M = Unchanged from base rules
M = Level at which a feature changes
New hit point calculation
Level 1
Weapon Mastery (New)
Second Wind (Changed)
Fighting Style (Removed)
Level 2
Action Surge (Changed)
Level 5
Extra Attack (Changed to Extra Action)
Indomitable (Moved)
Level 9
Weapon Expert (New)
Practiced Drills (New)
Level 13
Weapon Grandmaster (New)
Level 17
Unwavering Actions (New)
Hit Dice: 1d10 per Fighter level
Hit Points at 1st Level: 3d10 (or 18) + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Fighter level after 1st
Armor: All armor, shields
Saving Throws: Strength, Constitution
Skills (Choose 2): Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Weapons: Simple Weapons, Martial Weapons
Tools: None
Beginning at 1st level, your training with weapons and shields has allowed you to master certain techniques. Choose 3 weapons or shields to Master, you can use each of those weapons or shields’ Signature Property and one additional Mastery property on each weapon or shield. The Property can be the “Specialist” property or one property from that weapon or shield’s available Mastery Properties. Whenever you finish a Long Rest, you can practice weapon drills and change the additional Mastery Properties or the kinds of weapons or shields you choose.
Beginning at 5th level you may use two of the additional Mastery Properties of each weapon or shield that you have Mastered rather than one.
Mastery Ability
Strength or Dexterity is your Mastery ability for your weapon masteries, meaning you use your Mastery ability modifier when setting the DC for a any masteries that impose a saving throw.
Mastery Save DC = 8 + your Proficiency Bonus + your Mastery modifier
lvl - weapons mastered - additional properties known
1st - 3 - 1 -
2nd - 3 - 1 -
3rd - 3 - 1 -
4th - 3 - 1 -
5th - 3 - 2 -
6th - 3 - 2 -
7th - 3 - 2 -
8th - 3 - 2 -
9th - 4 - 3 -
10th - 4 - 3 -
11st - 4 - 3 -
12nd - 4 - 3 -
13rd - 5 - 4 -
14th - 5 - 4 -
15th - 5 - 4 -
16th - 5 - 4 -
17th - 5 - 4 -
18th - 5 - 4 -
19th - 5 - 4 -
20th - 5 - 4 -
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + three times your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take an additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.
You can use this feature twice at 5th level, three times at 11th level, and four times at 20th level between short or long rests.
At 3rd level, you choose an archetype listed below that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at later levels.
Note: If a subclass is not listed that means it has a feature or features that no longer fit with the changes made and must be fixed
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
You can forgo taking this feature to take a feat of your choice instead.
When you reach 5th level you've learned to move more efficiently in combat.
Once per turn when you take any action other than the Cast a Spell action on your turn you may take a second action. This action may be any action except for the Magic Action.
The number of actions increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Starting at level 5, when you fail a saving throw, you can choose to succeed instead. Once you have used this feature you can’t use it again until you finish a long rest.
You can use this feature twice between long rests starting at 9th level and three times between long rests starting at 13th level.
When you reach 9th level you Master one additional weapon and may use three of the additional Mastery Properties of each weapon or shield that you have Mastered rather than two.
Starting at 9th level, your weapon drills become second nature. You gain the following features
you can use a Bonus Action mastery without expending your Bonus Action.
You can use a Reaction Mastery without expending your Reaction.
Once you use either of these features, you cannot use that feature or that Mastery again until the start of your next turn.
When you reach 13th level you Master one additional weapon and may add a fourth additional Mastery property to each weapon that you have mastered, even if the property isn’t normally available to those weapons.
Any shield that you wield grants an additional +1 to ac.
Starting at 17th level, your Action Surge feature grants you two additional actions per use instead of one.