Fighter

Fighter
Official Class – Player's Handbook

A human in clanging plate armour holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armour, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.

A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armour, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defences.

A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight – and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.

All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings – as fighters, they all share an unparalleled mastery with weapons and armour, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.

Well-Rounded Specialists
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armour. Beyond that basic degree of familiarity, each fighter specialises 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 general ability and extensive specialisation makes fighters superior combatants on battlefields and in dungeons alike.

Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.

Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards – few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.

Creating a Fighter
As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.

You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armour? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace.

Quick Build
You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight martial archetype. Second, choose the soldier background.

Hit Points

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

Proficiencies

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

Equipment

 * (a) chain mail or (b) leather, longbow, and 20 arrows
 * (a) a martial weapon and a shield or (b) two martial weapons
 * (a) a light crossbow and 20 bolts or (b) two handaxes
 * (a) a dungeoneer's pack or (b) an explorer's pack

Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
 * Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
 * Close Quarters Shooter (Unearthed Arcana). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
 * Defence. While you are wearing armour, you gain a +1 bonus to AC.
 * Duelling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
 * Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
 * Mariner (Unearthed Arcana). As long as you not wearing heavy armour or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armour class.
 * Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
 * Tunnel Fighter (Unearthed Arcana). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
 * Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

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

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 on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
 * Arcane Archer (Xanathar's Guide to Everything)
 * Banneret (Sword Coast Adventurer's Guide)
 * Battle Master
 * Brute (Unearthed Arcana)
 * Cavalier (Xanathar's Guide to Everything)
 * Champion
 * Clock Winder (Homebrew Subclass – Stories for Eeve)
 * Eldritch Knight
 * Leper (Homebrew Subclass – Journey Back Home)
 * Monster Hunter (Unearthed Arcana)
 * Rune Knight (Unearthed Arcana)
 * Samurai (Xanathar's Guide to Everything)
 * Scout (Unearthed Arcana)
 * Sharpshooter (Unearthed Arcana)
 * Shieldbearer (Homebrew Subclass – No Expansion)
 * Sōhei (Non-W7 Homebrew Subclass – No Expansion)

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

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

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

Indomitable
Beginning at 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.

Martial Archetypes
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Arcane Archer
Xanathar's Guide to Everything

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their 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.

Arcane Archer Lore
At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of 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 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.

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, 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.

Magic Arrows
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.

Banneret
Sword Coast Adventurer's Guide

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

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

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
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.

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 weapon smithing 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.

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

Manoeuvres.  You learn three manoeuvres of your choice. Many manoeuvres enhance an attack in some way. You can use only one manoeuvre per attack. You learn two additional manoeuvre of your choice at 7th, 10th, and 15th level. Each time you learn new manoeuvres, you can also replace one manoeuvre 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 manoeuvres require your target to make a saving throw to resist the manoeuvres' effects. The saving throw DC is calculated as follows:

Manoeuvre Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

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
 * Armour Class
 * Current hit points
 * Total class levels, if any
 * Fighter class levels, if any

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

Relentless
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Brute
Unearthed Arcana

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.

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.

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.

Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style feature.

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
Xanathar's Guide to Everything

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.

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 (a minimum of once), and you regain all expended uses of it when you finish a long rest.

Warding Manoeuvre
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 (a 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.

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 (rounded 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.

Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.

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.

Clock Winder
Homebrew Subclass – Stories for Eeve

Spellcasting
When you reach 3rd level, you study the power of the faith and the unknown and their constant conflict giving you access to the arcane.

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 Clock Winder Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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

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

The Spells Known column of the Clock Winder Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment 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 enchantment 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

Candle's Flame
Starting at 3rd level, you can, as a bonus action on your turn, change the damage type of your weapon to either necrotic or radiant damage. While their damage type is altered by this feature, you can deal an additional 1d6 of the damage type on an attack 3 times per short rest.

Additionally you can gain either the Shadow Hand or Holy Hand as a cantrip if you don't have them already.

Spirit Shroud
Starting at 7th level, your injuries push you forward keeping you steady rather than holding you back. When you enter combat with less than your maximum hit points, you can roll 1/4 of your Fighter hit dice, regaining hit points as temporary hit points without expending your hit die.

Arcane Conditions
Starting at 10th level, your weapons are filled with arcane power and affect the condition of your foes. 3 times per short rest when you strike a enemy, you can force them to make a Wisdom saving throw against your spell save DC. On a fail, you can either cause them to be blinded or be placed under the fear condition until the end of your next turn.

Spell Surge
Starting at 15th level, you begin to apply your martial training and your arcane knowledge together. You can use your action surge to cast a spell without a spell slot, when you do so the spell cast counts as a level higher than it would be for its level.

Aura Choice
Starting at 18th level you can take either an Aura of Light or an Aura of Darkness. Aura of Darkness. Starting at 18th level, a 30 foot radius centered on you deals 4d4 necrotic damage to hostile creatures that enter or start their turn in this aura. Half of the damage dealt is added to your hit points.

In addition, constructs in the aura must make a Wisdom saving throw at the start of their turn or be rendered unconscious and unable to move. They may repeat this save at the end of their turns, becoming immune to the effect for 1 hour on a pass.

When Shadow Hand is cast in this aura it can be cast and used as a bonus action within the same turn. Additionally, Holy Hand can not target any creatures within the aura. Aura of Light. Starting at 18th level, a 30 foot radius centered on you becomes difficult terrain for hostile creatures. Additionally when a hostile creature enters this aura for the first time on their turn or starts their turn in it, they must make a Dexterity saving throw or be blinded until the start of their next turn.

When Holy Hand is cast in this aura it can be cast and used as a bonus action within the same turn. Additionally Shadow Hand can not target any creatures within the aura.

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.

Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

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

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

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

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

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

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

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must 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 memorisation. 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

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 Charge
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.

Leper
Homebrew Subclass – Journey Back Home

The leper accepts that death will come to them sooner than later, and chooses a life of battle. They apply full strength to every attack, knowing full well it may be their last.

A Leper's Mark
Starting at 3rd level when you choose this archetype, you discover your uncureable affliction. You may choose one of two items to clarify your leprosy: a brass bell or a wooden mask. The bell announces your presence as one of the afflicted, and the mask hides your curse from foes and allies.

'''Leper's Bell. '''With the bell you can't surprise enemies, but can use an action to ring the bell and cause a number of creatures equal to your fighter level in a 15 foot radius that can hear it to make a Wisdom save (DC equal to 8 + your proficiency bonus + your Strength modifier). On a fail, it becomes frightened of you for 1d4 rounds. A creature that succeeds this save cannot be made frightened of you for 24 hours.

Leper's Mask. The mask is used to protect your identity as well as your life, giving you +1 to your armor class.

While wearing the mask you also gain the ability to use your second wind twice per short rest.

Transmission
At 7th level, you have learnt how to use your leprosy to your advantage and can add a d4 poison damage to all melee attacks.

Dulled Nerves
Beginning at 10th level, your nerves have become less sensitive and no longer register pain as strongly as you once did. This makes critical attacks against you less effective. You don’t take bonus damage from critical hits. However, this also means that you don't perceive danger as you once did, and suffer disadvantage on all saving throws.

Reckless Attack
Starting at 15th level you begin to fear for your life and you attack with reckless abandon.

When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Eleventh Hour
At 18th, your Strength bonus to attack and damage rolls is doubled, but you may no longer gain healing from short rests or by magical means.

Monster Hunter
Unearthed Arcana

As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defences and attacks, including those of undead, lycanthropes, and other creatures of horror.

Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice.

Combat Superiority
When you choose this archetype at 3rd level, you gain a set of abilities that are fuelled by special dice called superiority dice.

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.

Using Superiority Dice.  You can expend superiority dice to gain a number of different benefits:
 * Precision Attack. When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
 * Sharpened Attack. When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
 * Sharpened Senses. When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.
 * Superior Willpower. When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.

Hunter's Mysticism
At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast Detect Magic as a ritual. You can cast Protection from Evil and Good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells.

In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.

Monster Slayer
At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them.

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

Relentless
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

Rune Knight
Unearthed Arcana

You discovered how to enhance your martial prowess using the supernatural power of runes. The ancient practice of rune magic originated with giants. Skiltgravr (“rune cutters”) can be found among any type of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a traveling sage, or met the giant in person, you studied the giant’s craft. In time, you learned how to carve and apply runes to your equipment and how to invoke their magic, ultimately becoming a Rune Knight.

Bonus Proficiencies
At 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.

Rune Magic
Also at 3rd level, you learn how to use runes to enhance your gear. When you gain this feature, you learn how to inscribe two runes of your choice on weapons, armour, or shields.

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armour, or a shield. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes.

Each time you gain a level in this class, you can replace one rune you know with a different one.

Giant Might
Finally at 3rd level, you can imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: You can use this feature twice, and you regain all expended uses of it when you finish a long rest.
 * If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
 * You have advantage on Strength checks and Strength saving throws.
 * Your weapon attacks deal an extra 1d6 damage.

Defensive Runes
At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature’s AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2).

In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of three).

Great Stature
Starting at 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Moreover, the extra damage you deal with your Giant Might feature increases to 1d8.

In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four).

Rune Magic Mastery
At 15th level, you can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five).

Blessing of the All Father
At 18th level, you learn how to share your rune magic with your allies. When you use your Giant Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Giant Might feature.

Samurai
Xanathar's Guide to Everything

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.

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 all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of 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. 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 of 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 Strikes
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 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, you can use your reaction to delay falling unconscious, and you can immediately take an extra 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.

Scout
Unearthed Arcana

The archetypal scout excels at finding safe passage through dangerous regions. Scouts usually favour light armour and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting.

Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves’ tools in place of one skill choice.

Combat Superiority
At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.

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 long or short rest.

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

Using Superiority Dice.  You can expend superiority dice to gain a number of different benefits:
 * Survival Superiority. When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
 * Precision Attack. When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
 * Scout’s Evasion. If you are hit by an attack while wearing light or medium armour, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.

Natural Explorer
At 3rd level, you are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
 * You ignore difficult terrain.
 * You have advantage on initiative rolls.
 * On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
 * Difficult terrain doesn’t slow your group’s travel.
 * Your group can’t become lost except by magical means.
 * Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
 * If you are traveling alone, you can move stealthily at a normal pace.
 * When you forage, you find twice as much food as you normally would.
 * While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

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

Relentless
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Sharpshooter
Unearthed Arcana

The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range.

Steady Aim
Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target: You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.
 * The attacks ignore half and three-quarters cover.
 * On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level.

Careful Eyes
Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.

You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).

Close Quarters Shooting
At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll.

In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn.

Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

Snap Shot
Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.

Shieldbearer
Homebrew Subclass – No Expansion

People choose to protect things for different reasons, but only a few choose the path of the Shield. Those who choose the shield learn not just how to protect, but also how to harness their spiritual energy to create physical barriers to impose upon their enemies and protect their allies.

Stern Defender
At 3rd level when you choose this archetype, you gain the Protection fighting style.

If you already have this fighting style, whenever you use your reaction to use it you can deal 1d6 + your Strength modifier in bludgeoning damage to the attacker in addition to its standard effects.

Additionally, whenever you use your Action Surge feature, you may choose to gain another reaction instead of another action.

Full Defence
Also at 3rd level, you gain the ability to wield a shield in both your main hand and as an offhand piece of equipment. A shield in your offhand only grants you half of the armour class it would normally grant.

Additionally, you may perform an attack action with a shield in your main hand, dealing 1d6 + your Strength modifier in bludgeoning damage. You are considered proficient in this weapon.

Air Shield
Starting at 7th level, you have learnt to harness your desire to protect others and manifest it into a spectral shield in there defence.

As a reaction you may summon a floating shield at a point you can see within 30 feet of you, which can be used to intercept attacks. The shield is a medium object with dimensions of 5 feet by 1 foot, has an armour class of 16 + your proficiency modifier, and a hit point maximum of 5 times your fighter level. The shield lasts for 1 minute, until it is destroyed, or until dismissed as a free action. The shield has the following properties: You can use this feature a number of times equal to your Constitution modifier. You regain any expended uses when you finish a short or long rest.
 * Creatures can't move through this object but can enter its space.
 * The shield cannot move, even if pushed or attacked.
 * The shield automatically passes any saving throw if it is targeted by a spell or a similar feature.
 * If the shield is placed inbetween a creature and an attack or an ability with a cone or line area of effect, the shield takes the attack instead.

Starting at 10th level, when a creature enters the shield’s space you can launch the creature a distance equal to your Strength score. Starting at 15th level, the range of this feature increases to 60 feet.

Shield Wall
At 15th level, your harsh training has strengthened your protective ability, granting allies within 5 feet of you or your Air Shield a bonus to their armour class equal to your shield's armour class bonus.

Shield Prison
Sometimes the best offence is to immobilise your opponent completely. At 18th level you can finally harness your full defensive potential. As an action, you can create a steel cage to imprison your enemies or protect protect your allies.

This steel cage has a 5 foot radius and can be summoned up to 30ft from you. The shield obstructs all incoming attacks, has an armour class and hit point maximum equal to your own, automatically passes all saving throws, and has resistance to all damage.

The cage lasts until destroyed or dismissed as a bonus action.

Sōhei
Non-W7 Homebrew Subclass – No Expansion

Sōhei study the art of battle and the history of war. Between battles, they are often found meditating on themselves and reflecting on their own techniques or possible missteps. Using their own skill and understanding of historic techniques, they masterfully manoeuvre around the battlefield, dodging blows and striking hard.

Martial Flair
By 3rd level, you have perfected your own battle techniques. You gain the following martial techniques. You can't use more than one martial technique each turn. When you use a martial technique, you can choose to add flair to it, gaining an additional effect. You can add flair twice, and regain all expended uses when you finish a short or long rest.

'''Focus. '''When you take the Attack action, you can forgo one of your attacks to gain advantage on the next weapon attack you make this turn. '''Quick Step. '''When you take the Attack action, you can move up to 5 feet without using any of your movement. '''Parry. '''When a weapon attack is made against you, you can use your reaction to increase your AC against that attack by your Wisdom modifier (minimum of 1).
 * Flair. You don't forgo an attack.
 * Flair. You can move up to half your speed instead, without provoking opportunity attacks.
 * Flair. After the attack, you can make one weapon attack against the attacker.

Historic Insight
At 3rd level, you gain proficiency in the History skill. When you make an Intelligence (History) check relating to a past battle or war, your proficiency bonus is doubled for the check.

Awareness
Starting at 7th level, you have focused your mind. You can't be surprised while you aren't incapacitated, and you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

Unwavering Spirit
Beginning at 10th level, when you roll initiative and have no uses of your Flair ability remaining, you regain one use.

Moment's Meditation
Starting at 15th level, you find a moment's meditation even in battle. When you add flair to one of your martial techniques, you can restore hit points equal to 1d10 + your Wisdom modifier (minimum of 1). Any excess hit points over your hit point maximum are gained as temporary hit points that last until the start of your next turn.

Finishing Blow
Beginning at 18th level, you can make a decisive finishing blow. After you hit a creature with a weapon attack, you can roll 10d10. If the creature has fewer hit points than the result + your fighter level, it is instantly killed.

Once you use this ability, you can't do so again until you finish a long rest.