rest.
As an action on your turn, you can expend one superiority
Spring Attack die to attempt to damage every creature of your choice
Prerequisite: 7th level within 10 feet of a location you can see within the range of
Immediately before you make a weapon attack against a a ranged weapon you are holding. Make one attack roll
creature, you can expend one superiority die to gain a burst with your weapon, targeting every creature simultaneously;
a speed. Your speed increases by 10 feet until the end of the if you hit a target, you add the superiority die to your
current turn, and if your attack hits, you add the superiority attack's damage roll against it.
die to the attack's damage roll. Once you use this maneuver, you can't use it again until
you finish a short or long rest.

16
Ozzifer's Unchained Fighter
 
Class Changes Extra Attack. The fighter gains its final improvement to
In D&D 5th edition, the fighter is the quintessential martial this feature at 17th level, instead of 20th level.
character archetype; the class possesses both a simplicity Indomitable. The fighter gains their first use of this
that allows for quick familiarity and an ease of use for its feature at 5th level, instead of 9th level, and gains an
features, and the most customizable level progression of additional use between long rests every six levels, gaining
any class which lacks the Spellcasting feature, which their third and final use at 17th level as normal.
enables the greatest variance and diversity in building a Combat Expertise. This is a new feature, which is
character. With these class philosophies in mind, the intended to allow the fighter to better serve its assigned
alterations to the fighter presented in this handbook are roles in and out of combat as the character progresses into
designed to add more tools and abilities to the class's basic higher tiers of play.
repertoire without making it too complex — most notably, Combat Versatility. This is a new feature, which is
by integrating the maneuvers system (formerly present in designed to give the fighter a much greater degree of
the Battle Master subclass) into the base class, so that control over how they adapt to differing situations in
every fighter has superiority dice at their disposal. combat over the course of consecutive days and weeks.
Proficiencies. The fighter now gains proficiency with Peerless Warrior. This is a new feature, which is
improvised weapons. required due to the relocation of the fighter's final Extra
Combat Superiority. The fighter gains this feature, Attack improvement to 17th level (see above).
which is identical to the 3rd-level Battle Master feature of Arcane Marksman
the same name, at 2nd level. Due to this change, the Battle Previously known as the Arcane Archer, the changes to the
Master archetype has been removed entirely, as its defining Arcane Marksman are listed below.
feature is now a part of the base class. Marksman's Lore. Renamed from Arcane Archer Lore,
Combat Superiority: Superiority Dice. The fighter this feature is otherwise unchanged.
gains two superiority dice, which are d6s, and gains an Arcane Shot. The marksman now learns three kinds of
additional superiority die at 6th, 10th, 14th, and 18th level; Arcane Shot, and learns another at 7th and 15th level (for a
the superiority dice turn into d8s at 10th level. (Previously, total of five); previously, the fighter learned two kinds of
as part of the Battle Master archetype, the fighter gained Arcane Shot, and learned another at 7th, 10th, 15th, and
four superiority dice, which were d8s, and gained an 18th level (for a total of six). The marksman can now also
additional superiority die at 7th and 15th level; the replace one of their Arcane Shot options with a different
superiority dice turned into d10s at 10th level, and into one when they gain the Ability Score Improvement.
d12s at 18th level.)
Combat Superiority: Maneuvers. The fighter now The marksman can use an Arcane Shot when they make
learns two maneuvers at 2nd level, and learns an additional any ranged weapon attack, rather than by attacking with a
maneuver at 5th, 7th, 9th, 12th, 15th, and 18th level (for a bow. Additionally, the marksman gains a third use of
total of eight). Previously, the fighter learned three Arcane Shot at 10th level.
maneuvers at 3rd level, and learned two additional Arcane Shot Options. The different types of Arcane
maneuvers each at 7th, 10th, and 15th level (for a total of Shot are called "shots" instead of "arrows", signifying their
nine). The fighter can also replace a known maneuver with compatibility with ranged weapons instead of being
a different one each time they gain a fighter level, instead of exclusively available for bows. They also all deal extra
only replacing a maneuver when they learn new damage equal to 1d8 + the marksman's Intelligence
maneuvers. modifier (minimum of 1 damage) when they successfully
These changes are intended to provide the fighter with effect a target, instead of 2d6 or no extra damage.
additional options during combat, but at reduced Banishng Shot now specifies that the target is banished
effectiveness relative to the Battle Master until higher tiers to a harmless demiplane.
of play, when martial characters otherwise have a lessened Magic Marksmanship. Renamed from Magic Arrow,
ability to have decisive impact in combat. this feature is otherwise unchanged.
Action Surge. The fighter no longer gains a second use Redirect Missiles. Renamed from Curving Shot to avoid
of Action Surge at 17th level, due to the relocation of the confusion with the Arcane Shot options, this feature is
fighter's final Extra Attack improvement (see below). otherwise unchanged.
Martial Archetype. The Arcane Archer archetype has Improved Arcane Shot. This is a new feature, designed
been renamed to Arcane Marksman, to reflect the to bridge the damage gap between the previous 18th-level
subclass's greater diversity with ranged attack options, and Arcane Shot improvement and the feature's current
the Purple Dragon Knight has been renamed to Banneret, damage scaling.
to better suit the changes to its features (see below). In Ever-Ready Marksman. Renamed from Ever-Ready
addition, a new subclass, the Pugilist, has been added. Shot to avoid confusion with the Arcane Shot options, this
Relentless. This is a new feature, which was adapted feature is otherwise unchanged.
from versions of the fighter class released during the "DND Grand Arcane Shot. This is a new feature, designed to
Next" 5th edition playtest. It is intended to give fighters bridge the damage gap between the previous 18th-level
with no remaining superiority dice a way regain one, Arcane Shot improvement and the feature's current
though at the cost of using their action. damage scaling.
Ability Score Improvement. The fighter can now
replace a large number of their chosen maneuver options
each time they gain this feature from this class.

17
Ozzifer's Unchained Fighter
Banneret Psi Warrior
Previously known as the Purple Dragon Knight, the The changes to the Psi Warrior are listed below.
changes to the Banneret are listed below. Higher Font. This feature includes the introduction of
War Banner. This is a new feature, intended to be the Psionic Dice (formerly Psionic Energy Dice) to the psi
subclass's defining feature; several other changes to the warrior. These dice are no longer a discrete set of dice, but
banneret involve this feature. are instead treated as special superiority dice, which both
Rallying Cry. This feature can now only affect creatures function as normal superiority dice and can also fuel the
under the banneret's banner, rather than any allies within psionic abilities of the subclass.
60 feet of them, and only grants temporary hit points, Psionic Powers. This feature includes the 3rd-level
instead of restoring hit points; in exchange, the recipients psionic abilities previously gained from Psionic Power
gain 1d10 more points than previously. (which has been removed); the feature's abilities are
Inspiring Surge. The feature can only affect an ally otherwise unchanged.
under the banneret's banner; in exchange, the allied
creature can also move up to its speed during its reaction. Pugilist
Bulwark. The feature can only affect an ally under the While it takes inspiration from the Brute (a playtest-
banneret's banner; in exchange, the feature also grants that exclusive martial archetype that was never officially
ally an additional benefit if it fails the rerolled saving throw. published), the Pugilist is a new archetype included to give
Noble Phalanx. This is a new feature. fighters a different choice of subclass. As such, there are no
changes to official material to be detailed here.
Cavalier
The changes to the Cavalier are listed below. Rune Knight
Warding Maneuver. The cavalier can use this feature a The changes to the Rune Knight are listed below.
number of times equal to their proficiency bonus between Giant's Might. The extra damage of this feature can be
long rests, instead of their Constitution modifier (a triggered once per turn, instead of once on each of the rune
minimum of once). The cavalier can also expend a knight's turns.
superiority die to reuse this feature. Runic Shield. The rune knight can use this feature a
number of times between long rests equal to their
Champion Constitution modifier (a minimum of once), instead of their
The changes to the Champion are listed below. proficiency bonus.
Remarkable Athlete. The champion now gains this
feature at 3rd level, instead of 7th, to standardize the Samurai
number of features each subclass gets at this level. The changes to the Samurai are listed below.
Enduring Grit. This is a new feature, which grants Bonus Proficiency. The fighter gains both a skill and a
slightly more defensive capability to the champion. language, instead of choosing between the two.
Fighting Spirit. The temporary hit points granted by
Echo Knight this feature now directly scale with fighter level.
The changes to the Echo Knight are listed below.
Reclaim Potential. The echo knight can use this feature Maneuvers
a number of times equal to their proficiency bonus between The changes to existing maneuvers are listed below.
long rests, instead of their Constitution modifier (a Parry. This maneuver now specifies that it has a
minimum of once). minimum damage reduction of 1, and the figher regains
their reaction if they use this maneuver to nullify all
Eldritch Knight incoming damage. This is to differentiate the maneuver
The changes to the Eldritch Knight are listed below. from the Interception Fighting Style option.
War Magic. Instead of allowing the eldritch knight to Rally. This maneuver now specifies that it grants a
follow up a cantrip with a weapon attack as a bonus action, minimum of 1 temporary hit point.
this feature now allows the eldritch knight to cast a cantrip
in place of one of its attacks as part of the Attack action. Art Credits
Arcane Charge. The fighter can now teleport both
before and after using Action Surge, instead of once. The artists below are credited in alphabetical order. Where
Greater War Magic. Instead of allowing the eldritch possible, an art credit includes the website where the
knight to follow up a spell with a weapon attack as a bonus artist's work can be found, and the pages on which their
action, this feature now allows the eldritch knight to cast a illustrations appear.
spell in place of one or more of the attacks it takes as part Huy Tran Viet (ArtStation; pg 10)
of the Attack action. This is intended to give the eldritch Paizo (© Paizo; pg 7, 12, 16)
knight greater martial-spellcasting flexibility at the highest Rayden Chen (ArtStation; pg 5)
tier of play, especially when compared to other flexible Wang Ding / "wd" / "wang_ding" (ArtStation; cover)
martial casters. Wizards of the Coast (© Wizards; pg 2, 9)
Thank You
... for taking the time to read this reimagining of the Cleric
class! If you have any feedback or suggestions, please
contact the author ─ /u/Ozzifer on Reddit ─ or consider
joining their Patreon.

18
Ozzifer's Unchained Fighter

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