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Fighter Subclasses

The document outlines various fighter archetypes, including Strategist, Phantom Blade, Masked Duelist, and Warcrow, each with unique abilities and features that enhance their combat effectiveness. Each archetype emphasizes different aspects of warfare, such as tactical coordination, supernatural mobility, psychological warfare, and battlefield domination. Additionally, it describes weapon-specific and tactical styles that further customize a fighter's capabilities in combat scenarios.

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Brandon Goslin
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0% found this document useful (0 votes)
4 views10 pages

Fighter Subclasses

The document outlines various fighter archetypes, including Strategist, Phantom Blade, Masked Duelist, and Warcrow, each with unique abilities and features that enhance their combat effectiveness. Each archetype emphasizes different aspects of warfare, such as tactical coordination, supernatural mobility, psychological warfare, and battlefield domination. Additionally, it describes weapon-specific and tactical styles that further customize a fighter's capabilities in combat scenarios.

Uploaded by

Brandon Goslin
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Strategist

A commander whose presence turns allies into an unstoppable force.

Strategists are the master tacticians of the battlefield, warriors who have traded raw martial
prowess for an unparalleled understanding of combat dynamics and battlefield psychology.
These fighters study ancient military treatises, analyze enemy movements, and orchestrate
victory through precision rather than brute force.

Some Strategists are former military officers who learned to see battle as a grand chess game,
where every piece has its purpose and every move carries weight. Others are self-taught
geniuses who discovered their gift for reading the flow of combat during desperate fights. Still
others learned their craft in gladiatorial arenas, where survival depended on knowing when to
strike, when to defend, and when to create opportunities for others.

What sets Strategists apart is their ability to transform a group of individual fighters into a
cohesive unit. They see patterns where others see chaos, identify weaknesses where others
see only armor, and create openings where others see only walls. Their weapons are not just
sword and shield, but timing, positioning, and the coordinated efforts of their allies.

A Strategist's greatest strength lies not in their own blade, but in their ability to make every ally's
blade more deadly. They are the calm voice in the storm of battle, the steady hand that guides
the tide of war, and the tactical mind that turns potential defeat into crushing victory.

Features
3rd Level – Tactical Insight
You can use a bonus action to grant a Tactical Die (d6) to an ally who can see and hear you
within 30 feet. Once within the next minute, they can roll this die and add it to:

● An attack roll
● A saving throw
● A damage roll

You can use this feature a number of times equal to your Intelligence modifier + your proficiency
bonus (minimum 1). You regain all expended uses when you finish a short or long rest.

3rd Level – Coordinated Assault


When you hit a creature with a weapon attack, you can choose an ally within 15 feet of the
target. If that ally is within melee range of the same creature, they may immediately use their
reaction to make a weapon attack against that creature. If the ally hits, they deal additional
damage equal to your Intelligence modifier.

7th Level – Battlefield Orders


You learn tactical commands that you can issue to coordinate your allies. You learn one of the
following orders at 7th level, and you learn an additional order at 10th and 15th levels:

● Advance: Allies within 30 feet may use their reaction to move up to half their speed
without provoking opportunity attacks.
● Hold the Line: Allies within 30 feet gain +2 AC until the start of your next turn if they
haven't moved since the start of their last turn.
● Strike as One: Allies who attack the same creature you attacked this turn gain
advantage on their next attack roll against that creature until the start of your next turn.

You can issue one order per turn as a bonus action. You can use this feature a number of times
equal to your Intelligence modifier (minimum 1), and you regain all expended uses when you
finish a short or long rest.

10th Level – Tactical Readiness


You and allies within 10 feet of you can't be surprised and add your Intelligence modifier to
initiative rolls. Additionally, when you roll initiative you can move up to your speed without
provoking opportunity attacks.

15th Level – Inspired Momentum


When an ally uses your Tactical Die and succeeds on the roll it was added to, you can use your
reaction to make one weapon attack. You can use this feature only once per turn.

18th Level – Grandmaster of War


When you use Action Surge, you can issue one Battlefield Order without expending a use of
that feature, and you regain one expended use of Tactical Insight. Additionally, the range of all
your Strategist features increases by 10 feet.

Phantom Blade
A warrior who moves like a ghost and strikes like a shadow.

Flavor & Lore


Phantom Blades are warriors touched by forces beyond the material plane—not through study
of magic like wizards, nor through divine blessing like paladins, but through exposure to the thin
places where reality grows weak. Some encountered rifts to the Shadowfell during battle, others
trained in ancient monasteries built on planar convergences, and still others inherited this
supernatural gift through bloodlines touched by otherworldly entities.
These fighters have learned to partially phase between planes, allowing them to slip through
attacks and appear where enemies least expect. They are not undead, despite their ghostly
abilities, but living warriors who have mastered the art of existing partially in multiple realities
simultaneously.

Phantom Blades often serve as scouts, assassins, or elite shock troops, using their supernatural
mobility to strike at vulnerable targets before fading back into the shadows. Their techniques are
as much about psychological warfare as physical combat—enemies never know where the next
strike will come from, creating fear and confusion that can turn the tide of battle.

The path of the Phantom Blade requires discipline and mental fortitude, as constantly shifting
between planes of existence can be disorienting and dangerous. Those who master these
techniques become living weapons of precision and terror, capable of ending conflicts before
they truly begin.

Features
3rd Level – Ghost Step
As a bonus action, you can teleport up to 10 feet to an unoccupied space you can see. This
distance increases to 20 feet at 10th level. You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

3rd Level – Phase Slash


Once per turn, when you use Ghost Step before making an attack, that attack deals an extra
1d6 force damage and ignores half cover. Starting at 11th level, the extra damage increases to
1d8.

7th Level – Shadowmeld


You have advantage on Dexterity (Stealth) checks, and you can take the Hide action as a bonus
action. Additionally, when you move on your turn, you don't provoke opportunity attacks from
the first creature you move away from.

10th Level – Ethereal Fade


When you take damage, you can use your reaction to briefly phase into the Border Ethereal,
gaining resistance to bludgeoning, piercing, and slashing damage until the start of your next
turn. You can use this feature a number of times equal to your proficiency bonus, and you
regain all expended uses when you finish a long rest.

15th Level – Phantom Strike


When you hit a creature with an attack and deal your Phase Slash damage, you can
immediately teleport to an unoccupied space within 10 feet of another creature within 30 feet
without expending a use of Ghost Step. This movement doesn't provoke opportunity attacks.
18th Level – Master of Shadows
When you use Action Surge, you can choose one of the following benefits:

● You become invisible until the end of your next turn. This invisibility ends if you take
damage.
● You can use Ghost Step twice as a single bonus action, teleporting up to your normal
range each time.
● You regain all expended uses of Ethereal Fade.

You can use this feature once per long rest.

Masked Duelist
A performer, deceiver, and deadly swordsman with a flair for the dramatic.

Flavor & Lore


Some fighters train to lead armies; others become walking siege weapons. Masked Duelists
train for the stage and the arena, weaving deception, taunts, and showmanship into a deadly
dance of steel and spectacle.

These warriors often emerge from theatrical troupes, noble courts, or underground fighting
circuits where style matters as much as skill. They understand that combat is as much about
psychology as it is about swordplay—a well-timed taunt can be as devastating as a perfectly
placed thrust. Many adopt elaborate personas, hiding their true identities behind ornate masks
while building fearsome reputations that precede them into battle.

Masked Duelists are masters of misdirection, using flourishes and feints to confuse enemies
while setting up devastating strikes. They excel in single combat but can adapt their theatrical
techniques to larger conflicts, using their presence and reputation to demoralize entire groups of
foes.

Whether performing for cheering crowds in dueling academies or facing down bandits on lonely
roads, these fighters bring an artistry to violence that both captivates and terrifies. Their blades
dance with deadly precision, and their words cut as deeply as their steel.

Features
3rd Level – Dueling Flourish
You learn to weave deceptive maneuvers into your attacks. As a bonus action, you can perform
one of the following flourishes:
● Mocking Feint: Choose a creature within 30 feet who can see you. It must make a
Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier). On a failure, it
has disadvantage on its next attack roll, and you gain advantage on your next attack
against it.
● Dramatic Strike: Your next weapon attack this turn deals an additional 1d6 damage and
forces the target to make a Constitution saving throw or be stunned until the end of its
next turn (once per turn).
● Evasive Flourish: You gain a +2 bonus to AC until the start of your next turn and can
move 10 feet without provoking opportunity attacks.

You can use this feature a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a short or long rest. You also gain proficiency in Performance
and Deception.

7th Level – Masked Persona


You create a theatrical persona and can magically disguise yourself as that persona. You can
cast disguise self targeting only yourself a number of times equal to your proficiency bonus per
long rest. While disguised, you gain the following benefits:

● Charisma-based ability checks are made with advantage


● Your Dueling Flourish save DC increases by 1
● When you hit with a weapon attack while disguised, you can add your Charisma modifier
to the damage roll (once per turn)

10th Level – Fearsome Reputation


Your theatrical presence strikes fear into enemies. When you hit a creature with a weapon
attack, you can force all enemies within 30 feet who can see you to make a Wisdom saving
throw (DC = 8 + proficiency bonus + Charisma modifier). Creatures that fail are frightened of
you until the end of their next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

15th Level – Master's Riposte


When a creature within 5 feet of you misses you with a melee attack, you can use your reaction
to make a weapon attack against that creature. If this attack hits, it deals an extra 1d10 damage
and the target cannot take reactions until the end of its next turn.

Additionally, when you use your Dueling Flourish, you can choose to affect a second target
within range with the same flourish (save for each target separately).

18th Level – Grand Performance


When you use Action Surge, you gain the following benefits until the end of your turn:

● You can use one Dueling Flourish without expending a use


● You gain temporary hit points equal to your Charisma modifier + half your Fighter level
● Your weapon attacks score a critical hit on a roll of 19 or 20
● Enemies frightened by your abilities have disadvantage on saving throws against your
features

You can use this feature once per long rest.

Warcrow
A brutal tactician trained in controlling the flow of battle and punishing recklessness.

Flavor & Lore


Warcrows are battlefield tyrants who wade into the thick of the fight and command attention
through threat and intimidation. These warriors don't just fight—they dominate entire sections of
the battlefield, turning chaotic melees into controlled killing fields where they dictate the terms of
engagement.

Born from the brutal realities of large-scale warfare, Warcrows developed their techniques in
conflicts where holding key positions meant the difference between victory and massacre. They
learned that controlling enemy movement and punishing poor positioning could be more
valuable than raw killing power. Some trained in elite military units tasked with holding
chokepoints, others developed their skills in gladiatorial arenas where survival meant managing
multiple opponents simultaneously.

These fighters excel at creating zones of denial where enemies fear to tread. Their weapons
sweep in deadly arcs, their presence commands respect, and their tactical positioning can
single-handedly alter the flow of battle. They understand that in warfare, controlling space is
often more important than controlling bodies—dead enemies can't retreat, but terrified ones can
be herded exactly where you want them.

A Warcrow's greatest weapon isn't their blade, but their ability to make enemies fight on their
terms. They transform chaotic battles into tactical exercises, using intimidation and precise
strikes to create order from chaos.

Features
3rd Level – Combat Anchor
When a creature within 5 feet of you moves away from you, you can use your reaction to
attempt to stop them. The target must succeed on a Strength saving throw (DC = 8 + Strength
modifier + proficiency bonus) or have their speed reduced to 0 until the end of the turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a short or long rest.

3rd Level – Sweeping Strike


When you take the Attack action and hit a creature with a melee weapon attack, you can spend
a bonus action to make one additional melee weapon attack against a different creature within 5
feet of you. This attack deals damage equal to your Strength modifier + your proficiency bonus
(no weapon damage die).

You can use this feature a number of times equal to your Strength modifier (minimum 1), and
you regain all expended uses when you finish a long rest.

7th Level – Intimidating Presence


As a bonus action, you can force one creature within 15 feet that can see you to make a
Wisdom saving throw (DC = 8 + proficiency bonus + Strength modifier). On a failure, the
creature has disadvantage on attack rolls against creatures other than you until the end of your
next turn.

You can use this feature a number of times equal to your Charisma modifier (minimum 1), and
you regain all expended uses when you finish a long rest.

10th Level – Zone of Denial


When you hit a creature with an opportunity attack, you can choose one of the following effects:

● The target's speed becomes 0 until the end of the turn


● The target cannot take the Dash action until the end of its next turn
● The target must make a Strength saving throw or be knocked prone

Additionally, your opportunity attacks have a reach of 10 feet if you're wielding a melee weapon.

15th Level – Reaping Strike


When you reduce a creature to 0 hit points with a melee weapon attack, you can immediately
make one melee weapon attack against another creature within your reach. This attack deals an
additional 1d8 damage.

You can use this feature only once per turn.

18th Level – Storm of Steel


When you use Action Surge, you can make one melee weapon attack against each creature
within 5 feet of you (maximum of 4 creatures). These attacks are made with advantage and deal
an additional 1d6 damage.

You can use this feature once per long rest.


Weapon-Specific Styles
Whip Mastery

● Your whip attacks have a reach of 15 feet instead of 10


● When you hit a creature with a whip, you can use a bonus action to attempt to disarm
them or pull them 5 feet closer (Strength save)

Polearm Dancer

● You can use the butt end of polearms for bonus action attacks (1d4 bludgeoning)
● When you hit with a polearm, you can push the target 5 feet away
● Polearms gain the finesse property for you

Tactical Styles
Bodyguard

● When an ally within 5 feet is targeted by an attack, you can use your reaction to impose
disadvantage on that attack
● You can move up to 10 feet toward an ally as a reaction when they take damage

Skirmisher

● When you take the Attack action, you can move 5 feet before or after each attack
without provoking opportunity attacks
● Your movement speed increases by 10 feet when you're not wearing heavy armor

Opportunist

● You can make opportunity attacks when creatures enter your reach, not just when they
leave
● When you hit with an opportunity attack, the target's speed becomes 0 until the end of
the turn

Defensive Styles
Stalwart Guardian

● While wielding a shield, you gain +1 AC and can use your shield to provide half cover to
an ally within 5 feet
● When you take the Dodge action, allies within 5 feet also gain advantage on Dexterity
saving throws

Unarmored Warrior

● While wearing no armor, your AC equals 12 + Dex modifier + Constitution modifier


● You gain resistance to the first instance of damage you take each turn
Reactive Defense

● When you take damage, you can use your reaction to reduce that damage by 1d4 + your
Constitution modifier
● You can use this a number of times equal to your proficiency bonus per long rest

Exotic Styles
Intimidating Combatant

● When you score a critical hit or reduce a creature to 0 HP, enemies within 10 feet must
make a Wisdom save or be frightened until the end of their next turn
● You can use Strength instead of Charisma for Intimidation checks

Reckless Assault

● You can choose to take a -2 penalty to AC until the start of your next turn
● If you do, your weapon attacks deal +2 damage and you gain advantage on Strength-
based attacks

Utility Styles
Improvised Weapon Master

● You are proficient with improvised weapons


● Improvised weapons deal 1d6 damage in your hands and have the thrown property
(range 20/60)
● You can use your bonus action to grab and throw an improvised weapon

Versatile Fighter

● You can change your weapon's damage type between bludgeoning, piercing, and
slashing as part of an attack
● When wielding a versatile weapon two-handed, you gain +1 AC
● You can switch between one-handed and two-handed grips as a free action

Combat Medic

● You can use a healer's kit as a bonus action


● When you use a healer's kit, the target regains additional hit points equal to your
Wisdom or Intelligence modifier
● You have advantage on Medicine checks made during combat

Advanced Styles (for higher levels)


Whirlwind Fighter
● When you take the Attack action, you can forgo your movement to make one additional
attack against a different target within reach
● This additional attack deals half damage

Perfect Balance

● You cannot be knocked prone while conscious


● You can move across difficult terrain without penalty
● You have advantage on Dexterity saving throws while moving

Weapon Savant

● You can treat any weapon as if it has the finesse property


● When you roll a 1 on a damage die, you can reroll it (must use the new roll)
● You can wield heavy weapons effectively regardless of your size

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