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Fighter

Level Proficiency Bonus Features


1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype Feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype Feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable (three uses)
18th +6 Martial Archetype Feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Hit Points
Hit Dice 1d10 per fighter level
Hit Points at 1st Level 10 + Constitution modifier
Hit Points at Higher Levels 1d10 (or 6) + Constitution modifier per fighter level after 1st

Proficiencies
Armor All armor, shields
Weapons Simple weapons, martial weapons
Tools None
Saving Throws Strength, Constitution
Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight,
Skills
Intimidation, Perception, and Survival

Fighting Style
Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you
Dueling
gain a +2 bonus to damage rolls with that weapon.
When you roll a 1 or 2 on a damage die for an attack you make with a melee
weapon that you are wielding with two hands, you can reroll the die and must
Great Weapon Fighting
use the new roll, even if the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this benefit.
When a creature you can see attacks a target other than you that is within 5 feet
Protection of you, you can use your reaction to impose disadvantage on the attack roll. You
must be wielding a shield.
When you engage in two-weapon fighting, you can add your ability modifier to
Two Weapon Fighting
the damage of the second attack.
Second Wind You have a limited will of stamina that you can draw on to protect yourself from
harm. On your turn, you can use a bonus action to regain hit points equal to 1d10
+ your fighter level. Once you use this feature, you must finish a short or long rest
before you can use it again.

Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a
moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it
again.

Martial Archetypes At 3rd level, you choose an archetype that you strive to emulate in your combat
styles and techniques. Choose Arcane Archer, Battle Master, Brute, Cavalier,
Champion, Eldritch Knight, Purple Dragon Knight, or Samurai.

Ability Score When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you
Improvement can increase one ability score of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can’t increase an ability score above 20
using this feature.

Using the optional feats rule, you can forgo taking this feature to take a fear of your
choice instead.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the
Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class
and to four when you reach 20th level in this class.

Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you
must use the new roll, and you can’t use this feature again until you finish a long
rest.

You can use this feature twice between long rests starting at 13th level and three
times between long rests starting at 17th level.

Extra Attack Beginning at 11th level, you can attack three times, instead of twice, whenever you
take the Attack action on your turn.

The number of attacks increases to four when you reach 20th level in this class.
Martial Archetypes
Arcane Archer
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce
supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch
over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to
defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of
these elf archers have been learned by members of other races who can also balance arcane aptitude with
archery.

Fighter Level Feature


3rd Arcane Archer Lore, Arcane Shot (2 options)
7th Curving Shot, Magic Arrow, Arcane Shot (3 options)
10th Arcane Shot (4 options
15th Ever-Ready Shot, Arcane Shot (5 options)
18th Arcane Shot (6 options, improved shots)

Arcane Archer At 3rd level, you learn magical theory or some of the secrets of nature — typical for
Lore practitioners of this elven martial tradition. You choose to gain proficiency in either the
Arcana or the Nature skill, and you choose to learn either the prestidigitation or the
druidcraft cantrip.

Arcane Shot At 3rd level, you learn to unleash special magical effects with some of your shots. When
you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot
Options” below).

Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack
action, you can apply one of your Arcane Shot options to that arrow. You decide to use
the option when the arrow hits a creature, unless the option doesn’t involve an attack
roll. You have two uses of this ability, and you regain all expended uses of it when you
finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in
this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become
an 18th-level fighter.

Arcane Shot Options


The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in
alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your
Intelligence modifier.
Banishing You use abjuration magic to try to temporarily banish your target to a harmless location in the
Arrow Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be
banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the
end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied
space if that space is occupied.

After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow
hits it.
Beguiling Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit
Arrow by the arrow takes an extra 2d6 psychic damage and choose one of your allies within 30 feet of
the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen
ally until the start of your next turn. This effect ends early if the chosen ally attacks the
charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 4d6 when you reach 18th level in this class.
Bursting You imbue your arrow with force energy drawn from the school of evocation. The energy
arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all
other creatures within 10 feet of it take 2d6 force damage each.

The force damage increases to 4d6 when you reach 18th level in this class.
Enfeebling You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra
Arrow 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the
damage dealt by its weapon attacks is halved until the start of your next turn.

The necrotic damage increases to 4d6 when you reach 18th level in this class.
Grasping When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles,
Arrow which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison
damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on
each turn it moves 1 foot or more without teleporting. The target or any creature that can
reach it can use its action to remove the brambles with a successful Strength (Athletics) check
against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use
this option again.

The poison damage and slashing damage both increase to 4d6 when you reach 18th level in
this class.
Piercing You use transmutation magic to give your arrow an ethereal quality. When you use this option,
Arrow you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which
is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through
objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a
failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing
damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 18th level in this class.
Seeking Using divination magic, you grant your arrow the ability to seek out a target. When you use
Arrow this option, you don’t make an attack roll for the attack. Instead, choose one creature you have
seen in the past minute. The arrow flies toward that creature, moving around corners if
necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s
range and there is a path large enough for the arrow to travel to the target, the target must
make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can.
On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force
damage, and you learn the target’s current location. On a successful save, the target takes half
as much damage, and you don’t learn its location.

The force damage increases to 2d6 when you reach 18th level in this class.
Shadow You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows.
Arrow The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a
Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of
your next turn.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Magic Arrow At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a
nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose
of overcoming resistance and immunity to nonmagical attacks and damage. The magic
fades from the arrow immediately after it hits or misses its target.

Curving Shot At 7th level, you learn how to direct an errant arrow toward a new target. When you make
an attack roll with a magic arrow and miss, you can use a bonus action to reroll the
attack roll against a different target within 60 feet of the original target.

Ever-Ready Shot Starting at 15th level, your magical archery is available whenever battle starts. If you roll
initiative and have no uses of Arcane Shot remaining, you regain one use of it.
Battle Master
Those who emulate the archetypal Battle Master employ martial techniques passed down through
generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle
such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and
artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great
skill and knowledge.

Fighter Level Feature


3rd Combat Superiority, Student Of War
7th Know Your Enemy
10th Improved Combat Superiority
15th Relentless
18th Improved Combat Superiority

Combat Superiority When you choose this archetype at 3rd level, you learn maneuvers that are fueled
by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed under
“Maneuvers” below. Many maneuvers enhance an attack in some way. You can use
only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level.
Each time you learn new maneuvers, you can also replace one maneuver you know
with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die
is expended when you use it. You regain all of your expended superiority dice when
you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving
throw to resist the maneuver’s effects. The saving throw DC is calculated as
follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity (your


choice)

Maneuvers
Commander’s When you take the Attack action on your turn, you can forgo one of your attacks and use a
Strike bonus action to direct one of your companions to strike. When you do so, choose a friendly
creature who can see or hear you and expend one superiority die. That creature can
immediately use its reaction to make one weapon attack, adding the superiority die to the
attack’s damage roll.
Disarming When you hit a creature with a weapon attack, you can expend one superiority die to
Strike attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You
add the superiority die to the attack’s damage roll, and the target must make a Strength
saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting When you hit a creature with a weapon attack, you can expend one superiority die to
Strike distract the creature, giving your allies an opening. You add the superiority die to the
attack’s damage roll. The next attack roll against the target by an attacker other than you
has advantage if the attack is made before the start of your next turn.
Evasive When you move, you can expend one superiority die, rolling the die and adding the number
Footwork rolled to your AC until you stop moving.

Feinting You can expend one superiority die and use a bonus action on your turn to feint, choosing
Attack one creature within 5 feet of you as your target. You have advantage on your next attack
roll against that creature this turn. If that attack hits, add the superiority die to the
attack’s damage roll.
Goading Attack When you hit a creature with a weapon attack, you can expend one superiority die to
attempt to goad the target into attacking you. You add the superiority die to the attack’s
damage roll, and the target must make a Wisdom saving throw. On a failed save, the target
has disadvantage on all attack rolls against targets other than you until the end of your
next turn.
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. If you hit, you add the superiority die to the
attack’s damage roll.
Maneuvering When you hit a creature with a weapon attack, you can expend one superiority die to
Attack maneuver one of your comrades into a more advantageous position. You add the
superiority die to the attack’s damage roll, and you choose a friendly creature who can see
or hear you. That creature can use its reaction to move up to half its speed without
provoking opportunity attacks from the target of your attack.
Menacing When you hit a creature with a weapon attack, you can expend one superiority die to
Attack 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.
Parry When another creature damages you with a melee attack, you can use your reaction and
expend one superiority die to reduce the damage by the number you roll on your
superiority die + your Dexterity modifier.
Precision When you make a weapon attack roll against a creature, you can expend one superiority
Attack die to add it to the roll. You can use this maneuver before or after making the attack roll,
but before any effects of the attack are applied.
Pushing Attack When you hit a creature with a weapon attack, you can expend one superiority die to
attempt to drive the target back. You add the superiority die to the attack’s damage roll,
and if the target is Large or smaller, it must make a Strength saving throw. On a failed
save, you push the target up to 15 feet away from you.
Rally On your turn, you can use a bonus action and expend one superiority die to bolster the
resolve of one of your companions. When you do so, choose a friendly creature who can see
or hear you. That creature gains temporary hit points equal to the superiority die roll +
your Charisma modifier.
Riposte When a creature misses you with a melee attack, you can use your reaction and expend
one superiority die to make a melee weapon attack against the creature. If you hit, you add
the superiority die to the attack’s damage roll.
Sweeping When you hit a creature with a melee weapon attack, you can expend one superiority die to
Attack attempt to damage another creature with the same attack. Choose another creature within
5 feet of the original target and within your reach. If the original attack roll would hit the
second creature, it takes damage equal to the number you roll on your superiority die. The
damage is of the same type dealt by the original attack.
Trip Attack When you hit a creature with a weapon attack, you can expend one superiority die to
attempt to knock the target down. You add the superiority die to the attack’s damage roll,
and if the target is Large or smaller, it must make a Strength saving throw. On a failed
save, you knock the target prone.

Student Of War At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

Know Your Enemy Starting at 7th level, if you spend at least 1 minute observing or interacting with
another creature outside combat, you can learn certain information about its
capabilities compared to your own. The DM tells you if the creature is your equal,
superior, or inferior in regard to two of the following characteristics of your choice:
Strength score, Dexterity score, Constitution score, armor class, current hit points,
total class levels (if any), or fighter class levels (if any).

Improved Combat At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Superiority

Relentless Starting at 15th level, when you roll initiative and have no superiority dice remaining,
you regain one superiority die.
Brute
Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies.
Some brutes combine this physical might with tactical cunning. Others just hit things until those things
stop hitting back.

Fighter Level Feature


3rd Brute Force
7th Brutish Durability
10th Additional Fighting Style
15th Devastating Critical
18th Survivor

Brute Force Starting at 3rd level, you’re able to strike with your weapons with especially
brutal force. Whenever you hit with a weapon that you’re proficient with and deal
damage, the weapon’s damage increases by an amount based on your level in this
class, as shown on the Brute Bonus Damage table.

Brute Bonus Damage


3rd 1d4
10th 1d6
16th 1d8
20th 1d10

Brutish Durability Beginning at 7th level, your toughness allows you to shrug off assaults that would
devastate others.

Whenever you make a saving throw, roll 1d6 and add the die to your saving throw
total. If applying 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.

Devastating Critical Starting at 15th level, when you score a critical hit with a weapon attack, you
gain a bonus to that weapon’s damage roll equal to your level in this class.

Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of
your turns in combat, you regain hit points equal to 5 + your Constitution
modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit
points or if you have more than half of your hit points left.
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 of their 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.

Fighter Level Feature


3rd Bonus Proficiency, Born To The Saddle, Unwavering Mark
7th Warding Maneuver
10th Hold The Line
15th Ferocious Charger
18th Vigilant Defender

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, Performance, or
Persuasion. Alternatively, you learn one language of your choice.

Born To The Saddle Starting at 3rd level, your mastery as a rider becomes apparent. You have
advantage on saving throws made to avoid falling off your mount. If you fall off your
mount and descend no more than 10 feet, you can land on your feet if you’re not
incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement,


rather than half your speed.

Unwavering Mark Starting at 3rd level, you can menace your foes, foiling their attacks and punishing
them for harming others. When you hit a creature with a melee weapon attack, you
can mark the creature until the end of your next turn. This effect ends early if you
are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any
attack roll that doesn’t target you.

In addition, if a creature marked by you deals damage to anyone other than you,
you can make a special melee weapon attack against the marked creature as a
bonus action on your next turn. You have advantage on the attack roll, and if it
hits, the attack’s weapon deals extra damage to the target equal to half your fighter
level.

Regardless of the number of creatures you mark, you can make this special attack
a number of times equal to your Strength modifier (minimum of once), and you
regain all expended uses of it when you finish a long rest.

Warding Maneuver At 7th level, you learn to fend off strikes directed at you, your mount, or other
creatures nearby. If you or a creature you can see within 5 feet of you is hit by an
attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield.
Roll the die, and add the number rolled to the target’s AC against that attack. If the
attack still hits, the target has resistance against the attack’s damage.

You can use this feature a number of times equal to your Constitution modifier
(minimum of once), and you regain all expended uses of it when you finish a long
rest.

Hold The Line At 10th level, you become a master of locking down your enemies. Creatures
provoke an opportunity attack from you when they move 5 feet or more while within
your reach, and if you hit a creature with an opportunity attack, the target’s speed
is reduced to 0 until the end of the current turn.
Ferocious Charger Starting at 15th level, you can run down your foes, whether you’re mounted or not.
If you move at least 10 feet in a straight line right before attacking a creature and
you hit it with the attack, that target must succeed on a Strength saving throw (DC
8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can
use this feature only once on each of your turns.

Vigilant Defender Starting at 18th level, you respond to danger with extraordinary vigilance. In
combat, you get a special reaction that you can take once on every creature’s turn,
except your turn. You can use this special reaction only to make an opportunity
attack, and you can’t use it on the same turn that you take your normal reaction.
Champion
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection.
Those who model themselves on this archetype combine rigorous training with physical excellence to deal
devastating blows.

Fighter Level Feature


3rd Improved Critical
7th Remarkable Athlete
10th Additional Fighting Style
15th Superior Critical
18th Survivor

Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks
score a critical hit on a roll of 19 or 20.

Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (round up) to any
Strength, Dexterity, or Constitution check you make that doesn’t already use your
proficiency bonus.

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.

Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of
your turns, you regain hit points equal to 5 + your Constitution modifier if you
have no more than half of your hit points left. You don’t gain this benefit if you
have 0 hit points.
Eldritch Knight
The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of
magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study
on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight
additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s
reach in combat. These knights learn a comparatively small number of spells, committing them to memory
instead of keeping them in a spellbook.

Fighter Level Feature


3rd Spellcasting, Weapon Bond
7th War Magic
10th Eldritch Strike
15th Arcane Charge
18th Improved War Magic

Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast
spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the
wizard spell list.

Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional
wizard cantrip of your choice at 10th level.

Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your
wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot
of the spell’s level or higher. You regain all expended spell slots when you finish a long
rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level
spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher


You know three 1st-level wizard spells of your choice, two of which you must choose
from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you
learn more wizard spells of 1st level or higher. Each of these spells must be an
abjuration or evocation spell of your choice, and must be of a level for which you have
spell slots. For instance, when you reach 7th level in this class, you can learn one new
spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you
know with another spell of your choice from the wizard spell list. The new spell must be
of a level for which you have spell slots, and it must be an abjuration or evocation spell,
unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any
school of magic.

Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells
through study and memorization. You use your Intelligence whenever a spell refers to
your spellcasting ability. In addition, you use your Intelligence modifier when setting the
saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier.


Eldritch Knight Spellcasting
Fighter Cantrips Spells - Spell Slots Per Spell Level -
Level Known Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 - -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 2 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 33 13 4 3 3 1

Weapon Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and
one weapon. You perform the ritual over the course of 1 hour, which can be done
during a short rest. The weapon must be within your reach throughout the ritual,
at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon
unless you are incapacitated. If it is on the same plane of existence, you can
summon that weapon as a bonus action on your turn, causing it to teleport
instantly to your hand.

You can have up to two bonded weapons but can summon only one at a time with
your bonus action. If you attempt to bond with a third weapon, you must break
the bond with one of the other two.

War Magic Beginning at 7th level, when you use your action to cast a cantrip, you can make
one weapon attack as a bonus action.

Eldritch Strike At 10th level, you learn how to make your weapon strikes undercut a creature’s
resistance to your spells. When you hit a creature with a weapon attack, that
creature has disadvantage on the next saving throw it makes against a spell you
cast before the end of your next turn.

Arcane Change At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space
you can see when you use your Action Surge. You can teleport before or after the
additional action.

Improved War Magic Starting at 18th level, when you use your action to cast a spell, you can make one
weapon attack as a bonus action.
Purple Dragon Knight
Purple Dragon knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they
take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as
knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in
defeating evildoers.

A Purple Dragon knight inspires greatness in others by committing brave deeds in battle. The mere presence
of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a
skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia
into a ferocious war band.

A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions
can awaken reserves of courage and conviction in allies that they never suspected they had.

Fighter Level Feature


3rd Rallying Cry
7th Royal Envoy
10th Inspiring Surge
15th Bulwark
18th Inspiring Surge

Restriction: Knighthood Purple Dragon knights are tied to a specific order of Cormyrean knighthood.

Banneret serves as the generic name for this archetype if you use it in other
campaign settings or to model warlords other than Purple Dragon knights.

Rallying Cry When you choose this archetype at 3rd level, you learn how to inspire your
allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three
creatures within 60 feet of you that are allied with you. Each one regains hit
points equal to your fighter level, provided that the creature can see or hear
you.

Royal Envoy A Purple Dragon knight serves as an envoy of the Cormyrean crown. Knights
of high standing are expected to conduct themselves with grace.

At 7th level, you gain proficiency in the Persuasion skill. If you are already
proficient in it, you gain proficiency in one of the following skills of your
choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses
Persuasion. You receive this benefit regardless of the skill proficiency you
gain from this feature.

Inspiring Surge Starting at 10th level, when you use your Action Surge feature, you can
choose one creature within 60 feet of you that is allied with you. That
creature can make one melee or ranged weapon attack with its reaction,
provided that it can see or hear you.

Starting at 18th level, you can choose two allies within 60 feet of you, rather
than one.

Bulwark Beginning at 15th level, you can extend the benefit of your Indomitable
feature to an ally. When you decide to use Indomitable to reroll an
Intelligence, a Wisdom, or a Charisma saving throw and you aren’t
incapacitated, you can choose one ally within 60 feet of you that also failed
its saving throw against the same effect. If that creature can see or hear you,
it can reroll its saving throw and must use the new roll.
Samurai
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s
resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.

Fighter Level Feature


3rd Bonus Proficiency, Fighting Spirit (5 temp. hp)
7th Elegant Courtier
10th Tireless Spirit, Fighting Spirit (10 temp. hp)
15th Rapid Strike, Fighting Spirit (15 tmep. Hp)
18th Strength Before Death

Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of
the following skills of your choice: History, Insight, Performance, or
Persuasion. Alternatively, you learn one language of your choice.

Fighting Spirit Starting at 3rd level, your intensity in battle can shield you and help you
strike true. As a bonus action on your turn, you can give yourself advantage
on weapon attack rolls until the end of the current turn. When you do so,
you also gain 5 temporary hit points. The number of temporary hit points
increases when you reach certain levels in this class, increasing to 10 at 10th
level and 15 at 15th level.

You can use this feature three times, and you regain all expended uses of it
when you finish a long rest.

Elegant Courtier Starting at 7th level, your discipline and attention to detail allow you to excel
in social situations. Whenever you make a Charisma (Persuasion) check, you
gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving


throws. If you already have this proficiency, you instead gain proficiency in
Intelligence or Charisma saving throws (your choice).

Tireless Spirit Starting at 10th level, when you roll initiative and have no uses of Fighting
Spirit remaining, you regain one use.

Rapid Strike Starting at 15th level, you learn to trade accuracy for swift strikes. If you
take the Attack action on your turn and have advantage on an attack roll
against one of the targets, you can forgo the advantage for that roll to make
an additional weapon attack against that target, as part of the same action.
You can do so no more than once per turn.

Strength Before Death Starting at 18th level, your fighting spirit can delay the grasp of death. If you
take damage that reduces you to 0 hit points and doesn’t kill you outright,
you can use your reaction to delay falling unconscious, and you can
immediately take an extra turn, interrupting the current turn. While you
have 0 hit points during that extra turn, taking damage causes death saving
throw failures as normal, and three death saving throw failures can still kill
you. When the extra turn ends, you fall unconscious if you still have 0 hit
points.

Once you use this feature, you can’t use it again until you finish a long rest.
Armor
Armor Type Armor Name Cost Armor Class Strength Stealth Weight
Light Padded 5 gp 11 + Dex modifier - Disadvantage 8 lbs.
Light Leather 10 gp 11 + Dex modifier - - 10 lbs.
Light Studded Leather 45 gp 12 + Dex modifier - - 13 lbs.
Medium Hide 10 gp 12 + Dex modifier (max 2) - - 12 lbs.
Medium Chain Shirt 50 gp 13 + Dex modifier (max 2) - - 20 lbs.
Medium Scale mail 50 gp 14 + Dex modifier (max 2) - Disadvantage 45 lbs.
Medium Breastplate 400 gp 14 + Dex modifier (max 2) - - 20 lbs.
Medium Half plate 750 gp 15 + Dex modifier (max 2) - Disadvantage 40 lbs.
Heavy Ring mail 30 gp 14 - Disadvantage 55 lbs.
Heavy Chain mail 75 gp 16 STR 13 Disadvantage 55 lbs.
Heavy Splint 200 gp 17 STR 15 Disadvantage 60 lbs.
Heavy Plate 1,500 gp 18 STR 15 Disadvantage 65 lbs.
Shield Shield 10 gp +2 - - 6 lbs.

Armor Type Descriptions


Light
Made from supple and thin Padded. Padded armor consists of quilted layers of cloth and batting.
materials, light armor favors agile Leather. The breastplate and shoulder protectors of this armor are made of
adventurers since it offers some leather that has been stiffened by being boiled in oil. The rest of the armor
protection without sacrificing is made of softer and more flexible materials.
mobility. If you wear light armor, you
add your Dexterity modifier to the Studded Leather. Made from tough but flexible leather, studded leather is
base number from your armor type reinforced with close-set rivets or spikes.
to determine your Armor Class.
Medium Hide. This crude armor consists of thick furs and pelts. It is commonly
Medium armor offers more protection worn by barbarian tribes, evil humanoids, and other folk who lack access to
than light armor, but it also impairs the tools and materials needed to create better armor.
movement more. If you wear medium Chain Shirt. Made of interlocking metal rings, a chain shirt is worn
armor, you add your Dexterity between layers of clothing or leather. This armor offers modest protection to
modifier, to a maximum of +2, to the the wearer's upper body and allows the sound of the rings rubbing against
base number from your armor type one another to be muffled by outer layers.
to determine your Armor Class. Scale Mail. This armor consists of a coat and leggings (and perhaps a
separate skirt) of leather covered with overlapping pieces of metal, much
like the scales of a fish. The suit includes gauntlets.
Breastplate. This armor consists of a fitted metal chest piece worn with
supple leather. Although it leaves the legs and arms relatively unprotected,
this armor provides good protection for the wearer's vital organs while
leaving the wearer relatively unencumbered.
Half Plate. Half plate consists of shaped metal plates that cover most of the
wearer's body. It does not include leg protection beyond simple greaves that
are attached with leather straps.
Heavy Ring Mail. This armor is leather armor with heavy rings sewn into it. The
Of all the armor categories, heavy rings help reinforce the armor against blows from swords and axes. Ring
armor offers the best protection. mail is inferior to chain mail, and it's usually worn only by those who can't
These suits of armor cover the entire afford better armor.
body and are designed to stop a wide Chain Mail. Made of interlocking metal rings, chain mail includes a layer of
range of attacks. Only proficient quilted fabric worn underneath the mail to prevent chafing and to cushion
warriors can manage their weight the impact of blows. The suit includes gauntlets.
and bulk. Splint. This armor is made of narrow vertical strips of metal riveted to a
backing of leather that is worn over cloth padding. Flexible chain mail
Heavy armor doesn't let you add your protects the joints.
Dexterity modifier to your Armor Plate. Plate consists of shaped, interlocking metal plates to cover the entire
Class, but it also doesn't penalize body. A suit of plate includes gauntlets, heavy leather boots, a visored
you if your Dexterity modifier is helmet, and thick layers of padding underneath the armor. Buckles and
negative. straps distribute the weight over the body.
Weapons
Type Name Cost Damage Weight Properties
Simple/Melee Club 1 sp 1d4 bludgeoning 2 lbs. Light
Simple/Melee Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Simple/Melee Greatclub 2 sp 1d8 bludgeoning 10 lbs. Two-handed
Simple/Melee Handaxe 5 gp 1d6 slashing 2 lbs. Light, thrown (range 20/60)
Simple/Melee Javelin 5 sp 1d6 piercing 2 lbs. Thrown (range 30/120)
Simple/Melee Light hammer 2 gp 1d4 bludgeoning 2 lbs. Light, thrown (range 20/60)
Simple/Melee Mace 5 gp 1d6 bludgeoning 4 lbs. -
Simple/Melee Quarterstaff 2 sp 1d6 bludgeoning 4 lbs. Versatile (1d8)
Simple/Melee Sickle 1 gp 1d4 slashing 2 lbs. Light
Simple/Melee Spear 1 gp 1d6 piercing 3 lbs. Thrown (range 20/60), versatile 1d8)
Simple/Ranged Crossbow, light 25 gp 1d8 piercing 2 lbs. Ammunition (range 80/320), two-handed
Simple/Ranged Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Simple/Ranged Shortbow 25 gp 1d6 piercing 2lbs. Ammunition (range 80/320), two-handed
Simple/Ranged Sling 1 sp 1d4 bludgeoning - Ammunition (range 30/120)
Martial/Melee Battleaxe 10 gp 1d8 slashing 4 lbs. Versatile (1d10)
Martial/Melee Flail 10 gp 1d8 bludgeoning 2 lbs. -
Martial/Melee Glaive 20 gp 1d10 slashing 6 lbs. Heavy, reach, two-handed
Martial/Melee Greataxe 30 gp 1d12 slashing 7 lbs. Heavy, two-handed
Martial/Melee Greatsword 50 gp 2d6 slashing 6 lbs. Heavy, two-handed
Martial/Melee Halberd 20 gp 1d10 slashing 6 lbs. Heavy, reach, two-handed
Martial/Melee Lance 10 gp 1d12 piercing 6 lbs. Reach, special
Martial/Melee Longsword 15 gp 1d8 slashing 3 lbs. Versatile (1d10)
Martial/Melee Maul 10 gp 2d6 bludgeoning 10 lbs. Heavy, two-handed
Martial/Melee Morningstar 15 gp 1d8 piercing 4 lbs. -
Martial/Melee Pike 5 gp 1d10 piercing 18 lbs. Heavy, reach, two-handed
Martial/Melee Rapier 25 gp 1d8 piercing 2 lbs. Finesse
Martial/Melee Scimitar 25 gp 1d6 slashing 3 lbs. Finesse, light
Martial/Melee Shortsword 10 gp 1d6 piercing 2 lbs. Finesse, light
Martial/Melee Trident 5 gp 1d6 piercing 4 lbs. Thrown (range 20/60), versatile (1d8)
Martial/Melee War pick 5 gp 1d8 piercing 2 lbs. -
Martial/Melee Warhammer 15 gp 1d8 bludgeoning 2 lbs. Versatile (1d10)
Martial/Melee Whip 2 gp 1d4 slashing 3 lbs. Finesse, reach
Martial/Ranged Blowgub 10 gp 1 piercing 1 lb.
Martial/Ranged Crossbow, hand 75 gp 1d6 piercing 3 lbs.
Martial/Ranged Crossbow, heavy 50 gp 1d10 piercing 18 lbs.
Martial/Ranged Longbow 50 gp 1d8 piercing 2 lbs. Ammunition (range 150/600), heavy, two-handed
Martial/Ranged Net 1 gp - 3 lbs. Special, thrown (range 5/15)

Weapon Properties

Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have
ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece
of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the
attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can
recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the
weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be
loaded to deal any damage when used in this way.

Finesse When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity
modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Heavy Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and
bulk make it too large for a Small creature to use effectively.
Light A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
See the rules for two-weapon fighting in chapter 9.

Loading Because of the time required to load this weapon, you can fire only one piece of ammunition from it
when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you
can normally make.

Range A weapon that can be used to make a ranged attack has a range in parentheses after the
ammunition or thrown property. The range lists two numbers. The first is the weapon's normal
range in feet, and the second indicates the weapon's long range. When attacking a target beyond
normal range, you have disadvantage on the attack roll. You can't attack a target beyond the
weapon's long range.

Reach This weapon adds 5 feet to your reach when you attack with it, as well as when determining your
reach for opportunity attacks with it.

Special A weapon with the special property has unusual rules governing its use, explained in the weapon's
description.

Lance You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a
lance requires two hands to wield when you aren't mounted.

Net A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on
creatures that are formless, or creatures that are Huge or larger. A creature can use its
action to make a DC 10 Strength check, freeing itself or another creature within its reach
on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without
harming it, ending the effect and destroying the net.

When you use an action, bonus action, or reaction to attack with a net, you can make only
one attack regardless of the number of attacks you can normally make.

Thrown If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the
weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll
that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you
use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity,
since the dagger has the finesse property.

Two-Handed This weapon requires two hands when you attack with it. This property is relevant only when you
attack with the weapon, not when you simply hold it.

Versatile This weapon can be used with one or two hands. A damage value in parentheses appears with the
property — the damage when the weapon is used with two hands to make a melee attack.
Feats
Name Description
Actor • Increase your Charisma score by 1, to a maximum of 20.
• You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying
to pass yourself off as a different person.
• You can mimic the speech of another person or the sounds made by other creatures. You must
have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A
successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a
listener to determine that the effect is faked.
Alert • You gain a +5 bonus to initiative.
• You can’t be surprised while you are conscious.
• Other creatures don’t gain advantage on attack rolls against you as a result of being hidden
from you.
Athlete • Increase your Strength or Dexterity score by 1, to a maximum of 20.
• When you are prone, standing up uses only 5 feet of your movement.
• Climbing doesn’t halve your speed.
• You can make a running long jump or a running high jump after moving only 5 feet on foot,
rather than 10 feet.
Charger When you use your action to Dash, you can use a bonus action to make one melee weapon
attack or to shove a creature.

If you move at least 10 feet in a straight line immediately before taking this bonus action, you
either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit)
or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Crossbow Expert • You ignore the loading quality of crossbows with which you are proficient.
• Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack
rolls.
• When you use the Attack action and attack with a one-handed weapon, you can use a bonus
action to attack with a loaded hand crossbow you are holding.
Defensive Duelist Prerequisite: Dexterity 13 or higher
When you are wielding a finesse weapon with which you are proficient and another creature hits
you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for
that attack, potentially causing the attack to miss you.
Dual Wielder • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
• You can use two-weapon fighting even when the one-handed melee weapons you are wielding
aren’t light.
• You can draw or stow two one-handed weapons when you would normally b e able to draw or
stow only one.
Dungeon Delver • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from
the roll equals twice your Constitution modifier (minimum of 2).
• You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to
detect the presence of secret doors.
• You have advantage on saving throws made to avoid or resist traps.
• You have resistance to the damage dealt by traps.
• You can search for traps while travelling at a normal pace, instead of only at a slow pace.
Durable • Increase your Constitution score by 1, to a maximum of 20.
• When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from
the roll equals twice your Constitution modifier (minimum of 2).
Elemental Adept Prerequisite: The ability to cast at least one spell
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or
thunder.

Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll
damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die
as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage
type.
Grappler Prerequisite: Strength 13 or higher
• You have advantage on attack rolls against a creature you are grappling.
• You can use your action to try to pin a creature grappled by you. To do so, make another
grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
• Creatures that are one size larger than you don’t automatically succeed on checks to escape
your grapple.
Great Weapon Master • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit
points with one, you can make one melee weapon attack as a bonus action.
• Before you make a melee attack with a heavy weapon that you are proficient with, you can
choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s
damage.
Healer • When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
• As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4
hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice.
The creature can’t regain hit points from this feat again until it finishes a short or long rest.
Heavily Armored Prerequisite: Proficiency with medium armor
• Increase your Strength score by 1, to a maximum of 20.
• You gain proficiency with heavy armor.
Heavy Armor Master Prerequisite: Proficiency with heavy armor
• Increase your Strength score by 1, to a maximum of 20.
• While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take
from non magical weapons is reduced by 3.
Inspiring Leader Prerequisite: Charisma 13 or higher
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When
you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you
who can see or hear you and who can understand you. Each creature can gain temporary hit
points equal to your level + your Charisma modifier.

A creature can’t gain temporary hit points from this feat again until it has finished a short or
long rest.
Keen Mind • Increase your Intelligence score by 1, to a maximum of 20.
• You always know which way is north.
• You always know the number of hours left before the next sunrise or sunset.
• You can accurately recall anything you have seen or heard within the past month.
Lightly Armored • Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You gain proficiency with light armor.
Linguist • Increase your Intelligence score by 1, to a maximum of 20.
• You learn three languages of your choice.
• You can ably create written ciphers. Others can’t decipher a code you create unless you teach
them, they succeed on an Intelligence check (DC equal to your Intelligence score + your
proficiency bonus), or they use magic to decipher it.
Lucky You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw,
you can spend one luck point to roll an additional d20. You can choose to spend one of your luck
points after you roll the die, but before the outcome is determined. You choose which of the d20s
is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then
choose whether the attack uses the attacker’s roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points
cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.
Mage Slayer • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee
weapon attack against that creature.
• When you damage a creature that is concentrating on a spell, that creature has disadvantage
on the saving throw it makes to maintain its concentration.
• You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Magic Initiate Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard.

You learn two cantrips of your choice from that class’s spell list.

In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at
its lowest level. Once you cast it, you must finish a long rest before you can cast it again.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard,
sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.
Martial Adept • You learn two maneuvers of your choice from among those available to the Battle Master
archetype in 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 one more; otherwise, you have one superiority
die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when
you use it. You regain your expended superiority dice when you finish a short or long rest.
Medium Armor Prerequisite: Proficiency with medium armor
Master • Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
• When you wear medium armor, you can add 3, rather than 2, to your AC if you have a
Dexterity of 16 or higher.
Mobile • Your speed increases by 10 feet.
• When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
• When you make a melee attack against a creature, you don’t provoke opportunity attacks from
that creature for the rest o f the turn, whether you hit or not.
Moderately Armored Prerequisite: Proficiency with light armor
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You gain proficiency with medium armor and shields.
Mounted Combatant • You have advantage on melee attack rolls against any unmounted creature that is smaller than
your mount.
• You can force an attack targeted at your mount to target you instead.
• If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take
only half damage, it instead takes no damage if it succeeds on the saving throw, and only half
damage if it fails.
Observant • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• If you can see a creature’s mouth while it is speaking a language you understand, you can
interpret what it’s saying by reading its lips.
• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence
(Investigation) scores.
Orchish Fury Prerequisite: Half-orc
(XGE) • Increase your Strength or Constitution score by 1, to a maximum of 20.
• When you hit with an attack using a simple or martial weapon, you can roll one of the
weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage
type. Once you use this ability, you can’t use it again until you finish a short or long rest.
• Immediately after you use your Relentless Endurance trait, you can use your reaction to make
one weapon attack.
Orcish Aggression Prerequisite: Half-orc
(UA: Feats for Races) As a bonus action, you can move up to your speed toward an enemy of your choice that you can
see or hear. You must end this move closer to the enemy than you started.
Polearm Master • When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you
can use a bonus action to make a melee attack with the opposite end of the weapon. The
weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
• While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an
opportunity attack from you when they enter your reach.
Prodigy Prerequisite: Half-elf, half-orc, or human
(XGE) • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in
one language of your choice.
• Choose one skill in which you have proficiency. You gain expertise with that skill, which means
your proficiency bonus is doubled for any ability check you make with it. The skill you choose
must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your
proficiency bonus.
Resilient Choose one ability score. You gain the following benefits:
• Increase the chosen ability score by 1, to a maximum of 20.
• You gain proficiency in saving throws using the chosen ability.
Ritual Caster Prerequisite: Intelligence or Wisdom 13 or higher
You have learned a number of spells that you can cast as rituals. These spells are written in a
ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice.
Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard.
You must choose your spells from that class’s spell list, and the spells you choose must have the
ritual tag. The class you choose also determines your spellcasting ability for these spells:
Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook,
you might be able to add it to your ritual book. The spell must be on the spell list for the class
you chose, the spell’s level can be no higher than half your level (rounded up), and it must have
the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the
spell, and costs 50 gp per level. The cost represents material components you expend as you
experiment with the spell to master it, as well as the fine inks you need to record it.
Savage Attacker Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s
damage dice and use either total.
Sentinel • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the
rest of the turn.
• Creatures within 5 feet of you provoke opportunity attacks from you even if they take the
Disengage action before leaving your reach.
• When a creature within 5 feet of you makes an attack against a target other than you (and that
target doesn’t have this feat), you can use your reaction to make a melee weapon attack against
the attacking creature.
Sharpshooter • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can
choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s
damage.
Shield Master • If you take the Attack action on your turn, you can use a bonus action to try to shove a
creature within 5 feet of you with your shield.
• If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw
you make against a spell or other harmful effect that targets only you.
• If you are subjected to an effect that allows you to make a Dexterity saving throw to take only
half damage, you can use your reaction to take no damage if you succeed on the saving throw,
interposing your shield between yourself and the source of the effect.
Skilled You gain proficiency in any combination of three skills or tools of your choice.
Skulker Prerequisite: Dexterity 13 or higher
• You can try to hide when you are lightly obscured from the creature from which you are hiding.
• When you are hidden from a creature and miss it with a ranged weapon attack, making the
attack doesn't reveal your position.
• Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
Spell Sniper Prerequisite: The ability to cast at least one spell
• When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
• Your ranged spell attacks ignore half cover and three-quarters cover.
• You learn one cantrip that requires an attack roll.
Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your
spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard,
sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Tavern Brawler • Increase your Strength or Constitution score by 1, to a maximum of 20.
• You are proficient with improvised weapons and unarmed strikes.
• Your unarmed strike uses a d4 for damage.
• When you hit a creature with an unarmed strike or an improvised weapon on your turn, you
can use a bonus action to attempt to grapple the target.
Tough Your hit point maximum increases by an amount equal to twice your level when you gain this
feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2
hit points.
War Caster Prerequisite: The ability to cast at least one spell
• You have advantage on Constitution saving throws that you make to maintain your
concentration on a spell when you take damage.
• You can perform the somatic components of spells even when you have weapons or a shield in
one or both hands.
• When a hostile creature’s movement provokes an opportunity attack from you, you can use
your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell
must have a casting time of 1 action and must target only that creature.
Weapon Master • Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You gain proficiency with four weapons of your choice.

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