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Fighter Fighting Styles Overview

This document provides an overview of the fighter class in Dungeons & Dragons, including their abilities, proficiencies, equipment, fighting styles, and archetypes. Fighters gain extra attacks, action surge, indomitable, and ability score increases as they level up. Their archetypes at level 3 include Battle Master which provides combat maneuvers fueled by superiority dice.

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0% found this document useful (0 votes)
181 views4 pages

Fighter Fighting Styles Overview

This document provides an overview of the fighter class in Dungeons & Dragons, including their abilities, proficiencies, equipment, fighting styles, and archetypes. Fighters gain extra attacks, action surge, indomitable, and ability score increases as they level up. Their archetypes at level 3 include Battle Master which provides combat maneuvers fueled by superiority dice.

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Fighter Great Weapon Fighting

When you roll a 1 or 2 on a damage die for attacks


made with two handed weapons, you can reroll that die,
Hit points
and must use the new roll.
Hit Dice: 1d10 per fighter level
Hit points at 1st Level: 10 + your Constitution modifier Protection
Hit Points at Higher Level: 1d10 (or 6) + your When a creature you can see attacks a target other than
Constitution modifier per fighter level after 1st you who is within 5 ft of you, you can use your reaction
to impose disadvantage on the attack. You must be
Proficiencies wielding a shield.
Armor: All armor, shields
Weapons: Simple weapons, Martial weapons Two-Weapon Fighting
Tools: None While dual-wielding weapons, you can add your ability
Saving Throws: Strength, Constitution modifier to the damage of the second attack
Skills: Choose two from Acrobatics, Animal Handling,
Athletics, History, Insight, Intimidation, Perception, Second Wind
and Survival On your turn, you can use a bonus action to regain
1d10 + your fighter level. You must finish a short or long
Equipment rest before using this feature again.
You start with the following equipment:
• (a) chain mail or (b) leather, longbow, and 20 arrows Action Surge
• (a) a martial weapon and a shield or,
At 2nd level, on your turn, you can take one additional
(b) two martial weapons
action on top of your regular action and a possible
• (a) a light crossbow and 20 bolts or (b) two handaxes
bonus action.
• (a) a dungeoneer’s pack or (b) an explorers pack
You must finish a short or long rest before using this
feature again. Starting at 17th level, you can use it
Fighting Style twice before a rest, but only once on the same turn
Choose one of the following. You cannot take a Fighting
Style option more than once. Ability Score Increase
At 4th, 6th, 8th, 12th, 14th, 16th, and 19th level, you
Archery
can increase one ability score by 2, or two ability scores
You gain +2 bonus to attack rolls with ranged weapons
by 1. You can’t bring an ability score above 20 using
Defense this feature.
While wearing armor, you gain +1 bonus to AC
Extra Attack
Dueling At 5th level, you can attack twice, instead of once,
When wielding a melee weapon in one hand and no whenever you take the Attack action on your turn. This
other weapons, gain +2 bonus to attack damage rolls increases to three attacks at 11th level, and four attacks
with that weapon at 20th level.

Prof. Indomitable
Level Bonus Features
At 9th level, you can reroll a saving throw that you fail.
1st +2 Fighting Style, Second Wind
If you do, you must use the new roll, and cannot use
2nd +2 Action Surge (one use) this feature again until you finish a long rest.
3rd +2 Martial Archetype You can use this feature twice between long rests at
4th +3 Ability Score Increase
13th level, and three times at 17th level.

5th +3 Extra Attack


6th +3 Ability Score Increase
Martial Archetypes
At 3rd level, you choose an archetype of combat. It
7th +3 Martial Archetype feature grants bonuses at 3rd, 7th, 10th, 15th, and 18th levels.
8th +3 Ability Score Increase
Battle Master
9th +4 Indomitable (one use)
Combat Superiority
10th +4 Martial Archetype Feature
At 3rd level, you gain maneuvers that are fueled by
11th +4 Extra Attack (2) superiority dice.
12th +4 Ability Score Increase Maneuvers: You learn three maneuvers of your
13th +5 Indomitable (two uses)
choice, from the list below. You can only use one
maneuver per attack.
14th +5 Ability Score Increase You learn two additional maneuvers of your choice
15th +5 Martial Archetype feature at 7th, 10th, and 15th level. Each time you learn new
16th +5 Ability Score Increase maneuvers, you may replace one you already know.
Superiority Dice: You have four superiority dice,
Action Surge (two uses),
17th +6 which are d8s. They are expended if you use them. You
Indomitable (three uses)
regain all superiority dice when you finish a short or
18th +6 Martial Archetype feature long rest. You gain another die at 7th and 15th level.
19th +6 Ability Score Increase Saving Throws: The saving throw DC is 8 +
20th +6 Extra Attack (3) Proficiency Bonus + Strength or Dexterity modifier
(your choice)

PAGE 16
Maneuvers or smaller, it must make a Strength saving throw. On a
Commander’s Strike: When you take the Attack failed save, you push the target up to 15 ft away.
action on your turn, you can forgo one of your Rally: On your turn, you can use a bonus action and
attacks and use a bonus action to direct one of your expend a superiority die to bolster the resolve of one
companions to strike. When you do so, choose a of your companions. When you do so, choose a friendly
friendly creature who can see or hear you and expend creature who can see or hear you. They gain temporary
a superiority die. That creature can immediately use hit points equal to the superiority die roll + your
its reaction to make one weapon attack, adding the Charisma modifier.
superiority die to the attack’s damage roll. Riposte: When a creature misses you with a melee
Disarming Attack: When you hit a creature with a attack, you can use your reaction and expend a
weapon attack, you can expend a superiority die to superiority die to make a melee weapon attack against
attempt to disarm it, forcing it to drop an item of your the creature. If you hit, you add the superiority die to
choice that it’s holding. You add the superiority die to the attack’s damage roll.
the attack’s damage roll, and the target must make a Sweeping Attack: When you hit a creature with a
Strength saving throw. On a failed save, it drops the melee weapon attack, you can expend a superiority
object you choose. The object lands at its feet. die to attempt to damage another creature with the
Distracting Strike: When you hit a creature with same attack. Choose another creature within 5 ft
a weapon attack, you can expend a superiority die to of the original target and within your reach. If the
distract the creature. You add the superiority die to the original attack roll would hit the second creature, it
attack’s damage roll. The next attack roll against the takes damage equal to the number you roll on your
target by another has advantage if the attack is made superiority die. The damage is of the same type dealt by
before the start of your next turn, the original attack,
Evasive Footwork: When you move, you can expend Trip Attack: When you hit a creature with a weapon
a superiority die, rolling the die and adding the number attack, you can expend a superiority die to attempt to
rolled to your AC until you stop moving, knock the target down. You add the superiority die to
Feinting Attack: You can expend a superiority die the attack’s damage roll, and if the target is Large or
and use a bonus action on your turn to feint, choosing smaller, it must make a Strength saving throw. On a
one creature within 5 ft of you as your target. You have failed save, you knock the target prone.
advantage on your next attack roll against that creature
during this turn. If that attack hits, add the superiority Student of War
die to the attack’s damage roll. At 3rd level, you gain proficiency with one type of
Goading Attack: When you hit a creature with a artisan’s tools of your choice
weapon attack, you can expend a superiority die to
Know Your Enemy
attempt to goad the target into attacking you. You add
At 7th level, if you spend at least 1 minute observing
the superiority die to the attack’s damage roll, and the
or interacting with another creature outside combat,
target makes a Wisdom saving throw. On a failed save,
you learn certain information about its capabilities
the target has disadvantage on all attack rolls against
compared to your own. The DM tells you if the creature
targets other than you until the end of your next turn.
is your equal, superior, or inferior in regard to two of
Lunging Attack: When you make a melee weapon
the following characteristics of your choice:
attack on your turn, you can expend a superiority die to
Strength score, Dexterity score, Constitution score,
increase your reach for that attack by 5 ft. If you hit, you
Armor Class, Current Hit points, total class levels (if
add the superiority die to the attack’s damage roll.
any), or Fighter class levels (if any).
Maneuvering Attack: When you hit a creature
with a weapon attack, you can expend a superiority
die to maneuver one of your comrades into a more Champion
advantageous position. Add the superiority die to the Improved Critical
attack’s damage roll, and you choose a friendly creature Your weapon attacks score a critical on a 19 or 20.
who can see or hear you. That creature can use its
reaction to move up to half its speed without provoking Remarkable Athlete
opportunity attacks from the target of your attack. At 7th level, you can add half your proficiency bonus
Menacing Attack: When you hit a creature with a (round up) to any Strength, Dexterity, or Constitution
weapon attack, you can expend a superiority die to check you make that you aren’t proficient in.
attempt to frighten the target. You add the superiority In addition, when you make a running long jump, the
die to the attack’s damage roll, and the target must distance you can cover increases by a number of feet
make a Wisdom saving throw. On a failed save, it is equal to your Strength modifier.
frightened of you until the end of your next turn.
Parry: When another creature damages you with a Additional Fighting Style
melee attack, you can use your reaction and expend a At 10th level, you can choose a second Fighting Style.
superiority die to reduce the damage by the number you
roll on your superiority die + your Dexterity modifier, Superior Critical
Precision Attack: When you make a weapon attack At 15th level, your weapon attacks score a critical on an
roll against a creature, you can expend a superiority die attack roll of 18-20.
to add it to the roll. You can use this maneuver before or
Survivor
after making the attack roll, but before any effects of the
At 18th level, at the start of each of your turns, you
attack are applied.
regain hit points equal to 5 + your Constitution modifier
Pushing Attack: When you hit a creature with a
if you have no more than half your hit points. You don’t
weapon attack, you can expend a superiority die to
gain this benefit if you have 0 hit points.
attempt to drive the target back. Add the superiority die
to the attack’s damage roll, and if the target is Large

PAGE 17
Eldritch Knight Weapon Bond
At 3rd level, your learn a ritual to create a bond between
Spellcasting you and a weapon. You perform this ritual over the
At 3rd level, you gain the ability to cast spells. course of 1 hour, which can be done during a short rest.
Cantrips: You learn two cantrips of your choice from The weapon must be within your reach throughout the
the wizard spell list. You learn an additional wizard ritual, at the conclusion of which you forge the bond.
cantrip of your choice at 10th level. Once you have bonded with a weapon, you can’t be
Spell Slots: The Eldritch Knight Spellcasting table disarmed of that weapon unless incapacitated. If it’s on
shows how many spell slots you have to cast your the same plane of existence, you can summon it to your
spells of 1st level and higher. To cast one of these spells, hand as a bonus action.
you expend a slot of the spell’s level or higher. You You can have up to two bonded weapons, but can only
regain all spell slots when you finish a long rest. summon one at a time with your bonus action. If you
Spells Known of 1st-Level and Higher: You know attempt to bond with a third weapon, you must break
three 1st level wizard spells of your choice, two of the bond with one of the other two.
which you must choose from the abjuration and
evocation spells on the wizard spell list. War Magic
The following table shows when you learn more spells At 7th level, when you use your action to cast a cantrip,
of 1st level or higher. Each of these spells must be an you can make one weapon attack as a bonus action.
abjuration or evocation spell of your choice, and must
be of a level for which you have spell slots. Eldritch Strike
The spells you learn at 8th, 14th, and 20th level can At 10th level, when you hit a creature with a weapon
come from any school of magic. attack, it has disadvantage on the next saving throw it
Whenever you gain a level in this class, you can makes against a spell you cast before the end of your
replace one of the spells you know with another spell next turn.
of your choice from the wizard spell list. The new spell
Arcane Charge
must be of a level for which you have spell slots, and it
At 15th level, you can the ability to teleport up to 30 ft
must be an abjuration or evocation spell, unless you’re
to an unoccupied space you can see when you use
replacing the spell you gained at 8th, 14th, or 20th level.
your Action Surge. You can teleport before or after the
Spellcasting Ability: Intelligence is your spellcasting
additional action.
ability for your wizard spells. You use your Intelligence
whenever a spell refers to your spellcasting ability. In Improved War Magic
addition, you use your Intelligence modifier when At 18th level, when you use your action to cast a spell,
setting the saving throw DC for a wizard spell you cast you can make one weapon attack as a bonus action.
and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Purple Dragon Knight (scag)
Intelligence modifier Restriction: Knighthood
Purple Dragon Knights are tied to a specific order of
Spell attack modifier = your proficiency bonus + your
Cormyrean knighthood.
Intelligence modifier
Banneret serves as the generic term for this archetype
Eldritch Knight Table if you use it in other campaign settings, or to model
warlords other than Purple Dragon Knights.
Fighter Spells
Level 0th Knwn 1st 2nd 3rd 4th Rallying Cry
At 3rd level, when you use your Second Wind feature,
3rd 2 3 2 — — —
you can choose up to three creature within 60 ft of you
4th 2 4 3 — — — that are allied with you. Each gains hit points equal to
5th 2 4 3 — — — your fighter level, providing they can see or hear you.
6th 2 4 3 — — — Royal Envoy
7th 2 5 4 2 — — At 7th level, you gain proficiency in Persuasion. If you
are already proficient in it, you gain proficiency in
8th 2 6 4 2 — —
one of the following of your choice: Animal Handling,
9th 2 6 4 2 — — Insight, Intimidation, or Performance.
10th 3 7 4 3 — — Your proficiency bonus is doubled for any checks you
11th 3 8 4 3 — —
make that uses Persuasion.

12th 3 8 4 3 — — Inspiring Surge


13th 3 9 4 3 3 — At 10th level, when you use your Action Surge, you can
choose one allied creature with 60 ft. That creature
14th 3 10 4 3 3 —
can make one melee or ranged weapon attack with its
15th 3 10 4 3 3 — reaction, provided that it can see or hear you. At 17th
16th 3 11 4 3 3 — level, you can choose two allies, rather than one.
17th 3 11 4 3 3 —
Bulwark
18th 3 11 4 3 3 — At 15th level, when you use Indomitable Will to reroll
19th 3 12 4 3 3 1 an Intelligence, Wisdom, or Charisma saving throw and
you aren’t incapacitated, you can choose one ally within
20th 3 13 4 3 3 1
60 ft 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.

PAGE 18
Eldritch Knight Spells
bold and asterix denote abjuration or evocation

Cantrips (0 Level) Identify PHB.252 Melf ’s Acid Arrow* Remove Curse* PHB.271
Acid Splash PHB.211 Illusory Script PHB.252 PHB.259 Sending* PHB.274
Blade Ward* PHB.218 Jump PHB.254 Mirror Image PHB.260 Sleet Storm PHB.276
Booming Blade* Longstrider PHB.256 Misty Step PHB.260 Slow PHB.277
SCAG.142 Mage Armor* PHB.256 Nystul’s Magic Aura Stinking Cloud PHB.278
Chill Touch PHB.221 Magic Missile* PHB.257 PHB.263 Tidal Wave EE.22
Control Flames EE.16 Protection from Evil Phantasmal Force Tongues PHB.283
Create Bonfire EE.16 and Good* PHB.270 PHB.264 Vampiric Touch PHB.285
Dancing Lights* PHB.230 Ray of Sickness PHB.271 Pyrotechnics EE.21 Wall of Sand* EE.23
Fire Bolt* PHB.242 Shield* PHB.275 Ray of Enfeeblement Wall of Water* EE.23
Friends PHB.244 Silent Image PHB.276 PHB.271 Water Breathing PHB.287
Frostbite* EE.18 Sleep PHB.276 Rope Trick PHB.272
Green-Flame Blade* Tasha’s Hideous Scorching Ray* PHB.273 4th Level
SCAG.143 Laughter PHB.280 See Invisibility PHB.274 Arcane Eye PHB.214
Gust EE.19 Tenser’s Floating Disk Shatter* PHB.275 Banishment* PHB.217
Light* PHB.255 PHB.282 Skywrite EE.22 Blight PHB.219
Lightning Lure* Thunderwave* PHB.282 Snilloc’s Snowball Confusion PHB.224
SCAG.143 Unseen Servant PHB.284 Swarm* EE.22 Conjure Minor
Mage Hand PHB.256 Witch Bolt* PHB.289 Spider Climb PHB.277 Elementals PHB.226
Mending PHB.259 Suggestion PHB.279 Control Water PHB.227
Message PHB.259 2nd Level Web PHB.287 Dimension Door PHB.233
Minor PHB.260 Aganazzar’s Scorcher* Elemental Bane EE.17
Mold Earth EE.21 EE.15 3rd Level Evard’s Black Tentacles
Poison Spray PHB.266 Alter Self PHB.211 Animate Dead PHB.212 PHB.238
Prestidigitation PHB.267 Arcane Lock* PHB.215 Bestow Curse PHB.218 Fabricate PHB.239
Ray of Frost* PHB.271 Blindness/Deafness Blink PHB.219 Fire Shield* PHB.242
Shape Water EE.21 PHB.219 Clairvoyance PHB.222 Greater Invisibility
Shocking Grasp* Blur PHB.219 Counterspell* PHB.228 PHB.246
PHB.275 Cloud of Daggers PHB.222 Dispel Magic* PHB.234 Hallucinatory Terrain
Sword Burst SCAG.143 Continual Flame* Erupting Earth EE.17 PHB.249
Thunderclap* EE.22 PHB.227 Fear PHB.239 Ice Storm* PHB.252
True Strike PHB.284 Crown of Madness Feign Death PHB.240 Leomund’s Secret Chest
PHB.229 Fireball* PHB.241 PHB.254
1st Level Darkness* PHB.230 Flame Arrows EE.18 Locate Creature PHB.256
Absorb Elements* EE.15 Darkvision PHB.230 Fly PHB.243 Mordenkainen’s Faithful
Alarm* PHB.211 Detect Thoughts PHB.231 Gaseous Form PHB.244 Hound PHB.261
Burning Hands* PHB.220 Dust Devil EE.17 Glyph of Warding* Mordenkainen’s
Catapult EE.15 Earthbind EE.17 PHB.245 Private Sanctum*
Charm Person PHB.221 Enlarge/Reduce PHB.237 Haste PHB.250 PHB.262
Chromatic Orb* PHB.221 Flaming Sphere PHB.242 Hypnotic Pattern PHB.252 Otiluke’s Resilient
Color Spray PHB.222 Gentle Repose PHB.245 Leomund’s Tiny Hut* Sphere* PHB.264
Comprehend Languages Gust of Wind* PHB.248 PHB.255 Phantasmal Killer
PHB.224 Hold Person PHB.251 Lightning Bolt* PHB.255 PHB.265
Detect Magic PHB.231 Invisibility PHB.254 Magic Circle* PHB.256 Polymorph PHB.266
Disguise Self PHB.233 Knock PHB.254 Major Image PHB.258 Stone Shape PHB.278
Earth Tremor* EE.17 Levitate PHB.255 Melf ’s Minute Meteors* Stoneskin* PHB.278
Expeditious Retreat Locate Object PHB.256 EE.20 Storm Sphere* EE.22
PHB.238 Magic Mouth PHB.257 Nondetection* PHB.263 Vitriolic Sphere* EE.23
False Life PHB.239 Magic Weapon PHB.257 Phantom Steed PHB.265 Wall of Fire* PHB.285
Feather Fall PHB.239 Maximilian’s Earthen Protection from Watery Sphere EE.23
Find Familiar PHB.240 Grasp EE.20 Energy* PHB.270
Fog Cloud PHB.243
Grease PHB.246
Ice Knife EE.19

PAGE 19

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