Alternate Fighter - GM Binder
Alternate Fighter - GM Binder
The Fighter
The young guard quietly slipped past 
tent with the intent to rout the army or die in the attempt.
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          Exploits. If you have another feature that allows
training can greatly vary. Some cultivate immense physical              you to learn and perform Exploits, add all of your
might, crushing their foes with overwhelming blows. Some                Exploit Dice together into one pool, and 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 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
Your Enemy
                                                                    Ability 
Beginning at 3rd level, you can measure the skills of others in     Score Improvement
comparison to your own. As an action, choose a creature you
can see within 60 feet. You learn if it is your equal, superior,    At 4th level, and again at 8th, 12th, 14th, 16th, and 19th level,
or inferior in regards
                     to one of the following attributes:
                                                                    you can increase one ability score of your choice by 2, or two
                                                                    different ability scores of your choice by 1. As normal, you
            Armor Class                    Strength Score           cannot increase an ability score above 20 using this feature.
    Current or Total Hit Points            Dexterity Score
                                                                    Extra Attack
        Proficiency Bonus                Constitution Score
                                                                    Beginning at 5th level, you can attack twice, instead of once,
        Fighter Class Levels               Exploits Known           whenever you take the Attack action on your turn.
    Once you learn something about a creature, you can't use           When you reach certain levels in this class, the number of
this feature on that creature again until you finish a long rest.   attacks you can make as part of your Attack action increases;
    When you reach 14th level in this class, you can use this       at 11th level (3 attacks) and at 17th level (4 attacks).
feature as either an action or bonus action on your turn.
                                                                    Action Surge
Warrior Archetype                                                   Starting at 6th level, you can push yourself past your limits, if
At 3rd level, choose one of the following Warrior Archetypes        only for a moment. On your turn, you can take one additional
that best represents your skills and training: Arcane Knight,       action on that current turn. Once you do so, you must finish a
Champion, Commander, Marksman, or Master at Arms.                   short or long rest before you can use this feature again.
  The Warrior Archetype you choose grants you features at             When you reach 20th level, you can use this feature twice
3rd level and again at 7th, 10th, 15th, and 18th level.             between each short or long rest, but only once per turn.
Archetype Exploits                                                  Indomitable
Each Archetype has a list of Archetype Exploits you learn at        Your fighting spirit allows you to grasp success from the jaws
the fighter levels noted in your Archetype's description. They      of defeat. Beginning at 9th level, when you fail a saving throw,
don't count against your total number of Exploits Known and         you can choose to succeed instead. Once you use this feature
can't be switched out for other Exploits. If you don't meet an      you must finish a long rest before you can use it again.
Archetype Exploit's prerequisites, you learn it regardless.            At certain fighter levels you can use this feature additional
                                                                    times between each long rest. You can use this feature twice
                                                                    starting at 13th level, and three times starting at 17th level.
    Additional Warrior Archetypes
    Looking for more options? 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.
                                         An Arcane Knight      
    Spellcasting
                                        with a flametongue      
   When you adopt the Arcane Knight Archetype at 3rd level, 
                                                 longsword          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.
                                                                      Spellcasting Ability.
Intelligence is your spellcasting
                                                                    ability for your Arcane Knight spells. You use Intelligence
                                                                    whenever a spell refers to your spellcasting ability. You also
                                                                    use your Intelligence modifier when setting the saving throw
                                                                    DC or making a spell attack roll for an Arcane Knight spell.
                                                                              Spell save DC = 8 + your proficiency bonus 
Your weapons weaken a creature's resistance to your magic. of Tempus hefts
Starting at 10th level, when you hit a creature with a weapon             his maul.
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
Starting at 15th level, when you use your Action Surge, you
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
Knight spell. It is organized by spell level, not character level.
The spells below are from the Player's Handbook, Xanathar's
Guide to Everything*, and Tasha's Cauldron of Everything**.
Cantrips (0-Level)                2nd-Level
blade ward 
                      arcane scorcher 
booming blade** 
                 branding smite 
chill touch 
                     darkness 
control flames* 
                 flame blade 
                      Champion
firebolt 
                        gust of wind 
                     Champions forgo all other forms of improvement to focus on
green-flame blade** 
             magic weapon 
                     enhancing their raw physical might. These immense figures
gust* 
                           misty step 
                       strive to maintain peak physical condition through relentless
light 
                           protection from poison 
           training. In battle, Champions perform supernatural feats of
lightning lure** 
                scorching ray 
                    athleticism and overwhelm their foes with their raw power.
mold earth* 
                     shatter 
resistance 
                      shadow blade* 
                    Champion Exploits
shape water* 
                    warding wind*                      You learn certain Exploits at the fighter levels noted in the
shocking grasp 
                                                     table below. They don't count against your total number of
sword burst** 
                   3rd-Level                          Exploits Known and can't be switched upon gaining a level.
thunderclap* 
                    blinding smite 
armor of agathys 
                lightning bolt 
                           9th         mythic athleticism
burning hands 
                   magic circle 
catapult 
                        minute meteors* 
                  Mighty Warrior
chromatic orb 
                   protection from energy 
           When you adopt this Archetype at 3rd level, the raw physical
compelled duel 
                  tiny hut                           might that you have cultivated enhances your attacks. Your
earth tremor* 
                                                      weapon attacks now score a critical hit on a roll of 19 or 20.
frost fingers** 
                 4th-Level                            When you reach 15th level, your critical hit range increase
hellish rebuke 
                  banishment 
                       again, you score a critical hit on a roll of 18-20 on the d20.
mage armor 
                      death ward 
magic missile 
                   fire shield 
                      Remarkable Athlete
protection from good and evil     freedom of movement 
              You can regularly perform feats of athleticism that would be
searing smite 
                   ice storm 
                        impossible for most mortals. Starting at 7th level, whenever
shield 
                          resilient sphere 
                 you use either feat of strength or mighty leap, you can roll a
thunderous smite 
                staggering smite 
                 d6 and use it instead of expending an Exploit Die.
thunderwave                       storm sphere*                        When you reach 15th level, this d6 becomes a d10.
Brutal Critical                                                    Strategic Command
Starting at 10th level, you roll one additional weapon damage      You can organize your allies even as you fight. Beginning at
die when determining the extra damage for a critical hit.          7th level, when you use Second Wind, you can choose three
  This increases to two additional damage dice at 15th level.      creatures within 30 feet that can see or hear you to regain hit
Legendary Champion                                                 points equal to your Exploit Die + your proficiency bonus.
You are a nearly perfect specimen of physical vigor, and have      Heroic Surge
become exceedingly hard to kill. Starting at 18th level, if you    Beginning at 10th level, when you use Action Surge, choose a
start your turn with half of your hit points or less remaining,    creature within 30 feet that can see or hear you. The creature
you regain hit points equal to 5 + your Constitution modifier.     can use its reaction to move its speed, without provoking any
  You do not regain any hit points if you are at 0 hit points.     opportunity attacks, then it can make a single weapon attack.
Commander                                                          Inspiring Commands
Not all fighters rely solely on themselves in battle, some use     Starting at 15th level, once per turn, when you use a Tactical
their deep knowledge of battlefield tactics to coordinate their    Exploit that targets allied creatures, one target of your choice
allies. Commanders are warriors who lead from the front of         gains temporary hit points equal to your proficiency bonus.
the battle, issuing orders and inspiring greatness in others by    Legendary Commander
their own brave deeds. By their presence, a Commander can          Your ability to inspire others and lead allies into battle rivals
transform an unorganized militia into a deadly fighting force.     the great conquerers and commanders of legend. Starting at
Commander Exploits                                                 18th level, your Heroic Surge can affect up to two creatures
You learn certain Tactical Exploits from the warlord class at      of your choice within 30 feet that can see or hear you.
the fighter levels noted in the table below. They don't count      Marksman
against your total number of Exploits Known. Each time you
gain a level, you can replace one of the Exploits you learned      While all fighters learn to draw a bow or hurl a javelin, those
from this feature with a Tactical Exploit of your choice.          who train as Marksmen dedicate themselves to mastering
   If a Tactical Exploit has a warlord level prerequisite, you     ranged weapons of all types. Often, their deadly skills are
can learn it if your fighter level meets that prerequisite. If a   backed up with an unmistakable swagger and unshakable
Tactical Exploit requires a Leadership modifier, you can use       confidence. Relying on their innate talents and signature grit,
Intelligence, Wisdom, or Charisma modifier (your choice).          there are few challenges a true Marksman cannot overcome.
  Fighter Level Exploit                                            Marksman Exploits
       3rd         attack order, maneuvering order                 You learn certain Exploits at the fighter levels noted in the
       5th         defensive order, surprise attack
                                                                   table below. They don't count against your total number of
                                                                   Exploits Known and can't be switched upon gaining a level.
       9th         tactical reposition                               Fighter Level Exploit
Student of War                                                            3rd         crippling strike, keen observation
You have studied the strategy of both politics and war. At 3rd            5th         flaming shot, volley
level, you learn commander's presence, and whenever you
use it, you can roll a d4 in place of expending an Exploit Die.           9th         thunderous shot
                                                                            Reposition
                                                                            Starting at 10th level, when you use your Second Wind,
                                                                    your speed increases by 10 feet and any opportunity attacks
                                                                    targeting you have disadvantage until the end of your turn.
                                                                    Reliable Shot
                                                                    You make even impossible shots with ease. Beginning at 15th
                                                                    level, your normal and long range for ranged weapon attacks
                                                                    increases by a number of feet equal to 10 times your level.
                                                                       In addition, once per turn, when you have advantage on a
                                                                    ranged weapon attack, you can forgo advantage and make
                                                                    one additional ranged weapon attack against that creature.
                                                                    Legendary Marksman
                                                                    Your marksmanship is supernatural in precision. Starting at
       A githyanki
                                                 18th level, when you use Marksman's Focus, the benefits last
      Marksman gets
                                                for 1 minute, and you have advantage on all ranged weapon
      into position                                                 attacks for the duration. Your Focus only ends early if you
                                                                    move more then 10 feet in a turn, or you are incapacitated.
                                                                    Master at Arms
                                                                    While most fighters master one specific martial discipline, a
                                                                    Master at Arms is the rare warrior who is able to truly master
                                                                    multiple styles of combat. Whether through grit, dedication,
                                                                    or extraordinary skill, these elite fighters learn all they can
                                                                    about the theory of combat. A Master at Arms is always on
                                                                    the lookout for a new weapon or style of fighting to master
                                                                    Master at Arms Exploits
                                                                    You learn certain Exploits at the fighter levels noted in the
Elite Training                                                      table below. They don't count against your total number of
Your training has enhanced your reaction times. Starting at         Exploits Known and can't be switched upon gaining a level.
3rd level, when you make a Dexterity check or saving throw,          Fighter Level Exploit
you can expend an Exploit Die and add it to your roll. You can
do so after you roll, but before you know if you succeed or fail.         3rd        lightstep, riposte
                                                                          5th        defensive stance, warrior's challenge
Marksman's Focus
You can quiet your body so as to fire with deadly accuracy.               9th        heroic focus
Beginning at 3rd level, when you start your turn and are not
surprised or incapacitated, you can choose to Focus, granting       Advanced Technique
you the following benefits until the end of your current turn:      Your ability to learn and utilize martial techniques exceeds
   Your speed is reduced to 0 feet.                                 most other warriors. When you adopt this Archetype at 3rd
   Until you hit a creature with a ranged weapon attack, you        level, your total number of Exploit Dice increases by 2.
   have advantage on all ranged weapon attack rolls.                   Your training has also made your Exploits more potent
   When you roll a 1 or 2 on a damage die for an attack you         than the average fighter. Your Exploit Dice become d8s. At
   make with a ranged weapon, you can re-roll the die. You          certain fighter levels they increase again; at 5th level they
   must use this new roll, even if the new roll is a 1 or a 2.      become d10s, and finally at 11th level they become d12s.
Cunning Shot                                                        Fluid Stances
You react to danger at a moment's notice. Beginning at 7th          Whether by talent or training, you are a master of multiple
level, you add your proficiency bonus to your Initiative rolls.     combat styles. At 3rd level, you learn an additional Fighting
   Your elite marksmanship allows you to exploit even the           Style of your choice. However, you can only benefit from one
smallest weakness in your enemy's defenses. Your ranged             Fighting Style at a time. You can use a bonus action to switch
weapon attacks ignore any resistance to piercing damage.            your Fighting Style to another Fighting Style you know.
                                                                      You learn an additional Fighting Style of your choice at 
                                                                    7th level, and again when you reach 15th level in this class.
                                                                    You can still only benefit from one Fighting Style at a time.
    Gunpowder & Firearms
    If your game includes firearms and gunpowder, and               Consistent Skill
    your Marksman has been exposed to the operation                 You are able to fight at your peak capability for longer than
    of such weapons, they are proficient with them.                 most other warriors. Starting at 7th level, when you use your
                                                                    Second Wind, you regain one of your expended Exploit Dice.
Master of Forms
By 7th level, your technical skill with the weapons of war has        Martial Exploits
grown, allowing you to learn exotic techniques from a variety         Below are the Exploits available to the fighter. If an Exploit
of disciplines. Choose two Exploits from any class, including         has a prerequisite, like a minimum Ability Score or level, you
this one. If the Exploit has a prerequisite level, you can learn      can learn it at the same time you meet the prerequisites.
it as long as your fighter level meets that prerequisite.
   These Exploits count as Martial Exploits for you, but they         1st-Degree Exploits
don't count against your total number of Exploits Known.              Exploits of the 1st-degree are minor techniques slightly more
   You learn one additional Exploit of your choice from any           complicated then swinging a weapon. They can be learned by
class at 15th level, and one final Exploit at 18th level.             warriors with modest training and have no level prerequisite.
Masterful Surge                                                       Aggressive Sprint
You can draw on your techniques as a reflex in times of great         As a bonus action on your turn, you can expend an Exploit
need. Starting at 10th level, when you use your Action Surge,         Die to draw upon your battle fury and move up to your full
you gain a single Exploit Die that must be used as part of the        speed toward a hostile creature you can see.
additional action granted to you by your Action Surge. If not
used, it disappears at the end of your additional action.             Blinding Debris
   Also, you can benefit from two of Fighting Styles you know         As a bonus action, you can expend an Exploit Die and force a
at once. Though, you can only switch one per bonus action.            creature within 10 feet to make a Constitution saving throw.
                                                                      On a failure, it takes piercing damage equal to your Exploit
Warrior of Legend                                                     Die and is blinded until the start of your next turn.
By 18th level, your mastery with the weapons of war is near-
supernatural. Once per turn when you use an Exploit, you can          Brace Up
roll a d6 in place of expending an Exploit Die.                       Prerequisites: Constitution of 11 
that can see you, you can expend an Exploit Die to attempt 
        When you make a weapon attack, you can expend an Exploit
a feint as part of that attack. The target of your attack must      Die and add it to the attack roll. You can use this Exploit after
succeed on a Wisdom saving throw, or you add your Exploit           you roll, but before you know if the attack hits or misses.
Die to both your attack roll and damage roll for that attack.
                                                                    Riposte
First Aid                                                           Prerequisites: Dexterity of 11 
As an action, you can touch a conscious and willing creature As a reaction when a creature you can see targets you with
and expend an Exploit Die to heal them. As a reaction, the          a melee attack, you can expend an Exploit Die and add it to
target can expend a Hit Die to regain hit points equal to its       your Armor Class against the attack. If the attack misses, you
Hit Die + its Constitution modifier +your Exploit Die.              can immediately make a weapon attack against your attacker.
Heroic Fortitude                                                    Ruthless Strike
Whenever you are forced to make a Strength, Dexterity, or           Prerequisites: Strength of 11 
Constitution saving throw, you can expend an Exploit Die and        When you hit a creature with a melee weapon attack, you can
add it to the result of your roll. You can use this Exploit after   expend an Exploit Die and add it to the damage of the attack.
you roll, but before you know whether you succeed or fail.          You can use this Exploit after you know if your attack hits.
Hurl                                                                Scholar's Insight
Prerequisites: Strength of 11 
                                     Prerequisites: Intelligence of 11 
In place of an attack, you can expend an Exploit Die to throw       Whenever you make an Intelligence (Arcana), Intelligence
an object you are holding at a target you can see within 60         (Nature), or Intelligence (Religion) check, you can expend an
feet, forcing it to make a Dexterity saving throw. On a failed      Exploit Die and add it to your roll. You can use this Exploit
save, both the object and target take bludgeoning damage            after you roll, but before you know if you succeed or fail.
equal to your Exploit Die + your Strength modifier.
                                                                    Skilled Rider
Keen Observation                                                    Prerequisites: Wisdom of 11 
Whenever you make a Dexterity (Acrobatics) or Dexterity             Whenever you make a Wisdom (Animal Handling), Wisdom
(Stealth) check, or roll initiative, you can expend an Exploit      (Medicine), or Wisdom (Survival) check, you can expend an
Die and add it to your roll. You can use this Exploit after you     Exploit Die and add it to your roll. You can use this Exploit
roll, but before you know whether you succeed or fail.              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
creature sees you take damage of any kind.                          Wild Strike
                                                                    Prerequisites: Strength or Dexterity of 11 
Mighty Leap                                                         When you make a melee weapon attack, you can expend an
Prerequisites: Strength of 11 
                                     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 roll. However, on hit, you
feet equal to 5 times the Exploit Die roll (minimum of 5 feet),     deal additional damage equal to two rolls of your Exploit Die.
even if this distance would exceed your remaining speed.
Mighty Thrust
Prerequisites: Strength of 11 
                                         Additional Martial Exploits
In place of an attack, you can expend an Exploit Die to force 
         Check out the Alternate Fighter: Expanded for a
a creature within reach to make a Strength saving throw. On             multitude of additional Martial Exploits, including
a failure, it is pushed away from you a number of feet equal to         Advanced Martial Exploits based on spell effects.
5 times your Strength modifier. Creatures more than one size
larger than you have advantage on the saving throw.
2nd-Degree Exploits                                                 Martial Focus
                                                                    Prerequisites: 5th level 
Exploits of the second degree represent the peak martial skill      When you make a weapon attack, you can expend an Exploit
achievable by a warrior without dedicated training. These           Die as part of the attack to grant yourself advantage on your
Exploits can be learned by any fighter of 5th level or higher.      attack roll. You can use this Exploit after you roll, but before
Concussive Blow                                                     you know whether your attack hits or misses your target.
Prerequisites: 5th level, Strength of 13 
                          Redirect
When you hit a creature with a melee attack, you can expend         Prerequisites: 5th level 
an Exploit Die to empower your attack, and force it to make a       As a reaction when a creature you can see misses you with a
Constitution saving throw. On a failed save, the target suffers     melee attack, you can expend an Exploit Die and force it to
the following effects until the beginning of your next turn:        repeat its attack against a target of your choice within reach.
   Its speed is reduced to 0.                                       On hit, it deals additional damage equal to your Exploit Die.
   It can speak only falteringly.
   It cannot take actions, bonus actions, or reactions.             Shield Impact
   It has disadvantage on Dexterity saving throws.                  Prerequisites: 5th level 
its defenses are repaired, or it finishes a short or long rest.     When you hit a creature with a weapon attack, you can
                                                                    expend an Exploit Die and force it to make a Constitution
Defensive Stance                                                    saving throw. On a failed save, it takes additional damage
Prerequisites: 5th level 
                                          equal to your Exploit Die, and it is blinded, deafened, or
As a bonus action, you can expend an Exploit Die to enter a         muted (your choice) until the start of your next turn.
defensive stance which lasts until the start of your next turn.
Each time a creature that you can see hits you with an attack       Take Cover
while you are in your defensive stance, you roll your Exploit       Prerequisites: 5th level 
Die and add it to your Armor Class against the attack.              As a reaction when a creature you can see targets you with a
                                                                    ranged attack or forces you to make a Dexterity saving throw,
Dirty Hit                                                           you can expend an Exploit Die to immediately fall prone and
Prerequisites: 5th level, Dexterity of 13 
                         gain temporary hit points equal to your Exploit Die.
When you hit a creature with a weapon attack, you can
expend an Exploit Die and force it to make a Constitution           Volley
saving throw. On a failed save, it takes additional damage          Prerequisites: 5th level, Dexterity of 13 
equal to your Exploit Die, and until the start of your next 
       As an action, you can expend an Exploit Die to fire a volley of
turn it cannot take reactions and its speed is halved.              ammunition at a point you can see within the normal range 
Flaming Shot                                                        a creature within 30 feet that can see or hear you to make a
Prerequisites: 5th level 
                                          Wisdom saving throw. On a failed save, it has disadvantage
When you make a ranged weapon attack, you can expend an             on any attack roll it makes against targets other than you for
Exploit Die to light the ammunition aflame. On hit, the target      one minute. The creature can repeat the saving throw at the
takes additional fire damage equal to your Exploit Die.             end of each of its turns, ending the effect on a success. This
  If your target is a flammable object that is not being worn       effect ends early if you attack a creature other then the target.
or carried, you can ignite it in place of dealing damage.
                                                                    Whirlwind Strike
Heroic Will                                                         Prerequisites: 5th level, Strength or Dexterity of 13 
    Dash, Disengage, Hide, Search, or Use an Object action.       When you take damage from a source you can see, you can
   When the effect ends, you can’t move or take actions until     expend an Exploit Die to reduce the damage by twice your
after your next turn, as a wave of lethargy sweeps over you.      Exploit Die + your Constitution modifier. Any hit points not
   This Exploit's effects do not stack with the haste spell.      consumed by the attack become temporary hit points.
                                                                  Thunderous Shot
Mythic Athleticism                                                Prerequisites: 9th level, Dexterity of 15 
   You count as one size larger for the purposes of carrying      As an action, you can expend an Exploit Die and issue a
   capacity and the size of creatures that you can grapple.       mighty war cry, forcing any creatures in an adjacent 30 foot
   Both your long and high jump distances double, even if         cone that can hear you to make a Wisdom saving throw. On a
   that distance would exceed your remaining movement.            failed save, creatures drop whatever they are holding and are
                                                                  frightened of you for one minute. If a creature ends its turn in
  When the effects of this Exploit would end you can expend       a location where it doesn’t have line of sight to you, it can
one of your Hit Dice to increase the duration by 10 minutes.      repeat the saving throw, ending the effect on a success.
4th-Degree Exploits                                                Quick Draw
                                                                   Prerequisites: 13th level, Dexterity of 17 
Exploits of the fourth degree are techniques only mastered by      As a bonus action, you can expend an Exploit Die and enter
the most powerful warriors in an entire kingdom. These can         into a heightened state of focus which you must concentrate
only be learned by fighters of 13th level or higher. Each 4th-     on as if concentrating on a spell. For the next minute, or until
degree Exploit can only be used once per short or long rest.       you lose concentration, you can use a bonus action to make
Expert Determination                                               two ranged weapon attacks so long as you have ammunition.
Prerequisites: 13th level 
                                          This Exploit's effects don't stack with the swift quiver spell.
As an action, you can expend an Exploit Die to focus your          Unbreakable
mind and temporarily sharpen one of your skills. Choose a          Prerequisites: 13th level, Constitution of 17 
skill or tool that you are proficient in. For the next hour, you   When you take damage that would reduce you to 0 hit points,
can add your Exploit Die to any check you make that uses the       even if that damage would kill you outright, you can use your
chosen skill, without expending one of your Exploit Dice.          reaction to expend an Exploit Die to fall to 1 hit point.
Fluid Movements
Prerequisites: 13th level, Dexterity of 17 
                       5th-Degree Exploits
As a bonus action, you can expend an Exploit Die to enter a        Exploits of this degree are feats of skill that rival demigods.
heightened state of movement which you must concentrate            These Exploits can only be learned by fighters of 17th level or
on as if you were concentrating on a spell. For 1 minute, or       higher, and each can only be used once per short or long rest.
until you lose concentration, you gain the following benefits:
                                                                   Storm of Arrows
   Your movement is unaffected by difficult terrain.               Prerequisites: 17th level, Dexterity of 19 
   You can use a bonus action on your turn to gain the             In place of an attack, you can expend an Exploit Die to fire a
   benefits of both the Dash and Disengage action.                 volley of ammunition at a point you can see within the range
   Spells and other magical effects can neither reduce the         of your weapon. Creatures of your choice within 30 feet of
   your speed nor cause you to be paralyzed or restrained.         that point must make a Dexterity saving throw. Targets take
   You can spend 5 feet of movement to instantly escape            piercing damage equal to four rolls of your Exploit Die + your
   from nonmagical restraints like manacles or a grapple.          Dexterity modifier on a failed save, and half on a success.
   Swimming or being underwater imposes no penalties 
                You must have enough ammunition to hit each target.
   on your movements or your attack rolls.
                                                                   Steel Wind Slash
Staggering Blow                                                    Prerequisites: 17th level, Strength or Dexterity of 19 
Below are changes to the official Martial Archetypes so they     At 7th level, you gain the ability to infuse ammunition with
work with the Alternate Fighter. Detailed here are the Arcane    magic. Whenever you fire a nonmagical piece of ammunition
Archer, Cavalier, Echo Knight, Rune Knight, and Samurai.         from a shortbow, longbow, light crossbow, or heavy crossbow,
                                                                 it counts as magical for the purpose of overcoming resistance
Alternate Arcane Archer                                          and immunity to nonmagical attacks. The magic fades from
Strike your enemies from afar with your enchanted arrows! 
      the ammunition immediately after it hits or misses its target.
The full subclass is found in Xanathar's Guide to Everything.    Curving Shot
Arcane Archer Exploits                                           Updated 7th-level Arcane Archer feature 
       5th        flaming shot, volley                           The full subclass is found in Xanathar's Guide to Everything.
       9th        thunderous shot                                Cavalier Exploits
                                                                 New 3rd-level Cavalier feature 
Arcane Shot                                                      You learn certain Exploits at the fighter levels noted in the
Updated 3rd-level Arcane Archer feature 
                        table below. They don't count against your total number of
You learn to imbue your ammunition with magic. At 3rd level,     Exploits Known and can't be switched upon gaining a level.
you learn two Arcane Shots from the list of Arcane Shots.           Fighter Level     Exploit
   Once per turn, when you hit a target with a ranged attack
from a longbow, shortbow, light crossbow, or heavy crossbow,             3rd          brace up, skilled rider
you can apply one of the Arcane Shots you know to that hit.              5th          defensive stance, take cover
   You can use this ability a number of times equal to your              9th          resilient body
Intelligence modifier (minimum of once), and you regain all
expended uses when you finish a short or long rest.              Unwavering Mark
   You learn an additional Arcane Shot of your choice at         Updated 3rd-level Cavalier feature 
certain levels in this class: 7th, 10th, 15th, and 18th level.   Beginning at 3rd level, you menace your foes, foiling attacks
Arcane Shot Options                                              and punishing them for harming your allies. When you hit a
Updated 3rd-level Arcane Archer feature 
                        creature with a melee weapon attack, you can Mark it as your
The damage of your Arcane Shots now scales with your             foe until the end of your next turn. While it can see you, it has
Exploit Die. The changes to each shot are detailed below:        disadvantage on any attack roll not against you.
                                                                    If the Marked creature deals damage to a creature other
 Arcane Shot                    Damage on Hit                    than you, you can use your reaction to make a melee weapon
   Banishing           Force, equal to your Exploit Die          attack against it. You have advantage on this attack roll, and
                                                                 on hit, you deal additional damage equal to your Exploit Die.
   Beguiling           Psychic, twice your Exploit Die              If you have already used your reaction, you can expend an
    Bursting            Force, twice your Exploit Die            Exploit Die to make this special reaction attack again.
  Enfeebling           Necrotic, twice your Exploit Die          Warding Maneuver
   Grasping             Poison, twice your Exploit Die           Updated 7th-level Cavalier feature 
                                                                 At 7th level, you learn to fend off strikes directed at you, your
    Piercing          Piercing, equal to your Exploit Die        mount, or other creatures nearby. As a reaction when you or
    Seeking            Force, equal to your Exploit Die          another creature within 5 feet of you is hit by an attack, you
                                                                 can expend an Exploit Die and add it to the creature's Armor
    Shadow             Psychic, twice your Exploit Die           Class against the triggering attack. If the attack still hits, the
                                                                 target has resistance against the attack's damage. You must
                                                                 be wielding a melee weapon or shield to use this reaction.
    Order of Arcane Archers
    Want to play a true master of both bow and spell             Ferocious Charger
    that can imbue arrows with any spell they know?              Updated 15th-level Cavalier feature 
      Check out the Order of Arcane Archers for the              Starting at 15th level, you run down your foes, mounted or
    Magus, an Intelligence-based arcane half-caster              not. Once per turn, when you move 10 feet in a straight line
    companion class to the paladin and ranger!                   then hit a creature with a melee weapon attack, it must
                                                                 succeed on a Strength saving throw or be knocked prone.
Alternate Samurai                                                 Alternate Rune Knight
Channel the fighting spirit and honor of these noble warriors.    Augment your skill in combat with the power of Runic magic.
The full subclass is found in Xanathar's Guide to Everything.     The full subclass is found in Tasha's Cauldron to Everything.
Samurai Exploits                                                  Runic Exploits
New 3rd-level Samurai feature 
                                   New 3rd-level Rune Knight feature 
You learn certain Exploits at the fighter levels noted in the     You learn certain Exploits at the fighter levels noted in the
table below. They don't count against your total number of        table below. They don't count against your total number of
Exploits Known and can't be switched upon gaining a level.        Exploits Known and can't be switched upon gaining a level.
Fighter Level Exploit                                                Fighter Level     Exploit
     3rd       aggressive sprint, commander's presence                    3rd          hurl, scholar's insight
     5th       heroic will, martial focus                                 5th          crushing strike, heroic will
     9th       heroic focus                                               9th          resilient body
Updated 3rd-level Echo Knight feature                                 of the weapon's type equal to your Exploit Die on hit.
Also at 3rd level, whenever you take the Attack action, you          You can use this feature a number of times equal to your
can make one additional melee attack from your Echo.              Constitution modifier (minimum of once), and you regain all
  You can use this feature a number of times equal to your        expended uses of it when you finish a long rest.
Charisma modifier (a minimum of once), and you regain all
expended uses when you finish a long rest.
Reclaim Potential                                                     Where is the Psi Warrior?
Starting at 15th level, whenever your Echo is destroyed by            Looking to play an Alternate Fighter with Psionic
taking damage, you can choose to gain temporary hit points            abilities? Make sure you check out the Alternate
equal to your Exploit Die + your Charisma modifier.                   Fighter: Expanded , which includes the Mystic
  You can use this feature a number of times equal to your            Warrior Archetype - a Psionic, Intelligence-based,
Charisma modifier (a minimum of once), and you regain all             spell point caster akin to the Arcane Knight.
expended uses when you finish a long rest.
    The Alternate
       Fighter
Become the master of battle you were meant to
 be with this alternate take on the Fighter class!
Includes over Fifty Martial Exploits and Ten New,
   Revised, and Alternate Warrior Archetypes.
Artist Credits: