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The Legendary Fighter

VERSION 5.2
The Legendary Fighter

A
human in clanging plate armor holds her Creating a Fighter
shield before her as she runs toward the
massed goblins. An elf behind her, clad in As you build your fighter, think about two related elements
studded leather armor, peppers the goblins of your character’s background: Where did you get your
with arrows loosed from his exquisite bow. combat training, and what set you apart from the mundane
The half-orc nearby shouts orders, helping warriors around you? Were you particularly ruthless? Did
the two combatants coordinate their assault you get extra help from a mentor, perhaps because of your
to the best advantage. exceptional dedication? What drove you to this training in
A dwarf in chain mail interposes his shield between the the first place? A threat to your homeland, a thirst for
ogre’s club and his companion, knocking the deadly blow revenge, or a need to prove yourself might all have been
aside. His companion, a half-elf in scale armor, swings two factors.
scimitars in a blinding whirl as she circles the ogre, looking You might have enjoyed formal training in a noble’s army
for a blind spot in its defenses. or in a local militia. Perhaps you trained in a war academy,
A gladiator fights for sport in an arena, a master with his learning strategy, tactics, and military history. Or you might
trident and net, skilled at toppling foes and moving them be self-taught—unpolished but well tested. Did you take up
around for the crowd’s delight—and his own tactical the sword as a way to escape the limits of life on a farm, or
advantage. His opponent’s sword flares with blue light an are you following a proud family tradition? Where did you
instant before she sends lightning flashing forth to smite acquire your weapons and armor? They might have been
him. military issue or family heirlooms, or perhaps you
All of these heroes are fighters, perhaps the most diverse scrimped and saved for years to buy them. Your armaments
class of characters in the worlds of Dungeons & Dragons. are now among your most important possessions—the only
Questing knights, conquering overlords, royal champions, things that stand between you and death’s embrace.
elite foot soldiers, hardened mercenaries, and bandit kings
—as fighters, they all share an unparalleled mastery with
weapons and armor, and a thorough knowledge of the skills
of combat. And they are well acquainted with death, both Quick Build
meting it out and staring it defiantly in the face. You can make a fighter quickly by following these
suggestions. First, make Strength or Dexterity
Well-Rounded Specialists your highest ability score, depending on whether
you want to focus on melee weapons or on
Fighters learn the basics of all combat styles. Every fighter archery (or finesse weapons).
can swing an axe, fence with a rapier, wield a longsword or Your next-highest score should be
a greatsword, use a bow, and even trap foes in a net with Constitution, or Intelligence if you plan to adopt
some degree of skill. Likewise, a fighter is adept with the Eldritch Knight martial archetype.
shields and every form of armor. Beyond that basic degree Second, choose the soldier background.
of familiarity, each fighter specializes in a certain style of
combat. Some concentrate on archery, some on fighting
with two weapons at once, and some on augmenting their
martial skills with magic. This combination of broad Table Of Contents
general ability and extensive specialization makes fighters
superior combatants on battlefields and in dungeons alike. Topic Page
Class Features 2
Trained for Danger
Class Table 2
Not every member of the city watch, the village militia, or
the queen’s army is a fighter. Most of these troops are Combat Maneuvers 5
relatively untrained soldiers with only the most basic Martial Archetypes 6
combat knowledge. Veteran soldiers, military officers,
trained bodyguards, dedicated knights, and similar figures Battle Master 6
are fighters. Cavalier 6
Some fighters feel drawn to use their training as
adventurers. The dungeon delving, monster slaying, and Champion 7
other dangerous work common among adventurers is Eldritch Knight 7
second nature for a fighter, not all that different from the
life he or she left behind. There are greater risks, perhaps, Knight Banneret 9
but also much greater rewards—few fighters in the city Sword Disciple 10
watch have the opportunity to discover a magic flame
tongue sword, for example. New and Revised Feats 11

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Three melee weapons
Class Features
As a fighter, you gain the following class features. Battle Instinct
You are always ready for a fight and have a knack to quickly
Hit Points assess a combat situation.
Hit Dice: 1d10 per fighter level You can add your proficiency bonus to your initiative
Hit Points at 1st Level: 10 + your Constitution modifier rolls.
Hit Points at Higher Levels: 1d10 (or 6) + your By 9th level, your instincts are so honed that you also
Constitution modifier per fighter level after 1st have advantage on initiative rolls, and you can't be
Proficiencies surprised while you are conscious.
Armor: All armor, shields
Weapons: Simple weapons, martial weapons Fighting Styles
Tools: None At 1st level, you adopt a particular style of fighting as your
Saving Throws: Strength, and either Dexterity or specialty. Choose one of the following options. You can't
Constitution take a Fighting Style option more than once, even if you
Skills: Choose two skills from Acrobatics, Animal later get to choose again.
Handling, Athletics, History, Insight, Intimidation, When you gain a level in this class, you can choose one of
Medicine, Perception, Persuasion, and Survival the Fighting Styles you know and replace it with another
Fighting Style from the list.
Equipment You can choose an additional Fighting Style when you
You start with the following equipment, in addition to the reach 4th, 8th, 12th, and 16th level in this class.
equipment granted by your background:
(a) leather armor, (b) scale mail, or (c) chain mail Revised Fighting Styles are optional but recommended.
(a) a shield or (b) a ranged weapon and a quiver with 20 Archery (revised)
pieces of ammunition Your ranged attacks ignore half cover and treat three-
(a) a dungeoneer's pack or (b) an explorer's pack quarters cover as half cover instead.

The Fighter
Proficiency Fighting Superiority Second Wind
Level Bonus Features Styles Dice Max. HD
1st +2 Battle Instinct, Fighting Styles 1 – –
2nd +2 Combat Maneuvers, Second Wind 1 2d4 1
3rd +2 Fast Switch, Martial Archetype 1 2d4 1
4th +2 Ability Score Improvement 2 2d4 1
5th +3 Action Surge (1/round), Extra Attack 2 3d6 1
6th +3 Indomitable (one use) 2 3d6 2
7th +3 Martial Archetype Feature 2 3d6 2
8th +3 Ability Score Improvement 3 3d6 2
9th +4 Battle Instinct Improvement 3 4d8 2
10th +4 Ability Score Improvement 3 4d8 3

11th +4 Action Surge (2/round), Martial Archetype 3 4d8 3


Feature
12th +4 Indomitable (two uses) 4 4d8 3
13th +5 Field Commander 4 5d10 3
14th +5 Ability Score Improvement 4 5d10 4
15th +5 Martial Archetype Feature 4 5d10 4
16th +5 Ability Score Improvement 5 5d10 4
17th +6 Action Surge (3/round) 5 6d12 4
18th +6 Indomitable (three uses) 5 6d12 5
19th +6 Ability Score Improvement 5 6d12 5
20th +6 Martial Archetype Mastery 5 6d12 5

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Blind (new) Saving Throws. Many of your maneuvers require your
You have blindsight with a range of 10 feet. Within that target to make a saving throw to resist the maneuver's
range, you can effectively see anything that isn’t behind effects. The saving throw DC is calculated as follows:
total cover, even if you’re blinded or in darkness. Moreover, Maneuver save DC = 8 + your proficiency bonus +
you can see an invisible creature within that range, unless your Strength or Dexterity modifier (your choice)
the creature successfully hides from you.
Second Wind
Defensive (revised)
While you aren't incapacitated, you gain a +1 bonus to AC. Starting at 2nd level, while concentrating on your defense,
you can draw on your stamina reserves during the heat of
Dual-Wielding (revised) battle.
former Two-Weapon Fighting When you take the Dodge action on your turn, you can
When you engage in two-weapon fighting, you can add your use your bonus action to expend one of your fighter hit dice
ability modifier to the damage of the second attack and you and regain hit points as if healing during a short rest.
can draw or stow an additional weapon on your turn. The maximum number of fighter hit dice you can expend
In addition, when wielding only light weapons, you do when using this feature increases as you gain levels in this
not expend your bonus action to make the second attack. class, as shown in the Second Wind column of the Fighter
You can still gain the benefits of two-weapon fighting only table.
once during your turn. Once you have used this feature, you can't do so again
until you finish a short or long rest.
Dueling
When you are wielding a melee weapon in one hand and no Fast Switch
other weapons, you gain a +2 bonus to damage rolls with Starting at 3rd level, you can easily switch weapons during
that weapon. combat — even in between attacks.
Great Weapons (revised) You can don or doff a shield as a bonus action on your
former Great Weapon Fighting turn, and once per attack, you can draw or stow one
Whenever you roll damage for an attack you make with a weapon.
melee weapon that you are wielding with two hands, you
can reroll the weapon's damage dice, but you must use the Martial Archetype
new roll. The weapon must have the two-handed or At 3rd level, you choose an archetype that you strive to
versatile property for you to gain this benefit. emulate in your combat styles and techniques, all detailed
at the end of the class description. The school you choose
Light Weapons (new) grants you features at 3rd level and again at 7th, 11th,
You can draw light weapons for free on your turn (no action 15th, and 20th level.
required). In addition, when you hit with an attack using a
light weapon, you gain a +1 bonus to the damage roll. Ability Score Improvement
Protection (revised) When you reach 4th level, and again at 8th, 10th, 14th,
On your turn, you can mark one creature you can see as 16th, and 19th level, you can increase one ability score of
your ward. As long as you are wielding a shield and your your choice by 2, or you can increase two ability scores of
ward is within 5 feet of you, it can add your shield's AC your choice by 1. As normal, you can't increase an ability
bonus to its armor class. score above 20 using this feature.
Combat Maneuvers Action Surge
Beginning at 2nd level, you can deploy special maneuvers, Starting at 5th level, you can push yourself beyond your
demonstrating your skill in combat. normal limits for a moment.
Superiority Dice. At 2nd level, you posses two After another creature has taken its turn in combat, you
superiority dice, which are d4s. When you reach certain can take a single Surge Action (see below).
levels in this class, you gain one additional superiority die You can't use this feature again until the end of your next
and all your superiority dice increase in size, as shown in turn. You can use this feature twice per round starting at
the Superiority Dice column of the Fighter table. 11th level and three times per round when you reach 17th
A superiority die is expended when you use it, and you level. You can only take one Surge Action per turn, and you
can't spend superiority dice if you are incapacitated. can't use this feature if you are incapacitated.
You regain all of your expended superiority dice when Battle-Assist
you finish a short or long rest. You can take the Help action to aid an ally in attacking a
You also regain one superiority die, when you hit a creature.
hostile creature with a weapon attack and score a critical
hit or reduce that creature to 0 hit points. Quick Recovery
Maneuvers. You learn three maneuvers of your choice, You can expend one of your hit dice and regain hit points as
which are detailed under "Maneuvers" at the end of the if healing during a short rest.
class description. Most maneuvers enhance an attack in
some way, and you can use only one maneuver per attack.
Each time you finish a long rest, you can replace one
maneuver you know with a different one.
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Quick-Strike
Requires 11th-level
You can make a single weapon attack against a target in
range.
Reposition
You can move up to half your movement speed without
provoking opportunity attacks. If you move into an ally's
square, you can move that ally to an adjacent free square
you previously moved to during this turn, if that ally is
willing and hasn't their speed reduced to 0.
Shake Off
You can repeat a saving throw against a spell or effect
affecting you, if you would normally be allowed to repeat
the same saving throw at the beginning or end of your turn.
Sprint
You can move up to your movement speed, provoking
opportunity attacks as usual.

Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Indomitable
Beginning at 6th level, your will to fight lets you resist even
the most terrible danger.
When you are forced to make a saving throw against a
spell or effect you were aware of, you can choose to
automatically succeed.
You can't use this feature again until you finish a long
rest. You can use this feature twice between long rests
starting at 12th level and three times between long rests
starting at 18th level.
Field Commander
Starting at 13th level, you can efficiently guide your allies
during battle.
When you take a Surge Action, you can choose an allied
creature within 30 feet that can hear you to take the action
instead of you. If you do, that creature can immediately use
its reaction to take the chosen Surge Action.

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Parry. When another creature damages you with a melee
Combat Maneuvers attack, you can use your reaction and expend one
The maneuvers are presented in alphabetical order. superiority die to reduce the damage by the number you
roll on your superiority die + your Dexterity modifier.
Bait & Switch. When you are within 5 feet of a willing Precision Attack. When you make a weapon attack roll
creature, that isn't prone, and either one of you is the target against a creature, you can expend one superiority die to
of an attack, you can use your reaction to expend one add it to the roll. You can use this maneuver before or after
superiority die and switch places with that creature, making the attack roll, but before any effects of the attack
including who of you becomes the target of the attack. The are applied.
new target can roll the die and add the number rolled to its Pushing Attack. When you hit a creature with a weapon
AC against that attack. attack, you can expend one superiority die to attempt to
Brace. When a creature you can see moves into your drive the target back. You add the superiority die to the
reach, you can use your reaction to expend one superiority attack's damage roll, and if the target is Large or smaller, it
die and make one melee weapon attack against the must make a Strength saving throw. On a failed save, you
creature. If the attack hits, add the superiority die to the push the target up to 15 feet away from you.
weapon’s damage roll. Quick Toss. As a bonus action, you can expend one
Disarming Attack. When you hit a creature with a superiority die and make a ranged attack with a weapon
weapon attack, you can expend one superiority die to that has the thrown property. You can draw the weapon as
attempt to disarm the target, forcing it to drop one item of part of making this attack. If you hit, add the superiority die
your choice that it's holding, You add the superiority die to to the weapon’s damage roll.
the attack's damage roll, and the target must make a Riposte. When a creature misses you with a melee
Strength saving throw. On a failed save, it drops the object attack, you can use your reaction and expend one
you choose, The object lands at its feet. superiority die to make a melee weapon attack against the
Distracting Strike. When you hit a creature with a creature, if you hit, you add the superiority die to the
weapon attack, you can expend one superiority die to attack's damage roll.
distract the creature, giving your allies an opening, you add Staggering Attack. When you hit a creature with a
the superiority die to the attack's damage roll. The next weapon attack, you can expend one superiority die to
attack roll against the target by an attacker other than you attempt to stagger the target's movement. You add the
has advantage if the attack is made before the start of your superiority die to the attack's damage roll, and the target
next turn. must make a Dexterity saving throw. On a failed save, the
Evasive Footwork. When you move, you can expend one target's speed is halved until the beginning of your next
superiority die, rolling the die and adding the number turn.
rolled to your AC until the end of your turn. Sweeping Attack. When you hit a creature with a melee
Feinting Attack. You can expend one superiority die and weapon attack, you can expend one superiority die to
use a bonus action on your turn to feint, choosing one attempt to damage another target with the same attack.
creature within 5 feet of you as your target. You have You add the superiority die to the attack's damage roll, and
advantage on your next attack roll against that creature, if if the attack reduces the original target to 0 hit points, you
that attack hits, add the superiority die to the attack's can assign any excess damage to another target within 5
damage roll. feet of your original target and within your weapon's reach,
Goading Attack. When you hit a creature with a weapon provided that the original attack roll would hit the second
attack, you can expend one superiority die to attempt to target.
goad the target into attacking you. You add the superiority Tactical Assessment. When you make an initiative roll,
die to the attack's damage roll, and the target must make a you can expend one superiority die and add the die to the
Wisdom saving throw. On a failed save, the target has roll, provided you aren't incapacitated.
disadvantage on all attack rolls against targets other than Trip Attack. When you hit a creature with a weapon
you until the end of your next turn. attack, you can expend one superiority die to attempt to
Grappling Strike. Immediately after you hit a creature knock the target down. You add the superiority die to the
with a melee attack on your turn, you can expend one attack's damage roll, and if the target is Large or smaller, it
superiority die and then try to grapple the target as a bonus must make a Strength saving throw. On a failed save, you
action, if you have at least one free hand. Add the knock the target prone.
superiority die to your Strength (Athletics) check.
Lunging Attack. When you make a melee weapon attack
on your turn, you can expend one superiority die to
increase your reach for that attack by 5 feet or move 5 feet
closer towards the target. If you hit, you add the superiority
die to the attack's damage roll.
Menacing Attack. When you hit a creature with a
weapon attack, you can expend one superiority die to
attempt to frighten the target. You add the superiority die to
the attack's damage roll, and the target must make a
Wisdom saving throw. On a failed save, it is frightened of
you until the end of your next turn.

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Battle Superiority
Martial Archetypes Starting at 20th level, you regain all your superiority dice at
Different fighters choose different approaches to perfecting the start of each of your turns.
their fighting prowess. The martial archetype you choose to In addition, when you expend a superiority die, you can
emulate reflects your approach. choose to use the maximum result instead of rolling the
die. If you do, you can't do so again until the beginning of
your next turn.
Battle Master
Those who emulate the archetypal Battle Master see
combat and war as a form of art they seek to master. The Cavalier
battlefield is their canvas, and when they swing their The archetypal Cavalier excels at mounted combat. Usually
weapon, they do so like a calligraph swings their brush. born among the nobility and raised at court, a Cavalier is
Not every fighter absorbs the lessons of history, theory, equally at home leading a cavalry charge or exchanging
and artistry that are reflected in the Battle Master repartee at a state dinner. Cavaliers also learn how to
archetype, but those who do are well-rounded fighters of guard those in their charge from harm, often serving as the
great skill and knowledge. protectors of their superiors and of the weak. Compelled to
right wrongs or earn prestige, many of these fighters leave
Student of War their lives of comfort to embark on glorious adventure.
When you choose this archetype at 3rd level, you gain two
proficiencies of your choice from among any artisan's tools, Bonus Proficiency
kits, gaming sets, musical instruments, or languages. When you choose this archetype at 3rd level, you gain
In addition, you can add double your proficiency bonus proficiency in one of the following skills of your choice:
on any Intelligence check you make to recall famous wars Animal Handling, History, Insight, Intimidation,
and battles, as well as to create battle tactics or war Performance, or Persuasion.
strategies, or to recognize one that is used against you. Alternatively, you gain proficiency with one language,
game set, or artisan's tools of your choice.
Maneuver Expert
At 3rd level, you learn three additional combat maneuvers Born to the Saddle
of your choice, and you learn two additional maneuvers of Starting at 3rd level, your mastery as a rider becomes
your choice at 7th, 11th, 15th, and 20th level. apparent.
In addition, your proficiency bonus is doubled when You have advantage on saving throws made to avoid
calculating your maneuver save DC. falling off your mount. If you fall off your mount and
descend no more than 10 feet, you can land on your feet if
Disciplined Mind you’re not incapacitated.
Starting at 7th level, your discipline and self-control allow Finally, mounting or dismounting a creature costs you
you to withstand assault on your mind. only 5 feet of movement, rather than half your speed.
You gain proficiency in Wisdom saving throws. If you
already have this proficiency, you instead gain proficiency Unwavering Mark
in Intelligence or Charisma saving throws (your choice). Starting at 3rd level, you can menace your foes, foiling their
In addition, whenever you make an Intelligence, Wisdom, attacks and punishing them for harming others.
or Charisma saving throw, you can expend one superiority When you hit a creature with a melee weapon attack, you
die to add it to the saving throw total. can mark the creature until the end of your next turn. This
effect ends early if you are incapacitated or you die, or if
Know Your Enemy someone else marks the creature.
Also starting at 7th level, you can analyze an opponent's While it is within 5 feet of you, a creature marked by you
fighting style to learn detailed information about their has disadvantage on any attack roll that doesn't target you.
combat capabilities. In addition, if a creature marked by you deals damage to
You can use an action on your turn to learn three of the anyone other than you, you can make a special melee
following characteristics about one creature that you can weapon attack against the marked creature as a bonus
see within 60 feet: Creature Type, Armor Class, Senses, action on your next turn. You have advantage on the attack
one Ability Score and corresponding Saving Throw roll, and if it hits, the attack’s weapon deals extra damage to
Modifier, Damage Vulnerabilities, Damage Resistances, the target equal to half your fighter level.
Damage Immunities, or Condition Immunities. Regardless of the number of creatures you mark, you can
Martial Superiority make this special attack a number of times equal to your
At 11th level, you regain one superiority die at the start of proficiency bonus, and you regain all expended uses of it
each of your turns. when you finish a long rest.
Maneuver Master
Starting at 15th level, applying combat maneuvers has
become second nature to you.
Whenever you use a combat maneuver, you can reroll the
superiority die, but you must keep the second result.

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Warding Maneuver Your carrying capacity and the weight you can push,
At 7th level, you learn to fend off strikes directed at you, drag, or lift is doubled.
your mount, or other creatures nearby.
If you or a creature you can see within 5 feet of you is hit Superior Resilience
by an attack, you can expend one superiority die as a Beginning at 7th level, your toughness allows you to shrug
reaction if you're wielding a melee weapon or a shield. Roll off assaults that would devastate others.
the die, and add the number rolled to the target’s AC Whenever you make a saving throw, you can expend one
against that attack. If the attack still hits, the target has superiority die to add it to the saving throw total. If applying
resistance against the attack’s damage. this bonus to a death saving throw increases the total to 20
or higher, you gain the benefits of rolling a 20 on the d20.
Hold the Line
At 11th level, you become a master of locking down your Living Legend
enemies. At 11th level, people can recognize the countless dangers
Creatures provoke an opportunity attack from you when and horrors you have faced by just a look in your eyes —
they move 5 feet or more while within your reach, and if leaving them with awe and respect.
you hit a creature with an opportunity attack, the target’s Whenever you make a Charisma (Intimidation) or
speed is reduced to 0 until the end of the current turn. Charisma (Persuasion) check, you can expend one
superiority die to add it to the check's total.
Ferocious Charger
Starting at 15th level, you can run down your foes, whether Superior Critical
you're mounted or not. Starting at 15th level, your weapon attacks score a critical
If you move at least 10 feet in a straight line right before hit on a roll of 18-20 on the d20.
attacking a creature and you hit it with the attack, that Invincible
target must succeed on a Strength saving throw against At 20th level, you attain the pinnacle of resilience in battle.
your maneuver save DC or be knocked prone. You can use
this feature only once on each of your turns. At the start of each of your turns, you regain hit points
equal to 5 + your Constitution modifier if you have no more
Vigilant Defender than half of your hit points left. You don't gain this benefit if
At 20th level, you respond to danger with extraordinary you have 0 hit points.
vigilance.
In combat, you get a special reaction that you can take
once on every creature’s turn, except your turn. You can use Eldritch Knight
this special reaction only to make an opportunity attack or The Eldritch Knight combines the martial mastery
to use your Warding Maneuver, and you can’t use it on the common to all fighters with a careful study of magic.
same turn that you take your normal reaction. Eldritch Knights use magical techniques similar to those
practiced by wizards. They focus their study on spells that
Champion help them in battle. Abjuration spells for additional
protection, evocation spells to deal damage to many foes at
The archetypal Champion focuses on the development of once, or transmutation spells to bolster their own
raw physical power honed to deadly perfection. Those who capabilities. These knights learn a comparatively small
model themselves on this archetype combine rigorous number of spells, committing them to memory instead of
training with physical excellence to deal devastating blows. keeping them in a spellbook.
Improved Critical Spellcasting
Beginning when you choose this archetype at 3rd level, When you reach 3rd level, you augment your martial
your weapon attacks score a critical hit on a roll of 19 or 20 prowess with the ability to cast spells. See chapter 10 for
on the d20. the general rules of spellcasting and chapter 11 for the
Remarkable Athlete wizard spell list.
Also starting at 3rd level, your extensive physical training Cantrips
grants you the following benefits: You learn two cantrips of your choice from the wizard spell
You gain proficiency with Athletics and Acrobatics. If list, and one additional wizard cantrip of your choice at
you are already proficient with either skill, you gain 10th level, as shown in the Cantrips Known column of the
expertise with that skill instead, doubling your Eldritch Knight Spellcasting table.
proficiency bonus for any ability check you make that
uses that skill. Spell Slots
Climbing and swimming doesn't cost you extra The Eldritch Knight Spellcasting table shows many spell
movement. slots you have to cast your spells of 1st level and higher. To
You can double the time you can hold your breath or cast one of these spells, you must expend a slot of the
survive without air. spell's level or higher. You regain all expended spell slots
You can make a running long jump or a running high when you finish a long rest.
jump after moving only 5 feet on foot, rather than 10 For example, if you know the 1st-level spell shield and
feet. When you do, the distance you can cover increases have a 1st-level and a 2nd-level spell slot available, you can
by a number of feet equal to your Strength modifier. cast shield using either slot.

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Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond
Eldritch Knight Spellcasting between yourself and one weapon.
You perform the ritual over the course of 1 hour, which
Fighter Cantrips Spells can be done during a short rest, and you must hold the
Level Known Known 1st 2nd 3rd 4th weapon during the entire time.
3rd 2 3 2 — — — You can have up to two bonded weapons. If you attempt
4th 2 3 3 — — — to bond with a third weapon, you must break the bond with
5th 2 4 3 — — —
one of the other two.
Once you have bonded with a weapon, you gain the
6th 2 4 3 — — — following benefits:
7th 2 5 4 2 — — You can't be disarmed of that weapon unless you are
8th 2 5 4 2 — — incapacitated.
9th 2 6 4 2 — —
If it is on the same plane of existence, you can summon
that weapon into your hand when you would normally
10th 3 6 4 3 — — be able to draw the weapon.
11th 3 7 4 3 — — You can use your bonded weapons as a spellcasting
focus for your wizard spells, and you can perform the
12th 3 7 4 3 — — somatic components of your wizard spells while holding
13th 3 8 4 3 2 — your bonded weapons.
14th 3 8 4 3 2 —
15th 3 9 4 3 2 —
War Magic
Beginning at 7th level, when you use your action to cast a
16th 3 9 4 3 3 — spell, you can make one weapon attack as a bonus action.
17th 3 10 4 3 3 — In addition, you can apply Combat Maneuvers to spells
18th 3 10 4 3 3 —
you cast and that require you to make a spell attack roll. If
the spell affects multiple targets, you choose one of those to
19th 3 11 4 3 3 1 apply the maneuver effect to.
20th 3 11 4 3 3 1
Eldritch Strike
At 11th level, you learn how to empower your weapon
strikes with arcane might in order to undercut a creature's
resistance to your spells.
Spells Known of 1st Level and Higher When you hit a creature with your bonded weapon, that
You know three 1st-level wizard spells of your choice from creature has disadvantage on the next saving throw it
the wizard spell list. makes against a spell you cast before the end of your next
The Spells Known column of the Eldritch Knight turn.
Spellcasting table shows when you learn more wizard
spells of 1st level or higher. Each of these spells must be of Arcane Surge
a level for which you have spell slots. For instance, when At 15th level, you have learned how to interweave your
you reach 7th level in this class, you can learn one new spells with your martial prowess, gaining the following
spell of 1st or 2nd level. additional Surge Action:
Additionally, when you gain a level in this class, you can
choose one of the wizard spells you know and replace it Arcane Surge
with another spell from the wizard spell list, which also You can cast a spell if it has a casting time of 1 action or 1
must be of a level for which you have spell slots. bonus action. You can't do so again until the end of your
next turn.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard Improved War Magic
spells, since you learn your spells through study and At 20th level, when you use your action to cast a spell, you
memorization. You use your Intelligence whenever a spell can make two weapon attacks as a bonus action.
refers to your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw DC for
a wizard spell you cast and when making an attack roll
with one.
Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier

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8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Knight Banneret Bulwark
Beginning at 11th level, you your indomitable will extends
A Knight Banneret inspires greatness in others by to your allies.
committing brave deeds in battle. The mere presence of a When you use your Indomitable feature, you can choose
knight in a hamlet is enough to cause some orcs and a number of allied creatures up to your Banner Size that
bandits to seek easier prey. A lone knight is a skilled can hear you within 30 feet and that must make the same
warrior, but a knight leading a band of allies can transform saving throw. Each one can reroll their saving throw and
even the most poorly equipped militia into a ferocious war use the better result.
band.
A knight prefers to lead through deeds, not words. As a Inspiring Commander
knight spearheads an attack, the knight’s actions can At 15th level, your ability to command your troops becomes
awaken reserves of courage and conviction in allies that second to none.
they never suspected they had. When you use your Field Commander feature, instead of
choosing only one, you can choose a number of allied
creatures up to your Banner Size that can hear you within
Banner Size
30 feet. Each one can immediately use their reaction to
take the chosen Surge Action.
As a knight banneret, you possess several features
that can affect a number of allies of your choice. Exalted Leader
The maximum number of allies you can affect is At 20th level, your inspiring presence pushes your troops
called your Banner Size and is determined by your beyond their mortal limit:
fighter level:
Your Banner Size increases to 6.
Fighter Level Banner Size The range of your knight banneret features increases to
3rd 1 60 feet.
When using your Battle Captain feature, an ally that
11th 2 uses their Battle Inspiration die can reroll the die but
17th 3 must use the second result.
When using your Rallying Cry feature, you can choose
20th 6 and affect unconscious allies within range. Your rallying
cry jolts them back into the battle.

Bonus Proficiency
When you choose this archetype at 3rd level, you gain
proficiency in one of the following skills of your choice:
Animal Handling, History, Insight, Intimidation,
Performance, or Persuasion.
Alternatively, you gain proficiency with one language,
game set, or artisan's tools of your choice.
Battle Captain
Also at 3rd level, you have learned how to inspire greatness
in your allies.
Whenever you expend one of your superiority dice, you
can choose a number of allied creatures up to your Banner
Size that can hear you within 30 feet. Each one gains one
Battle Inspiration die that is equal to your superiority die.
An ally can roll and add their Battle Inspiration die to any
one attack roll, damage roll, ability check, or saving throw
they make within the next minute, or roll the die at the
beginning of their next turn and gain an equal amount of
temporary hit points.
An ally can have only one Battle Inspiration die at a time.
Rallying Cry
At 7th level, you learn how to inspire your allies to fight on
past their injuries.
When you use your Second Wind feature, you can
choose a number of allied creatures up to your Banner Size
that can hear you within 30 feet. Each one can spend their
own hit dice to regain hit points as described by your 'Lieutenant of Defense'
Second Wind feature. by Concept Art House

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9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sword Disciple Strength before Death
Starting at 11th level, your fighting spirit can delay the
The Sword Disciple is a fighter who draws on an grasp of death.
implacable fighting spirit to overcome enemies. A Sword If you take damage that reduces you to 0 hit points and
Disciple’s resolve is nearly unbreakable, and the enemies in doesn't kill you outright, you can use your reaction to delay
their path have two choices: yield or die fighting. falling unconscious, and you can immediately take an extra
Bonus Proficiency turn, interrupting the current turn. While you have 0 hit
When you choose this archetype at 3rd level, you gain points, taking damage causes death saving throw failures
proficiency in one of the following skills of your choice: as normal, and three death saving throw failures can still
Animal Handling, History, Insight, Intimidation, kill you. You fall unconscious if you still have 0 hit points at
Performance, or Persuasion. the beginning of your next turn.
Alternatively, you gain proficiency with one language, Once you use this feature, you can't use it again until you
game set, or artisan's tools of your choice. finish a short or long rest.
Fighting Spirit Rapid Strike
Starting at 3rd level, your intensity in battle can shield you Starting at 15th level, you learn to trade accuracy for swift
and help you strike true. strikes.
As a bonus action on your turn, you can give yourself If you take the Attack action on your turn and have
advantage on weapon attack rolls until the beginning of advantage on an attack roll against one of the targets, you
your next turn. When you do so, you also gain a number of can forgo the advantage for that roll to make an additional
temporary hit points equal to your fighter level. weapon attack against that target, as part of the same
You can use this feature a number of times equal to your action. You can do so no more than once per turn.
proficiency bonus, and you regain all expended uses of it Tireless Spirit
when you finish a long rest. At 20th level, your will to fight can't be bend nor broken.
Disciplined Mind As a bonus action on your turn, you can regain one use of
Starting at 7th level, your discipline and self-control allow your Fighting Spirit.
you to withstand assault on your mind.
You gain proficiency in Wisdom saving throws. If you
already have this proficiency, you instead gain proficiency
in Intelligence or Charisma saving throws (your choice).
In addition, whenever you make an Intelligence, Wisdom,
or Charisma saving throw, you can expend one superiority
die to add it to the saving throw total.

'《Biography of Ji Hezi》Nap'
by Hou China

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10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
New and Revised Feats Sharpshooter (revised)
Revised Feats are optional but recommended. Prerequisite: Dexterity 13 or higher
You have mastered ranged weapons and can make shots
that others find impossible.
Combat Training
You learn the Archery Fighting Style or you can
former Lightly Armored and Weapon Master increase your Dexterity score by 1, to a maximum of 20.
Prerequisite: Strength or Dexterity 13 or higher
You can select this feat multiple times. Whenever you make an attack with a ranged weapon that
you are proficient with, you gain the following benefits:
You have practiced extensively with a variety of weapons,
gaining the following benefits: Attacking at long range doesn't impose disadvantage on
your ranged weapon attack rolls.
You gain proficiency with light armor and all simple Before you make a ranged attack, you can choose to
weapons. take a penalty equal to your proficiency bonus to the
You gain proficiency with all martial weapons. If you attack roll. If the attack hits, your weapon deals
already are proficient with one or more martial additional damage equal to twice your proficiency
weapons, you can instead choose to increase your bonus.
Strength, Dexterity, or Constitution score by 1, to a
maximum of 20.
You learn one Fighting Style option of your choice from
the fighter class. If you already have a style, the one you
choose must be different.
Great Weapon Master (revised)
Prerequisite: Strength 13 or higher
You've learned to put the weight of a weapon to your
advantage, letting its momentum empower your strikes.
You learn the Great Weapons Fighting Style or you can
increase your Strength score by 1, to a maximum of 20.
Whenever you make an attack with a melee weapon that
you are proficient with, wielding with two hands, and that
has the two-handed or versatile property, you gain the
following benefits:
On your turn, when you reduce a creature to 0 hit
points, you can assign any excess damage to another
creature adjacent to you, provided that your initial
attack roll is equal to or greater than the other
creature's AC.
Before you make a melee attack, you can choose to take
a penalty equal to your proficiency bonus to the attack
roll. If the attack hits, your weapon deals additional
damage equal to twice your proficiency bonus.
Martial Adept
Prerequisite: Strength or Dexterity 13 or higher
You have martial training that allows you to perform special
combat maneuvers. You gain the following benefits:
You learn three maneuvers of your choice from among
those available to the fighter class.
If a maneuver you use requires your target to make a
saving throw to resist the maneuver’s effects, the saving
throw DC equals 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice).
If you already have superiority dice, you gain two more;
otherwise, you have two superiority dice. All your
superiority dice are d6s (unless they are better). These
dice are used to fuel your maneuvers. You regain your
expended superiority dice when you finish a short or
long rest.

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11
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Additional Brews

From a Fan The Focused Ranger


Always loved to play Rangers but were utterly
disappointed by the way 5e treated them?

For Fans The Promised Warlock


Always thought the pact choice should have a
bigger impact on your warlock and that the pact
blade should work without the Hexblade Patron?
I always thought that D&D treated the Fighter The Sorcerer Revisited
Always thought that the pact magic and
as the unwanted stepchild that lives in the invocation mechanics would work perfectly for a
sorcerer?
cupboard under the staircase — its features
mostly bland and boring.
The Zealous Paladin
Always thought that Smite shouldn't use spell
slots, but rather have you choose between healing
I always loved the idea of the Fighter being the
the brave or smiting the wicked?
class that represents the archetypical folk hero.
The one hero that every normal person could The Soulmonger
Always thought the Hexblade was just an obvious
relate and look up to, as they don't rely on patch for the pact blade and rather wished for
supernatural powers. less on-the-nose Patron from the Shadowfell?
Circle of Primal Might
Always dreamed of turning into giant dinosaur
Likewise, I always loved the idea of the Fighter and devour your enemies?
eventually becoming to a legendary creature,
Path of the Stormbringer
by including features similar to legendary Always wished you could become Thor - God of
Thunder and Lightning?
actions and resistances.
Way of the Radiant Soul
Always wanted to live out your Super Saiyan
I hope you will feel legendary when playing fantasy?
The Legendary Fighter.

Untamed Orcs
Always loved Orcs and wished they were
portrayed as a more complex race?
Created by DracoDruid Dragonborn Reborn
Always loved the Dragonborn but felt a little
[@GMBinder | @Reddit] disappointed?
Humans
Cover Art: 'Soldier Token' by Magali Villeneuve Always felt that Humans got the short end of the
created for Magic the Gathering TCG
creative stick in 5e?
Warforged Reforged
Always loved the Warforged but felt a little
Format: DIN A4 disappointed?
Greater Goliaths
Always loved the Goliaths but felt they needed
just a little bit more?

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