New Features
Soldiering Knacks
Over the course of your training and adventures you have picked up a variety of skills and tricks to help you make your way. At
1st level you gain a soldiering knack of your choice. The Knacks Known column of the Fighter table shows when you learn more
fighter soldiering knacks.
When you gain access to a new soldiering knack, choose one of the following.
Amphibious Combatant
You gain a swimming speed equal to your Speed, and you have advantage on Strength, Dexterity, or Constitution checks related
to aquatic activity (such as Athletics checks to swim, Acrobatics checks to keep balance on a ship’s deck, or Constitution checks
to hold your breath). In addition, you add your proficiency bonus to the number of minutes you can hold your breath before
suffocating.
Burst of Strength
You have moments of incredible strength. You may spend 1 hit die without regaining hit points to treat a Strength skill check as a
natural 20. You may do so after the roll has been made and you know the result.
Campaigner
You have the ability to go for the long haul, continuing on when others have long since faltered and given up. You ignore the first
instance of Exhaustion that you would suffer between long rests.
Clearsight Sentinel
You gain darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim
light. In addition, you do not suffer disadvantage on Wisdom (Perception) checks in lightly obscured areas (such as in light fog,
moderate foliage, or heavy precipitation).
Extreme Leap
When you take the Dash action and make a long jump after moving no less than 20 feet, your jump distance is tripled for the turn.
Mountaineer
While in natural mountainous terrain, you gain a climbing speed equal to your Speed. In addition, moving through nonmagical
difficult terrain costs you no extra movement.
Nightwatch
You are used to sleeping light and making the most of your rest. When taking a long rest, add your proficiency bonus to the
number of hours you can spend in light activity. In addition, one hour of that time can be spent in strenuous activity near the rest
site (such as patrolling, fighting, or other adventuring activities) without interrupting your rest.
Stable Footing
A steady stance and careful footwork is instinctive to you. You have advantage on any check or saving throw to avoid falling
prone or handle difficult ground (such as against a grease spell or slippery ice). You are never prone after taking fall damage, and
when calculating fall damage you treat the fall distance as if it were shorter by a number of feet equal to your proficiency bonus ×
10.
Weather Beaten
Exposed to all kinds of weather over your life, you are inured to all but the most deadly effects. You gain advantage on saving
throws against cold and hot weather, as well as any adverse effects from wind or precipitation.
Steely Mien
At 2nd level your combat experience becomes obvious on some subtle level, influencing how people perceive you, or perhaps
how you see them. Choose one of the following options:
Closed Helm
You have great control over your emotions; your face is an unmoving mask, revealing nothing of what you’re thinking. Creatures
have disadvantage on Insight checks made against you. In addition, you gain an advantage on saving throws against being
charmed or frightened.
Heroic Flair
Your victories have emboldened you and you radiate with heroic confidence. You have advantage on Persuasion checks made to
influence friendly creatures with a CR lower than your fighter level.
Watchful Eye
You are eternally alert and wary, ready for trouble. You have advantage on Insight checks and gain proficiency in the Perception
skill.
Tough as Nails
Whenever you finish a short or long rest, you gain a number of temporary hit points equal to twice your Constitution modifier.
When you reach 15th level, you instead gain a number of temporary hit points equal to your Constitution score.
Martial Lore
At 5th level, your knowledge of martial lore deepens. Choose one of the following options:
Military Traditions
You’ve familiarized yourself with wars long past and military protocols of the present. You gain an expertise on Intelligence
checks made to recall lore or gather information regarding warfare or military action. In addition, you gain an advantage on
Charisma checks made to influence soldiers, guards, or other organized martial forces.
Size Up
Your combat experience against a wide variety of foes has given you a good eye for evaluating threats. You can use a bonus
action to determine the overall threat of a creature you can see within 200 feet, based on the GM’s discretion.
Weapon Lore
You gain expertise on Intelligence checks made to recall lore or gather information about weapons, armor, and other martial
equipment. In addition, you can use an action to investigate the magical properties of such an item by handling t, such as swinging
a sword or hefting a shield without the need to do so during a short rest. You also learn if the item has any sentience or bears a
curse, though you only learn if it is sentient or cursed (not the nature of that sentience or curse).
Indomitable
This replaces the feature of the same name from the base Fighter class:
At 9th level, you can draw upon your indomitable will to overcome pain, resist overwhelming forces, or retaliate when most
warriors would be shirking back. You can use this feature to perform any of the following reactions:
• Reroll a failed saving throw. If you do so, you must use the new roll.
• Reduce the damage you would take from a single source or attack by 2d8 + half your fighter level.
• Make a single attack against a creature that has just completed an attack against you.
You gain an additional use of this feature at 13th level and a third use starting at 17th leveI. You regain all spent uses of this
feature whenever you finish a long rest.
Tireless Fighting
Whenever you spend a hit die to regain hit points, you gain the average result as a minimum.
Reputation
At 10th level, your reputation has begun to precede you. Choose one of the following options:
Inspiring
You’re a reputed leader, a person to be trusted whose words are to be heeded. You gain proficiency in the Persuasion skill, or
expertise if you are already proficient. In addition, once per short rest, you may spend 1 hit die without regaining hit points as a
bonus action to inspire a creature that can hear you. The target gains advantage on all die rolls for 1 round.
Intimidating
You’re reputed to be a terror to your foes and a fearsome ally. You gain gain proficiency in the Intimidation skill, or expertise if
you are already proficient. In addition, once per short rest, you may spend 1 hit die without regaining hit points as a bonus action
to intimidate one creature you can see. The creature makes a Wisdom saving throw (DC 8 + your proficiency bonus + your
Charisma modifier) or becomes frightened of you for 1 minute. At the end of each of its turns, a frightened creature can repeat the
saving throw, ending the effect on itself on a success.
Legendary
Your deeds have become epic stories, growing bigger and more outlandish with each retelling You gain gain proficiency in the
Deception skill, or expertise if you are already proficient. In addition, you can spend 1 hit die without regaining hit points to
weave your real legendary deeds into a Persuasion check as boasting, or include fabricated legendary deeds into a Deception
check. When you do so, you have advantage on the check.
Martial Legacy
Your fighting techniques have become as natural as breathing, and you have the opportunity to pass your abilities down to the
next generation. By spending 4 hours sparring, you can teach one other willing creature one of your Fighter Features (referring to
the new list of tactial options under House Rule #15). They can use this feature in addition to their own. Only one ally can ever
benefit from this Martial Legacy feature at the same time, but you can instruct a different ally during the next sparring session, or
teach the same person a different feature.
Critical Weakness
Beginning at 13th level, you can focus your mind to identify any enemy’s weaknesses. As a bonus action, you can choose a
creature you can see within 60 feet, exposing a flaw in its defenses. Until the end of your next turn, any creature able to hear or
see you has advantage on attack rolls made against that creature, and their attacks and spells deal extra damage equal to your
proficiency modifier to it. Once you have used this feature, you cannot use it again until you finish a short or long rest.
War’s Toll
At 15th level, your experiences have left their impressions on you. All the lives ended—both friends and foes—inevitably weighs
down on a person, and each must find their own way to cope and pay the toll of war. Choose one of the following.
Battle Scarred
You’ve embraced every victory and loss, and you wear each battle scar like a badge of honor. Whenever an enemy lands a critical
hit on you, or wheneber you are reduced to 0 hit points, you gain a new permanent scar or mark, and you gain inspiration and
advantage on all die rolls for 1 round.
Carouser
You cope through drink and revelry, and have mastered both. You can gain the benefits of a long rest by spending 4 hours
drinking, carousing, and taking the occasional blackout nap. You can carouse in this way so long as you consume at least 4 pint’s
worth of ale (or equivalent drink), and you are alert and aware of your surroundings while doing so. In addition, you can enjoy
alcohol as normal but can’t gain the poisoned condition from it. This feature has no effect on creatures that are immune to the
poisoned condition.
One Eye Open
Your life has been so regularly in danger that you’ve learned to literally sleep with one eye open. You are alert and aware of your
surroundings while sleeping during long rests. You can also never be surprised and you gain advantage on initiative checks.
Unstoppable
You gain advantage on saving throws made to resist being paralyzed, petrified, knocked prone, restrained, or any spell or effect of
the enchantment school.
Warmaster
At 20th level, you have become an undisputed master of battle. You can make spectacular, devastating attacks
which inspire awe in those nearby. When you miss with a weapon attack while taking the Attack action, you can choose to hit
instead. Alternatively, you can choose to change a hit with a weapon attack into a critical hit, or when you score a critical hit, you
can choose to deal maximum damage. All hostile creatures who witness this must make a Wisdom saving throw (DC 8 + your
proficiency bonus + your Charisma modifier) or become frightened of you for 1 minute. At the end of each of its turns, a
frightened creature can repeat the saving throw, ending the effect on itself on a success.
Once you use this feature, you can’t use it again until you finish a short or long rest.