Base Class: Fighter
Some fighters see the value in broadening their skills beyond martial prowess.
Crackerjacks prepare themselves for any situation.
Whether they delve into a dungeon, traverse a wilderness they’ve never known or investigate the murder of their benefactor, Crackerjacks always have the skills and tools to get themselves through any and all dangers life can throw at them.
Fast Learner
Starting at 3rd level, even if you’re unfamiliar with the execution, you find a way to do it effectively.
When you make an ability check, attack roll or damage roll with a negative modifier, treat the modifier as a +0 instead.
You can add half your proficiency bonus, rounded up, to any ability check you make that doesn't already include your proficiency bonus.
You become proficient with improvised weapons.
Prepared
When you choose this archetype at 3rd level, You have learned a number of spells that you can cast as rituals. These spells are inscribed in an item, which you must have in hand while casting one of them.
You determine the item’s appearance, for example, it can be a spellbook, a utility belt or a piece of jewelry.
Choose your spellcasting ability for these spells: Intelligence, Wisdom or Charisma.
You gain access to all 1st and 2nd level spells with the ritual tag from the bard, cleric, druid, paladin, ranger, sorcerer, warlock and wizard spell lists.
At 5th level, you gain access to all 3rd level ritual spells.
At 7th level, you learn all 4th level spells with the ritual tag.
At 9th level, all 5th level ritual spells.
At 11th level, all ritual spells of 6th level.
Martial Master
At 7th level, you learn all fighting styles available for the fighter class.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
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 darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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 minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique
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 maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property 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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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 grappled by you.
Tenacious
At 10th level, you can add half your proficiency bonus (rounded up) to all saving throws you are not proficient in.
Uncanny Prowess
At 15th level, your caliber and aptitude are unparalleled.
Whenever you make an ability check, attack roll or saving throw, you can use your reaction to add your fighter level to the result of your roll.
You can use this reaction after you’ve made the roll, but before the results of the roll are determined.
You can use this feature a number of times equal to half your proficiency bonus (rounded up) and regain all expended uses upon finishing a long rest.
Master of All Trades
At 18th level, you know how to deal with any situation.
You have advantage on all ability checks and saving throws.
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