0% found this document useful (0 votes)
377 views17 pages

Alternate Fighter - GM Binder

Uploaded by

Erick Renan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
377 views17 pages

Alternate Fighter - GM Binder

Uploaded by

Erick Renan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 17

Alternate Fighter

The Fighter
The young guard quietly slipped past

his comrades out the back door of the

armory where the townsfolk were hiding.

A bandit gang had come upon their village

suddenly that morning, and their leader had

issued a challenge. If a warrior from the town

could best him in single combat, his gang of

bandits would leave peacefully. Even though

the young human had only joined the town

guard one season ago, he could already best

every other guard with the sword. To the surprise

of the townsfolk, he drew his sword, muttered a

prayer, and stepped forward to defend his home.


A graying dwarf surveyed the enemy camp as

the sun began to set. Along with three of her best

soldiers, she had made her way to the enemy general's

tent with the intent to rout the army or die in the attempt.

In a fully pitched battle, the small band of dwarves under her


command wouldn't stand a chance against this great host.
However, if her group of elite soldiers followed her orders to
the letter, they had a chance to cut off the head of the army
before it came to battle. For what could be her final mission,
she gripped her battleaxe and gave the order to move out.
The flamboyant elven gladiator paused for a brief moment, Creating

basking in the cheers of the crowd. He remembered his first Your Fighter
gladiatorial match in the underground arena, surrounded by
drunken pirates and slavers. Now he performed for the king When creating a fighter, the most important thing to consider
and queen amidst the bustle of the largest metropolis in the is where they gained their skill with the armaments of war.
kingdom. After savoring the moment, he whirled about and Are you the scion of a noble house, trained from birth by the
plunged his gilded spear into his opponent's heart, ending best warriors in your family's employ? Are you a gladiator
what would be his final fight and earning him his freedom. who fought for sport, forced to learn to fight or perish? Did
you come from nothing and earn food, shelter, and coin at the
Masters of the Battlefield tip of your sword as a member of a mercenary company?
Not every city guardsman, mercenary, or professional soldier Also, consider your fighter's style of combat and how the
is considered to be a true fighter. Born with the innate talent way you fight sets you apart from other warriors. Are you a
for war and keen battle instincts, a born fighter cannot resist artist with your weapons, gracefully flowing about the field of
the call of the battlefield. Hailing from the ranks of military battle? Are you especially ruthless, reveling in the chaos and
officers, elite bodyguards, veteran mercenaries, and anointed carnage of war? Or, do you fight with honor and respect, only
knights, fighters are known for their masterful skill in battle. challenging those that you deem your equal with the sword?
Dungeon delving, monster slaying, and other dangerous
work common amongst adventurers is second nature for a
fighter. Something deep within them compels them to seek Multiclassing and the Fighter
out conflict and throw themselves into the midst of it. Often If your group uses the optional multiclassing rule,
champions of fair competition, fighters make for loyal allies. here's what you need to know if you choose to
take your first level in the fighter class.
The Armaments of War Ability Score Minimum. As a multiclass character,
you must have at least a Strength (or Dexterity)
Every fighter can swing an axe, fence with a rapier, cut down score of 13 to take a level in this class, or to take a
a foe with a longsword, and use a bow with a high degree of level in another class if you are already a fighter.
skill. Likewise, a fighter is adept with shields and every form Proficiencies. If fighter isn't your initial class, here
of armor. Fighters wield their weapons and armor of choice are the proficiencies you gain when you take your
as an extension of their very self, transforming into beautiful first level as a fighter: light armor, medium armor,
yet deadly whirls of sharpened steel on the battlefield. shields, simple weapons and martial weapons.
While they all have skill in battle, the nature of a fighter's Martial Exploits. If you have another feature that
training can greatly vary. Some cultivate immense physical allows you to learn and perform Exploits, add all of
might, crushing their foes with overwhelming blows. Some your Exploit Dice together into one pool, they all
become the size of your largest Exploit Die. You
prefer to strike from afar, slaying their enemies before they can then use any of these Exploit Dice to perform
are aware of their presence. Others use tactical insights to any Martial Exploits you know from either source.
coordinate their allies. And a rare few augment their martial
abilities with limited, but potent, arcane spells.
The Fighter
Exploits
Exploit
Exploit

Level  PB   Features Known Die Dice


1st +2 Fighting Style, Second Wind (1) ─ ─ ─
2nd +2 Martial Exploits 2 d6 2
3rd +2 Know Your Enemy, Warrior Archetype 3 d6 2
4th +2 Ability Score Improvement 3 d6 3
5th +3 Extra Attack (1) 4 d8 3
6th +3 Action Surge (1) 4 d8 3
7th +3 Archetype Feature 5 d8 3
8th +3 Ability Score Improvement 5 d8 4
9th +4 Indomitable (1) 6 d8 4
10th +4 Archetype Feature 6 d8 4
11th +4 Extra Attack (2) 7 d10 4
12th +4 Ability Score Improvement 7 d10 5
13th +5 Indomitable (2) 8 d10 5
14th +5 Ability Score Improvement, Second Wind (2) 8 d10 5
15th +5 Archetype Feature 9 d10 5
16th +5 Ability Score Improvement 9 d10 6
17th +6 Extra Attack (3), Indomitable (3) 10 d12 6
18th +6 Archetype Feature 10 d12 6
19th +6 Ability Score Improvement 10 d12 6
20th +6 Action Surge (2), Relentless 10 d12 6

Class Features Fighting Style


Hit Points At 1st level, choose the Fighting Style from the options below
Hit Dice: 1d10 per fighter level that best reflect your martial training and skill with weapons.
Hit Points at 1st Level: 10 + your Constitution modifier. You cannot select a Fighting Style more than once, even if a
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution feature allows you to select an additional Fighting Style.
modifier per fighter level after 1st Whenever you gain a level in this class, you can switch your
Fighting Style for another Fighting Style of your choice.
Proficiencies
Armor: All armor, shields Archery
Weapons: Simple weapons, martial weapons You gain a +2 bonus to attack rolls with ranged weapons.
Tools: One set of artisan's tools of your choice Classical Swordplay
Saving Throws: Strength, Constitution While you are wielding a finesse weapon and nothing else,
Skills: Choose two of the following: Acrobatics, Athletics, you gain a +1 bonus to your attack rolls and a +2 to your
History, Intimidation, Perception, Stealth, and Survival
Armor Class so long as you are not wearing heavy armor.
Equipment
You start with the following equipment. Defensive Fighting
While wearing armor or wielding a shield, you gain a +1
(a) chain mail or (b) leather armor, a longbow, 20 arrows bonus to your Armor Class.
(a) martial weapon and shield or (b) two martial weapons
(a) light crossbow and 20 bolts or (b) two handaxes Dual Wielding
(a) a dungeoneer’s pack or (b) an explorer’s pack When you take the Attack action while two-weapon fighting,
you can make a single additional attack with your off-hand
Quick Build weapon as part of your action instead of your bonus action,
You can make a fighter quickly by using these suggestions. adding your ability modifier to the damage of this attack.
First, depending on the weapons you wish to use, make your
Strength (heavy or melee weapons) or your Dexterity (ranged Dueling
weapons or dual wielding) your highest ability score, followed When you are wielding a melee weapon in one hand and no
by Constitution. Second, choose the soldier background. other weapons, you gain a +2 bonus to damage rolls with it.
Featherweight Fighting
While you are wielding only light weapons,

your movement speed increases by 10 feet and

you gain a +2 bonus to your damage rolls, so

long as you are not wearing medium armor,

heavy armor, or wielding a shield.


Great Weapon Fighting
When you roll a 1 or 2 on the damage die for

an attack you make with a melee weapon that

you are wielding with two hands, you can

reroll the damage, though you must use the

new roll, even if the new roll is a 1 or a 2.


The weapon must have the heavy, versatile,

or two-handed property to gain this benefit.


Improvised Fighting
You gain proficiency with improvised weapons.

Once per turn, when you hit with a improvised

weapon attack, you can roll the damage die

twice and take the higher roll. When you do

this, the improvised weapon is destroyed and

cannot be used for further attacks. You can't

use this feature to destroy magical objects.


Protection
When a creature you can see attacks a target other

than you that is within 5 feet of you, you can use your Second Wind
reaction to impose disadvantage on the attack roll. You must
be wielding a melee weapon or a shield to use this reaction. Starting at 1st level, you can use a bonus action to regain hit
points equal to 1d10 + your fighter level. Once you do so, you
Marine Fighting must finish a short or long rest before you can do so again.
When you are not wearing medium or heavy armor, or using When you reach 14th level in this class, you can use your
a shield, you have a swimming speed equal to your movement Second Wind feature twice between each short or long rest.
speed, and you gain a +1 bonus to your Armor Class.
Melee Marksman Martial Exploits
When you make a ranged attack targeting a creature within 5 At 2nd level, you have begun to master unique techniques to
feet of you, you do not have disadvantage on the attack roll. enhance your martial skill, both on and off the field of battle.
If you make a ranged attack against a creature within 5 Exploit Dice
feet, you can use a bonus action to attack it again with your The Fighter table shows how many Exploit Dice you have to
ranged weapon, dealing 1d4 bludgeoning damage on hit. perform the Exploits you know. To use an Exploit, you must
Versatile Fighting expend one of these Dice. You can only use one Exploit per
While wielding a single versatile weapon and no shield, you attack, ability check, or saving throw, and you regain your
can choose to wield your weapon one or two-handed until the expended Exploit Dice when you finish a short or long rest.
start of your next turn. When wielding it one-handed you gain Your Exploit Dice begin as d6s, and increase in size as you
a +1 bonus to attack rolls and to your Armor Class. Wielding gain levels in this class, as indicated in the Fighter table.
it two-handed you gain a +2 bonus to your damage rolls. Exploits Known
Wrestler You know two Exploits of your choice from the list at the end
When you hit a creature with a melee attack, you can attempt of this class. The Exploits Known column of the Fighter table
to grapple that creature as a bonus action on that turn, so shows when you learn more Exploits of your choice. To learn
long as your have a free hand to do so. Also, you can drag an Exploit you must meet any prerequisites it may have, like a
grappled creatures up to your full movement speed. minimum Ability Score or a minimum fighter level.
Whenever you gain a fighter level, you can replace one of
the Exploits you know with another Exploit of your choice.
Additional Fighting Styles Saving Throws
The Alternate Fighter is also compatible with the If an Exploit requires a creature to make a saving throw, your
Fighting Styles in Tasha's Cauldron of Everything,
and the Alternate Fighter: Expanded includes seven
Exploit saving throw DC is calculated as follows:
additional Fighting Styles for even more options! Exploit save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice)
Know

Your Enemy
Ability

Starting at 3rd level, you can measure the martial prowess of Score Improvement
other creatures in comparison to your own skill. As an action,
choose a creature you can see within 60 feet. Through your At 4th level, and again at 8th, 12th, 14th, 16th, and 19th level,
observations, you learn if it is your equal, superior, or inferior you can increase one ability score of your choice by 2, or two
in regards to one  of the following attributes of your
  choice: different ability scores of your choice by 1. As normal, you
cannot increase an ability score above 20 using this feature.
Armor Class Strength Score
Current or Total Hit Points Dexterity Score Extra Attack
Proficiency Bonus Constitution Score Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Fighter Class Levels Exploits Known When you reach certain levels in this class, the number of
    Once you learn something about a creature, you can't use attacks you can make as part of your Attack action increases;
this feature on that creature again until you finish a long rest. at 11th level (3 attacks) and at 17th level (4 attacks).
When you reach 14th level in this class, you can use this
feature as either an action or bonus action on your turn. Action Surge
Starting at 6th level, you can push yourself past your limits, if
Warrior Archetype only for a moment. On your turn, you can take one additional
At 3rd level, choose one of the following Warrior Archetypes action on the current turn. Once you do so, you must finish a
that best represents your skills and training: Arcane Knight, short or long rest before you can use this feature again.
Champion, Commander, Marksman, or Master at Arms. When you reach 20th level, you can use this feature twice
The Warrior Archetype you choose grants you features at between each short or long rest, but only once per turn.
3rd level and again at 7th, 10th, 15th, and 18th level.
Indomitable
Archetype Exploits Beginning at 9th level, when you fail a saving throw, you can
Each Archetype has a list of Archetype Exploits you learn at re-roll that saving throw, possibly turning your failure into a
the fighter levels noted in your Archetype's description. They success. You can only use this feature once per saving throw,
don't count against your total number of Exploits Known and and once you use it to turn a failure into a success, you must
can't be switched out for other Exploits. If you don't meet an finish a long rest before you can use it again.
Archetype Exploit's prerequisites, you learn it regardless. At certain fighter levels you gain additional uses between
each short or long rest; two at 13th level, and three at 17th
level. You can only use this feature once per saving throw.
Additional Warrior Archetypes
Looking for more optios? Check out the Alternate Relentless
Fighter: Expanded for eight additional Archetypes,
including Guardian, Quartermaster, and Swordsage! Upon reaching 20th level, your skills in combat are those of a
hero of legend. When you start your turn with no Exploit Dice
remaining, you immediately regain an expended Exploit Die.
Warrior Archetypes
At 3rd level, a fighter chooses one of the following Archetypes
that best represents their training and skills: Arcane Knight,
Champion, Commander, Marksman, or Master at Arms.
Arcane Knight
Arcane Knights supplement their skill with the armaments of
war with arcane knowledge. Compared to mages who study
only magic, Arcane Knights can only produce minor spells,
but, when combined with their deadly skill with the weapons
of warfare, these minor spells become potent enhancements.
Spellcasting
When you adopt the Arcane Knight Archetype at 3rd level,

you learn to cast minor arcane spells, much like a wizard.


Cantrips. You learn two cantrips of your choice from the
Arcane Knight spell list at the end of this Archetype, and you
learn an additional Arcane Knight cantrip at 10th level.
Spell Slots. The Arcane 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 Arcane Knight spells. The Spells Known column of
your Spellcasting table shows when you learn more spells of
1st-level or higher, of a level for which you have spell slots.
When you gain a level, you can replace one of your Spells
Known with another spell from the Arcane Knight spell list.
The spell must be of a level for which you have spell slots. Arcane

Spellcasting Ability.
Intelligence is your spellcasting Knight Spellcasting
ability for your Arcane Knight spells. You use Intelligence Fighter
Spells
1st
2nd
3rd
4th

whenever a spell refers to your spellcasting ability. You also Level Known Level Level Level Level
use your Intelligence modifier when setting the saving throw
DC or making a spell attack roll for an Arcane Knight spell. 3rd 3 2 — — —
4th 4 3 — — —
Spell save DC = 8 + your proficiency bonus

+ your Intelligence modifier 5th 4 3 ─ — —


Spell attack modifier = your proficiency bonus
6th 4 3 ─ — —
+ your Intelligence modifier 7th 5 4 2 — —
Weapon Bond 8th 6 4 2 — —
At 3rd level, you can magically bond yourself to your weapon.
At the end of a short or long rest, you can touch a weapon, 9th 6 4 2 — —
forging a magical bond between you and that weapon. 10th 7 4 3 — —
You cannot be disarmed of a bonded weapon unless you
are incapacitated. If it is on the same plane of existence, you 11th 8 4 3 — —
can use a bonus action to instantly summon it to you. It can 12th 8 4 3 — —
be used as a spellcasting focus for your Arcane Knight spells.
You can have up to two bonded weapons at any one time, 13th 9 4 3 2 —
though, they must be summoned one at a time. If you bond a 14th 10 4 3 2 —
third weapon, you break the bond with one of the other two. 15th 10 4 3 2 —
16th 11 4 3 3 —
Master Sword & Spell! 17th 11 4 3 3 —
Interested in playing a true master of both sword 18th 11 4 3 3 —
and spell? Check out the Magus Class, the arcane
half-caster companion to the paladin and ranger!. 19th 12 4 3 3 1
20th 13 4 3 3 1
War Magic
You can seamlessly weave minor spells with weapon attacks.
Starting at 7th level, when you take the Attack action on your
turn, you can cast a cantrip in place of one of your attacks.
Enchanted Strikes
Your weapons weaken a creature's resistance to your magic.
Starting at 10th level, when you hit a creature with a weapon
attack, it has disadvantage on the next saving throw it makes
against a spell cast by you, before the end of your next turn.
Arcane Surge Champion

Starting at 15th level, when you use your Action Surge, you Fighter
can teleport up to 30 feet to an unoccupied space you can
see. You can teleport before or after the additional action.
Legendary Arcane Knight
You are a master of spell and sword. Starting at 18th level,
when you take the Attack action on your turn, you can cast an
Arcane Knight spell in place of one of your weapon attacks.
Arcane Knight Spell List
Here's the list of spells you consult when you learn an Arcane Champion
Knight spell. It is organized by spell level, not character level.
The spells below are from the Player's Handbook, Xanathar's Champions forgo all other forms of improvement to focus on
Guide to Everything*, and Tasha's Cauldron of Everything**. enhancing their raw physical might. These immense figures
strive to maintain peak physical condition through relentless
Cantrips (0-Level) 2nd-Level
training. In battle, Champions perform supernatural feats of
athleticism and overwhelm their foes with their raw power.
blade ward
arcane scorcher

booming blade**
branding smite
Champion Exploits
chill touch
darkness
You learn certain Exploits at the fighter levels noted in the
control flames*
flame blade
table below. They don't count against your total number of
firebolt
gust of wind
Exploits Known and can't be switched upon gaining a level.
green-flame blade**
magic weapon
Fighter Level Exploit
gust*
protection from poison

light
scorching ray
3rd feat of strength, ruthless strike
lightning lure**
shatter
5th concussive blow, warrior's challenge
mold earth*
shadow blade*

resistance
warding wind* 9th disorienting blow
shape water*

shocking grasp
3rd-Level Mighty Warrior
sword burst**
blinding smite
When you adopt this Archetype at 3rd level, the raw physical
thunderclap*
counterspell
might that you have cultivated enhances your attacks. Your
true strike dispel magic
weapon attacks now score a critical hit on a roll of 19 or 20.
elemental weapon

1st-Level fireball
Remarkable Athlete
absorb elements*
lightning bolt
Your training allows you to perform feats of athleticism that
armor of arcane ice
magic circle
would seem impossible for most mortals. Beginning at 7th
burning hands
minute meteors*
level, you can add your proficiency bonus to any Strength or
chromatic orb
protection from energy
Constitution check you make. If you are already proficient in
compelled duel
tiny hut that skill check, you add double your proficiency bonus.
earth tremor*
Additional Fighting Style
frost fingers**
4th-Level
At 10th level, you learn an additional Fighting Style of your
hellish rebuke
banishment
choice. You can't select a Fighting Style you already know.
mage armor
death ward

magic missile
fire shield
Paragon of Might
protection from good and evil freedom of movement
The power of your attacks overwhelms any foe that would
searing smite
ice storm
dare stand against you. Starting at 15th level, your weapon
shield
resilient sphere
attacks score a critical hit on a roll of 18 through 20.
thunderous smite
staggering smite
Also, whenever you make a Strength check or Strength
thunderwave storm sphere* saving throw, you can treat a d20 roll of 9 or lower as a 10.
Legendary Champion Strategic Command
You are a nearly perfect specimen of physical vigor, and have You can organize and command your allies even as you fight.
become exceedingly hard to kill. Starting at 18th level, if you Beginning at 7th level, when you take the Attack action, you
start your turn with half of your hit points or less remaining, can issue an Order in place of one of your attacks.
you regain hit points equal to 5 + your Constitution modifier. Also, when you use Second Wind, you can choose three
You do not regain any hit points if you are at 0 hit points. creatures within 30 feet that can see or hear you to regain hit
points equal to your Exploit Die + your proficiency bonus.
Commander
Heroic Surge
Not all fighters rely solely on themselves in battle, some use Your heroic action inspires your allies. Starting at 10th level,
their deep knowledge of battlefield tactics to coordinate their when you use Action Surge, you can choose a creature within
allies. Commanders are warriors who lead from the front of 30 feet that can see or hear you. As a reaction, it can move up
the battle, issuing orders and inspiring greatness in others by to its full movement speed without provoking any opportunity
their own brave deeds. By their presence, a Commander can attacks, then it can make a single weapon attack.
transform an unorganized militia into a deadly fighting force.
Inspiring Commands
Commander Exploits Starting at 15th level, when you issue an Order to a creature,
You learn certain Exploits at the fighter levels noted in the it gains temporary hit points equal to your proficiency bonus.
table below. They don't count against your total number of
Exploits Known and can't be switched upon gaining a level. Legendary Commander
Fighter Level Exploit Your ability to inspire others and lead allies into battle rivals
the great conquerers and commanders of legend. Starting at
3rd commander's presence, menacing shout 18th level, your Heroic Surge can affect up to two creatures
5th heroic will, weakening blow of your choice within 30 feet that can see or hear you.
9th war cry Marksman
Art of War While all fighters learn to draw a bow or hurl a javelin, those
You have spent time studying not only the strategy of war but who train as Marksmen dedicate themselves to mastering
also that of politics. At 3rd level, you gain proficiency in your ranged weapons of all types. Often, their deadly skills are
choice of either History, Insight, Investigation, or Persuasion. backed up with an unmistakable swagger and unshakable
confidence. Relying on their innate talents and signature grit,
Orders there are few challenges a true Marksman cannot overcome.
Starting at 3rd level, you can use your action to issue one of Marksman Exploits
the Orders below targeting a willing creature of your choice
within 30 feet, other then yourself, that can see or hear you: You learn certain Exploits at the fighter levels noted in the
Attack Order. The next time the target takes the Attack table below. They don't count against your total number of
action before the beginning of your next turn, they can make Exploits Known and can't be switched upon gaining a level.
one additional weapon attack as part of their Attack action. Fighter Level Exploit
Defensive Order. The target adds your proficiency bonus 3rd keen observation, precision shot
to their Armor Class until the beginning of your next turn.
Maneuvering Order. The target can use its reaction to 5th dirty hit, volley
move up to its speed without provoking opportunity attacks. 9th thunderous shot
Masters at Arms

& a Marksman

Elite Training
Your training has enhanced your reaction times. Starting at Legendary Marksman
3rd level, when you make a Dexterity check or saving throw, Your marksmanship is supernatural in precision. Starting at
you can expend an Exploit Die and add it to your roll. You can 18th level, when you use Marksman's Focus, the benefits last
do so after you roll, but before you know if you succeed or fail. for 1 minute, and you have advantage on all ranged weapon
attacks for the duration. Your Focus only ends early if you
Marksman's Focus move more then 10 feet in a turn, or you are incapacitated.
You can quiet your body so as to fire with deadly accuracy.
Starting at 3rd level, if you haven't moved during your turn, Master at Arms
you can use your bonus action to Focus, granting you the While most fighters master one specific martial technique or
following benefits until the end of your current turn: discipline, a Master at Arms is the rare warrior who is able to
Your movement speed is reduced to 0 feet. truly master multiple styles of combat. Whether through grit,
Until you hit a creature with a ranged weapon attack, you extreme dedication, or extraordinary skill, these elite fighters
have advantage on all ranged weapon attack rolls. learn all they can about the theories and armaments of war.
When you roll a 1 or 2 on a damage die for an attack you They are always on the lookout for a new weapon to master,
make with a ranged weapon, you can re-roll the die. You or a teacher from which to learn a new style of fighting.
must use this new roll, even if the new roll is a 1 or a 2.
Master at Arms Exploits
Cunning Shot You learn certain Exploits at the fighter levels noted in the
You react to danger at a moment's notice. Beginning at 7th table below. They don't count against your total number of
level, you add your proficiency bonus to your Initiative rolls. Exploits Known and can't be switched upon gaining a level.
Your elite marksmanship allows you to exploit event the Fighter Level Exploit
smallest weakness in your enemy's defenses. Your ranged
weapon attacks ignore any resistance to piercing damage. 3rd lightstep, riposte
Reposition 5th defensive stance, glancing blow
Starting at 10th level, when you use your Second Wind, your 9th heroic focus
movement speed increases by 10 feet and opportunity attacks
against you have disadvantage until the end of your turn. Fluid Stances
Reliable Shot Whether by talent or training, you are a master of multiple
You make even impossible shots with ease. Beginning at 15th combat styles. At 3rd level, you learn an additional Fighting
level, you ignore disadvantage from your weapon's long range. Style of your choice. However, you can only benefit from one
In addition, once per turn, when you have advantage on a Fighting Style at a time. You can use a bonus action to switch
ranged weapon attack, you can forgo advantage and make your Fighting Style to another Fighting Style you know.
one additional ranged weapon attack against the same target. Master of Forms
Your ability to master martial techniques exceeds all others.
At 3rd level, you learn one additional Exploit of your choice,
Gunpowder & Firearms but it doesn't count against your number of Exploits Known.
If your setting includes firearms and gunpowder, Your training has also made your Exploits more potent
the Marksman is considered proficient with them. then the average fighter. Your Exploit Dice become d8s. At
certain fighter levels they increase again; at 5th level they
become d10s, and finally at 11th level they become d12s.
Martial Exploits
Listed below are the Martial Exploits available to the fighter.
If an Exploit has a prerequisite, like a minimum Ability Score
or your level, you can learn it at the same time you meet the
prerequisites. A Prerequisite level refers to your fighter level.
1st-Degree Exploits
Exploits of the 1st-degree are minor techniques slightly more
complicated then swinging a weapon. They can be learned by
warriors with modest training and have no level prerequisite.
Blinding Strike
As a bonus action, you can expend an Exploit Die and force a
creature within 10 feet to make a Constitution saving throw.
On a failed save, it takes piercing damage equal to your
Exploit Die and is blinded until the start of your next turn.
Brace Up
Prerequisites: Constitution of 12

As a bonus action, you can expend an Exploit Die to instantly


gain temporary hit points equal to your Exploit Die + your
Constitution modifier (minimum of 1 temporary hit point).
Commander's Presence
Prerequisites: Intelligence or Charisma of 12

Whenever you make a Charisma (Intimidation), Charisma


(Persuasion), or Intelligence (History) check, you can expend
Consistent Skill an Exploit Die and add it to your roll. You can use this Exploit
You are able to fight at your peak capability for longer than after you roll, but before you know if you succeed or fail.
most other warriors. Starting at 7th level, when you use your
Second Wind, you regain one of your expended Exploit Dice. Crippling Strike
When you hit a creature with a melee weapon attack, you can
Advanced Technique expend an Exploit Die and force it to make a Dexterity saving
Your study of war has increased your knowledge of martial throw. On a failed save, the creature takes additional damage
techniques. At 7th level, you learn another Fighting Style of equal to your Exploit Die and its movement speed is reduced
your choice (for a total of three), though you can still only to 0 until the beginning of your next turn.
benefit from one of your Fighting Styles at a time.
You also learn an additional Exploit of your choice that Charlatan's Guile
doesn't count against your total number of Exploits Known. Prerequisites: Dexterity or Charisma of 12

When you make a Dexterity (Sleight of Hand), a Charisma


Masterful Surge (Deception), or a Charisma (Performance) check, you can
You can draw on your techniques as a reflex in times of great expend an Exploit Die and add it to your roll. You can use this
need. Starting at 10th level, when you use your Action Surge, Exploit after you roll, but before you know the roll's result.
you gain a single Exploit Die that must be used as part of the Disarm
additional action granted to you by your Action Surge. If not When you hit a creature with a weapon attack, you can
used, it disappears at the end of your additional action. expend an Exploit Die to force it to make a Strength saving
Also, you can benefit from two of your Fighting Styles at throw. On a failed save, it takes extra damage equal to your
once. Though, you can only switch one per bonus action. Exploit Die, and it to drops an item of your choice at its feet.
Superior Technique Feat of Strength
In your studies you have mastered an impressive amount of Prerequisites: Strength or Constitution of 12

combat styles. At 15th level, you learn a final Fighting Style of Whenever you make a Strength or Constitution-based ability
your choice (for a total of four), and you learn another Exploit, check or saving throw, you can expend an Exploit Die and
which doesn't count against your number of Exploits Known. add it to the result of your roll. You can use this Exploit after
Warrior of Legend you roll, but before you know whether you succeed or fail.
Beginning at 18th level, your mastery with the armaments of Feint
war is supernatural. Once per turn when you use an Exploit, As a bonus action, you can expend an Exploit Die and force

you can roll a d6 in place of expending an Exploit Die. a creature that can see you within 30 feet to make a Wisdom
Also, at the end of each long rest, you can choose either saving throw. On a failed save, your next attack against that
one Exploit or one Fighting Style you know, and replace it creature, before the end of your next turn, has advantage, and
with another Exploit or Fighting Style of your choice. on hit, you deal additional damage equal to your Exploit Die.
First Aid Precision Shot
As an action, you can touch a conscious and willing creature Prerequisites: Dexterity of 12

and expend an Exploit Die to heal them. As a reaction, the When you make a ranged attack, you can expend an Exploit
creature can expend one of their Hit Dice to immediately Die and add it to the attack roll. You can use this Exploit after
regain hit points equal to their Hit Die + your Exploit Die. you roll, but before you know if the attack hits or misses.
Heroic Fortitude Riposte
Whenever you are forced to make a Strength, Dexterity, or Prerequisites: Dexterity of 12

Constitution saving throw, you can expend an Exploit Die and As a reaction when a creature you can see targets you with

add it to the result of your roll. You can use this Exploit after a melee attack, you can expend an Exploit Die and add it to
you roll, but before you know whether you succeed or fail. your Armor Class against the attack. If the triggering attack
misses you, you can immediately make one weapon attack
Hurl against the attacker as part of the same reaction.
Prerequisites: Strength of 12
Ruthless Strike
In place of an attack, you can expend an Exploit Die to throw When you hit a creature with a melee weapon attack, you can
an object you are holding at a target you can see within 60 expend an Exploit Die and add it to the damage of the attack.
feet, forcing it to make a Dexterity saving throw. On a failed You can use this Exploit after you know if your attack hits.
save, it takes bludgeoning damage equal to your Exploit Die

+ your Strength modifier. The thrown object also takes the Scholar's Insight
damage, regardless if the target succeeds on its save. Prerequisites: Intelligence of 12

Keen Observation Whenever you make an Intelligence (Arcana), an Intelligence


Prerequisites: Intelligence or Wisdom of 12

(Nature), or an Intelligence (Religion) check, you can expend


Whenever you make an Intelligence (Investigation), Wisdom an Exploit Die and add it to your roll. You can use this Exploit
(Insight), or a Wisdom (Perception) check you can expend an after you roll, but before you know if you succeed or fail.
Exploit Die and add it to your roll. You can use this Exploit Skilled Rider
after you roll, but before you know if you succeed or fail. Prerequisites: Wisdom of 12

Lightstep When you are riding a trained mount and the mount makes
Prerequisites: Dexterity of 12
an ability check or saving throw, or you make a Wisdom
Whenever you make a Dexterity (Acrobatics) or Dexterity (Animal Handling) check to control it, you can expend an
(Stealth) check, or roll initiative you can expend an Exploit Exploit Die and add it to the roll. You can use this Exploit
Die and add it to your roll. You can use this Exploit after you after roll, but before you know if it succeed or failed.
roll, but before you know whether you succeed or fail. Survivalist's Craft
Martial Focus Prerequisites: Wisdom of 12

When you make a weapon attack, you can expend an Exploit Whenever you make a Wisdom (Animal Handling), Wisdom
Die as part of the attack to grant yourself advantage on your (Medicine), or Wisdom (Survival) check, you can expend an
attack roll. You can use this Exploit after you roll, but before Exploit Die and add it to your roll. You can use this Exploit
you know whether your attack hits or misses your target. after you roll, but before you know if you succeed or fail.
Menacing Shout Sweeping Strike
As a bonus action, you can expend an Exploit Die and force
When you hit a creature with a melee weapon attack, you can
a creature within 30 feet that can see or hear you to make a expend an Exploit Die to force it to make a Dexterity saving
Wisdom saving throw. On a failed save, it is frightened of you throw. On a failed save, it falls prone and takes bludgeoning
for one minute. The creature can repeat the saving throw at damage equal to your Exploit Die. Creatures more than one
the end of each of its turns, ending the effect on a success. size larger than you have advantage on their saving throw.
The fear effect ends early for the target if the frightened Wild Strike
creature sees you take damage of any kind. Prerequisites: Strength or Dexterity of 12

Mighty Leap When you make a melee weapon attack, you can expend an
Prerequisites: Strength of 12
Exploit Die as part of the attack to strike with wild abandon.
When you make a running or standing jump, you can expend You have advantage on your attack roll, but you must subtract
an Exploit Die to increase your jump distance by a number of your Exploit Die from your attack rolls. However, on hit, you
feet equal to your Exploit Die roll + your Strength modifier, deal additional damage equal to two rolls of your Exploit Die.
even if the distance exceeds your remaining movement speed.
Mighty Thrust Additional Martial Exploits
Prerequisites: Strength of 12
Check out the Alternate Fighter: Expanded for a
In place of an attack, you can expend an Exploit Die to force
multitude of additional Martial Exploits to choose
a creature within reach to make a Strength saving throw. On from, including the wondrous and deadly Advanced
a failure, it is pushed away from you a number of feet equal to Martial Exploits based on existing spell effects.
5 times your Strength modifier. Creatures more than one size
larger than you have advantage on the saving throw.
2nd-Degree Exploits Rending Strike
Prerequisites: 5th level, Strength of 14

Exploits of this degree represent the absolute peak of martial When you hit a creature with a melee weapon attack, you can
skills that are achievable without dedicated training. These expend an Exploit Die and force it to make a Constitution
Exploits can be learned by any fighter of 5th level or higher. saving throw. On a failed save, it takes extra damage equal

Aggressive Strike to your Exploit Die, and its Armor Class is reduced by 1.
Prerequisites: 5th level
Shield Impact
As an action, you can expend an Exploit Die and move up to Prerequisites: 5th level

your movement speed toward a hostile creature you can see As a reaction when a creature you can see hits you with an
and make a single weapon attack against the hostile creature. attack, you can expend an Exploit Die to reduce the damage
On hit, you deal additional damage equal to your Exploit Die. by an amount equal to your Exploit Die + your Constitution
You must have at least 5 feet of movement to use this Exploit. modifier. You must be wielding a shield to use this Exploit.
Concussive Blow Suppressing Strike
Prerequisites: 5th level, Strength of 14
Prerequisites: 5th level

When you hit a creature with a melee weapon attack, you can When you hit a creature with a weapon attack, you can
expend an Exploit Die to strike with incredible force, forcing expend an Exploit Die and force it to make a Constitution
the creature to make a Constitution saving throw. On a failed saving throw. On a failed save, it takes additional damage
save, it takes additional damage equal to your Exploit Die and equal to your Exploit Die, and it is blinded, deafened, or
it is stunned until the beginning of your next turn. cannot speak (your choice) until the start of your next turn.
Defensive Stance Take Cover
Prerequisites: 5th level
Prerequisites: 5th level

As a bonus action, you can expend an Exploit Die to enter a As a reaction when a creature you can see targets you with a
defensive stance which lasts until the start of your next turn. ranged attack or forces you to make a Dexterity saving throw,
Each time a creature that you can see hits you with an attack you can expend an Exploit Die to immediately fall prone and
while you are in your defensive stance, you roll your Exploit gain temporary hit points equal to your Exploit Die.
Die and add it to your Armor Class against the attack.
Volley
Dirty Hit Prerequisites: 5th level, Dexterity of 14

Prerequisites: 5th level, Dexterity of 14


As an action, you can expend an Exploit Die to fire a volley of
When you hit a creature with a weapon attack, you can ammunition at a point you can see within the normal range of
expend an Exploit Die and force it to make a Constitution your weapon, forcing creatures within 5 feet to make on a
saving throw. On a failed save, it takes additional damage Dexterity Saving throw. Creatures take piercing damage
equal to your Exploit Die, and until the start of your next turn equal to your Exploit Die + your Dexterity modifier on a failed
it cannot take reactions and its movement speed is halved. save, and half as much on a success. You must have enough
Execute ammunition to hit each target in the area to use this Exploit.
Prerequisites: 5th level, Strength of 14
Warrior's Challenge
In place of an attack, you can expend an Exploit Die to try to Prerequisites: 5th level

execute an incapacitated or prone creature within 5 feet of As a bonus action, you can expend an Exploit Die and force

you. Make an attack roll with a melee weapon and add your a creature within 30 feet that can see or hear you to make a
Exploit die to the attack roll. If your attack roll exceeds the Wisdom saving throw. On a failed save, it has disadvantage
target's remaining hit points, its hit points are reduced to 0. on any attack roll it makes against targets other than you for
Glancing Blow one minute. The creature can repeat the saving throw at the
Prerequisites: 5th level
end of each of its turns, ending the effect on a success. This
When you make a melee weapon attack and miss, you can effect ends early if you attack a creature other then the target.
expend an Exploit Die to immediately repeat your attack Whirlwind Slash
against another target within the reach of your weapon. Prerequisites: 5th level, Strength or Dexterity of 14

Heroic Will In place of an attack, you can expend an Exploit Die to strike
Prerequisites: 5th level, Intelligence or Wisdom of 14
out at creatures around you, forcing creatures within range of
Whenever you are forced to make an Intelligence, Wisdom, a melee weapon you are wielding to make a Dexterity saving
or Charisma saving throw, you can expend an Exploit Die and throw. Creatures take slashing damage equal to your Exploit
add it to the result of your roll. You can use this Exploit after Die + your Strength or Dexterity modifier (your choice) on a
you roll, but before you know if you succeed or fail. failed save, and half as much on a successful save.
Redirect Weakening Blow
Prerequisites: 5th level
Prerequisites: 5th level

As a reaction when a creature you can see misses you with a When you hit a creature with a weapon attack, you can
melee attack, you can expend an Exploit Die and force it to expend an Exploit Die to temporarily weaken it. The first
repeat its attack against a target of your choice within reach. attack made against it before the start of your next turn has
advantage and deals extra damage equal to your Exploit Die.
3rd-Degree Exploits 4th-Degree Exploits
Exploits of this degree are only achievable by dedicating your Exploits of the fourth degree are techniques of legendary skill
life to training. They are the signature techniques of master mastered by the most powerful warriors in an entire kingdom
warriors, and can be learned by fighters of 9th level or higher. and can be only be learned by fighters of 13th level or higher.
These Exploits can only be used once per short or long rest. These Exploits can only be used once per short or long rest.
Disorienting Blow Fluid Movements
Prerequisites: 9th level, Strength of 16
Prerequisites: 13th level, Dexterity of 18

When you hit a creature with a melee weapon attack, you can As a bonus action, you can expend an Exploit Die to enter a
expend an Exploit Die to force it to make a Wisdom saving heightened state of movement which you must concentrate
throw. On a failure, it takes additional damage equal to your on as if you were concentrating on a spell. For 1 minute, or
Exploit Die, and it suffers the following effects for 1 minute: until you lose concentration, you gain the following benefits:
Its speed is halved and it cannot take reactions. Your movement is unaffected by difficult terrain.
Its Armor Class is reduced by 2. Spells and other magical effects can neither reduce the
Its Dexterity saving throw bonus is reduced by 2. your speed nor cause you to be paralyzed or restrained.
On its turn it can only take an action or a bonus action. You can spend 5 feet of movement to instantly escape
It cannot make more then one attack during its turn. from nonmagical restraints like manacles or a grapple.
    The creature can repeat the saving throw at the end of Swimming or being underwater imposes no penalties

each of its turns, ending these effects on a success. on your movements or your attack rolls.
Staggering Blow
Heroic Focus Prerequisites: 13th level, Strength of 18

Prerequisites: 9th level


When you hit a creature with a melee weapon attack, you can
As a bonus action, you can expend an Exploit Die to enter expend an Exploit Die and force it to make a Wisdom saving
into a heightened state of focus which you must concentrate throw. On a failed save, it takes additional thunder damage
on as if you were concentrating on a spell. For 1 minute, or equal to two rolls of your Exploit Die and until the end of the
until you lose concentration, you gain the following benefits: creature's next turn, it has disadvantage on attack rolls and
Your movement speed is doubled. ability checks, and it cannot take reactions.
You gain a +2 bonus to your Armor Class. Unbreakable
You have advantage on Dexterity saving throws. Prerequisites: 13th level, Constitution of 18

You gain an additional action on each of your turns. It can When you take damage that would reduce you to 0 hit points,
only be used to take the Attack (one weapon attack only), even if that damage would kill you outright, you can use your
Dash, Disengage, Hide, Search, or Use an Object action. reaction to expend an Exploit Die to fall to 1 hit point.
    When the effect ends, you can’t move or take actions until
after your next turn, as a wave of lethargy sweeps over you. 5th-Degree Exploits
Resilient Body Exploits of the fifth degree are wondrous feats of martial skill
Prerequisites: 9th level, Constitution of 16
that rival those of demigods or immortals. These Exploits are
When a creature you can see hits you with an attack, you can only mastered by legendary heroes. These Exploits can only
expend an Exploit Die to reduce the incoming damage by be learned by legendary fighters of 17th level or higher, and
twice your Exploit Die + your Constitution modifier. they can only be used once per short or long rest.
Thunderous Shot Storm of Arrows
Prerequisites: 9th level, Dexterity of 16
Prerequisites: 17th level, Dexterity of 20

In place of an attack, you can expend an Exploit Dice and fire In place of an attack, you can expend an Exploit Die and fire
a piece of ammunition in a straight line, forcing creatures in a volley of ammunition at a point within the normal range of
that line out to the normal range of the weapon to make a your weapon, forcing creatures within 30 feet to make a
Dexterity saving throw. Creatures take your weapon's normal Dexterity saving throw. They take piercing damage equal to
damage plus thunder damage equal to your Exploit Die on a three rolls of your Exploit Die + your Dexterity modifier on a
failed save, and half as much damage on a successful save. failure, and half as much on a success. You must have enough
ammunition to hit each target in the area to use this Exploit.
War Cry
Prerequisites: 9th level
Steel Wind Slash
As an action, you can expend an Exploit Die and issue a Prerequisites: 17th level, Strength or Dexterity of 20

mighty war cry, forcing any creature in an adjacent 30 foot In place of an attack, you can expend an Exploit Die to
cone that can hear you to make a Wisdom saving throw. On a flourish your melee weapon then vanish. Choose up to five
failed save, creatures drop whatever they are holding and are creatures you can see within 30 feet, making a melee weapon
frightened of you for one minute. If a creature ends its turn in attack against each one. On a hit, they take damage of your
a location where it doesn’t have line of sight to you, it can weapon's type equal to three rolls of your Exploit Die + your
repeat the saving throw, ending the effect on a success. The Strength or Dexterity modifier (your choice).
effect ends early if the target sees you take any damage. You then appear in an unoccupied space you can see within
5 feet of one of the targets you hit or missed.
Peacekeeper
Alternate Fighter Builds Often found patrolling remote territories and other lawless
One of the goals of the Alternate Fighter class was to bring lands, peacekeepers use their finely honed skills and deadly
the versatility of the Battle Master Archetype found in the accuracy with firearms to enforce the law wherever they go.
Player's Handbook to ever fighter. Depending on a fighter's
Archetype, Fighting Style, and Martial Exploit choices, they Archetype: Marksman
can reflect any warrior from popular fiction and fantasy. Fighting Style: Featherweight Fighting, Melee Marksman
The Alternate Fighter builds below suggest particular
groupings of Archetypes, Fighting Styles, Martial Exploits, Exploits:
blinding shot, commander's presence,

and Feats, all of which are from the Alternate Fighter, the crippling shot, martial focus
Player's Handbook, or Tasha's Cauldron of Everything*. Feats: Alert, Gunner*, Piercer*, Sharpshooter
Duelist Pugilist
You are a true student of the blade, and have specialized your You have honed your body into a deadly weapon. While other
skills for single combat. You often seek out the most powerful unarmed warriors rely on their speed to strike, you use your
foes you can find in order to test your skills against them. raw power to rain devastating blows down on your foes.
Archetype: Master at Arms
Archetype: Champion
Fighting Style: Classical Swordplay, Versatile Fighting
Fighting Style: Unarmed Fighting*, Wrestler
disarm, martial focus, feint,

Exploits: brace up, disarm, hurl, feint,

sweeping strike, warrior's challenge Exploits:


mighty thrust, wild strike
Feats: Defensive Duelist, Mobile, Piercer*
Feats: Crusher*, Durable, Tavern Brawler, Tough
Gladiator Sniper
You are as much of an entertainer as you are a fighter. Often You are a master of ranged combat and prefer to strike from
masters of exotic weapons and fighting styles, gladiators seek afar. Known for your ability with longbows and crossbows,
to build their reputation as wondrously extravagant warriors. you strike your foes down before they know of your presence.
Archetype: Master at Arms Archetype: Marksman
Fighting Style: Dual Wielding, Featherweight Fighting Fighting Style: Archery, Melee Marksman
disarm, menacing shout, feat of strength, crippling strike, disarm, lightstep,

Exploits: Exploits:
sweeping strike, warrior's challenge martial focus, survivalist's craft
Feats: Dual Wielder, Great Weapon Fighting Feats: Alert, Crossbow Expert, Sharpshooter
Knife Thrower Vanguard
Hailing from the ranks of circuses, gamblers, and other You will lead a charge into fortified enemy lines or stand
performers, knife throwers are masters of mid ranged strong against terrifying monsters. You attack with abandon
combat and are deadly accurate with the smallest weapons. looking to slay your foes with deadly speed and power.
Archetype: Marksman Archetype: Champion
Fighting Style: Archery, Thrown Weapon Fighting* Fighting Style: Great Weapon Fighting, Dueling
crippling strike, charlatan's guile,
brace up, crippling strike, menacing

Exploits: Exploits:
lightstep, martial focus shout, mighty leap, wild strike
Feats: Mobile, Sharpshooter, Slasher* Feats: Charger*, Great Weapon Master, Tough
Knight Warlord
The classical knight seeks to embody the virtues of chivalry, Warlords are master tacticians who guide their allies with
both on and off the battlefield. They are noble warriors who their shrewd insight, both on and off the battlefield. While
support their allies and are able to navigate high society. other warriors wield swords, warlord's wield other fighters.
Archetype: Commander Archetype: Commander
Fighting Style: Defensive Fighting, Dueling Fighting Style: Classical Swordplay, Defensive Fighting
brace up, first aid, scholar's insight,
disarm, first aid, crippling strike,

Exploits: Exploits:
skilled rider, heroic willpower keen observation, riposte
Feats: Heavy Armor Master, Inspiring Leader Feats: Inspiring Leader, Keen Mind, Linguist
License
OPEN GAME License Version 1.0a The following text is the property of 6. Notice of License Copyright: You must update the COPYRIGHT
Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, NOTICE portion of this License to include the exact text of the
Inc ("Wizards"). All Rights Reserved. COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright
1. Definitions: (a)"Contributors" means the copyright and/or trademark date, and the copyright holder's name to the COPYRIGHT NOTICE
owners who have contributed Open Game Content; (b)"Derivative of any original Open Game Content you Distribute.
Material" means copyrighted material including derivative works and
translations (including into other computer languages), potation, 7. Use of Product Identity: You agree not to Use any Product Identity,
modification, correction, addition, extension, upgrade, improvement, including as an indication as to compatibility, except as expressly
compilation, abridgment or other form in which an existing work licensed in another, independent Agreement with the owner of each
may be recast, transformed or adapted; (c) "Distribute" means to element of that Product Identity. You agree not to indicate
reproduce, License, rent, lease, sell, broadcast, publicly display, compatibility or co-adaptability with any Trademark or Registered
transmit or otherwise distribute; (d)"Open Game Content" means the Trademark in conjunction with a work containing Open Game
game mechanic and includes the methods, procedures, processes Content except as expressly licensed in another, independent
and routines to the extent such content does not embody the Product Agreement with the owner of such Trademark or Registered
Identity and is an enhancement over the prior art and any additional Trademark. The use of any Product Identity in Open Game Content
content clearly identified as Open Game Content by the Contributor, does not constitute a Challenge to the ownership of that Product
and means any work covered by this License, including translations Identity. The owner of any Product Identity used in Open Game
and derivative works under copyright law, but specifically excludes Content shall retain all rights, title and interest in and to that Product
Product Identity. (e) "Product Identity" means product and product Identity.
line names, logos and identifying marks including trade dress;
artifacts; creatures characters; stories, storylines, plots, thematic 8. Identification: If you distribute Open Game Content You must clearly
elements, dialogue, incidents, language, artwork, symbols, designs, indicate which portions of the work that you are distributing are
depictions, likenesses, formats, poses, concepts, themes and graphic, Open Game Content.
photographic and other visual or audio representations; names and 9. Updating the License: Wizards or its designated Agents may publish
descriptions of characters, Spells, enchantments, personalities, updated versions of this License. You may use any authorized version
teams, personas, likenesses and Special abilities; places, locations, of this License to copy, modify and distribute any Open Game
environments, creatures, Equipment, magical or supernatural Content originally distributed under any version of this License.
Abilities or Effects, logos, symbols, or graphic designs; and any other
trademark or registered trademark clearly identified as Product 10. Copy of this License: You MUST include a copy of this License with
identity by the owner of the Product Identity, and which specifically every copy of the Open Game Content You Distribute.
excludes the OPEN Game Content; (f) "Trademark" means the logos,
names, mark, sign, motto, designs that are used by a Contributor to 11. Use of Contributor Credits: You may not market or advertise the
Identify itself or its products or the associated products contributed Open Game Content using the name of any Contributor unless You
to the Open Game License by the Contributor (g) "Use", "Used" or have written permission from the Contributor to do so.
"Using" means to use, Distribute, copy, edit, format, modify, translate 12. Inability to Comply: If it is impossible for You to comply with any of
and otherwise create Derivative Material of Open Game Content. (h) the terms of this License with respect to some or all of the Open
"You" or "Your" means the licensee in terms of this agreement. Game Content due to statute, judicial order, or governmental
2. The License: This License applies to any Open Game Content that regulation then You may not Use any Open Game Material so
contains a notice indicating that the Open Game Content may only affected.
be Used under and in terms of this License. You must affix such a 13. Termination: This License will terminate automatically if You fail to
notice to any Open Game Content that you Use. No terms may be comply with all terms herein and fail to cure such breach within 30
added to or subtracted from this License except as described by the days of becoming aware of the breach. All sublicenses shall survive
License itself. No other terms or Conditions may be applied to any the termination of this License.
Open Game Content distributed using this License.
14. Reformation: If any provision of this License is held to be
3. Offer and Acceptance: By Using the Open Game Content You unenforceable, such provision shall be reformed only to the extent
indicate Your acceptance of the terms of this License. necessary to make it enforceable.
4. Grant and Consideration: In consideration for agreeing to use this 15. COPYRIGHT NOTICE

License, the Contributors grant You a perpetual, worldwide, royalty- Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
free, nonexclusive License with the exact terms of this License to LLC.

Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing System Reference Document 5.1 Copyright 2016, Wizards of the
original material as Open Game Content, You represent that Your Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
Contributions are Your original Creation and/or You have sufficient Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
rights to grant the rights conveyed by this License. Bruce R. Cordell, Chris Sims, and Steve Townshend, based on
original material by E. Gary Gygax and Dave Arneson.
END OF LICENSE
The Alternate
Fighter
Become the master of battle you were meant to
be with this alternate take on the Fighter class!
Includes over Forty Martial Exploits and Five
New and Revised Warrior Archetypes.

Version 2.1.0 - Created by /u/laserllama

Artist Credits:

Covers - Josu Hernaiz, Knight of New Benalia


Page 1 - Billy Christian - The Gnoll Camp
Page 3 - Joe Slucher - Weapon Rack
Page 4 - Miguel Mercado - Dwarfhold Champion
Page 5 - Randy Vargas - Embereth Paladin
Page 6 - Lake Hurwitz - Hammer Dropper
Page 7 - Greg Opalinski - Saskia the Unyielding
Page 8, Left - J. Schirmer - Mentor of the Meek
Page 8, Mid - G. Opalinski - Deadeye Plunderers
Page 8, Right - Izzy - Tempered Veteran
Page 9 - Jason Rainville - Graveblade Marauder

Expanded Options for the Alternate Fighter,


including additional Fighting Styles, Exploits, six
Archetypes, Exploits for the official Archetypes,
and Fighter Builds can be Found Here!

Additional Laserllama Homebrew content

can be found for free on GM Binder.

Like what you see? Support me on Patreon!


 
This document was lovingly created
using GM Binder.

If you would like to support the GM Binder developers,


WWW.GMBINDER.COM consider joining our Patreon community.

You might also like