Class Reference — D&D 5e OSR Roguelike
Fighter
One shared ability deck. Draw 3, keep 1. Subclass cards shuffle in when you hit the required level.
Role: Frontliner / Damage
Hit Dice: d10 (OSR: halved)
Sources: PHB, XGtE, SCAG, EGtW
Character Sheet
Ability Deck
Equipment
Equipment
Active Subclass
Cards available at this level:
Ability Deck
— cards in pool
Acquired Abilities
None yet — draw from the deck above
Character Name
Class
Subclass
Level
Race / Species
Background
Alignment
Proficiency
+2
+2
Proficiency
+0
Initiative
Speed ft.
Armor Class
Inspire
Hit Points (OSR: d10 halved+CON)
Current
/
Max
0
Temp
▾ level breakdown
Saving Throws
Prof: +2
Senses
Passive Perception
10
Passive Investigation
10
Passive Insight
10
Proficiencies & Training
Armor
All armor, Shields
Weapons
Simple, Martial
Hit Dice
3d10
Free Features
Skills ● prof  ● exp
Death Saving Throws
Successes
Failures
Actions
Abilities
Race
Notes
Actions
Attack
Hit Bonus
Damage
Weapon Attack
Melee / Ranged
+2
By weapon
Actions: Attack, Dash, Disengage, Dodge, Grapple, Help, Hide, Ready, Search, Shove
Acquired Abilities
No abilities yet — draw from the Ability Deck tab
Maneuvers Known
No maneuvers yet
Race Traits
Select a race above to see traits
Notes
Character Inventory
Weight: 0 lb
Items: 0 items
No items — browse and add from the left
Categories
📦All Items0
🗡Simple Melee0
🏹Simple Ranged0
Martial Melee0
🎯Martial Ranged0
🛡Armor & Shields0
🎒Adventuring Gear0
Magic Items0
Class Proficiency Filter
Fighter
Barbarian
Wizard
Paladin
Warlock
Rogue
Druid
Cleric
⚔ Inventory
No items acquired yet
Total weight: 0 lbs
Common
Uncommon
Rare
Very Rare
Legendary
Overview
Subclasses
Core Features — Free at Level, No Treasure Room Required
LV 1
Fighting Style Free
Defense (+1 AC in armor), Dueling (+2 damage one-handed), Great Weapon Fighting (reroll 1s and 2s on damage), or Archery (+2 to ranged attack rolls).
LV 1
Second Wind Free
Bonus action. 1/short rest. Regain 1d10 + Fighter level hit points. Always available.
LV 2
Action Surge Free
1/short rest. Take one additional action on your turn. The Fighter's defining power at mid-levels.
Levels 4 and above: Extra Attack, Indomitable, and Three Attacks are found in the ability deck — drawn like any other ability at the appropriate level.
How the Deck Works
Treasure Room — Ability Draw
1
Enter a Treasure Room
2
Draw 3 cards from your deck
3
Keep 1 — reshuffle the other two
One deck. All Fighter abilities — including Extra Attack, Indomitable, and Three Attacks — share this pool with subclass abilities. Only Fighting Style, Second Wind, and Action Surge are free at level. Level gating: cards only enter the draw pool once you reach the required level.
OSR note: With HP halved, Second Wind (1d10 + level) is proportionally stronger. At level 4, average ~8.5 HP on a ~20 HP pool is a 40% self-heal as a bonus action.

When you draw a subclass card at run start, all of its abilities shuffle into your ability deck. Cards enter the draw pool when you reach the required Fighter level.

Champion
Player's Handbook
Zero activation required. All passive bonuses. Crits on 19–20, then 18–20. The simplest subclass — power fires automatically.
Adds 5 cards to the ability deck
LV3
Improved Critical
Your weapon attacks score a critical hit on a roll of 19 or 20.
LV7
Remarkable Athlete
Add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check that doesn't already use your proficiency bonus. Running long jump distance increases by your Strength modifier in feet.
LV10
Additional Fighting Style
Choose a second option from the Fighting Style class feature.
LV15
Superior Critical
Your weapon attacks score a critical hit on a roll of 18, 19, or 20.
LV18
Survivor
At the start of each of your turns, if you have at least 1 HP and fewer HP than half your maximum, regain HP equal to 5 + your Constitution modifier. Always active.
Battle Master
Player's Handbook
Superiority Dice fuel maneuvers drawn from a separate sub-deck. Every combat is a resource puzzle. Most options per turn of any Fighter subclass.
Adds 6 cards to the ability deck + Maneuver sub-deck
LV3
Combat Superiority Sub-deck
Learn 3 maneuvers from the Maneuver sub-deck. Gain 4 Superiority Dice (d8); regain all on a short rest. One maneuver per attack. Save DC = 8 + proficiency + STR or DEX.
LV3
Student of War
Gain proficiency with one type of artisan's tools of your choice.
LV7
Know Your Enemy
Spend 1 minute observing a creature: learn if it is superior, inferior, or equal to you in two of — Strength, Dexterity, Constitution, AC, current HP, total class levels, or Fighter levels. Also: learn 2 more maneuvers; gain 1 more die (5 total).
LV10
Improved Combat Superiority (d10)
Superiority Dice improve from d8 to d10. Learn 2 more maneuvers (7 total).
LV15
Relentless
When you roll initiative with no Superiority Dice remaining, regain 1. Learn 2 more maneuvers (9 total); gain 1 more die (6 total).
LV18
Improved Combat Superiority (d12)
Superiority Dice improve from d10 to d12.
⚠ Maneuver sub-deck (official XGtE/PHB options): Ambush · Bait and Switch · Commander's Strike · Disarming Attack · Distracting Strike · Evasive Footwork · Feinting Attack · Goading Attack · Lunging Attack · Menacing Attack · Parry · Precision Attack · Pushing Attack · Rally · Riposte · Sweeping Attack · Trip Attack · Maneuvering Attack
Cavalier
Xanathar's Guide to Everything
Locks enemies in place with Unwavering Mark. Punishes anything that ignores you to attack an ally. The best pure defender — hardest to walk past.
Adds 7 cards to the ability deck
LV3
Bonus Proficiency
Gain proficiency in one skill: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, learn one language.
LV3
Born to the Saddle
Advantage on saves to avoid falling off a mount. If you fall and descend no more than 10 feet, land on your feet if not incapacitated. Mounting/dismounting costs 5 feet of movement instead of half your speed.
LV3
Unwavering Mark
When you hit a creature with a melee attack, mark it until the end of your next turn. While within 5 feet of you, the marked creature has disadvantage on attacks that don't target you. If a marked creature damages anyone other than you, use your bonus action next turn to make one melee attack against it with advantage, dealing extra damage equal to half your Fighter level. Uses = Strength modifier (min 1); regain on long rest.
LV7
Warding Maneuver
Reaction: when you or a creature within 5 feet of you is hit by an attack (while you wield a melee weapon or shield), roll 1d8 and add it to the target's AC. If it still hits, the target has resistance to that damage. Uses = CON modifier; regain on long rest.
LV10
Hold the Line
Creatures that move within your reach provoke opportunity attacks from you even if they Disengaged. On a hit with such an OA, the creature's speed becomes 0 for the rest of the turn.
LV15
Ferocious Charger
Move at least 10 feet straight toward a creature before hitting it: target must succeed on a STR save (DC 8 + proficiency + STR) or be knocked prone. Once per turn.
LV18
Vigilant Defender
Gain a special reaction usable once on every creature's turn except your own, but only for opportunity attacks. Can't use it on the same turn as your normal reaction.
Banneret
Sword Coast Adventurer's Guide
Turns Second Wind into a group heal, Action Surge into an allied attack, and Indomitable into a shared reroll. The support Fighter. Pairs best with a high-damage dealer.
Adds 5 cards to the ability deck
LV3
Rallying Cry
When you use Second Wind, choose up to three allies within 60 feet who can see or hear you. Each regains HP equal to your Fighter level.
LV7
Royal Envoy
Gain proficiency in Persuasion. If already proficient, gain proficiency in one of: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any Persuasion check regardless of the new skill chosen.
LV10
Inspiring Surge
When you use Action Surge, one ally within 60 feet who can see or hear you can make one melee or ranged weapon attack with its reaction. Upgrades to two allies at level 18.
LV15
Bulwark
When you use Indomitable to reroll an INT, WIS, or CHA save and aren't incapacitated, one ally within 60 feet who also failed the same save can reroll using your new result.
LV18
Inspiring Surge (Upgraded)
Inspiring Surge now triggers reaction attacks from two allies instead of one when you use Action Surge.
Samurai
Xanathar's Guide to Everything
Fighting Spirit guarantees advantage on demand. Strength Before Death is the most mechanically dramatic ability of any Fighter subclass — one final turn at 0 HP.
Adds 6 cards to the ability deck
LV3
Bonus Proficiency
Gain proficiency in one skill: History, Insight, Performance, or Persuasion. Alternatively, learn one language.
LV3
Fighting Spirit
Bonus action, 3/long rest: until the end of your turn, you have advantage on all weapon attack rolls and gain 5 temporary hit points (10 at level 10; 15 at level 15).
LV7
Elegant Courtier
Gain proficiency in Wisdom saving throws. If already proficient, gain proficiency in Intelligence or Charisma saves (your choice). Also gain Persuasion proficiency or one language.
LV10
Tireless Spirit
When you roll initiative with no uses of Fighting Spirit remaining, regain one use. Fighting Spirit's temporary HP also increases to 10 at this level.
LV15
Rapid Strike
Once per turn: if you have advantage on an attack roll, you can forgo that advantage to make one additional weapon attack against the same target as part of the same action. Fighting Spirit's temporary HP increases to 15 at this level.
LV18
Strength Before Death
1/long rest: when damage reduces you to 0 HP but doesn't kill you, use your reaction to delay falling unconscious. You immediately take an extra turn, interrupting the current turn. Taking damage during this turn causes death save failures normally. You fall unconscious at its end if still at 0 HP.
Arcane Archer
Xanathar's Guide to Everything
Every arrow can carry a different magical effect. Requires a shortbow or longbow. 8 official Arcane Shot options form a sub-deck — which you draw at run start shapes your entire style.
Adds 6 cards to the ability deck + Arcane Shot sub-deck
LV3
Arcane Archer Lore
Gain proficiency in Arcana or Nature (your choice). Learn the Prestidigitation or Druidcraft cantrip (your choice).
LV3
Arcane Shot Sub-deck
2 uses per short or long rest. Once per turn, when you fire an arrow from a shortbow or longbow as part of the Attack action, apply one Arcane Shot option after the arrow hits. Draw 2 options from the Arcane Shot sub-deck. Save DC = 8 + proficiency + INT. Gain 1 more option at levels 7, 10, 15, and 18.
LV7
Magic Arrow
Whenever you fire a nonmagical arrow, you can make it magical for overcoming resistance and immunity. The magic fades after it hits or misses.
LV7
Curving Shot
Once per turn: when you miss with a magic arrow, use a bonus action to reroll the attack against a different target within 60 feet of the original.
LV15
Ever-Ready Shot
When you roll initiative with no Arcane Shot uses remaining, regain one use.
LV18
Arcane Shot Improvement
Each of your Arcane Shot options improves (typically +2d6 force or an enhanced secondary effect). Gain 1 more option from the sub-deck.
⚠ Arcane Shot sub-deck (8 official options): Banishing Arrow · Beguiling Arrow · Bursting Arrow · Enfeebling Arrow · Grasping Arrow · Piercing Arrow · Seeking Arrow · Shadow Arrow
Echo Knight
Explorer's Guide to Wildemount
Manifests a translucent duplicate from an unrealized timeline. Attack through it, swap places with it, sacrifice it to intercept hits. Massively front-loaded at level 3. Best for players who want to master the battlefield's geometry.
Adds 6 cards to the ability deck
LV3
Manifest Echo
Bonus action: manifest an echo in an unoccupied space within 15 feet (AC 14 + proficiency, 1 HP, immune to all conditions). Command it mentally to move up to 30 feet on your turn. Make attacks from its space. Destroyed if more than 30 feet from you at end of your turn. Teleport to its space as a bonus action (destroys it).
LV3
Unleash Incarnation
When you take the Attack action, make one additional melee attack from your echo's position. Uses = Constitution modifier (min 1); regain on long rest.
LV7
Echo Avatar
Once per long rest, as an action: transfer your consciousness into your echo for up to 10 minutes. You see and hear through it; your body is blinded and deafened. End at any time (no action).
LV10
Shadow Martyr
Once per round, when a creature targets you or a creature within 5 feet of your echo with an attack, use your reaction to swap the echo to the target's space — the echo takes the hit instead and is destroyed.
LV15
Reclaim Potential
When your echo is destroyed by damage (not dismissed), gain temporary HP equal to 2d6 + your Constitution modifier.
LV18
Legion of One
Create two echoes simultaneously with the same bonus action. Anything you can do from one echo's position can be done from either. When you roll initiative with no Unleash Incarnation uses remaining, regain one use.
Drawing from Ability Deck
Click a card to keep it. The other returns to the deck.
Check
Total: