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Fighter

Optional Fighter features and subclass references from Tasha’s Cauldron of Everything.

This reference contains the optional Fighter features introduced in this source.

Optional Class Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a fighter. Unlike the features in the Player's Handbook, you don't gain the features here automat ically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

Fight Ing Style Options

1st-level fighter feature

When you choose a fighting style, the following styles are added to your list of options.

Blind Fight Ing

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in dark ness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a mini mum of O damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Superior Te Chnique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneu vers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. ,.._ _ ·---, - J - / ~ e ii 8 s «

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Thrown Weapon Fighting

You can draw a weapon that has the thrown prop erty as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grap pled by you.

Martial Ve Rs At Il Ity

4th-level fighter feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to fighters.

  • If you know any maneuvers from the Battle Mas ter archetype, you can replace one maneuver you know with a different maneuver.

Maneuver Options

If you have access to maneuvers, the following ma neuvers are added to the list of options available to you. Maneuvers are available to Battle Masters but also to characters who have a special feature like the Superior Technique fighting style or the Martial Adept feat.

Ambush

Brace

When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

Commanding Presence

When you make a Charisma (Intimidation), a Cha risma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Grappling Strike

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't in capacitated.

Ba It And Switch

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grap pling). Add the superiority die to your Strength (Ath letics) check. Q U1CK Toss As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the su periority die to the weapon's damage roll.

Tactical As Se Ss Me Nt

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the su periority die to the ability check.

Martial Arc He Types

At 3rd level, a fighter gains the Martial Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Psi Warrior and Rune Knight.

Ps Tw Ar Ri Or

When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't pro voke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. 8rAi1111 over brAw111? Mi111J. over MAtter?

These <A111Ti111A9SHA, .,· warriors riqhtly a wer, "Why o t bot " ' Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eber ron, many young kalashtar dream of becoming Psi Warriors. As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.

Psionic Power

3rd-level Psi Warrior feature

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. Some of your powers expend the Psionic En ergy die they use, as specified in a power's de scription, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest.

In addition, as a bo nus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (dl2). The powers below use your Psionic Energy dice. Protective Field.

When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic En ergy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momen tary shield of telekinetic force.

Psionic Strike. You can propel your weapons with psionic force.

Once on each of your turns, im mediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing crca tu rc , oth er th a n you rs e lf. If yot can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see.

Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again un til you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Adept

7th-level Psi Warrior feature

You have mastered new ways to use your telekinetic abilities, detailed below.

Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intel ligen ce modifier.

If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.

Guard Ed Mind

10th-level Psi Warrior feature

The psionic energy flowing through you has bol stered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.

Bulwark Of Force

15th-level Psi Warrior feature

You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one crea ture). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated. Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Master

18th-level Psi Warrior feature

Your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcast ing ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, in cluding the turn when you cast it, you can make one attack with a weapon as a bonus action. Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.

Source & compatibility

Source: Tasha's Cauldron of Everything · page 41 · Legacy 5e.

Tasha's Cauldron of Everything; locally supplied reference, original publisher rights retained.

Campaign adaptation: Legacy 5e reference. SRD 5.2.1 takes precedence for overlapping core rules and spells. Optional class replacements, subclass timing, and prerequisites require compatibility review; this entry does not grant extra benefits automatically.

Compatibility: Original option; manual use pending compatibility review.