Note: We use standard 2024 fighter with unique Athasian subclasses.
Primary Ability: Strength or Dexterity
Hit Point Die: d10 per Fighter level
Saving Throws: Strength, Constitution
Skill Proficiencies: Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, or Survival.
Weapon Proficiencies: Simple and Martial weapons.
Armor Training: Light, Medium, and Heavy armor and Shields.
Choose A, B, or C:
| Level | Proficiency Bonus | Class Features | Second Wind Uses | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
| 2 | +2 | Action Surge (1 use), Tactical Mind | 2 | 3 |
| 3 | +2 | Fighter Subclass | 2 | 3 |
| 4 | +2 | Ability Score Improvement | 2 | 4 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
| 6 | +3 | Ability Score Improvement | 3 | 4 |
| 7 | +3 | Subclass Feature | 3 | 4 |
| 8 | +3 | Ability Score Improvement | 3 | 4 |
| 9 | +4 | Indomitable (1 use), Tactical Master | 3 | 4 |
| 10 | +4 | Subclass Feature | 3 | 5 |
| 11 | +4 | Two Extra Attacks | 4 | 5 |
| 12 | +4 | Ability Score Improvement | 4 | 5 |
| 13 | +5 | Indomitable (2 uses), Studied Attacks | 4 | 5 |
| 14 | +5 | Ability Score Improvement | 4 | 5 |
| 15 | +5 | Subclass Feature | 4 | 5 |
| 16 | +5 | Ability Score Improvement | 4 | 6 |
| 17 | +6 | Action Surge (2 uses), Indomitable (3 uses) | 4 | 6 |
| 18 | +6 | Subclass Feature | 4 | 6 |
| 19 | +6 | Epic Boon | 4 | 6 |
| 20 | +6 | Three Extra Attacks | 4 | 6 |
You have honed your martial prowess and gain a Fighting Style feat of your choice.
Recommendation: Defense or Thrown Weapon Fighting (for Chatkcha users).
Retraining: Whenever you gain a Fighter level, you can swap your chosen style with another Fighting Style feat you qualify for.
As a Bonus Action, you regain hit points equal to 1d10 + your Fighter level.
You gain mastery with three kinds of Simple or Martial weapons of your choice.
Changing Masteries: After a Long Rest, you may re‑train one mastery.
Once per Short or Long Rest, take one additional action on your turn (except the Magic Action).
At Level 17, you may use this twice between rests (once per turn).
When you fail an ability check, you may expend a Second Wind use to roll 1d10 and add it to the check.
Choose your Fighter subclass:
Increase one ability by +2, two by +1 each, or apply a feat of your choice.
You can attack twice each time you take the Attack action.
When you use Second Wind as a Bonus Action, you may move up to half your speed without provoking Opportunity Attacks.
Reroll a failed saving throw and add your Fighter level to the result.
Uses per Long Rest: 1 (Scaling to 2 uses at 13th, 3 uses at 17th).
When you make an attack with a mastered weapon, you may replace its property with Push, Sap, or Slow for that attack.
You may attack three times instead of once per Attack action.
When you miss an attack against a creature, you have Advantage on your next attack against that creature before your next turn ends.
You gain an Epic Boon feat or another feat of your choice. Recommended: Boon of Combat Prowess.
You can attack four times when taking the Attack action.
Psionic warriors who fortify their bodies with the Way.
| Level | Augments Known | Psi Points | Psi Limit |
|---|---|---|---|
| 3rd | 2 | 4 | 2 |
| 4th | 3 | 6 | 2 |
| 5th | 4 | 6 | 2 |
| 6th | 4 | 6 | 2 |
| 7th | 5 | 16 | 4 |
| 8th | 6 | 16 | 4 |
| 9th | 7 | 16 | 4 |
| 10th | 7 | 20 | 4 |
| 11th | 8 | 20 | 4 |
| 12th | 9 | 20 | 4 |
| 13th | 9 | 32 | 6 |
| 14th | 10 | 32 | 6 |
| 15th | 10 | 32 | 6 |
| 16th | 11 | 38 | 6 |
| 17th | 11 | 38 | 6 |
| 18th | 12 | 38 | 6 |
| 19th | 12 | 46 | 8 |
| 20th | 13 | 46 | 8 |
8 + your proficiency bonus + your Charisma modifieryour proficiency bonus +your Charisma modifierGain proficiency in Charisma Saving Throws.
When taking the Attack action, you can replace one attack with a Psionic Talent that has a casting time of 1 Action.
When you hit a creature with a weapon attack, that creature has Disadvantage on the next saving throw against a psionic power you use before the end of your next turn.
When an effect allows a Constitution or Charisma save for half damage, you take no damage on a success, half on a fail.
At the start of your turn while at 0 HP, spend 6 Psi Points to regain and immediately use Second Wind (no action).
You also restore +20 HP instantly.
Mounted masters of the desert and bandit wastes.
When you hit a creature with a melee attack, mark it until the end of your next turn. - It has Disadvantage on attacks vs others.
When you or a creature within 5 ft is hit:
Creatures provoke Opportunity Attacks if they move 5 ft or more within your reach.
A hit reduces their speed to 0.
After moving 10 ft straight before a melee hit, target must make a Strength save (DC =8 + proficiency bonus + STR).
Failure: knocked Prone.
Gain a special Reaction on every creature’s turn (except yours) to make Opportunity Attacks.
Champions of the arena.
Gain proficiency in Performance or Intimidation (or another if you already have both).
Learn one additional spoken language.
As a Bonus Action, grant yourself:
Add your Wisdom modifier to all Charisma (Persuasion) checks.
When you roll Initiative and have 0 Fighting Spirit uses, regain 1.
When you have Advantage on a weapon attack, you may forgo the Advantage to make an additional weapon attack against the same target.
(Once per turn.)
If reduced to 0 HP, you can use Reaction to take an extra turn before falling unconscious.
After that turn, if still at 0 HP, you fall unconscious and must continue death‑save rules.
Note: This is standard Eldritch Knight subclass.
Defiling spell‑fighters who manipulate forbidden magic.
| Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | – | – | – |
| 4th | 2 | 4 | 3 | – | – | – |
| 5th | 2 | 4 | 3 | – | – | – |
| 6th | 2 | 4 | 3 | – | – | – |
| 7th | 2 | 5 | 4 | 2 | – | – |
| 8th | 2 | 6 | 4 | 2 | – | – |
| 9th | 2 | 6 | 4 | 2 | – | – |
| 10th | 3 | 7 | 4 | 3 | – | – |
| 11th | 3 | 8 | 4 | 3 | – | – |
| 12th | 3 | 8 | 4 | 3 | – | – |
| 13th | 3 | 9 | 4 | 3 | 2 | – |
| 14th | 3 | 10 | 4 | 3 | 2 | – |
| 15th | 3 | 10 | 4 | 3 | 2 | – |
| 16th | 3 | 11 | 4 | 3 | 3 | – |
| 17th | 3 | 11 | 4 | 3 | 3 | – |
| 18th | 3 | 11 | 4 | 3 | 3 | – |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 1 |
You learn a ritual that creates amagical bond between yourself and one weapon.
When you take the Attack action, replace one attack with a Wizard cantrip.
When you hit a creature with a weapon, it has Disadvantage on its next saving throw vs a spell you cast before end of next turn.
When using Action Surge, you may teleport 30 ft before or after the extra Action.
When taking the Attack action, you may replace two attacks with casting a 1st‑ or 2nd‑level Wizard spell.
Note: This is standard battle master subclass.
Masters of battlefield control and superiority maneuvers.
35794d8 (Short/Long Rest regain).8 + proficiency bonus + STR or DEX mod (your choice).You can learn a Maneuver from this list of Maneuvers
Gain proficiency with one set of Artisan’s Tools.
As a Bonus Action, study a creature within 30 ft.
The DM tells you whether it is your equal, superior, or inferior in two of the following: STR, DEX, CON, AC, current HP, or total class levels.
Your Superiority Dice become d10s.
When you roll Initiative and have no Superiority Dice left, regain 1.
Your Superiority Dice become d12s.