ChameleonX
Explorer
The Fighter
Hit Points
Hit Points at 1st Level: 10 + CON score
Hit Points per Level: 1d10 (or 6) + CON mod
Hit Dice: 1d10 per level
Proficiencies
Armor: Light, Medium, Heavy, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, Survival
Fighting Style
You adopt a particular style of fighting as your specialty. You gain one Fighting Style feat of your choice as a bonus feat. The following is added to your list of options:
Warrior's Challenge. When you attack a creature that you can see with a weapon or an Unarmed Strike, you can choose to mark that creature until the start of your next turn. A creature marked in this way has disadvantage on attack rolls against any creature other than you. If another creature marks the same target, that mark supersedes your own.
In addition, when a creature marked by you makes an attack against a creature other than you, it provokes an opportunity attack from you if it is within the reach you have with a melee weapon you're wielding.
Heroic Effort
You have learned how to go above and beyond by calling on your inner strength to pull through in difficult situations. You can this feature to produce one of the following effects:
Second Wind. As a bonus action, you psyche yourself up to refresh your morale. You regain a number of hit points equal to 5 + your Fighter level.
Adrenaline Rush. When you make an ability check using Strength, Constitution, or Dexterity, you can use your reaction to gain advantage on that check. In addition, your carrying capacity is doubled until the end of your next turn, as is the amount of weight you can lift, push, and drag.
You can use this feature twice. You regain one use each time you finish a short rest, and all uses when you finish a long rest. You gain additional uses as you gain levels in this class, as noted on the table.
Weapon Mastery
Unchanged from UA.
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional Action. This can be any action other than the Magic action.
You regain the ability to do this when you finish a short or long rest.
Superior Athlete
You are proficient in all ability checks using Constitution. In addition, whenever you make an ability check using Constitution, Strength, or Dexterity that already includes your proficiency bonus, you gain Expertise on the check.
Weapon Expert
You have honed your use of weapons to an art. You gain the following benefits:
Martial Knowledge. You can add your proficiency bonus to any Intelligence check you make to recall lore about weapons and armor, famous blacksmiths, fighting styles, famous warriors, forging techniques, and similar topics related to arms and equipment. If you are proficient in Smith's Tools, you can also add twice your proficiency bonus to ability checks to craft weapons and armor.
Mastery Swap. Whenever you finish a long rest, you can choose one of the kinds of Mastery weapons you're using and replace its Mastery property with another Mastery property from a different weapon you know. For example, if you have unlocked the Mastery properties of the Longsword and the Morningstar, you could replace the Longsword's Flex property with the Sap property. This property change only applies for you, not others, and the change ends when you finish your next long rest.
Quick Swap. When you use the Attack action on your turn, you can sheathe a weapon and draw a different weapon before you make each attack as part of that action. So, for example, you could draw and throw a handaxe for your first attack, then draw a shortsword and use it to make your second attack, then draw a scimitar and use its Nick Mastery to make a third attack, etc.
Indomitable
Your experiences on the battlefield and growing confidence in your own abilities push you beyond the limits of a normal mortal. When you fail a saving throw, you can use your reaction and expend a use of Heroic Effort to succeed on the save instead.
Vigilant Champion
Your experience in battle and in the field has improved your focus and your ability to seize on moments to strike. You gain the following benefits:
Two Extra Attacks. You can attack three times, instead of twice, when you use the Attack action on your turn.
Quick Reflexes. When you roll initiative, you can expend a use of your Heroic Effort to add your proficiency bonus to the roll and, if you were surprised, you are no longer surprised.
Vigilance. You gain proficiency in the Perception skill, if you weren't already. You also have Expertise in Wisdom (Perception) checks, and you remain alert to danger while traveling, even while engaged in another activity.
Weapon Adept
You have perfected your use of weapons, developing powerful techniques that unlock the true potential of your fighting style. You learn three Advanced Masteries of your choice, from the list below. To use an Advanced Mastery, you must meet its prerequisites.
Once you use an Advanced Mastery, you must finish a long rest before you can use the same one again, unless you expend a use of Action Surge to do so (this use of Action Surge doesn't grant you an extra action).
You gain another Advanced Mastery of your choice at 17th level. When you gain a level in this class, you can replace an Advanced Mastery you know with a different one.
If an Advanced Mastery calls for a saving throw, the DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (whichever is higher).
Unconquerable
You are almost impossible to defeat in the midst of combat. You gain the following benefits:
Iron Will. You are immune to the Charmed and Frightened condition, and you have proficiency with Wisdom saving throws. If you already are proficient with Wisdom saves, you can choose proficiency in Intelligence or Charisma saves instead.
Perfect Warrior. When you make an ability check using Strength, Constitution, or Dexterity, you can treat a result of 9 or lower as if it were a 10.
Ultimate Warrior
You have reached the pinnacle of martial mastery, gaining the following benefits:
Three Extra Attacks: You can now attack four times, instead of three, when you use the Attack action on your turn.
Invincible. When you take damage that would reduce you to 0 hit points, you can use your reaction and expend a use of Heroic Effort to drop to 1 hit point instead.
Maximum Effort. If you roll initiative and have no uses of Heroic Effort left, you regain one use.
Hit Points
Hit Points at 1st Level: 10 + CON score
Hit Points per Level: 1d10 (or 6) + CON mod
Hit Dice: 1d10 per level
Proficiencies
Armor: Light, Medium, Heavy, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, Survival
Level | Features | Heroic Effort | Weapon Mastery |
1 | Fighting Style, Heroic Effort, Weapon Mastery | 2 | 3 |
2 | Action Surge, Superior Athlete | 2 | 3 |
3 | Fighter Subclass | 2 | 3 |
4 | Feat | 2 | 3 |
5 | Extra Attack | 3 | 4 |
6 | Feat, Weapon Expert | 3 | 4 |
7 | Archetype Feature | 3 | 4 |
8 | Feat | 3 | 4 |
9 | Indomitable | 4 | 4 |
10 | Archetype Feature | 4 | 5 |
11 | Vigilant Champion | 4 | 5 |
12 | Feat | 4 | 5 |
13 | Weapon Adept | 5 | 5 |
14 | Feat | 5 | 5 |
15 | Archetype Feature | 5 | 5 |
16 | Feat | 5 | 5 |
17 | Unconquerable | 6 | 5 |
18 | Archetype Feature | 6 | 5 |
19 | Feat | 6 | 5 |
20 | Ultimate Warrior | 6 | 5 |
Fighting Style
You adopt a particular style of fighting as your specialty. You gain one Fighting Style feat of your choice as a bonus feat. The following is added to your list of options:
Warrior's Challenge. When you attack a creature that you can see with a weapon or an Unarmed Strike, you can choose to mark that creature until the start of your next turn. A creature marked in this way has disadvantage on attack rolls against any creature other than you. If another creature marks the same target, that mark supersedes your own.
In addition, when a creature marked by you makes an attack against a creature other than you, it provokes an opportunity attack from you if it is within the reach you have with a melee weapon you're wielding.
Heroic Effort
You have learned how to go above and beyond by calling on your inner strength to pull through in difficult situations. You can this feature to produce one of the following effects:
Second Wind. As a bonus action, you psyche yourself up to refresh your morale. You regain a number of hit points equal to 5 + your Fighter level.
Adrenaline Rush. When you make an ability check using Strength, Constitution, or Dexterity, you can use your reaction to gain advantage on that check. In addition, your carrying capacity is doubled until the end of your next turn, as is the amount of weight you can lift, push, and drag.
You can use this feature twice. You regain one use each time you finish a short rest, and all uses when you finish a long rest. You gain additional uses as you gain levels in this class, as noted on the table.
Weapon Mastery
Unchanged from UA.
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional Action. This can be any action other than the Magic action.
You regain the ability to do this when you finish a short or long rest.
Superior Athlete
You are proficient in all ability checks using Constitution. In addition, whenever you make an ability check using Constitution, Strength, or Dexterity that already includes your proficiency bonus, you gain Expertise on the check.
Weapon Expert
You have honed your use of weapons to an art. You gain the following benefits:
Martial Knowledge. You can add your proficiency bonus to any Intelligence check you make to recall lore about weapons and armor, famous blacksmiths, fighting styles, famous warriors, forging techniques, and similar topics related to arms and equipment. If you are proficient in Smith's Tools, you can also add twice your proficiency bonus to ability checks to craft weapons and armor.
Mastery Swap. Whenever you finish a long rest, you can choose one of the kinds of Mastery weapons you're using and replace its Mastery property with another Mastery property from a different weapon you know. For example, if you have unlocked the Mastery properties of the Longsword and the Morningstar, you could replace the Longsword's Flex property with the Sap property. This property change only applies for you, not others, and the change ends when you finish your next long rest.
Quick Swap. When you use the Attack action on your turn, you can sheathe a weapon and draw a different weapon before you make each attack as part of that action. So, for example, you could draw and throw a handaxe for your first attack, then draw a shortsword and use it to make your second attack, then draw a scimitar and use its Nick Mastery to make a third attack, etc.
Indomitable
Your experiences on the battlefield and growing confidence in your own abilities push you beyond the limits of a normal mortal. When you fail a saving throw, you can use your reaction and expend a use of Heroic Effort to succeed on the save instead.
Vigilant Champion
Your experience in battle and in the field has improved your focus and your ability to seize on moments to strike. You gain the following benefits:
Two Extra Attacks. You can attack three times, instead of twice, when you use the Attack action on your turn.
Quick Reflexes. When you roll initiative, you can expend a use of your Heroic Effort to add your proficiency bonus to the roll and, if you were surprised, you are no longer surprised.
Vigilance. You gain proficiency in the Perception skill, if you weren't already. You also have Expertise in Wisdom (Perception) checks, and you remain alert to danger while traveling, even while engaged in another activity.
Weapon Adept
You have perfected your use of weapons, developing powerful techniques that unlock the true potential of your fighting style. You learn three Advanced Masteries of your choice, from the list below. To use an Advanced Mastery, you must meet its prerequisites.
Once you use an Advanced Mastery, you must finish a long rest before you can use the same one again, unless you expend a use of Action Surge to do so (this use of Action Surge doesn't grant you an extra action).
You gain another Advanced Mastery of your choice at 17th level. When you gain a level in this class, you can replace an Advanced Mastery you know with a different one.
If an Advanced Mastery calls for a saving throw, the DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (whichever is higher).
Great Cleave
Prerequisite: You're wielding a weapon with the Cleave Mastery
As an action, you can make a single attack with a weapon against each creature you choose within your weapon's reach. Make a separate attack roll for each target. On a hit, you can roll your weapon's damage dice twice and add the results together. Each target you miss still takes damage equal to twice the ability modifier you used for the attack, which is of the same type as the weapon.
Invincible Bulwark
Prerequisite: You're wielding a weapon with the Flex Mastery
As an action, you make a single attack with your weapon against a creature you can see. On a hit, you roll the weapon's damage dice three times and add the results together. If your attack misses, the target instead takes damage equal to twice the ability modifier you used for the attack, which is of the same type as the weapon. In addition, for the next 1 minute, or until you gain the Incapacitated condition, you grant Cover to each of your allies that is within 5ft of you while you're wearing a shield. You gain this benefit whether you hit or miss. When a creature you can see makes an attack against a creature to whom you're granting cover in this way, you can make an opportunity attack against that creature.
Exploit the Opening
prerequisite: You're wielding a weapon with the Graze Mastery.
When you miss a creature with an attack, you can use this technique to choose an ally of yours that you can see within 60ft. If that ally can see or hear you, they can use their reaction to make a single attack against the target you missed. This attack is made with advantage, and can score a critical hit on a roll of 19 or 20 (unless their crit chance was higher). If your ally's attack hits, you can then use your reaction to make another attack against the same target.
Storm of Blades
Prerequisite: You're wielding two melee weapons, at least one of which has the Nick Mastery
As an action, you can make up to five attacks; two with one of your weapons and three with the other. You can make these attacks against the same target, or different ones. You don't add your ability modifier to the damage of these attacks. Each time you hit a target with one of these attacks, you can push that creature up to 5ft away from you, and then move up to 5ft toward it without provoking opportunity attacks.
Crushing Impact
Prerequisite: You're wielding a weapon with the Push Mastery.
As an action, you can make a single attack with a weapon. On a hit, you can roll the weapon's damage dice three times and add the results together. The target is then pushed up to 15ft away from you, and it suffers a -2 penalty to AC for the next minute. It can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If you miss, you deal damage to the target equal to twice the ability modifier you used for the attack, which is of the same type as the weapon.
Ring the Bell
Prerequisite: You're wielding a weapon with the Sap Mastery
As an action, you can make a single attack with a weapon. On a hit, you can roll the weapon's damage dice three times and add the results together. In addition, the target must succeed on a Wisdom saving throw or become Dazed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If your attack misses, the target instead takes damage equal to twice the ability modifier you used for the attack, which is of the same type as the weapon.
Immobilizing Shot
Prerequisite: You're wielding a weapon with the Slow Mastery.
As an action, you can make a single attack with a weapon. On a hit, you can roll the weapon's damage dice three times and add the results together. In addition, the target's speed is reduced to 0 and it can't benefit from bonuses to its speed for the next minute. It can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If your attack misses, the target instead takes damage equal to twice the ability modifier you used for the attack, which is of the same type as the weapon.
Knock 'em Down
Prerequisite: You're wielding a weapon with the Topple Mastery
As an action, you can make a single attack with a weapon. On a hit, you can roll the weapon's damage dice twice and add the results together. The target then must succeed on a Strength saving throw or be knocked prone. If you miss, the target still takes damage equal to twice the ability modifier you used for the attack, which is of the same type as the weapon. In addition, whether you hit or miss, you set the target off-balance for up to 1 minute. Once per turn while off-balance, when the target takes damage from you or one of your allies, it must succeed on a Strength saving throw or fall prone.
Rupturing Blow
Prerequisite: You're wielding a weapon with the Vex Mastery
As an action, you can make a single attack with a weapon. On a hit, the attack becomes a critical hit, and you can treat the damage roll as if each die showed the maximum result. In addition, the target gains vulnerability to all damage until the end of your next turn, and grants advantage to all attackers until then. If you miss, the target still takes damage equal to twice the ability modifier you used for the attack, which is of the same type as the weapon.
Prerequisite: You're wielding a weapon with the Cleave Mastery
As an action, you can make a single attack with a weapon against each creature you choose within your weapon's reach. Make a separate attack roll for each target. On a hit, you can roll your weapon's damage dice twice and add the results together. Each target you miss still takes damage equal to twice the ability modifier you used for the attack, which is of the same type as the weapon.
Invincible Bulwark
Prerequisite: You're wielding a weapon with the Flex Mastery
As an action, you make a single attack with your weapon against a creature you can see. On a hit, you roll the weapon's damage dice three times and add the results together. If your attack misses, the target instead takes damage equal to twice the ability modifier you used for the attack, which is of the same type as the weapon. In addition, for the next 1 minute, or until you gain the Incapacitated condition, you grant Cover to each of your allies that is within 5ft of you while you're wearing a shield. You gain this benefit whether you hit or miss. When a creature you can see makes an attack against a creature to whom you're granting cover in this way, you can make an opportunity attack against that creature.
Exploit the Opening
prerequisite: You're wielding a weapon with the Graze Mastery.
When you miss a creature with an attack, you can use this technique to choose an ally of yours that you can see within 60ft. If that ally can see or hear you, they can use their reaction to make a single attack against the target you missed. This attack is made with advantage, and can score a critical hit on a roll of 19 or 20 (unless their crit chance was higher). If your ally's attack hits, you can then use your reaction to make another attack against the same target.
Storm of Blades
Prerequisite: You're wielding two melee weapons, at least one of which has the Nick Mastery
As an action, you can make up to five attacks; two with one of your weapons and three with the other. You can make these attacks against the same target, or different ones. You don't add your ability modifier to the damage of these attacks. Each time you hit a target with one of these attacks, you can push that creature up to 5ft away from you, and then move up to 5ft toward it without provoking opportunity attacks.
Crushing Impact
Prerequisite: You're wielding a weapon with the Push Mastery.
As an action, you can make a single attack with a weapon. On a hit, you can roll the weapon's damage dice three times and add the results together. The target is then pushed up to 15ft away from you, and it suffers a -2 penalty to AC for the next minute. It can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If you miss, you deal damage to the target equal to twice the ability modifier you used for the attack, which is of the same type as the weapon.
Ring the Bell
Prerequisite: You're wielding a weapon with the Sap Mastery
As an action, you can make a single attack with a weapon. On a hit, you can roll the weapon's damage dice three times and add the results together. In addition, the target must succeed on a Wisdom saving throw or become Dazed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If your attack misses, the target instead takes damage equal to twice the ability modifier you used for the attack, which is of the same type as the weapon.
Immobilizing Shot
Prerequisite: You're wielding a weapon with the Slow Mastery.
As an action, you can make a single attack with a weapon. On a hit, you can roll the weapon's damage dice three times and add the results together. In addition, the target's speed is reduced to 0 and it can't benefit from bonuses to its speed for the next minute. It can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If your attack misses, the target instead takes damage equal to twice the ability modifier you used for the attack, which is of the same type as the weapon.
Knock 'em Down
Prerequisite: You're wielding a weapon with the Topple Mastery
As an action, you can make a single attack with a weapon. On a hit, you can roll the weapon's damage dice twice and add the results together. The target then must succeed on a Strength saving throw or be knocked prone. If you miss, the target still takes damage equal to twice the ability modifier you used for the attack, which is of the same type as the weapon. In addition, whether you hit or miss, you set the target off-balance for up to 1 minute. Once per turn while off-balance, when the target takes damage from you or one of your allies, it must succeed on a Strength saving throw or fall prone.
Rupturing Blow
Prerequisite: You're wielding a weapon with the Vex Mastery
As an action, you can make a single attack with a weapon. On a hit, the attack becomes a critical hit, and you can treat the damage roll as if each die showed the maximum result. In addition, the target gains vulnerability to all damage until the end of your next turn, and grants advantage to all attackers until then. If you miss, the target still takes damage equal to twice the ability modifier you used for the attack, which is of the same type as the weapon.
Unconquerable
You are almost impossible to defeat in the midst of combat. You gain the following benefits:
Iron Will. You are immune to the Charmed and Frightened condition, and you have proficiency with Wisdom saving throws. If you already are proficient with Wisdom saves, you can choose proficiency in Intelligence or Charisma saves instead.
Perfect Warrior. When you make an ability check using Strength, Constitution, or Dexterity, you can treat a result of 9 or lower as if it were a 10.
Ultimate Warrior
You have reached the pinnacle of martial mastery, gaining the following benefits:
Three Extra Attacks: You can now attack four times, instead of three, when you use the Attack action on your turn.
Invincible. When you take damage that would reduce you to 0 hit points, you can use your reaction and expend a use of Heroic Effort to drop to 1 hit point instead.
Maximum Effort. If you roll initiative and have no uses of Heroic Effort left, you regain one use.
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