Legendary Fighter Full

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un ich LEGENDARY CLASSES ‘Welcome to Legendary Classes! The next major update for Legendary Player Characters, a supplement for Dungeons and Dragons 5th Eulition that intends to give rules for buffing tup players so one on one games (1 DM and 1 Player) is much more possible! [Now of course, let me start by saying the obvious: This class breaks all typical Se balancing conventions, it should not be used in regular play, nor should it be compared to regular Se classes. Legendary classes are meant to make a single player worth the equivalent of 3 players (Without just tripling damage output and HP) So its going to be significantly more powerful than the regular version of the class. Way? ‘Why would you use this? Why would you play D&D with two people when it's meant fora larger group? There's a myriad of, reasons really, but below are a few good ones. * Its easier to schedule and prepare for, instead of having to manage the schedules of six different people, you've reduced that total to two, making it much easier to arrange sessions for D&D. * This helps with protagonist syndrome... na normal ‘campaign, no one player should outshine the others, and youll often hear horror stories of players who try to take ‘the spotlight... In solo games with one player and one DM, that is not a problem! The singular player can shine as bright as they want without worry of making other players feel useless, + Iean simply be a lt of fun, I've played solo games a lot ‘with my partner, and before I began making Legendary Player Characters, t was... Really difficult to actualy run ‘encounters and make characters without things feeling really bad, because D&D isn't made for solo play Of course as mentioned, there's far more reasons than just those three. Ifyou don't think you'd like this, then that's perfectly fine! Solo play isn't for everyone. I personally prefer it and that’s just how I play the game, everyone plays in their own was, For anyone else who prefers solo siyle or is interested in giving ita try then this class and the full Legendary Player Characters document are right up your alley! LEGENDARY PLAYER CHARACTERS ‘As mentioned to the left of this text, this is meant as a ‘supplement for the Legendary Player Characters document. You can find the links tothe full 105 page document below! Google Drive Homebrewery Itis not mentioned in the class specifically, bu this class does sill use Legendary Actions. Nothing has been changed about the Legendary Action rules from the LPC document, and the legendary actions you can choose for this class can be found at the end of this document! ENCOUNTERS When calculating encounters for a player with this class, consider them to be equivalent to three characters of the same level recommend using milestone leveling with this system, however if you do not and want to use XP, then you should reward a third ofthe xp they would normally gain (So they don't level rapidly) Ifthe PC is using Auric Emotions or Signs of Laborsin tandem with this class, rest them as three and a half characters, Ifthey are using both in tandem with this class, treat them as four characters, LEVELING Legendary Classes are special, even aside from their {nereased power. Their maximum level has been increased from 20 to 30, and not only thatbut every legendary class will hhave rules for leveling beyond 30. To an infinite amount. ‘Again I strongly recommend using milestone leveling, as do not have a good experience total required for levels beyond 20 (Especially once you begin going into 31+) You can find what features the Legendary class gains for ‘every level beyond 30 on the same page that their legendary actions are listed, MULTICLASSING Assume the fllowing for muliclssing vou reay muliieasns normal up t krel 30. + Once you hit level 31, you begin receiving the Leveling Beyond 30 features for your particular class. You do not receive any features they would receive at an earlier level + For example, a level 10 Legendary Rogue and level 20 Legendary Sorcerer wouldn't receive Legendary Sorcerer's 21-30 features when they begin leveling beyond 30, nor would they receive Legendary Rogue's 11-30 features. LEGENDARY FIGHTER Proficiency Mastery Mastery Maneuvers Level Bonus Features Die’ Dice’ Known Ist #2 Martial Mastery, Semi Proficiencies 4 and 42 Armor Expert, Weapon Expert 4 3rd Combat Training, Martial Archetype 4 Mth 42 Ability Score Improvement da Sth 33. Extra Attack 46 6th 43 Archetype Feature, Combat Training (2) 6 Th 3. Legendary Ability Score Improvement, Weapon Expert (2) ds Bth 43 Ability Score Improvement, Armor Expert (2) 6 Sth +4 Warriors Ideology 46 Toth +4 Archetype Feature, Combat Training (3) ds rth +4 Extra Attack (2) 8 Vath +4 Ability Score Improvement, Weapon Expert (3) 4 Bh 45 Heart of War & Vath 45 Archetype Feature, Combat Training (4) B 1sth +5 Legendary Ability Score Improvement 8 16th +5 Ability Score Improvement, Armor Expert (3) 3 1th 46 Extra Attack (3), Weapon Expert (4) 18h +6 Archetype Feature, Combat Training (5) 19th 46 Ideology Improvernent 20th +6 Ability Score Improvement 2st 47 ‘Archetype Feature, Combat Training (6) 2and 47 Weapon Expert (5) 23d 47 Legendary Ability Score Improvement, Extra Attack (4) 24th 47 Ability Score Improvement, Armor Expert (4) 25th +8 ‘Archetype Feature, Combat Training (7) 26th +8 Ideology Improvernent 27th 48 ‘Weapon Expert (6) 28th +8 Ability Score Improvement 29th 48. Extra Attack (5) 30th +9 Master of War CLAss FEATURES ‘Your Class gains the following features Hr Points Hit Dice: 248, Hit Points at Lat Level: 16 + your Constitution modifier Hit Points at Higher Levels: 248 (10) + your Constitution modifier per Fighter evel after Ist PROFICIENCIES ‘Armor: Light Armor, Medium Armor, Heavy Armor, Shields ‘Weapons: Simple Weapons, Martial Weapons ‘Tools: None ‘Saving Throws: Strength, Dexterity/Constitution (Choose 1) ‘Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival MARTIAL MASTERY Upon choosing this class at Ist level, you begin to achieve a level of martial mastery and warfare knowledge unlike any other warrior Manzover Dice The fighter table shows how many Mastery Dice you have to perform the Maneuvers you know. To use a Maneuver, you ‘must expend one of these dice. You can only use one Maneuver per attack, ability check or saving throw. You rogain all expended Mastery Dice upon completing a short or long rest. ‘Your Mastery Dice begin as d4’s, and increase in size as ‘you gain levels in this class; as shown in the fighter class, table. MANEUVERS KNOWN ‘The Maneuvers Known column of the Legendary Fighter class table shows how many Maneuvers you know at any given level Whenever you gain a level in this class, you may exchange fone Maneuver you know for another. ADVANCED MANEUVERS ‘Some Maneuvers are Advanced Maneuvers, these ones are tunique Maneuvers that have some sort of prerequisite (Often requiring a specific Mastery tier in a given weapon) in order tolearn them. MANEUvER SAVING THROWS Ifa Maneuver requires a creature to make a saving throw, your Maneuver saving throw DC is as follows: ‘Maneuer save DC = 8 +-your proficiency bonus + your Strength or Dexterity modifier (Your choice) Eguremenr You start with the following equipment, in addon tothe equipment granted by your background + @Chain Mail, b) Scale Male or (e) Leather Armor + @ASimple/Martial weapon and a shield or (6) 2 ‘Simple/Martial weapons + @Alight crossbow and 20 bolts or (b)2.Simple weapons with the light property + (@Adungeoneer’s pack or (b) An explorer’s pack. SEMI PROFICIENCIES Additionally at 1st level you choose a number of skills equal to the amount you normally get upon choosing your starting class (2 a8 a Fighter) you gain semi proficiency in these skills ‘Meaning you add half of your proficiency bonus (Rounded down) to checks made with them. Additionally, choose one saving throw you lack proficiency in, You gain the same bonus to rolls made for that particular saving throw. Ifyou ever gain proficiency in a skill or saving throw you had semi-proficiency in, you may move your semi-proficiency to anew one of the same type, You only gain this feature if Fighter is the first class you choose. You can not have two instances ofthis feature from ‘separate classes. ARMoR EXPERT ‘Once you reach 2nd level in this class, you have reached level of comfort and experties with armor that few others possess. ‘Upon receiving this feature, you may choose one of the Armor Schools.as seen below. You gain the Tier 1 feature for your chosen armor school These features only work with ‘armor of their respective school (You can't benefit rom the tier 2 ability ofthe Light armor school while wearing Heavy armor for example) Atlevels 8 16 and 24, you may either choose a different Armor School o gain the Tier 1 feature of, or to advance an existing Armor School by 1 Tier (From Tier 1 to 2, Tier 2 to 3 cect) ‘ARMOR SCHOOL: UNARMORED Combat while wearing no traditional armor Tier 1. While wearing no armor and not wielding a shield, you have a natural AC equal to 10 + Double this Schools Tier + Your Strength or Dexterity Modifier. Tier 2. You may now benef from this Schools natural armor hile wielding a shield Fyou are not wielding a shield, you gain a+1 bonus to your AC Tier 3, At the start of your turn, you may reduce your AC by Upto 6 (No action required) You gain a bonus to damage rolls equal to twice the amount you reduced until the stat of your next turn, ARMOR SCHOOL: SHIELDS Combat while wielding a Shield Tier 1. f your weapon has the Versatile trait, you ae able to benefit from it while wielding a shield Tier 2. You can not be disarmed of shields you are wielding. Tier 3, You may now benefit from holding two shields, {gaining the AC bonus from each, ARMOR SCHOOL: LIGHT ARMOR Combat while wearing something such as Leather Armor Tier 1. You are resistant to falling damage. “let 2, You can don or dofflight armor as 2 bonus action, and any kind of clothes are considered to be light armor for you, which have the sare statistics a leather armor. ‘Tier 3. Attacks of opportunity have disadvantage against you Armor SCHOOL: MEDIUM ARMOR Combat while wearing something such as Half Plate Tier 1 Ifyou move up to half your movement speed during, your turn, you gain a +1 bonus to your AC until the start of your next turn. ‘Tier f your speed would be reduced, itis reduced by 5 feet less, Tier 3 Ifyou ae able to add your Dexterity modifier to your [AC while wearing medium armor, the amount of your modifier you can add is inereased by 1 ARMOR SCHOOL: HEAVY ARMOR Combat while wearing something such as Plate Armor Tier 1. You ignore the Strength requirements for heavy armor and heavy armor is considered to have half of its normal weight for determining how much you are carrying. Tier 2 f you did not move during your tur, you are considered to have half-cover unt the start of your next turn ‘or until you move, whichever comes fist. Tier 3. You may use your Strength modifier in place of your Dexterity modifier whenever making a Dexterity saving throw. WEAPON EXPERT ‘Additionally wpon reaching 2nd level inthis class, you have achieved a greater skill and understanding with weapons than most others have achieved. Upon receiving this feature, you may choose one of the Weapon Schools as seen below. You gain the Tier I feature for your chosen weapon school These features only work with weapons of their respective school (You can't benefit, fom the ter 1 ability of Polearms with anything other than Polearm) Atlevels 7,12, 17, 22 and 27, you may ether choose a different Weapon School to gain the Tier 1 feature of, or (0 advance an existing Weapon School by 1 Tier (From Tier I to 2or Tier 2t03) ‘WEAPON SCHOOL: BLADES Shortswords, Daggers, Longswords, Greatswords and similar weapons Tier 1. When you attack with a blade, you can choose whether it deals Piercing or Slashing darnage. Tier 2. When you hit a creature with a weapon attack, you ray deal slashing damage to a creature within 5-feet of the target equalto your Strength or Dexterity modifier (Your choice) Tier 3, When you roll a natural 1 on 2 weapon attack, you ray reroll it, using the new result even iit is 21 WEAPON SCHOOL: BOWS Shortbows and Longbows Tier 1. You gain a +2 bonus to attack rolls, Tier 2, You can not have disadvantage on your attack rlls (Having disadvantage wil stil cancel out advantage) Ter 3, The long range of bows you wield is doubled (A longbow would now have along range of 1200) WEAPON SCHOOL: CLEAVERS Handaxes, Battleaxes, Grestaxes, Sickles and Sirlar Weapons Tier 1, When you roll the maximum possible esult on your damage die, you may immediately mave up to 5-feet without provoking attacks of opportunity Tier 2. When you would add your Mastery die to an attacks ddamnage roll and the de rolls a1 or 2, you may treat it as a3 Tier 3. After scoring a critical hit, your critical it range is doubled for your next attack before the end of your turn (From 19-20 to 17-20 for example) WEAPON SCHOOL: Crosseows Hand Crossbows, Light Crossbows, Heavy Crossbows Tier 1. You ignore the loading property of crossbows you wield, Tier 2. You no longer require a free hard to load 2 wespon with the ammunition property, you stil nee the arnmunition ‘on you however. “Tier 3. Once per round when you take the attack action, if you make all of your attacks against the same target, you may rake one additional attack as apart ofthe sare action. ‘WEAPON SCHOOL: POLEARMS Glaives, Pikes, Spear, Quarterstafs and Similar Weapons “Tier 1, When you miss with a weapon attack, you may use your reaction to deal bludgeoning damage to the creature you missed equal to your Strength or Dexterity modifier (Your choice) Tier 2. Whenever you successfully it wth a readied attack, you deal an additional damage die ‘Tier 3. When you make an attack roll against a creature larger than you, you gain 2 bonus to your atack rll equal to two times the size category difference Ifthe foe is large and you're medium, itd be a +2 bonus) WEAPON SCHOOL: SKEWERS Tridents, War Picks, Lances, Rapiers and Similar Weapons Tier 1. For every 5-feet you've moved in a straight line towards a target, you gain a +1 bonus to the damage roll of your next attack before the end of your turn “Tlee 2, Your attacks against creatures whose AC involves theie Dexterity modifier in some way gains a 42 bonus to damage rolls “Tier 3. When you score a critical hit against a creatute, you ray lodge your weapon into ther, While lodged, the creature suffers the weapons darmage die at the stat ofeach of thelr turns. The weapon remains until creature pulls it out as an WEAPON SCHOOL: STRIKERS Fails, Warbarnmers, Mauls, Maces and Similar Weapons Tier 1. When attacking a creature wielding a shield, you gain ‘a bonus to darnage rolls equalto their shields AC bonus Tier 2. Whenever you deal damage against a creature wearing heavy armor or with a natural AC above 18 that does not involve Dexterity (Such as a Dragon with their scales) you halve al healing they receive until the start of your next tur. Tier 3, When you score a critical hit on an enemy, you may declare attack rll, sill checks, or saving throws. Until the tend of your next turn the stuck creature sufers a penalty to the chosen rll type equal to your Mastery die WEAPON SCHOOLS ‘These weapon schools are not definitive, and you ‘may need to stretch things in order to put some weapons into it (Such as putting Whips into Blades) Work with your DM to determine what works for your character. ‘Some weapons may even be able to fall into multiple categories. Such as a Spear being both 2 ‘Skewer and Polearm, and a Rapier being both a Blade and a Skewer... With that said, a single weapon should only ever benefit from one weapon school at atime. ooo Compat TRAINING Upon reaching 3rd level you begin to undergo intense ‘combat training in order to fight in the style you like. You may choose a Combat Trait from the options listed later in this document. Some features have a level prerequisite (Listed in the features name} in order to choose that feature, you must hnave at least that many levels in the Fighter class Upon reaching the following levels in this class, you may select an additional Combat Traitthat you meet the prerequisites for: 6th Level, 10th Level 14th Level 18th Level 21st Level and 25th Level Asriity SCORE IMPROVEMENT When you reach 4th lovel and again at 8th, 12th, 16th, 20th, 24th and 28th level you can increase one ability score of your choice by 2, or you ean increase two ability scores of your choice by 1 As normal, you cant increase an ability score above 20 using this feature. Alternatively, you can choose a feat, ‘When you reach (§, 7 or 9) and (13, 15 or 17) level you gain ‘a Legendary Ability Score Improvement. You may either gain the benefits ofa regular ASI as per the rules up above, or you ‘may take a Legendary Feat, which are listed in the Legendary Player Characters document. ExTra ATTACK Beginning at Sth level you can attack twice, instead of once, whenever you take the Attack action on your turn, ‘When you reach certain levels inthis class, the number of attacks you can make as part of your Attack action increases at 11th level (3 attacks) at 17¢h level (4 attacks), at 23rd level G attacks) and at 29th level (6 attacks) ‘Warrrors IDEOLOGY (Once you achieve 9th level in this class, your ideology behind the purpose of combat and war in general has begun to ‘cement itself. Choose one of the following features detailed below, at levels 19 and 26, your chosen feature improves in some way ‘Many of these features generate a temporary Mastery die Unless otherwise stated this die isa d4, and is ost upon leaving initiative. Carnage. Whenever you score a critieal it, you gain a temporary Mastery die, You may have a maximum of 1 of these temporary die ata time. Atlevel 19 you may have a ‘maximum of 2 at once, and at level 26 a maximum of 3 Eternality. At the start of your turn, you may expend 1 regular Mastery die to gain 2 temporary Mastery die. You may have a maximum of 2 ofthese die ata time. At level 19, ‘you may have a maximum of 4 at once, and at level 26 a ‘maximum of 6 Freedom. Whenever you succeed on a saving throw, you gain a temporary Mastery die. You may have a maximum of 1 of these temporary die ata time. At evel 19 you may have a maximum of 2 at once, and at level 26 a maximum of & Perseverance. Whenever you are struck by a crtical hi you gain a temporary Mastery die. You may have a maximum, of I of these temporary die at a time. Atlevel 19 you may have a maximum of 2 at once, and at level 26 a maximum of a Superiority. When a creature takes the attack action against you and fails to damage you on its turn, you gain a temporary Mastery die. You may have a maximum of 1 of these temporary die ata time. At level 19 you may have a ‘maximum of 2 at once, and at level 26 a maximum of HEART OF WAR Beginning at 13th level your heart beats in anticipation for the call of war. Whenever you roll initiative, you recover, expended Mastery die equal to half your Mastery die ‘maximum (Rounded down) MASTER OF WAR Finally at 0th level you have achieved a level of combat superiority and skill that few others can match. Once per tuen when you roll a Mastery die, you may reroll it. Ifyou do so, you must use the new resul. CAVALIER ‘The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors oftheir superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure. BORN TO THE SADDLE Starting at 3rd level your mastery as a rider becomes: apparent. You gain the following features: + You have advantage on saving throws made to avoid falling off your mount, Ifyou fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. * Mounting or dismounting a creature costs you only 5 feet ‘of movernent, rather than half your speed. + You gain the Steed Caller combat trait if you do not already have it. Bonus PROFICIENCIES Additionally at 3rd level you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion, You additionally learn ‘one language of your choice. SUPERIOR MOUNT Upon reaching 6th level your mount summoned from Find Steed begins to grow with you further, granting it the following benefits + Its maximum HP increases by an amount equal to three times your Fighter level + fits proficiency bonus is lower than yours, it may use your proficiency bonus instead, Riwers BOND Beginning at 10th level you have learned how to form a true bond with your mount. Over the course of 1 week, you may form a bond with a willing creature to make ityour bonded ‘mount. The creature must be capable of being considered a ‘mount (Such as a horse, drake, wyvern or even willing dragon. This is heavily up to DM discretion) ‘The creature may be returned to life by casting Find Steed if tis dead and willing, Any benefits a creature you summon by Find Steed would receive, your bonded mount also Ifyou bond with a new creature, your old bond immediately ends, ‘War MounT Once you achieve 15th level you are able to command your ‘mount with grace and dignity. As a bonus action and by expending 1 Mastery Die, you may allow your mount to make ‘an attack, choosing any one from its statblock. ENDURING MOUNT ‘AL 18th level you are able to allow your most to hold on even in the most dice of circumstances. When your mount would be reduced to 0 HP but not killed outright, you can expend a Mastery Dic to cause it to be reduced to 1 HP instead, ‘TirELess ADVENTURE Beginning at 21st level your mount becomes impossible to ie. Your mount is now immune to the Exhausted condition, ind can not have its speed reduced by any means, FAs One Finally at 25th level, you are not simply a rider and mount fare one entity. Whenever you or your bonded mount kes damage, either of you may choose to transfer any’ amount of the damage to the ather, provided both are willing. CHAMPION Regular fighters already train alot they need to in order to reach their desired power... Champions though? They take it to the extreme. Secking perfection in both body and skill Champions are what most people think of when they think of a Fighter. FURTHER TRAINING Upon choosing this archetype at 3rd level, you begin to receive the frits of your training. You may select an additional Combat Trait from your Combat Training feature. REMARKABLE ATHLETE Once you reach 7th level your body becomes further honed to endure the trials you subject it to. You have advantage on saving throws against any non-magical feature that would give you a level of exhaustion. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier PuysicaL PEAK Additionally at 7th levek your physical skill extends to physical activities in which you aren‘ familiar in, Whenever you make a Strength, Dexterity or Constitution ability check that does not already include your proficiency bonus, you may add half of your proficiency bonus to it Rounded up) MIXED MASTER ‘Beginning at 10th level you're able to make use of your full body when striking. When you make an attack with a wear uusing Strength or Dexterity, you gain a bonus to the attack, and damage rolls equal to half of the modifier ofthe abit score not used (Rounded up, Minimum of 1) ExrrA IMPROVEMENT At 14th level your training advances further. Choose either your Strength, Dexterity or Constitution score. Your chosen score increases by 2, toa maximum of 20. Survivor Once you reach 18th level you have become the pinnacle of battlefield endurance. At the start of each of your turns, you regain hit points equal to 5+ your Constitution modifier (Minimum of 1) ifyou have no more than half of your hit points left. You don't gain this benefit if you have O hit points, x INTENSE TRAINING ‘Beginning at 21st level you begin to improve your body beyond mortal limits. Choose either vour Strength, Dexterity fr Constitution score. Your chosen score increases by 2, and its maximum increases by 4. STRAINFUL LIVING Finally at 25th level your body has become fully accustomed to intense activity. You are able to short rest while performing ‘Strenuous activity if you engage in more than 1 minute (10 rounds) of combat during a short rest, itis interrupted. These rounds do not need to be consecutiv. Macus ARCHETYPE Warriors who practice inthe arts of magic, Magus’ blend steel and sorcery into a terrifying and lethally effective ‘combination. Not all Magus’ can be put into the same category however: Some focus on areane magic, while others ay focus on druidic magic, or even occult magic. MYSTICAL PROFESSION Upon choosing this archetype at 3rd level you must choose a {ull spellcasting class from the below lst, You gain that classes casting ability, being considered a caster of level ‘equal to half your fighter level (Rounded down) For example, ifyou were a Tth level Mystic Knight, you'd have the spelleasting equivalent toa 3rd level Fal caster. You use that classes spell lst as normal, and follow their normal progression for learning spells (Whether it be a prepared caster or a known caster) Class, Profession Name Bard (Charisma) Musical Warrior Cleric (Wisdom) Holy Vanguard Druid (Wisdom) Primeval Warden Sorcerer (Charisma) Legacy Defender Warlock (Charisena) Eldritch Knight Wizard (intelligence) ‘Arcane Guard War Macic Upon reaching 7th level you are able to blend your combat with magic seamlessly, Whenever you take the attack action, you may replace one of your attacks with a cantrp. ARCANE CHARGE ‘Once you reach 14th level you become capable of moving across the battlefield in lashes of magical energy. As a bonus action on your turn and by expending a Mastery Die, you may teleport to an unoccupied space that you can see. ‘The range of this teleport is equal to 5 times the number rolled on your Mastery die in feet. ARcANA KNIGHT [At 18th level your leftover magic begins to fuel your martial abilities, Whenever you expend a spe slot of 3rd tevel or higher, you regain one expended Mastery die. MayHEM Macic Beginning at 21st level your mastery over magic and steel heightens. When you take the attack action, you may use your bonus action to cast a spel of 3rd level or lower. Quick RECHARGE Finally at 25th level your magic recovers at an astonishing rate, Whenever you finish a short rest, you recover all of your spell slots of 3d level or lower. PRODIGY ARCHETYPE ‘Some people are just naturally gifted when it comes to things. Some are natural geniuses that ean learn things wi lite effort, some are natural adepts at magic who practically have it lowing through them, and some... Are immediate experts when it comes to martial combat. Propicious SKILL ‘Asa prodigy, ou do not need any sort of special abilities or techniques to be a master at your craft. Whenever you would gain an Archetype feature (Levels 3,6 10, 14, 18, 21 and 25) you instead gain the Ability Score Improvement feature. ‘This functions exactly as a normal Ability Score improvement, you can ineresse your stats or you can select a omlegendary feat ly INSPIRATION This was inspired by w/DarkAureole and their Fighterer subclass, which is a joke subclass they made with their twitch chat, With Legendary PCs | felt this was fitting as a potential option to allow for further customization, so | added it as one of the subclass options! —_—_—_wey RUNE KNIGHT Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to ‘empower your equipment. Giants MIGHT Upon choosing this archetype at 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits: + Ifyou are smaller than Large, you become Large, along ‘with anything you are wearing. Ifyou lack the room to ‘become Large, your size doesnt change. While you are large, your reach increases by 5-fet. + You have advantage on Strength checks and Strength saving throws. * Your melee weapon attacks deal 1d6 bonus damage. This increases to 1d8 at Fighter level 14, and 1d10 at Fighter level 21 ‘These benefits last for a minute, until you fll unconscious, or you use a bonus action to end the state, You may use this feature twice, and you regain all expended uses of it upon completing a long rest. RUNE CARVER Additionally at 3rd level you can use magic runes to enhance your gear. You Tearn two runes of your choice, from among. the runes described on the next page, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. At Fighter levels 7, 10, 14, and 21, you learn an additional rune. Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be 2 weapon, a suit of armor, a shield, a piece of jewelry, o 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 ata time. Inaddition to this, you gain proficiency in smith's tools, and you learn to speak, read and write Rounic BARRIER Upon reaching 7th level you learn to sacrifice your runes for defense. When you or a creature within 60-feet of you is hit ‘with an attack, you may expend your reaction to reduce the damage taken £0 0. In order to use this feature, you must remove a rune off of ‘an item benefiting from it Ronic MASTERY At 10th level. you may invoke each Rune you know from Rune Carver twice, rather than once in between rests. EVERLASTING SIZE (Once you reach 14th level you begin to grow more accustomed to your larger stature. There is no longer a time limit on your Giants Might feature, and you may use it any number of times between rest. MAsTErR INVOKER Beginning at 18th level you become a rue adept at invoking the runes. You may invoke a rune you know on your turn ‘without requiring any action, you may only invoke one rune per turn. ‘Trtan At 21st level you receive another growth spurt! When you ‘grow from Giants Might, you may choose to become Huge instead of large ifthere is enough room to do so. Ifyou do, your reach is increased by 10eet rather than S. MASTER RUNE Finally at 25th level you have perfected one of your runes {nto its purest form... Choose one ofthe following features, which can not be changed after itis chosen: Haug. You are permanently under the effects ofthe Hill Runes invoked effects while in Giants Might. Id. While in your Giants Might feature, your weapon. attacks deal an additional 146 fre damage on hit Ise. You are permanently under the effects of the Frost Runes invoked effects while in Giants Might. ‘Skye. While in your Giants Might feature, you have a fying speed equal to your walking speed ‘Stein. While in your Giants Might feature, ifa creature is not immune to being Charmed, it has disadvantage on attack rolls against you. ‘var, You are permanently under the effects of the Storm Runes invoked effects while in Giants Might. RUNES The following runes are available to you when you learn 8 rine. Ia rune has a level requirement, you must be atleast That eyeliner to kara the Func Ifa rime requires & saving throw, your Rune Magic ave DC equals 8+ your Fdficiency boas + your Constsition modifier. Hauc (Hitt RUNE) This rune's magic bestows a resilience reminiscent ofall ant While wearing or carrying an object inscribed with this tune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. In addition, you can invoke the rune as a borus action, aaning resistance to bludgeoning, piercing, an slashing damage for 1 minute, Once you invoke the rune, you cant do 450 again until you nish a short or long rest. up (Fire RUNE) This rane’s magic channels the masterful crsmanship of Fre sant smiths, Wile wearing orcarying an object inscribed with this rune, your proficlency bonus is doubled for any ability check you make that uses your proficiency with too Inaddition, when you hit a reste with a weapon attack, you can invoke the rune to summon fry shackles the target must succeed on a Strength saving throw or be restrained for 1 tinute While restrained by the shackles, the target takes 2d6 fire damage atthe stat ofeach of ts turns, The target can repeat the saving throw at the end of each ofits turn, banishing the shackles ona success. Once you invoke the rune, you ean‘ do so again until you fish a short of long es. Ise (FROST RUNE) This nne's magic evokes a frost gant's wearing or crying an object inscribed with his re, you have advantage on Wisdom (Animal Handing) checks and cee eer carenl eta calm, While In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes, This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can't do so again until you finish a short orlong rest. Sky (CLOUD RUNE) This rune's magi emulates the deceptiveness ofa cloud giant While wesring or caryng an object inscribed with his rune, you have advantage on Dexter (Seight of Hand) checks and Charisma (Deception) checks In addition, when you ora creature you can se within 30 feet of yous hit by an tak oll you can use your rection to ere eee cael tetera eer (ete roa eateries The sue oll Thc ragicc rar the tfc rogadess of Tieton gel Once cle ermetecncart ds again until yo fish a short o long rest STEIN (STONE RUNE) This ne's magi channels the insightfulness ofa stone giant While wearing or carrying an objec inscribed with ths run, you have advantage on Wisdom (Insight checks, and you have darkvision out toa range of 60 fet. Ifyou already have dillon, its range increases by 30 feet. In addition, when a creature you can see ends its tur within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for rinute, While charmed in this way, the creature has a speed of © andis incapacitated, descending into a dreamy stupor. The effect ends ifthe charmed creature takes any damage orf someone else uses an action to shake the creature out of its haze. Once you invoke the rane, you cant do so again uti You finish a short or long rest. Uvar (STORM RUNE) Teen hereon Ginrpertrefitrelaearrerncat Whis waning or Cxryng an objet cried wit this ran, you have sbanioge on inaligence (Arena) checks, and you can't be suprise a long as you are nt incapacitated. In addition, you can invoke the une asa bonus ation to entera prophetic state for 1 minute or unt youre incapacitated Un the state ends, when you or another creature you can se within 60 feet of you makes an attack rol saving throw oan ablty check, you can use your reaction to cause the ol te have advantage or disadvantage Once you invoke the rune, you cant do so agsn until you coerce ree MANEUVERS Below are the maneuvers available fora fighter to learn. A. fighter knows a number of maneuvers according to the ‘amount for their fighter level inthe fighter class table, and only one maneuver may be used per altack, ability check or saving throw. ‘As a note, ifa feature says "Equal to your Mastery Die" or something similar, that means you roll your mastery die and use whatever you rolled as the number for said feature. 4 a» BORROWING AND INSPIRATION ‘A huge thank you to u/Laser lama. Many maneuvers found here are borrowed from or inspired by the martial exploits they have made for their Alternate Fighter/Barbarian class and Warlord class. I asked for permission and received permission to do so, so again, huge thank youl Check out their Palzean for more amazing content. —_——P AGONIZING STRIKE ‘When you hit a ereature with a weapon attack, you may expend a Mastery die and add itt the attacks damage, Additionally, if this attack causes the struck ereature to make Concentration check, they suffer a penalty to their check equal tothe bonus damage of the Mastery die. Assassin's GRACE Whenever you make a Dexterity (Acrobatics) or Dexterity (Stealth) check, or roll initiative, you can expend a Mastery Die and ada it co your roll You can use this Mastery after you roll but before you know whether you succeed or fai A skill check using an ability score with a negative modifier ‘can not benefit from this feature. BLINDING STRIKE ‘Asa bonus action, you can expend a Mastery Die and force a eresture within 10 fees to make a Constitution saving throw. On a failure, ittakes piecing damage equal to your Mastery Die ands blinded untl the start of your next tuzn. ‘Acreature must have eyes in order tobe Blinded by this feature Burst OF STRENGTH ‘Whenever you make a Strength or Athletics check in order to lift or open something, you may expend a Mastery die and add the result to your check. CHARLATAN'S GUILE Whenever you make a Dexterity (Sleight of Hand), Charisma Deception} or a Charisma (Performance) check, you can expencl a Mastery Die and add itto the result of your roll You can use this Manewver after you roll but before you find ou whether you succeed or fail A skill check using an ability score with a negative modifier can not benefit fom this feature Compat APPRAISAL ‘As an action and by expending a Mastery die, you may target a creature within 60feet of you. You learn ifit is your equal, inferior or superior in one of the following attributes of your choice Strength Score Armor Class. Dexterity Score Total Hit Points Constitution Score (Current Hit Points Fighter Class Levels Total Class Levels Proficiency Bonus Maneuvers Known Ifyou roll a6 or higher on your Mastery die, you may instead learn this information about 2 attributes, COMMANDER'S PRESENCE Whenever you make a Charisma (Intimidation) Charisma (Persuasion) or Intelligence (History) check, you can expend ‘2 Mastery Die and addi to your roll You ean use this Maneuver after you roll, but before you know if you succeed or fail A skill check using an ability score with a negative modifier ‘can not benefit from this feature. CRIPPLE ‘When you hit a creature with a weapon attack, you may expend a Mastery die and add the die to the attacks damage. It additionally must make a Dexterity saving throw, on a failed save its speed is reduced by 5 times the number rolled on your mastery die until the start of your next turn, Curve Toss When you hit a ereature with a weapon attack, you may expend a Mastery die to cause the attack to curve. A creature within 5-feet ofthe struck target suffers slashing damage ‘equal to your Mastery die. DIsaRM ‘Upon hitting a creature with a weapon attack, you may expend a Mastery die and add the die to the attacks damage. It additionally must make a Strength saving throw, on a failed save it must drop one item of your choice, which lands at the creatures feet. ENCOURAGE Mock [As a reaction to a creature within 60-feet making an attack roll or saving throw, you may expend a Mastery die to encourage them. Ifthe creature isan ally, they gain a bonus to their attack roll equal to your Mastery dic, Ifthe creature is aan enemy, they suffer a penalty to their attack roll equal to your Mastery die (Due to the confusion of you encouraging them) Herry SHOVE In place of an attack, you may expend a Mastery die to force a creature within your reach to make a Strength saving throw. On a failed save, they are pushed a number of feet away from ‘you equal to Your Strength modifier x Your Mastery die (Minimum of Set) For example, if your Strength modifier is 4 and you rolled @ 3 they'd be pushed 12-eet. It's probably best to just round that down to 10 feet Heroic ENDURANCE ‘Whenever you make a saving throw against being Stunned, Incapacitated or knocked Unconscious, you can expend & Mastery die and add it to the result of your saving throw: You. can use this Maneuver after you see the result of your roll, but before you know if you succeed. Hort In place of an attack, you can expend a number of Mastery Die up to your Dexterity modifier (Minimum of 1) to throw an object you are holding at a target you can sce within 60 fect, forcing itto make a Dexterity saving throw. On a failed save, both the object and target take bludgeoning damage equal to the amount of Mastery Die Expended + your Strength. modifies, Ifyou expend two or more mastery die, the target suffers half damage on a successful save instead of no damage. ‘Note: This maneuver uses dexterity to determine how ‘many die you can expend while using strength for the save and damage roll LAUNCHING BLOW ‘When you hit creature with a melee weapon attack, you ‘may expend one Mastery die and add the result to the damage roll The struck ereature is additionally pushed S-feet away from you. Ifthe result of your Mastery die was 6 or higher, they are instead pushed 10-feet away from you. LUNGE When you make a melee weapon attack, you may expend one Mastery die to increase the attacks range by Sect, Ifthe attack hite, you dael additional damage on the attack equal to ‘your Mastery di, ‘As a bonus action, you may expend a Mastery die and mock a creature within 60-fect of you. The creature must succeed on, ‘2 Wisdom saving throws on a failed save, they become Insulted until the end of your next tur. ‘A creature who is Insulted has disadvantage on attack rolls against creatures other than you, and they consider all terrain while moving away from you to be difficult terrain, For every S.feet they move in this difficult terrain, they suffer paychic damage equal to your Mastery de, PARRY ‘As a reaction to being hit by a melee weapon attack, you may. ‘expend one Mastery Die to gain a bonus to your AC against that attack equal to your Mastery Die. RALLY ‘Asa bonus action, you can expend a Mastery die to rally yourself and your allies. Yourself and a number of other Creatures equal to your Charisma modifier (Minimum of 1) ‘may immediately move up to half their movement speed ‘without provoking attacks of opportunity: RuposTE ‘As a reaction to being targeted with a melee attack, you may expend a Mastery die and make an attack with a melee ‘weapon you are holding. Ifyour attack rol is higher than the attacking creatures attack roll their attack misses regardless ‘of your AC, and they suffer damage equal to your Mastery die (his damage isthe same type as your weapon) ScHorar's MIND Whenever you make an Intelligence (Arcana) Intelligence (Nature) or Intelligence (Religion) check, you can expend a ‘Mastery Die and add itto your roll You can use this “Maneuver after you roll, but before you know if you succeed or fail A skill check using an ability score with a negative modifier ‘can not benefit from this feature, SECOND WIND ‘As a bonus action, you can expend a Mastery Dic to recover, hit points equal to your Mastery Die + Your Fighter Level You can only use this maneuver ifyou have suffered damage since the beginning of your last tur, and you can not recover more HP from this feature than the damage you have suffered since then SILENCING STRIKE When you hit a creature with a weapon attack, you may expend a Mastery die and add the die to the atacks damage. Tt additionally must make a Constitution saving throw, on & failed save itis unable to speak or cast spells with verbal ‘components until the end of your next turn. SLEUTH's OBSERVATION Whenever you make an Intelligence (lavestigation) Wisdom (sight), or a Wisdom (Perception) check you can expend a Mastery Die and add it to your roll You can use this Maneuver after you roll but before you know ifyou succeed or fail skill check using an ability score with a negative modifier san not benefit from this feature. Survrvauist's CRAFT ‘Whenever you make a Wisdom (Animal Handling) Wisdom (Medicine), or Wisdom (Survival) check, you can expend a Mastery Die and add it to your roll You can use this Master after you roll but before you know if you succeed or fail A skill check using an ability score with a negative modifier san not benefit from ths feature. TOTAL PRECISION ‘When you make a weapon attack against a creature, you may expend a Mastery die and add itt the attack roll You may do so before or ater seeing the attack roll, but before you know ifthe attack misses, fan attack benefiting from this AC by 10 or more, it becomes a c When you make a melee weapon attack, you can expend an Exploit Die as part ofthe attack to etike with wild abandon, ‘You must subtract your Mastery Die from your attack roll However, on hit, you deal additional damage equal to times the number subtracted ADVANCED MANEUVERS Below are the maneuvers available fora fighter to learn that requires a bit more skill to acquire. Every advanced maneuver has a prerequisite, requiring you to be a specific Lier in a weapon or armor school (Such as requiring being tier 2in Cleavers) ‘A mancuver with such a prerequisite can only be used for attacks with weapons belonging to its prerequisite weapon school ‘Advanced maneuvers otherwise function normally. Meaning they are learned as you would regular maneuvers, count against your maneuvers known and requiring the expenditure of Mastery die. ARROW STORM Bows Tier 3 ‘As an action and by expending a Mastery die, you may select a 30-foot radius you can see within your Weapons, range, all creatures of your choice must succeed on a Dexterity saving throw against your Maneuver DC, suffering piercing damage equal to your Mastery die ~ Your Dexterity modifier (Or Strength modifier ifyou have the Strongbow combat trait) on failed save, or hal as much on a successful ‘You must have ammunition for each individual target. BLOODLETTING STRIKE Cleavers or Skewers Tier 1 ‘When you hit a creature with a weapon attack, you may expend a Mastery die and add it to the attacks damage, Additionally, all heating the struck creature receives is halved. (Rounded down) until the start of your next turn. Curvinc SHor Bows Tier 1 ‘When you miss creature with a ranged weapon attack roll you can expend a Mastery die to reroll the attack against another creature within 30-feet of your initial target. This creature mist stil be within the bows range. On a hit, the attack deals bonus damage equal to your Mastery die. DEFENSIVE SACRIFICE ‘Shields Tier 3 ‘When you are hit with a weapon attack, you may permanently reduce the AC of a shield you are wielding by 1 torreduce the attacks damage to 0. Ifa shield has lost 2 AC from this feature itis destroyed. Shields that are not destroyed may be repaired over the course of a long rest if you possess smithing tools. DESTRUCTION Strikers Tier 2 ‘When you hit an object with a weapon attack, you can expend a Mastery die to increase its destructive force. The «damage of the atack is multiplied by an amount equal to half ‘of your Mastery die (Rounded down) Harr BLock Polearms Tier 3 ‘As a bonus action on your tur, you ean expend a Mastery: die to block with your weapons hatt, Until the start of your next turn, you reduce all melee weapon damage you take by ‘an amount equal to your Mastery dic. Ifyou are disarmed of or make an attack with your polearm this effect ends early. ‘HEART PIERCE Crossbows Tier 3 Before you make an attack, you can expend a Mastery die to declare this to be a Heart Piercing attack. This attack has disadvantage, however on a hit itis automatically a critical hit ‘An attack can not be a Heart Piercing attack if you already hhad disadvantage on the attack roll IMMOVABLE JAB Skewers Tier 1 Tn place an attack, you can expend a Mastery die to jab forwards with impossible strength. A creature within your ‘weapons range must succeed on a Dexterity saving throw, or suffer damage as if they were struck by your weapon. They also suffer additional damage equal to your Mastery die. Knowinc ATTACK Polearms Tier 2 ‘As a reaction to a creature moving within your melee ‘weapons reach, you can expend a Mastery die and make an attack against them. On a hit, vou deal bonus damage equal toyour Mastery die. Mam Blades or Cleavers Tier 2 When you score a critical hit, you may expend a mastery die to roll an additional d20. IF this die would also critically hit, vou may lop off one of the creatures appendages. In special cases such as creatures with tentacles, the DM decides what kind of detriments this would inflict upon the creature. A creature with a missing leg has their speed halved if they are missing al oftheir legs their speed is 0 A creature with, ‘one arm can't use two handed equipment or wield two items. If this additional die does not also critically hit, you instead ‘add your Mastery die to the attacks damage. Puyninc SHor Bows or Crossbows Tier 2 ‘When you hit a creature with a ranged weapon attack, you ean expend a Mastery die to cause the missile to lodge itself Aécep in the creature. For every lodged missile in them, a creature has its speed reduced by 5leet, and suffers piercing damage equal to your Mastery die atthe start of each ofits turns, “Accreature can remove up to two missiles from themselves as an action. SHIELDED ADVANCE ‘Shields Tier 1 When you are targeted with a melee attack of opportunity, you can expend a Mastery die as a reaction to add the result of the die to your AC for that attack. You must be wielding a shield to use this Maneuver, Sreex Winp AssAULT Blades Tier 3 Tn place of an attack, you can expend a Mastery die to flourish your mefee weapon and disappear. Choose up to 5 creatures you can see within your movement speed (Not accounting for speed reductions) you make an attack roll against each target. On a hit, a creature suffers damage equal toyour Mastery die ~ Your Strength or Dexterity modifier (Your choice) You then appear in an unoccupied space within Seet of a creature targeted by this maneuver. ‘This maneuver is strenuous to use, thus it can only be used ‘once per tur. SUNDER ‘Strikers Tier 3 When you make an attack against a creature, you may choose to make it a Sundering Blow by expending a Mastery dic. This attack has disadvantage and deals half damage on a bit, however if the ereature is wearing manufactured armor (Guch as plate armor) it suffers a-1 penalty to its AC. This penalty remains until the damage is repaired, and this penalty can stack from multiple Sundering Blows. ‘Armor is considered completely destroyed ifthe creatures [AC becomes equal to 10-+ Their Dexterity Modifier while swearing it An attack can not be a Sundering Blow ifyou already had disadvantage on the attack roll Unstoppasie BLOW Cleavers Tier 3 Inplace ofan atack, you can expend a Mastery die to roll 3420, the results of which can not he altered in any way. Il dic would critically hit, ou can decapitate your target creature. The ereature instantly dies ifit can not survive without ahead ‘VauLT Polearms Tier 1 In place ofan attack, you can expend a Mastery die to use your weapon t propel yoursel. You can immediately make a standing High o Long jump, gaining a bonus othe jump distance equal to your Mastery die, Movement from this jump does not provoke attacks of opportunity WRACKING STRIKE Suikers Tier 2 ‘When you hit with a weapon attack, you can expend a Mastery die and add itto the attacks damage roll ‘Additionally, the struck creature must succeed on a Constitution saving throw; on failed save they suffer one of the following effects of your choice until the start of your next turn: + Its speed is reduced to 0 + Teean only speak fateringly. + Itcan only take an action or bonus action on its turn, not both. + Ithas disadvantage on Dexterity saving throws. Comsat TRAITS Below you will find the features you are able to select from your Combat Training feature at levels 6, 10, 14,18, 21 and 25, AcrIon SURGE ‘You are able to push yourself beyond your limits, gaining an additional action this turn (No action required) Once you use this feature, you may not do so again until you complete a short or long rest. Upon reaching 15th level you may choose this feature a second time; gaining an additional usage between rests. Upon reaching 27th level you may choose this feature a third time; gaining an additional usage between rests. AccREssIvE ARMOR While wearing armor that is outfitted with weapons or something similar (Such as spiked armor, or barbed armor) {you may use your bonus action to attack with the armor. This natural attack uses your choice of Strength and Dexterity, and the damage die is a 1d4 ARCHER'S EYE Immediately before making an attack with a ranged weapon ‘you are proficient with, you may choose to gain a bonus to said attack roll equal to your Mastery dic. ‘You may use this feature a number of times equal to your Dexterity modifier (Minimum of 1) You regain all expended ‘uses upon completing a short or ong rest. Ifyou have the Forceful Shot feature, you may use your Strength modifier for calculating the number of uses you have for this feature. Barruerrerp CLEANER ‘When you hit a creature with a weapon attack, the creature takes extra damage equal to your Mastery die if its below half its hit point maximum. A creature may only be afflicted ‘with this damage once per round Caurious CompaT At the start of your turn, you may choose any number equal to or less than your proficiency bonus (No action required) All ‘weapon attacks you make receive a penalty to their damage rolls equal to your chosen number until the star of your next wen, However, all instances of weapon damage against you also gain a penalty to their damage rolls equal to this bonus until the start of your next turn. This penalty is applied before resistances are applied Cotossus ToPPLER When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immedistely aftr its attack, provided that you can see the creature. DuaL WIELDER ‘When you engage in two weapon fighting, you may make your offhand attack as apart of your attack action rather than as a bonus action. Ifyou do so, you are unable to use your bonus action to make any sort of attack. Additionally you may add your ability modifier to your offhand attack ifyou were not already. DUEUST ‘When you are wielding a melee weapon in one hand and no ‘other weapons, you gain a bonus to that weapons damage roils equal to half your proficiency bonus (Rounded up) CHING Srrerr ‘Asa bonus action on your urn, you can give yourself advantage on all weapon attack rolls until the end of your turn, When you do 80, you also gain temporary hit points ‘equal to your Fighter level ‘You may use this feature three times, regaining all expended uses upon completing a long rest. FORCEFUL SHOT When using a Shortbow or Longbow, you may use your Strength modifier instead of your Dexterity modifier. When attacking with a bow while using this feature, you hhave a 1 penalty to your attack rolls with them; however you also have a +2 bonus to damage rolls with them, Great WEAPON FIGHTING When you roll a1 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 ifthe new roll isa 1 or a 2 The weapon must have the two- handed or versatile property for you to gain this benefit Horve Breaker ‘Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against 2 different creature that is within 5 fect ofthe original target ‘and within range of your weapon. IMPROVISED FIGHTER You are proficient with improvised weapons, and attacks ‘made with improvised weapons you wield use a damage die ‘equal to your Mastery die. Most improvised weapons (Such ‘asa chair, plate or something similas) will not be able to be used for more than one attack (DM discretion regarding how ‘many attacks an improvised weapon can be used for) ‘MARINE ARCHER Provided you are not wearing medium or heavy armor, and not wielding a shield you have a swimming speed equal to your walking speed Additionally, provided the target is within half of your weapons short range, you do not have disadvantage on attack rolls made with ranged weapons: while underwater ‘Marine WARRIOR Provided you are not wearing medium or heavy armor, and not wielding a shield, you have a swimming speed equal to ‘your walking speed. While in water or within Sfeet of a body of water no smaller than a lake, you gain a '1 bonus to your AC, attack rolls and damage rolls. Novice RUNESMITH Select a rune from the Rune Knight subclass, you learn that rune and are able to inscribe it on your equipment as per the subclasses rules. You are unable to invoke the rune you learn from this feature You can not select this ifyour subclass is Rune Knight. OFFENSIVE SHIELDS ‘You gain proficiency with shields as a martial melee weapon, which deals 1d6 bludgeoning damage on a hit Ifa shield has a magical bonus to its AC, that bonus is also applied to its attack and damage rolls. On a successful hit with a shield instead of dealing damage you may push them up to S-feet away from you. RECKLESS COMBAT At the start of your turn, you may choose any number equal to or less than your proficiency bonus (No action required) All, ‘weapon attacks you make gain a bonus to their damage rolls, ‘equal to your chosen number until the start of your next turn, However, ll instances of weapon damage against you also gain a bonus to their damage rolls equal to this bonus until the start of your next turn. SIGHTLESS WARRIOR ge equal to 5 times your that range, you can it behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. SKIRMISHER ‘When an attack misses you, you may move up to half of your. speed as a reaction. This movement does not provoke attacks of opportunity. STANCE SHIFTER ‘While wielding a shield and a weapon in which you are proficient in, you may shift between an Offensive Stance and Defensive Stance. You may change your stance at the start your turn (No action required) and when you do so, you lo the benefits of your previous stance. Defensive Stance. Whenever you take damage, you reduce the amount taken by half your proficiency bonus (Rounded down) Offensive Stance. Whenever you deal damage with a ‘weapon you are proficient in, you deal additional damage equal to half your proficiency bons (Rounded down) STEED CALLER ‘You can cast the Find Steed spell without expending a spel slot. After you do so, you may not do so again until you complete along rest. ‘Versatitx WARRIOR While wielding a single weapon withthe versatile property and no shield you gain the following benefits depending on ‘whether you are wilding iin one or two hands. One Hand You gain a+2 bonus to your Armor Class, ‘Two Hands. You gain a +3 bonus to the weapons damage rolls ‘Wearon JUGGLER You ean draw a weapon that has the thrown property as apart ofthe attack you make with the weapon. Additionally you hit an attack made withthe thrown property ofa weapon and the target is within your weapons short range, you may cause ito bounce of the target and return (o your hand (ern Lever) Crrricat IMproveMENT Your critical hit range for weapon attacks is increased by (From 20 to 19-20 for example) Upon reaching 2st Level second time, increasing you attacks further (From 19-20 (6TH Lever) Evasion ‘When you are subjected to an effect that allows you t Dexterity saving throw to take only half damage, you smage if you succeed on the saving throw, half damage ifyou fail (torn Lever) Brut Crrricat yenever you score a eritial hit with a weapon attack, yo can roll an additional die for determining the damage of th critical it. Upon reaching 18th and 25th level you may select this feature again, adding additional die to your critical hts. Gorn Lever) INDOMITABLE ‘You are able to reroll a saving throw you fail potentially turning it into a success. Ifyou do succeed, you are unable to use this feature until you complete a long rest. If you stil fail the saving throw, you do not lose your usage ofthis feature. ‘You are able to select this feature up to 3 times, gaining a ‘usage for each time it has been taken, (14TH Lever) Raprp Strike When you make an attack roll with advantage, you can instead forfeit your advantage on the roll to make an additional attack against the same target. You may only do once per round. You may select this feature a second time at level 25, ifyou do 80 you can use this feature twice per round. (21ST LEVEL, REQUTRES EVASION) AVOIDANCE yasion now works against any type of saving throw, not just Dexterity ones. (25TH Lever) SrreNGTH Brrorr DEATH Tyou take damage that reduces you to 0 hitpoints and doesn't kil you outright, you can use your reaction to d falling unconscious, and you ean immedia turn, interrupting the current turn, While you have O hit points during that extra turn, taking damage causes de failures can stil kil you. When the extra turn ends, ot unconscious ifyou sill have 0 hit points. (Once you use this feature, you can't use it again until you finish a long rest LEGENDARY ACTIONS Here you will ind the Legendary actions that only a Fighter of the appropriate level can learn (Ifa Fighter specifi Legendary action requires 2 actions, you must be alevel 11 Fighter to know it for example) ATTACK BLITZ Cost: 1 Legendary Action You make two attacks with a weapon you are wielding at disadvantage. Advantage does not cancel out this disadvantage. Caron When you would use your reaction to make an attack of opportunity, ou can instead spend a legendary action to make it Guarp Up Cost: 2 Legendary Actions ‘You increase your AC by an amount equal to your Dexterity modifier (Minimum of 0) until the beginning of your next turn Marri SUPERIORITY ii ______» LEVELING BEYOND 30 Here you can find what the Legendary Fighter gains for every level beyond 30 they are! It is intentional that their proficiency bonus stops increasing + Every 4 levels beyond 30 (34, 38, ect) a legendary fighter gains a cegular ASI. + Every third ASI a legendary fighter would gain after level 30 (42, 54, 66 ect) is instead a legendary ASL. + Every 4 levels starting at level 31 (31, 35, 39, 43 ect) you gain an additional Mastery di. + Every 4 levels starting at level 33 (33,37, 41, 45 ect) you gain an additional +1 to your mastery die rolls. ‘+ Every even level (32, 34, 36, 38 ect) you gain a +1 to one ability score of your choice, ‘© Your HP increases as per normal. + Your new ability score maximums for Strength, Dexterity and Constitution is equal to your Fighter level if they were not already higher Cost: 1 Legendary Action ‘The next time you make a Strength, Dexterity or Constitution saving throw before the beginning of your next turn, you have advantage on the roll SUPREME GRIT Cost: 1 Legendary Action You tough yourself out, reducing all damage you take by your Strength Modifier (Minimum of 1) until the end of your ‘Truk MASTERY Cost: 2 Legendary Actions ‘The neat time you would expend a mastery die before the end of your next turn, you instead do not need to expend one. CREDITS AND THANKS! ARTIsT CREDIT am no artist, just someone with a lot of homebrew ideas and ‘a vague ability in graphic design. All artwork T use in this| document is credited below, please show respects to the artist and ifthe original artist sees this and feels I did not properly credit themydoes not wish for their artwork to be ‘used, contact me at u/Zellorea and I will rectify this as soon as possible + Cover Art by @GogalKing on Twitter! * Aston the armor page is the Volenna [Event] art from Granblue Fantasy! It belongs to Cygames, all rights belong to them and Lin ne way own it. + Arton the last page before subclasses begins is by Sean ‘Tayon Artstation © Cavalier Art by Haodi Liu on Artstationt + Champion Art by @Navigaxi Prodigy Art by InaWong on Deviantart! + Magus Art by Clayscence art on Deviantart! + Arton 3rd Regular Maneuver Page by Robusta Art on Artstation! ‘+ Arton 2nd Combat Trait Page by Avetetsuva Studios + Arton 3rd Combat Trait Page by Daniel Kamarudin on Artstation! STAIN CREDIT In all of my homebrew I use watercolor staine created by, ulflamableconerete aka Jared Ondricek. These brews and PDFs would not look nearly as nice without his creations, so bbuge thank you to him! You can find all stains I use on his ‘website, watercolors giantsoup com. OTHER HOMEBREW ‘You may recognize me for other homebrews such as the Siphoner class and my project to turn every league of legends champion into a subclass, ifyou want to be alerted as soon as. all of those are publically available, join the discord hitpsuldiscordge/c4T35TobaT INSPIRATION THANKS! ‘Once more, huge thank you to Laserllama. Many of their Exploits from their fighter class either directly inspired various Maneuvers ofthis class or were directly used from i Again, check out their red or patreon ifyou want to see ‘more of their content, PaTRON THANKs! This homebrew was supported for by my patrons on hhtinsu/wwww.natreon com/Zellorea. Ifyou wish to support me ‘or encourage me to make more things like this or update this in the futur, that's the best way to doit! ‘A thank you to my current supporting patrons! Their names are listed below as a show of my immense appreciation towards them. + Savior: Amelia Strange + Renowned Her: 9: Insanelnesnity + Mercenary: Deathknight + Folk Hero: Nate Meyer

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