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Epic Fighter Archetype Features

Arcane Archer: Sublime Archery

At 25th level, every arrow you let fly becomes enchanted with power. When you make a ranged weapon attack using an arrow, you gain a bonus to attack and damage rolls equal to 1/3rd your proficiency bonus. 

  You also learn to weave and bob throughout a fight, firing arrows as easily as skipping stones. Being within 5 feet of a hostile creature who can see you and who isn’t incapacitated does not give you disadvantage when making a ranged attack using a bow. In addition, when an adjacent hostile creature that you can see moves 5 feet or more away from you, you can use your reaction to use a bow to make a ranged attack against it.

 

Arcane Archer: Empowered Arrows

At 30th level, whenever you roll extra damage dice from an arcane archer archetype feature, you deal an additional 1d6 damage.

 

Banneret: Greater Second Wind

At 25th level, when you use Second Wind, you and up to three creatures you can see within 60 feet gain temporary hit points equal to your proficiency bonus.

  In addition, you can use Second Wind twice between long rests starting at 25th level and three times between long rests at 30th level.

 

Banneret: Legendary Squire

At 30th level, you gain the services of a devoted and loyal squire. Your squire may have small differences (like a different height, weight, race, gender, or disposition) but otherwise is a humanoid fighter (champion) 15 with the same alignment and the following ability scores, including Ability Score Improvements: Strength 20, Dexterity 14, Constitution 20, Intelligence 10, Wisdom 10, Charisma 10. Your squire trusts you implicitly and performs tasks you give them so long as you do not request anything illegal, suicidal, or in opposition to your alignment. The GM may decide that certain orders you give require a DC 28 Charisma (Persuasion) check. If your squire dies, you must wait one month before recruiting a new squire. Though they do not accrue levels like a PC, your squire counts as a PC for determining XP rewards.

 

Brute: Brutal Damage

At 25th level, whenever you deal extra damage from a brute archetype feature, instead you deal 1d12 extra damage.

 

Brute: Epic Brute

At 30th level, you can be tough in different ways but you’re always tough. Whenever you finish a long rest, choose one of the following:

  • Whenever you take damage, it is reduced by 5. You can only benefit from one feature that reduces the damage you take in this way.

  • Your armor class increases by 3.

 

Battle Master: Epic Superiority

At 25th level and again at 30th level, you learn an additional maneuver and gain a maneuver die.

 

Battle Master: Combat Conqueror

At 30th level, once per turn when you use a maneuver, the target has disadvantage on its saving throw.

 

Cavalier or Knight: Epic Mount

At 25th level, the creatures you ride into battle are emboldened by your legendary prowess. At the end of each short rest, you can choose a creature of a CR equal to or less than your proficiency bonus to be your epic mount. Your epic mount gains a number of temporary hit points equal to twice your fighter level, up to a maximum of its total hit points. In addition, while you are riding your mount its armor class increases by 2 and it has advantage on attack rolls.

 

Cavalier or Knight: Legendary Action Surge

At 30th level, you can use Action Surge three times before a rest, but only once on the same turn.

 

Champion: Peerless Critical

At 25th level, your weapon attacks score a critical hit on a roll of 17–20.

 

Champion: Legendary Action Surge

At 30th level, you can use Action Surge three times before a rest, but only once on the same turn.

 

Eldritch Knight: Spellcasting

See Table: Epic Spellcasting for Partial Spellcasters. At 22nd, 24th, 26th, 28th, and 30th level you choose an abjuration or evocation spell from any spell list to add to your spells known.

 

Eldritch Knight: War Magician

At 25th level, you weave magic and might in a terrifying display of power. When you take the Attack action, you can cast a cantrip in place of one weapon attack. 

 

Eldritch Knight: Superb Critical

At 30th level, your weapon attacks score a critical hit on a roll of 18–20, and your spell attacks score a critical hit on a roll of 19 or 20.

 

Monster Hunter: Epic Superiority

At 25th level and again at 30th level, you gain a maneuver die.

 

Monster Hunter: Bane of Monsters

At 30th level, your weapon attacks deal an extra 1d8 damage against aberrations, feys, fiends, and undead.

 

Psychic Warrior: Complete Augmentation

At 25th level, your psionic powers become second-nature and you learn to manifest them simultaneously for offense and defense. You no longer choose the offensive or defensive benefit from your first psionic archetype feature and gain both instead.

 

Psychic Warrior: Attuned Focus

At 30th level, uses of your final psionic archetype feature recharge at the end of short rests.

 

Rune Knight: Improved Rune Carving

At 25th level, you can focus your magic to sustain the power of two inscribed runes at the same time. Whenever you use your rune knight feature to place runes, you can choose one object that gains two runes instead of one.

  In addition, at 25th and 30th level you learn an additional rune.

 

Rune Knight: Gargantuan Might

At 30th level, when you use your rune knight feature to increase in size you become Huge (instead of Large), your reach increases by 5 feet, and your weapon attacks deal an extra 2d6 damage (instead of 1d6). An ally that benefits from that feature does not become Huge.

 

Samurai: Warrior’s Mettle

At 25th level, your resolve to survive hardens even more. Whenever you gain temporary hit points from your first samurai archetype feature, you gain twice as many as normal. 

  In addition, you gain advantage on saving throws made against exhaustion or to resist necrotic damage.

 

Samurai: Swift Death

At 30th level, you can charge forward and through an enemy, making a devastating blow only truly felt after you have rushed past them. Once on each of your turns, you may make a melee weapon attack against a foe in between using your movement and declare it a Dashing Strike. This movement must be in a straight line, and take you through the space of the target of your attack. Regardless of if your attack hits, this movement doesn't provoke opportunity attacks. If your attack hits and your movement both begins and ends outside of your target’s reach, this attack is a critical hit.

 

Scout: Epic Superiority

At 25th level and again at 30th level, you gain a maneuver die.

 

Scout: Wounding Strikes

At 30th level, your weapon attacks score a critical hit on a roll of 19 or 20 if your target is at less than half its maximum hit points. Each time you score a critical hit with this feature or when you hit with a weapon attack using a maneuver die as, you deliver a Wounding Strike. At the start of its turn each round a creature you hit with a Wounding Strike takes damage equal to your proficiency bonus until the wound is stanched with a successful Wisdom (Medicine) check (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or the target has its hit points restored by a feature, spell, or trait.

 

Sharpshooter: Ricochet

At 25th level, you can bounce arrows and daggers with uncanny accuracy. Once on each of your turns when you take the Attack action to make a ranged attack using a weapon, you ignore a target’s cover. Only targets that have total cover from being entirely enclosed by an object or effect (such as a sphere from wall of force) have cover against this attack, and you do not have disadvantage from firing at a target you cannot see.

 

Sharpshooter:  Legendary Action Surge

At 30th level, you can use Action Surge three times before a rest, but only once on the same turn.

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