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==Fighter ==
= Fighter =
Fighters are some of the most common adventurers in Drakomere. Schools for Fighters exist in many cities and they have some of the most diverse members from pirates to knights to cutpurses.  
A Triton in clanging plate armor holds her shield before her as she runs toward the massed zombies. An Otterfolk behind her, clad in studded leather armor, peppers the zombies with arrows loosed from his exquisite bow. The Treant nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.<br>
A Kalashtari in chain mail interposes his shield between the ogre's club and his companion, knocking the deadly blow aside. His companion, a Grung in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.<br>
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd's delight—and his own tactical advantage. His opponent's sword flares with blue light an instant before she sends lightning flashing forth to smite him.<br>
All of these heroes are fighters, perhaps the most diverse adventurer. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.<br>
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.<br>
Not every member of the city watch, the village militia, or the queen's army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.<br>
Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards.


{| class="wikitable"
{| class="wikitable"
Line 7: Line 13:
! Level !! Proficiency Bonus !! Features !! Experience Points
! Level !! Proficiency Bonus !! Features !! Experience Points
|-
|-
| 1st || +2 || Fighting Style, Second Wind || 0
| 1st || +2 || [[Fighter#Fighting Style|Fighting Style]], [[Fighter#Second Wind|Second Wind]] || 0
|-
|-
| 2nd || +2 || Action Surge || 300
| 2nd || +2 || [[Fighter#Action Surge|Action Surge]] || 300
|-
|-
| 3rd || +2 || Martial Academy || 1,000
| 3rd || +2 || [[Fighter#Martial League|Martial League]] || 1,000
|-
|-
| 4th || +2 || Ability Score Improvement || 3,000
| 4th || +2 || [[Fighter#Ability Score Improvements|Ability Score Improvement]] || 3,000
|-
|-
| 5th || +3 || Extra Attack || 6,000
| 5th || +3 || [[Fighter#Extra Attack|Extra Attack]] || 6,000
|-
|-
| 6th || +3 || Ability Score Improvement || 10,000
| 6th || +3 || [[Fighter#Ability Score Improvements|Ability Score Improvement]] || 10,000
|-
|-
| 7th || +3 || Martial Academy Feature || 20,000
| 7th || +3 || [[Fighter#Martial League|Martial League Feature]] || 20,000
|-
|-
| 8th || +3 || Ability Score Improvement || 40,000
| 8th || +3 || [[Fighter#Ability Score Improvements|Ability Score Improvement]] || 40,000
|-
|-
| 9th || +4 || Indomitable || 60,000
| 9th || +4 || [[Fighter#Indomitable|Indomitable (Once)]] || 60,000
|-
|-
| 10th || +4 || Martial Academy Feature || 80,000
| 10th || +4 || [[Fighter#Martial League|Martial League Feature]] || 80,000
|-
|-
| 11th || +4 || Extra Attack || 100,000
| 11th || +4 || [[Fighter#Extra Attack|Extra Attack]] || 100,000
|-
|-
| 12th || +4 || Ability Score Improvement || 120,000
| 12th || +4 || [[Fighter#Ability Score Improvements|Ability Score Improvement]] || 120,000
|-
|-
| 13th || +5 || Indomitable (Twice) || 140,000
| 13th || +5 || [[Fighter#Indomitable |Indomitable (Twice)]] || 140,000
|-
|-
| 14th || +5 || Ability Score Improvement || 160,000
| 14th || +5 || [[Fighter#Ability Score Improvements|Ability Score Improvement]] || 160,000
|-
|-
| 15th || +5 || Martial Academy Feature || 180,000
| 15th || +5 || [[Fighter#Martial League|Martial League Feature]] || 180,000
|-
|-
| 16th || +5 || Ability Score Improvement || 200,000
| 16th || +5 || [[Fighter#Ability Score Improvements|Ability Score Improvement]] || 200,000
|-
|-
| 17th || +6 || Endless Action || 225,000
| 17th || +6 || [[Fighter#Indomitable |Endless Action, Indomitable (Thrice)]] || 225,000
|-
|-
| 18th || +6 ||Martial Academy Feature || 250,000
| 18th || +6 || [[Fighter#Martial League|Martial League Feature]] || 250,000
|-
|-
| 19th || +6 || Ability Score Improvement || 300,000
| 19th || +6 || [[Fighter#Ability Score Improvements|Ability Score Improvement]] || 300,000
|-
|-
| 20th || +6 || Extra Attack || 350,000
| 20th || +6 || [[Fighter#Extra Attack|Extra Attack]] || 350,000
|}
|}


'''Class Information.'''
=== Class Information ===
:'''Hit Dice.''' 1d10 per fighter level
'''Hit Dice.''' 1d10 per Fighter Level<br>
:'''1st Level Hitpoints.''' 10 + your Constitution modifier
'''1st Level Hitpoints.''' 10 + your Constitution Modifier<br>
:'''Higher Level Hitpoints.''' 1d10 (or 6) + your Constitution modifier per fighter level after 1st
'''Higher Level Hitpoints.''' 1d10 (increase to 6) + your Constitution Modifier per Fighter Level after 1st<br>
:'''Armor Proficiencies.''' Light Armor, Medium Armor, Heavy Armor, and Shields
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Heavy Armor|Heavy Armor]], and [[Armor and Weapons#Shields|Shields]].<br>
:'''Weapon Proficiencies.''' Simple Weapons and Martial Weapons.
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]<br>
:'''Tool Proficiencies.''' None
'''Tool Proficiencies.''' None<br>
:'''Saving Throw Proficiencies.''' Strength and Constitution.
'''Saving Throw Proficiencies.''' Strength and Constitution<br>
:'''Skill Proficiencies.''' Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
'''Skill Proficiencies.''' Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival<br>
:'''Equipment.''' Chain Mail or Leather and a Longbow and 20 Arrows, a Shield or a Simple or Martial Weapon, a Simple or Martial Weapon, a Light Crossbow and 20 bolts or two Handaxes, and one Equipment Pack.
'''Equipment.''' [[Armor and Weapons#Heavy Armor|Chain Mail]] or [[Armor and Weapons#Light Armor|Leather Armor]] and a [[Armor and Weapons#Martial Ranged Weapons|Longbow]], a [[Armor and Weapons#Shields|Round Shield]] or a [[Armor and Weapons#Simple Weapons|Simple Weapon]] or a [[Armor and Weapons#Martial Weapons|Martial Weapon]], a [[Armor and Weapons#Simple Weapons|Simple Weapon]] or a [[Armor and Weapons#Martial Weapons|Martial Weapon]], a [[Armor and Weapons#Simple Ranged Weapons|Light Crossbow]] or [[Armor and Weapons#Simple Melee Weapons|two Handaxes]], and one [[Equipment Packs|Equipment Pack]]
<br><br>


'''Fighting Style.''' At 1st level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Whenever you gain a level in this class you can swap a Fighting Style you have with one you do not have with one you could have learned from this feature.
{| class="wikitable"
:'''Archery.''' You gain a +2 bonus to attack rolls you make with ranged weapons.
|+ Fighter Features Summarized
:'''Blind Fighting.''' You have blindsight with a range of 10 feet. If you already have blindsight it increases the range of your blindsight by 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.
! Feature !! Level !! Quick Explanation
:'''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.
| [[Fighter#Fighting Style|Fighting Style]] || 1st || You choose a way of fighting that you're good at
:'''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.
| [[Fighter#Second Wind|Second Wind]] || 1st || You can heal using a Bonus Action
:'''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.
| [[Fighter#Action Surge|Action Surge]] || 2nd || You can take two Actions on a single turn a few times
:'''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.
| [[Fighter#Martial League|Martial League]] || 3rd || You choose your subclass, and gain features at 3rd, 7th, 10th, 15th, and 18th Level
|-
| [[Fighter#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 6th, 8th, 12th, 14th, 16th, and 19th Level
|-
| [[Fighter#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action
|-
| [[Fighter#Indomitable|Indomitable (Once)]] || 9th || You can succeed on a Saving Throw once
|-
| [[Fighter#Extra Attack|Extra Attack]] || 11th || You make an additional Attack every time you take the Attack Action
|-
| [[Fighter#Indomitable|Indomitable (Twice)]] || 13th || You can succeed a Saving Throw twice
|-
| [[Fighter#Endless Action|Endless Action]] || 17th || You can use Action Surge twice as many times
|-
| [[Fighter#Indomitable|Indomitable (Thrice)]] || 17th || You can succeed a Save thrice
|-
| [[Fighter#Extra Attack|Extra Attack]] || 20th || You make an additional Attack every time you take the Attack Action
|}
<br>
 
==== Fighting Style ====
''1st Level Fighter Feature''<br>
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
*'''Archery.''' You gain a +2 bonus to Attack Rolls you make with [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]].
*'''Blind Fighting.''' You have Blindsight out to 10ft.
*'''Bone Breaker.''' Once per turn, when you hit a creature with an Attack, you can [[Conditions#Slowed|Slow]] the creature until the end of your next turn.
*'''Defense.''' While you are wearing [[Armor and Weapons#Armor|Armor]], you gain a +1 bonus to AC.
*'''Domination.''' You have Advantage on the Strength (Athletics) Checks when you take the Shove Action. Additionally, you can target creatures that are up to two Sizes larger than you with the Shove Action.
*'''Dueling.''' When you are wielding a [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] in one hand and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +2 bonus to Damage Rolls with that [[Armor and Weapons#Weapons|Weapon]].
*'''Great Weapon Fighting.''' When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] you are wielding with two hands, you can reroll the Damage Die, using the new result.
*'''Improvised Fighting.''' You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.
*'''Interception.''' When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a [[Armor and Weapons#Shields|Shields]] or a [[Armor and Weapons#Weapons|Weapons]].
*'''Melee Marksman.''' You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]] when creatures within 5ft of you move away from you.
*'''Mounted Warrior.''' Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked [[Conditions#Prone|Prone]].
*'''Pit Fighting.''' You have trained to fight with obscure, and underrated weapons, gaining the following [[Armor and Weapons#Weapons|Weapons]]:
:*For you, [[Armor and Weapons#Martial Melee Weapons|Tridents]] now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.
:*When making an Attack with a [[Armor and Weapons#Martial Ranged Weapons|Net]] against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.
:*For you, Nets now deal 1d6 Bludgeoning Damage.
:*When you make an Attack with a [[Armor and Weapons#Martial Ranged Weapons|Net]] or a [[Armor and Weapons#Martial Melee Weapons|Tridents]], you can draw a [[Armor and Weapons#Martial Ranged Weapons|Net]] or [[Armor and Weapons#Martial Melee Weapons|Tridents]] as part of that Attack.
*'''Protection.''' When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a [[Armor and Weapons#Shields|Shield]].
*'''Shield Warrior.''' You can use a [[Armor and Weapons#Shields|Shield]] as a [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]], dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a [[Armor and Weapons#Shields|Shield]] and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +1 Bonus to your Attack Rolls and Armor Class.
*'''Strongbow.''' You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]].
*'''Thrown-Weapon Fighting.''' You can draw a [[Armor and Weapons#Weapons|Weapon]] as part of an Attack made with a Thrown [[Armor and Weapons#Weapons|Weapon]]. In addition, when you hit with a Ranged Attack using a Thrown [[Armor and Weapons#Weapons|Weapon]], you gain a +2 bonus to the Damage Roll.
*'''Two-Weapon Fighting.''' When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.
*'''Unarmed Fighting.''' You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any [[Armor and Weapons#Weapons|Weapon]] or [[Armor and Weapons#Shields|Shields]], your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature [[Conditions#Grappled|Grappled]] by you.
*'''Versatile Fighting.''' While wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.
<br>
 
==== Second Wind ====
''1st Level Fighter Feature''<br>
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Fighter Level. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br>
 
==== Action Surge ====
''2nd Level Fighter Feature''<br>
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional Action. You can use this feature no more than once on each of your turns, and can use it a total number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br>
 
==== Martial League ====
''3rd, 7th, 10th, 15th, and 18th Level Fighter Feature''<br>
You choose one of the following Martial Leagues that you strive to emulate in your combat styles and techniques.
{| class="wikitable"
|+ Martial Leagues
|-
! Martial League !! Complexity (1-5) !! Description
|-
| [[Fighter#Arcane Archer's League|Arcane Archer's League]] || 3 || You use various magical shots to strike down your foes.
|-
| [[Fighter#Banneret's League|Banneret's League]] || 2 || You inspire your allies as you lead the charge in combat.
|-
| [[Fighter#Barrier's League|Barrier's League]] || 3 || You grow a coral coating of armor as you embody the tides.
|-
|[[Fighter#Battle Mater's League|Battle Master's League]] || 3 || You use a variety of maneuvers to tactically gain control of the battlefield.
|-
| [[Fighter#Cavalier's League|Cavalier's League]] || 2 || You charge hold the line, marking, warding, and showing your wrath to anyone who comes close to breaking through.
|-
| [[Fighter#Champion's League|Champion's League]] || 1 || You become an insurmountable force in combat due to your pure martial prowess.
|-
| [[Fighter#Echo Knight's League|Echo Knight's League]] || 4 || You summon copies of yourself from potential timelines to distract your enemies and to strike them down.
|-
| [[Fighter#Eldritch Knight's League|Eldritch Knight's League]] || 4 || You harness magic channeled through your blades to crush your foes.
|-
| [[Fighter#Meteor Knight's League|Meteor Knight's League]] || 3 || You use graviturgy magic to fire projectiles at nearby foes.
|-
| [[Fighter#Minuteman's League|Minuteman's League]] || 2 || You become an expert at leveraging every advantage you can to gain the upper-hand.
|-
| [[Fighter#Psi Warrior's League|Psi Warrior's League]] || 4 || You use your psionic powers to guard your allies and smite your foes.
|-
| [[Fighter#Rune Knight's League|Rune Knight's League]] || 4 || You harness the runes of giants to enchant your weapons and armor while embodying their size.
|-
| [[Fighter#Samurai's League|Samurai's League]] || 2 || You masterfully command your will to grow your strength and vitality in combat.
|-
| [[Fighter#Steel Hawk's League|Steel Hawk's League]] || 3 || You launch yourself through the air at your foes while expertly wielding lances.
|}
<br>


'''Second Wind.''' Starting at 1st level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
==== Ability Score Improvements ====
''4th, 6th, 8th, 12th, 14th, 16th, and 19th Level Fighter Feature''<br>
Your skill and strength expands, choose one of the following:
*Increase one Ability Score of your choice by 3.
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
*Increases three Ability Scores of your choice by 1.
*Gain one [[Feats|Feat]] of your choice.
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
<br><br>


'''Action Surge.''' Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action (limit once per turn). You can use this feature no more than once on your turn. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
==== Extra Attack ====
''5th, 11th, and 20th Level Fighter Feature''<br>
You can make an additional Attack whenever you take the Attack Action.
<br><br>


Martial Academy. At 3rd level, you choose an academy that you strive to emulate in your combat styles and techniques. The academy you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
==== Indomitable ====
''9th Level Fighter Feature''<br>
When you fail on a Saving Throw, you can choose to succeed instead. Once you use this feature, you cannot do so again until you finish a Long Rest.<br>
At certain Levels in this class you can use this feature more times: you can use it twice between Long Rests at 13th Level, and thrice times between Long Rests at 17th Level.
<br><br>


'''Ability Score Improvements.''' When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.
==== Endless Action ====
''17th Level Fighter Feature''<br>
Instead of being able to use Action Surge a number of times equal to your Proficiency Bonus between Long Rests, you can now use it a number of times equal to twice your Proficiency Bonus between Long Rests.
<br><br>


'''Extra Attack.''' At 5th level you can perform an additional attack as part of the Attack action.
= Martial Leagues =
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.
== Arcane Archer's League ==
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
<br><br>


'''Indomitable.''' Beginning at 9th level, when you fail a saving throw, you can choose to succeed instead. you can reroll a saving throw that you fail. Once you use this feature, you cannot do so again until you finish a long rest.  
{| class="wikitable"
|+ Arcane Archer Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Fighter#Arcane Archer Lore|Arcane Archer Lore]] || 3rd || You get Arcana and Nature Proficiency, and you get the [[Cantrips#Prestidigitation|Prestidigitation]] and [[Cantrips#Druidcraft|Druidcraft]] Cantrips
|-
| [[Fighter#Arcane Shot|Arcane Shot]] || 3rd || You can magically buff your Ranged Weapon Attacks in a variety of ways
|-
| [[Fighter#Magic Arrow|Magic Arrow]] || 7th || You Ranged Weapon Attacks are magical
|-
| [[Fighter#Curving Shot|Curving Shot]] || 7th || When you miss a Ranged Weapon Attack, you can try hit another creature
|-
| [[Fighter#Ever-Ready Shot|Ever-Ready Shot]] || 15th || When you don't Attack, you regain an Arcane Shot
|}
<br>
 
==== Arcane Archer Lore ====
''3rd Level Arcane Archer's League Feature''<br>
You learn magical theory or some of the secrets of nature. You gain Proficiency in Arcana and Nature, and you Learn the [[Cantrips#Prestidigitation|Prestidigitation]] and the [[Cantrips#Druidcraft|Druidcraft]] Cantrips.
<br><br>
 
==== Arcane Shot ====
''3rd Level Arcane Archer's League Feature''<br>
You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice detailed at the end of this subclass.<br>
When you make an Attack with a [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapon]], as part of that Attack, you can apply one of your Arcane Shot options to that attack. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses of it when you finish a Long Rest.<br>
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th Level. Each option also improves when you reach 18th Level in this class.
<br><br>
 
==== Magic Arrow ====
''7th Level Arcane Archer's League Feature''<br>
You gain the ability to infuse your attacks with magic. Your Ranged Weapon Attacks count as Magical for the purpose of overcoming Resistance and Immunity.
<br><br>


'''Extra Attack.''' Starting at 11th level you can perform an additional attack as part of the Attack action.
==== Curving Shot ====
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.
''7th Level Arcane Archer's League Feature''<br>
You learn how to direct an errant arrow toward a new target. When you make an Attack Roll with a Ranged Weapon Attack and miss, you can use a Bonus Action to reroll the Attack Roll against a different target within 60ft of the original target.
<br><br>


'''Indomitable.''' Beginning at 13th level, you can use Indomitable twice, instead of once, between long rests.
==== Ever-Ready Shot ====
''15th Level Arcane Archer's League Feature''<br>
Your magical archery is available constantly. Whenever you end your turn without taking the Attack Action, you regain one use of your Arcane Shot.
<br><br>


'''Indomitable.''' Beginning at 17th level, you can use Indomitable three times, instead of twice, between long rests.
==== Arcane Shot Options ====
''3rd, 7th, 10th, 15th, and 18th Level Arcane Archer's League Options''<br>
All Arcane Shots are magical effects. If an option requires a Saving Throw it uses your Shot Save DC which has a DC of 8 + your Intelligence Modifier + your Proficiency Bonus.
*'''Banishing Arrow.''' You use abjuration magic to try to temporarily banish your target to a harmless demi-plane. The creature hit by the Attack must also succeed on a Charisma Saving Throw or be banished. While banished in this way, the target's Speed is 0, and it is [[Conditions#Incapacitated|Incapacitated]]. At the end of its next turn, the target reappears in the space it previously occupied or in the nearest unoccupied space if that space is occupied. After you reach 18th Level in this class, the target also takes 2d6 Force Damage when the Attack hits it.
*'''Beguiling Arrow.''' Your enchantment magic causes this attack to temporarily beguile its target. The creature hit by the Attack takes an extra 2d6 Psychic Damage, you then choose one creature within 30ft of the target. The target makes a Wisdom Saving Throw. On a failed Save, the target is [[Conditions#Charmed|Charmed]] by the chosen creature until the start of your next turn. This effect ends early if the chosen creature attacks the [[Conditions#Charmed|Charmed]] creature, deals Damage to it, or forces it to make a Saving Throw. The Psychic Damage increases to 4d6 when you reach 18th Level in this class.
*'''Bursting Arrow.''' You imbue your arrow with force energy. Immediately after the Attack hits the creature, the target and all other creatures within 10ft of it take 2d6 Force Damage each. The Force Damage increases to 4d6 when you reach 18th Level in this class.
*'''Enfeebling Arrow.''' You weave necromantic magic into your attack. The creature hit by the Attack takes an extra 2d6 Necrotic Damage. The target must also succeed on a Constitution Saving Throw, on a failed Save, the target's Damage dealt by its Weapon Attacks is halved until the start of your next turn. The Necrotic Damage increases to 4d6 when you reach 18th Level in this class.
*'''Grasping Arrow.''' When this attack strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the Attack takes an extra 2d6 Poison Damage, its Speed is reduced by 10ft, and it takes 2d6 Slashing Damage the first time it moves on each of its turns. The target or any creature that can reach it can use its Action to remove the brambles with a successful Strength (Athletics) Check against your Shot Save DC. Otherwise, the brambles last for 1 minute or until you use this Arcane Shot again. The Poison Damage and Slashing damage both increase to 4d6 when you reach 18th Level in this class.
*'''Piercing Arrow.''' You use transmutation magic to give your attack an ethereal quality. When you use this Arcane Shot, you don't make an Attack Roll for the Attack. Instead, the arrow shoots forward in a 1x30ft Emanated Line, before disappearing. The Attack passes harmlessly through objects, ignoring Cover. Each creature in that line must make a Dexterity Saving Throw. On a failed Save, a creature takes Damage as if it were hit by the Attack, plus an extra 1d6 Piercing Damage. On a successful Save, a target takes half as much Damage. The Piercing Damage increases to 2d6 when you reach 18th Level in this class.
*'''Seeking Arrow.''' Using divination magic, you grant your attack the ability to seek out a target. When you use this Arcane Shot, you don't make an Attack Roll for this Arcane Shot. Instead, choose one creature you have seen in the past minute. The attack flies toward that creature, moving around corners if necessary and ignoring 3/4 Cover and 1/2 Cover. If the target is within the [[Armor and Weapons#Weapons|Weapon's]] Range and there is a path large enough for the attack to travel to the target, the target must make a Dexterity Saving Throw. Otherwise, the [[Armor and Weapons#Weapons|Weapons]] or Ammunition reappears in one of your free hands, at your feet, or in a storage container after traveling as far as it can. On a failed Save, the target takes Damage as if it were hit by the Attack, plus an extra 1d6 Force Damage, and you learn the target's current location. On a successful Save, the target takes half as much Damage, and you don't learn its location. The Force Damage increases to 2d6 when you reach 18th Level in this class.
*'''Shadow Arrow.''' You weave illusion magic into your arrow, causing it to obscure your foe's vision with shadows. The creature hit by the Attack takes an extra 2d6 Psychic Damage, and it must succeed on a Wisdom Saving Throw or be unable to see anything farther than 5ft away from itself until the start of your next turn. The Psychic Damage increases to 4d6 when you reach 18th Level in this class.
<br>


'''Endless Action.''' Also at 17th level, Instead of being able to use Action Surge a number of times equal to your proficiency bonus between long rests, you can now use it twelve times between long rests.
== Banneret's League ==
Pledged to protect the crown, Banneret Fighters take the fight against evil beyond their kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.<br>
A Banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.<br>
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.
<br><br>


'''Extra Attack.''' Starting at 20th level you can perform an additional attack as part of the Attack action.
{| class="wikitable"
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.
|+ Banneret Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Fighter#Rallying Cry|Rallying Cry]] || 3rd || You heal your allies when you use Second Wind
|-
| [[Fighter#Royal Envoy|Royal Envoy]] || 3rd || You get Proficiency and Expertise in Persuasion and one other Skill
|-
| [[Fighter#Resolute Will|Resolute Will]] || 7th || You and your allies are better against [[Conditions#Frightened|Frightened]]
|-
| [[Fighter#Inspiring Surge|Inspiring Surge]] || 10th || When you use Action Surge, some of your allies can also move and Attack
|-
| [[Fighter#Bulwark|Bulwark]] || 15th || You assist your allies with their Saving Throws and let them take less Damage
|-
| [[Fighter#Lead the Charge|Lead the Charge]] || 18th || You can give your allies Temporary Hit Points and Advantage on Attack Rolls
|}
<br>


==== Rallying Cry ====
''3rd Level Banneret's League Feature''<br>
You learn how to inspire your allies to fight on past their injuries.<br>
When you use your Second Wind, all creatures of your choice within 60ft of you regain a number of Hit Points equal to your Fighter Level + your Charisma Modifier and have Advantage on their next Attack Roll before the end of your next turn.
<br><br>


=== Academy of the Arcane Archer ===
==== Royal Envoy ====
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
''3rd Level Banneret's League Feature''<br>
A Banneret serves as an envoy of the crown. Knights of high standing are expected to conduct themselves with grace. You gain Proficiency and Expertise in Persuasion as well as one of the following Skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
<br><br>


'''Arcane Archer Lore.''' At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you learn the Prestidigitation and the Druidcraft cantrip.
==== Resolute Will ====
''7th Level Banneret's League Feature''<br>
You are a steadfast rock in the face of danger. While you are not [[Conditions#Incapacitated|Incapacitated]], you and all creatures of your choice within 30ft of you have Advantage on Saving Throws against and on ending the [[Conditions#Frightened|Frightened]] Condition. Additionally, when you use your Rallying Cry to heal a creature, you can end the [[Conditions#Frightened|Frightened]] Condition on that creature.
<br><br>


'''Arcane Shot.''' At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice detailed at the end of the subclass.
==== Inspiring Surge ====
When you make an attack with a Ranged Weapon with the Ammunition property as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have a number of uses of this ability equal to your Proficiency Bonus, regaining all expended uses of it when you finish a long rest.
''10th Level Banneret's League Feature''<br>
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
When you use your Action Surge, you can choose up to two creatures of your choice within 60ft of you that can see or hear you. Each of those creatures can use their Reaction to immediately move up to their Speed and take the Attack Action.
<br><br>


'''Magic Arrow.''' At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a non-magical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
==== Bulwark ====
''15th Level Banneret's League Feature''<br>
When friendly creatures within 30ft of you are forced to make a Saving Throw, you can use your Reaction to grant some of those creatures Advantage on the Saving Throw. You can give this benefit to a number of creatures equal to your Charisma modifier. If a creature would take Damage from failing the Save and half as much from succeeding the Save, the creature's you give Advantage to only take half Damage on a failed Save and take no Damage on a successful Save. Once you use this feature you cannot use it again until you finish a Long Rest.
<br><br>


'''Curving Shot.''' At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
==== Lead the Charge ====
''18th Level Banneret's League Feature''<br>
You are a leader from the front lines, inspiring your allies to continue the fight. You can use a Bonus Action on your turn to grant a creature within 60ft of you that can see or hear you Temporary Hit Points equal to 5 + your Charisma Modifier and Advantage on its next Attack Roll before the end of your next turn.
<br><br><br>


'''Ever-Ready Shot.''' Starting at 15th level, your magical archery is available constantly. Whenever you end your turn without taking the Attack action, you regain one use of Arcane Shot.
== Barrier's League ==
Warriors who draw power from the tropical waters, Barriers harness the primal magic of the reef to don a spiked armor made of living creatures. Because of their connection to the natural world and potent martial prowess, Barriers are commonly fielded as champions and defenders among coastal cultures for their unbreakable endurance and ability to defend their companions.
<br><br>


'''Arcane Shot Options.''' The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
{| class="wikitable"
:'''Banishing Arrow.''' You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
|+ Barrier Features
:'''Beguiling Arrow.''' Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. The psychic damage increases to 4d6 when you reach 18th level in this class.
|-
:'''Bursting Arrow.''' You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The force damage increases to 4d6 when you reach 18th level in this class.
! Feature !! Level !! Quick Explanation
:'''Enfeebling Arrow.''' You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class.
|-
:'''Grasping Arrow.''' When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
| [[Fighter#Mantle of Coral|Mantle of Coral]] || 3rd || You can make coral armor that deals Damage to creatures that hurt you
:'''Piercing Arrow.''' You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 18th level in this class.
|-
:'''Seeking Arrow.''' Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The force damage increases to 2d6 when you reach 18th level in this class.
| [[Fighter#Once With the Waves|One With the Waves]] || 3rd || You can swim and breathe underwater
:'''Shadow Arrow.''' You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 4d6 when you reach 18th level in this class.
|-
| [[Fighter#Expel Toxin|Expel Toxin]] || 7th || You can end Diseases and [[Conditions#Poisoned|Poisons]] affecting you and deal more Damage to creatures that hurt you by using Second Wind
|-
| [[Fighter#Fed by the Sun|Fed by the Sun]] || 7th || You can use photosynthesis
|-
| [[Fighter#Bristling Defense|Bristling Defense]] || 10th || You can take half Damage from Attacks and deal Damage to the Attacker
|-
| [[Fighter#Tactically Blank Mind|Tactically Blank Mind]] || 15th || You can go brain dead in combat to resist mind altering effects
|-
| [[Fighter#Barrier Reef|Barrier Reef]] || 18th || You get Temporary Hit Points when you use Mantle of Coral, deal more Damage and slow enemies that hurt you, and can use your abilities at range.
|}
<br>
<br>


=== Academy of the Banneret ===
==== Mantle of Coral ====
Pledged to protect the crown, Banneret Fighters take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.
''3rd Level Barrier's League Feature''<br>
A Banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
You can use a Bonus Action on your turn to create a suit of magical living Armor around you, which lasts for 1 minute. You can create this Armor on top of any existing Armor you are wearing. While you have this Armor, you gain the following benefits:
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had.
*Your AC can't be less than 16.
*If a creature within 5ft of you hits you with a Melee Attack, that creature takes 1d4 Magical Piercing Damage. The first time a creature takes this Damage on a turn, its Speed is reduced by 10ft until the end of its next turn.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br>


'''Rallying Cry.''' When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.
==== One With the Waves ====
When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
''3rd Level Barrier's League Feature''<br>
You become attuned to the seas from which you draw your power from. You gain the ability to breathe both air and water and you gain a Swimming Speed equal to your Walking Speed.
<br><br>


'''Royal Envoy.''' A Banneret serves as an envoy of the crown. Knights of high standing are expected to conduct themselves with grace. At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
==== Expel Toxin ====
Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.
''7th Level Barrier's League Feature''<br>
You take on the natural healing properties of coral, and can use it to expel yourself of poisons. When you use your Second Wind while your Mantle of Coral is active, your Armor deals an additional 1d6 Poison Damage until the end of your next turn, and you become cured of one Disease or [[Conditions#Poisoned|Poison]] affecting you.
<br><br>


'''Inspiring Surge.''' Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
==== Fed by the Sun ====
''7th Level Barrier's League Feature''<br>
You can draw upon the light of the sun to nourish and sustain yourself. If you spend 1 hour in bright sunlight, you regain Hit Points equal to your Constitution Modifier, and gain enough nourishment to sustain yourself for one day.
<br><br>


'''Bulwark.''' Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
==== Bristling Defense ====
''10th Level Barrier's League Feature''<br>
When a creature that you can see hits you with a Melee Attack while your Mantle of Coral is active, you can use your Reaction to conjure bristling spines from your Armor. When you do this, you halve the Attack's Damage, and the attacker takes additional Magical Piercing Damage equal to your Fighter Level.
<br><br>


=== Academy of the Battle Master ===
==== Tactically Blank Mind ====
''15th Level Barrier's League Feature''<br>
You can cause your mind to become barely sentient or active as is the case in actual coral. When you use your Mantle of Coral, you can choose to lose your Intelligence, Wisdom, and Charisma Scores while that use of your Mantle of Coral is active. While in this state, you cannot willingly make Intelligence, Wisdom, or Charisma Checks, and any effect that would force you to make an Intelligence, Wisdom, or Charisma Saving Throw or Check has no affect on you.<br>
Due to your skill in combat and how naturally it comes to you, you act normal in combat even while you do not have sentience. You also retain the ability to comprehend and speak [[Languages|Language]], and in general retain your sentience.
<br><br>
 
==== Barrier Reef ====
''18th Level Barrier's League Feature''<br>
Your Mantle of Coral increases in potency and protective power. When you activate your Mantle of Coral, you gain Temporary Hit Points equal to your Fighter Level, which last until your Mantle of Coral ends. Additionally, the Piercing Damage dealt by your Mantle of Coral increases to 2d6, and a creature that takes this Damage has its Speed reduced to 0 until the end of its next turn.<br>
Finally, your Mantle of Coral and Bristling Defense Features now also effect Ranged Attacks instead of just Melee Attacks.
<br><br><br>
 
== Battle Master's League ==
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
<br><br>
{| class="wikitable"
|+ Battle Master Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Fighter#Combat Superiority|Combat Superiority]] || 3rd || You have special Maneuvers you can use to preform special attacks in combat
|-
| [[Fighter#Student of War|Student of War]] || 3rd || You get Proficiency in History and a Set of [[Adventuring Gear#Artisan's Tools|Artisan's Tools]]
|-
| [[Fighter#Know Your Enemy|Know Your Enemy]] || 7th || You can learn the game statistics of your enemies
|-
| [[Fighter#Improved Combat Superiority|Improved Combat Superiority]] || 10th || You deal more Damage with your maneuvers
|-
| [[Fighter#Relentless|Relentless]] || 15th || You can use your maneuvers more often
|-
| [[Fighter#Supreme Combat Superiority|Supreme Combat Superiority]] || 18th || You deal more Damage with your maneuvers
|}
<br>


'''Combat Superiority.''' When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
==== Combat Superiority ====
:'''Maneuvers.''' You learn three maneuvers of your choice, which are detailed at the end of the subclass. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
''3rd Level Battle Master's League Feature''<br>
:You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
You learn maneuvers that are fueled by special dice called Superiority Dice.
:'''Superiority Dice.''' You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long rest. You gain two additional superiority dice at 5th, 9th, 13th, and 17th level.
*'''Maneuvers.''' You learn three Maneuvers of your choice, which are detailed at the end of this subclass. Many Maneuvers enhance an attack in some way. You can use only one Maneuver per Attack. You learn two additional Maneuvers of your choice at 7th, 10th, 15th, and 18th Level.
:'''Saving Throws.''' Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw uses a DC of 8 + your Proficiency bonus + your Strength or Dexterity Modifier (your choice). This is your Maneuver Save DC
*'''Superiority Dice.''' You have a number of Superiority Dice, which are d8s, equal to four times your Proficiency Bonus. You regain all of your expended Superiority Dice when you finish a Long Rest.
*'''Saving Throws.''' Any Ability Check or Saving Throw required by your Maneuvers uses your Maneuver Save DC which has a DC of 8 + your Strength or Dexterity Modifier (whichever is higher) + your Proficiency Bonus.
<br>


'''Student of War.''' At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
==== Student of War ====
''3rd Level Battle Master's League Feature''<br>
You gain Proficiency in History and one type of [[Adventuring Gear#Artisan's Tools|Artisan's Tools]] of your choice.  
<br><br>


'''Know Your Enemy.''' Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
==== Know Your Enemy ====
*Strength score
''7th Level Battle Master's League Feature''<br>
*Dexterity score
If you spend at least 1 minute observing or interacting with another creature outside combat, or as an Action in combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
*Constitution score
*One of the target's Ability Scores
*Armor Class
*The target's Armor Class
*Current hit points
*The target's current and maximum Hit Points as well as any Temporary Hit Points it may have.
*Total class levels (if any)
*The target's total class Levels (if any).
*Fighter class levels (if any)
*The target's total Fighter class Levels (if any).
<br>


'''Improved Combat Superiority.''' At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
==== Improved Combat Superiority ====
''10th Level Battle Master's League Feature''<br>
Your Superiority Dice are now d10s.
<br><br>


'''Relentless.''' Starting at 15th level, at the start of your turn if you have no superiority dice left, you gain an expended superiority dice.
==== Relentless ====
''15th Level Battle Master's League Feature''<br>
At the start of your turn if you have no Superiority Dice left, you regain two expended Superiority Dice.
<br><br>


'''Improved Combat Superiority.''' At 18th level, your superiority dice turn into d12s.
==== Supreme Combat Superiority ====
''18th Level Battle Master's League Feature''<br>
Your Superiority Dice are now d12s.
<br><br>


'''Maneuvers.''' The maneuvers are presented here.
==== Maneuvers ====
:'''Ambush.''' 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 incapacitated.
''3rd, 7th, 10th, 15th, and 18th Level Battle Master's League Option''<br>
:'''Bait and Switch.''' 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 provoke 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.
*'''Ambush.''' When you make a Dexterity (Stealth) Check or an Initiative Roll, you can expend one Superiority Die and add the die to the result.
:'''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.
*'''Bait and Switch.''' When you're within 5ft of a creature on your turn, you can expend one Superiority Die and 5ft of movement and switch places with that creature, provided you spend at least 5ft of movement and the creature is willing and isn't [[Conditions#Incapacitated|Incapacitated]]. This movement doesn't provoke 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.
:'''Commander’s Strike.''' When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
*'''Brace.''' When a creature you can see moves into your Reach while you are wielding a Melee Weapon, you can use your Reaction to expend one Superiority Die and make a single Melee Weapon Attack against that creature. If the attack hits, add the Superiority Die to the [[Armor and Weapons#Weapons|Weapon's]] Damage Roll.
:'''Commanding Presence.''' When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
*'''Commander's Strike.''' When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do, choose one creature that can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one Weapon Attack, adding the Superiority Die to the Attack's Damage Roll.
:'''Disarming Attack.''' When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
*'''Commanding Presence.''' When you make a Charisma or Strength (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) Check, you can expend one Superiority Die and add the Superiority Die to the ability check.
:'''Distracting Strike.''' When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
*'''Disarming Attack.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the Superiority Die to the Attack's Damage Roll, and the target must make a Strength Saving Throw. On a failed Save, the target drops the object you choose. The object lands at the creature's feet.
:'''Evasive Footwork.''' When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
*'''Distracting Strike.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to distract the creature, giving your allies an opening. You add the Superiority Die to the Attack's Damage Roll. The next Attack Roll made against the target by a creature other than you before the start of your next turn has Advantage.
:'''Feinting Attack.''' You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.
*'''Evasive Footwork.''' When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
:'''Goading Attack.''' When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
*'''Feinting Attack.''' You can expend one Superiority Die as a Bonus Action and choose one creature within 5ft of you. You have Advantage on your next Attack Roll against that creature this turn. If that Attack hits, add the Superiority Die to the Attack's Damage Roll.
:'''Grappling Strike.''' 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 grappling). Add the superiority die to your Strength (Athletics) check.
*'''Goading Attack.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to goad the target into attacking you. You add the Superiority Die to the Attack's Damage Roll and forge the target to make a Wisdom Saving Throw. On a failed Save, the target has Disadvantage on all Attack Rolls against targets other than you until the end of your next turn.
:'''Lunging Attack.''' When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
*'''Grappling Strike.''' Immediately after you hit a creature with a Melee Attack on your turn, you can expend one Superiority Die and make a Grapple Attack as a Free Action, adding the Superiority Die to your Strength (Athletics) Check.
:'''Maneuvering Attack.''' When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
*'''Lunging Attack.''' When you make a Melee Weapon Attack on your turn, you can expend one Superiority Die to increase your Reach for that Attack by 5ft. If you hit, you add the Superiority Die to the Attack's Damage Roll.
:'''Menacing Attack.''' When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
*'''Maneuvering Attack.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to maneuver one of your comrades into a more advantageous position. You add the Superiority Die to the Attack's Damage Roll and you choose a creature that can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking Opportunity Attacks from the target of your attack.
:'''Parry.''' When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
*'''Menacing Attack.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to frighten the target. You add the Superiority Die to the Attack's Damage Roll, and the target must make a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Frightened|Frightened]] of you until the end of your next turn.
:'''Precision Attack.''' When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
*'''Parry.''' When another creature deals Damage to you with a Melee Attack, you can use your Reaction and expend one Superiority Die to reduce the Damage dealt by the number you rolled on your Superiority Die + your Dexterity Modifier.
:'''Pushing Attack.''' When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
*'''Precision Attack.''' When you miss on a Weapon Attack, you can expend one Superiority Die to add it to the Attack Roll.
:'''Quick 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 superiority die to the weapon’s damage roll.
*'''Pushing Attack.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to drive the target back. You add the Superiority Die to the Attack's Damage Roll, and if the target is Large or smaller, it must make a Strength Saving Throw. On a failed Save, you push the target up to 15ft away from you.
:'''Rally.''' On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
*'''Quick Toss.''' As a Bonus Action you can expend one Superiority Die and make a Ranged Attack with a Thrown [[Armor and Weapons#Weapons|Weapons]]. You can draw the [[Armor and Weapons#Weapons|Weapons]] as part the Attack. If you hit, you add the Superiority Die to the [[Armor and Weapons#Weapons|Weapon's]] Damage Roll.
:'''Riposte.''' When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
*'''Rally.''' As a Bonus Action you can expend one Superiority Die to bolster the resolve of one of your companions. When you do so, choose a willing creature that can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die Roll + your Charisma Modifier.
:'''Sweeping Attack.''' When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
*'''Riposte.''' When a creature misses you with a Melee Attack, you can use your Reaction and expend one Superiority Die to make a Melee Weapon Attack against the creature. If you hit, you add the Superiority Die to the Attack's Damage Roll.
:'''Tactical Assessment.''' When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
*'''Sweeping Attack.''' When you hit a creature with a Melee Weapon Attack, you can expend one Superiority Die to attempt to Damage another creature with the same Attack. Choose another creature within 5ft of the original target and within the [[Armor and Weapons#Weapons|Weapon's]] Reach. If the original Attack would hit the second creature, it takes Damage equal to the number you roll on your Superiority Die of the same Type as the [[Armor and Weapons#Weapons|Weapon]].
:'''Trip Attack.''' When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
*'''Tactical Assessment.''' When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) Check, you can expend one Superiority Die and add the Superiority Die to the Ability Check.
*'''Trip Attack.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to knock the target down. You add the Superiority Die to the Attack's Damage Roll, and if the target is Large or smaller, it must make a Strength Saving Throw. On a failed Save, you knock the target [[Conditions#Prone|Prone]].
<br><br>


=== Academy of the Cavalier ===
== Cavalier's League ==
The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
<br><br>


'''Bonus Proficiency.''' When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Additionally, you learn one language of your choice.
{| class="wikitable"
|+ Cavalier Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Fighter#Bonus Proficiencies|Bonus Proficiencies]] || 3rd || You get a Skill and [[Languages|Language]] Proficiency
|-
| [[Fighter#Born to the Saddle|Born to the Saddle]] || 3rd || You're better at riding mounts
|-
| [[Fighter#Unwavering Mark|Unwavering Mark]] || 3rd || When you hit a creature, that creature is worse at hitting other creatures and you can attack it if it does
|-
| [[Fighter#Warding Maneuver|Warding Maneuver]] || 7th || You can give yourself or your allies extra AC and less Damage against Attacks
|-
| [[Fighter#Hold the Line|Hold the Line]] || 10th || You can make Opportunity Attacks against creatures that come closer to you
|-
| [[Fighter#Ferocious Charger|Ferocious Charger]] || 15th || If you charge at a creature, you can knock it [[Conditions#Prone|Prone]]
|-
| [[Fighter#Vigilant Defender|Vigilant Defender]] || 18th || You can make a free Opportunity Attack every turn
|}
<br>


'''Born to the Saddle.''' Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
==== Bonus Proficiencies ====
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
''3rd Level Cavalier's League Feature''<br>
You gain Proficiency in one of the following Skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Additionally, you learn one [[Languages|Language]] of your choice.
<br><br>


'''Unwavering Mark.''' Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
==== Born to the Saddle ====
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.
''3rd Level Cavalier's League Feature''<br>
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.
Your mastery as a rider becomes apparent. You have Advantage on Saving Throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10ft, you do not fall [[Conditions#Prone|Prone]] if you aren't [[Conditions#Incapacitated|Incapacitated]].<br>
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Finally, mounting or dismounting a creature costs you only 5ft of movement, rather than half your Speed.
<br><br>


'''Warding Maneuver.''' At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.
==== Unwavering Mark ====
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
''3rd Level Cavalier's League Feature''<br>
You can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a Melee Weapon Attack, you can mark the creature until the end of your next turn. This mark ends early if you are [[Conditions#Incapacitated|Incapacitated]] or you fall [[Conditions#Unconscious|Unconscious]].<br>
While the marked creature is within 5ft of you, that creature has Disadvantage on any Attack Roll that doesn't target you.<br>
In addition, if a creature marked by you deals Damage to any creature other than you, you can make a special Melee Weapon Attack against the marked creature as a Bonus Action on your next turn. You have Advantage on this Attack Roll, and the Attack deals additional Damage equal to half your Fighter Level.<br>
You can make use this special Attack a number of times equal to your Proficiency Bonus regaining all expended uses when you finish a Long Rest.
<br><br>


'''Hold the Line.''' At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.
==== Warding Maneuver ====
''7th Level Cavalier's League Feature''<br>
You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5ft of you is hit by an Attack, as a Reaction if you are wielding a Melee Weapon or Shield, you add a d8 to the creature's AC. If the Attack hits, the Attack's Damage is halved.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.
<br><br>


'''Ferocious Charger.''' Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.
==== Hold the Line ====
''10th Level Cavalier's League Feature''<br>
You become a master of locking down your enemies. Creatures provoke an Opportunity Attack from you when they move 5ft or more while within your Reach. Additionally, if you hit a creature with an Opportunity Attack, the target's speed is reduced to 0 until the end of the current turn.
<br><br>


'''Vigilant Defender.''' Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.
==== Ferocious Charger ====
''15th Level Cavalier's League Feature''<br>
You can run down your foes, whether you're mounted or not. Once on each of your turns, ff you move at least 10ft in a straight line right before you Hit a creature with a Weapon Attack, that creature must make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, being knocked [[Conditions#Prone|Prone]] on a failed Save.
<br><br>


=== Academy of the Champion ===
==== Vigilant Defender ====
''18th Level Cavalier's League Feature''<br>
You respond to danger with extraordinary vigilance. Once per turn you can make an Opportunity Attack as a Free Action.
<br><br><br>
 
== Champion's League ==
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
<br><br>
{| class="wikitable"
|+ Champion Feature
|-
! Feature !! Level text !! Quick Explanation
|-
| [[Fighter#Improved Critical|Improved Critical]] || 3rd || Your Crit Range increases by 1 and you can choose to Crit
|-
| [[Fighter#Remarkable Athlete|Remarkable Athlete]] || 7th || You can climb and are better at Strength, Dexterity, and Constitution Checks.
|-
| [[Fighter#Additional Fighting Styles|Additional Fighting Styles]] || 10th || You choose two ways of fighting that you're good at
|-
| [[Fighter#Superior Critical|Superior Critical]] || 15th || You Crit Range increase by 2 and you deal more Damage with your Attacks
|-
| [[Fighter#Survivor|Survivor]] || 18th || You heal at the start of each of your turns
|}
<br>


'''Improved Critical.''' Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
==== Improved Critical ====
''3rd Level Champion's League Feature''<br>
Your Crit Range increases by 1.<br>
Additionally, when you hit on an Attack Roll, you can choose to make it a Critical Hit. You can do this a number of times equal to half your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br>


'''Remarkable Athlete.''' Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
==== Remarkable Athlete ====
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
''7th Level Champion's League Feature''<br>
You can add half your Proficiency Bonus (rounded up) to any Strength, Dexterity, or Constitution Checks you make that you aren't Proficient in.<br>
In addition you gain a Climbing and Swimming Speed equal to your Walking Speed.
<br><br>


'''Additional Fighting Style.''' At 10th level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Whenever you gain a level in this class you can swap a Fighting Style you have with one you do not have with one you could have learned from this feature.
==== Additional Fighting Styles ====
:'''Archery.''' You gain a +2 bonus to attack rolls you make with ranged weapons.
''10th Level Champion's League Feature''<br>
:'''Blind Fighting.''' You have blindsight with a range of 10 feet. If you already have blindsight it increases the range of your blindsight by 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.
You adopt two additional styles of fighting as your specialty. Choose two of the following options you do not already have:
:'''Defense.''' While you are wearing armor, you gain a +1 bonus to AC.
*'''Archery.''' You gain a +2 bonus to Attack Rolls you make with [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]].
:'''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.
*'''Blind Fighting.''' You have Blindsight out to 10ft.
:'''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.
*'''Defense.''' While you are wearing [[Armor and Weapons#Armor|Armor]], you gain a +1 bonus to AC.
:'''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.
*'''Dueling.''' When you are wielding a [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] in one hand and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +2 bonus to Damage Rolls with that [[Armor and Weapons#Weapons|Weapon]].
:'''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.
*'''Great Weapon Fighting.''' When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] you are wielding with two hands, you can reroll the Damage Die, using the new result.
:'''Thrown-Weapon Fighting.''' You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
*'''Improvised Fighting.''' You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
*'''Interception.''' When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a [[Armor and Weapons#Shields|Shields]] or a [[Armor and Weapons#Weapons|Weapons]].
:'''Two-Weapon Fighting.''' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
*'''Melee Marksman.''' You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]] when creatures within 5ft of you move away from you.
:'''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.
*'''Mounted Warrior.''' Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked [[Conditions#Prone|Prone]].
*'''Pit Fighting.''' You have trained to fight with obscure, and underrated weapons, gaining the following [[Armor and Weapons#Weapons|Weapons]]:
:*For you, [[Armor and Weapons#Martial Melee Weapons|Tridents]] now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.
:*When making an Attack with a [[Armor and Weapons#Martial Ranged Weapons|Net]] against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.
:*For you, Nets now deal 1d6 Bludgeoning Damage.
:*When you make an Attack with a [[Armor and Weapons#Martial Ranged Weapons|Net]] or a [[Armor and Weapons#Martial Melee Weapons|Tridents]], you can draw a [[Armor and Weapons#Martial Ranged Weapons|Net]] or [[Armor and Weapons#Martial Melee Weapons|Tridents]] as part of that Attack.
*'''Protection.''' When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a [[Armor and Weapons#Shields|Shield]].
*'''Shield Warrior.''' You can use a [[Armor and Weapons#Shields|Shield]] as a [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]], dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a [[Armor and Weapons#Shields|Shield]] and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +1 Bonus to your Attack Rolls and Armor Class.
*'''Strongbow.''' You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]].
*'''Thrown-Weapon Fighting.''' You can draw a [[Armor and Weapons#Weapons|Weapon]] as part of an Attack made with a Thrown [[Armor and Weapons#Weapons|Weapon]]. In addition, when you hit with a Ranged Attack using a Thrown [[Armor and Weapons#Weapons|Weapon]], you gain a +2 bonus to the Damage Roll.
*'''Two-Weapon Fighting.''' When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.
*'''Unarmed Fighting.''' You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any [[Armor and Weapons#Weapons|Weapon]] or [[Armor and Weapons#Shields|Shields]], your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature [[Conditions#Grappled|Grappled]] by you.
*'''Versatile Fighting.''' While wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.
<br>


'''Superior Critical.''' Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
==== Superior Critical ====
''15th Level Champion's League Feature''<br>
Your Crit Range increases by 2.<br>
Additionally, your Weapon Attacks deal additional Damage equal to your Proficiency Bonus.
<br><br>


'''Survivor.''' At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
==== Survivor ====
''18th Level Champion's League Feature''<br>
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain a number of Hit Points equal to 5 + your Constitution Modifier. You don't gain this benefit if you have 0 Hit Points.
<br><br><br>


=== Academy of the Echo Knight ===
== Echo Knight's League ==
A mysterious and feared frontline warrior, the Echo Knight has mastered the art of using Khaagaazh to summon the fading shades of unrealized creation to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.
A mysterious and feared frontline warrior, the Echo Knight has mastered the art of using Khaagaazh to summon the fading shades of unrealized creation to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.
<br><br>


'''Manifest Echo.''' Starting when you choose this archetype at 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re incapacitated.
{| class="wikitable"
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways:
|+ Echo Knight Features
:As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
|-
:When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack.
! Feature !! Level !! Quick Explanation
:When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space.
|-
| [[Fighter#Manifest Echo|Manifest Echo]] || 3rd || You can summon a copy of yourself to teleport to and Attack from
|-
| [[Fighter#Unleash Incarnation|Unleash Incarnation]] || 3rd || You can Attack an extra time when you take the Attack Action
|-
| [[Fighter#Echo Avatar|Echo Avatar]] || 7th || You can use your Echo's senses
|-
| [[Fighter#Shadow Martyr|Shadow Martyr]] || 10th || You can use your Echo to take the Damage from an Attack
|-
| [[Fighter#Reclaim Potential|Reclaim Potential]] || 15th || When your Echo is destroyed, you gain Temporary Hit Points
|-
| [[Fighter#Legion of One|Legion of One]] || 18th || You can create two Echos
|}
<br>


'''Unleash Incarnation.''' Also at 3rd level, you can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
==== Manifest Echo ====
''3rd Level Echo Knight's League Feature''<br>
You can use a Bonus Action to magically manifest an echo of yourself in an unoccupied space you can see within 15ft of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a Free Action, until you manifest another echo, or until you're [[Conditions#Incapacitated|Incapacitated]].<br>
Your Echo has an AC of 14 + your Proficiency Bonus, 1 Hit Point, and Immunity to all Conditions. If it is forced to make a Saving Throw, it uses your Saving Throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30ft in any direction as a Free Action. If your Echo is ever more than 30ft from you at the end of your turn, it is destroyed. You can use the Echo in the following ways:
*As a Bonus Action, you can teleport, magically swapping places with your Echo by spending 15ft of movement.
*You can make Attacks as if you were in the Echo's space.
*When a creature that you can see within 5ft of your Echo moves at least 5ft away from it, you can use your Reaction to make an Opportunity Attack against that creature as if you were in the Echo's space.
<br><br>


'''Echo Avatar.''' At 7th level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo’s eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
==== Unleash Incarnation ====
''3rd Level Echo Knight's League Feature''<br>
You can heighten your echo's fury. Whenever you take the Attack Action, you can make one additional Weapon Attack from the Echo's space.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br>


'''Shadow Martyr.''' You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses when you finish a long rest.
==== Echo Avatar ====
''7th Level Echo Knight's League Feature''<br>
You can temporarily transfer your consciousness to your Echo. As an Action, you can see through your Echo's eyes and hear through its ears. During this time, you are [[Conditions#Deafened|Deafened]] and [[Conditions#Blinded|Blinded]]. You can sustain this effect for up to 10 minutes, and you can end it at any time as a Free Action. While your echo is being used in this way, it can be up to 1,000ft away from you without being destroyed.
<br><br>


'''Reclaim Potential.''' At 15th level, you’ve learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don’t already have temporary hit points. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
==== Shadow Martyr ====
''10th Level Echo Knight's League Feature''<br>
You can make your Echo throw itself in front of an Attack directed at another creature that you can see. Before the Attack Roll is made, you can use your Reaction to teleport the Echo to an unoccupied space within 5ft of the targeted creature. The Attack Roll that triggered the Reaction is instead made against your Echo.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.
<br><br>


'''Legion of One.''' At 18th level, you can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo’s position can be done from the other’s instead. In addition, you can use an action to regain a use of Unleash Incarnation.
==== Reclaim Potential ====
''15th Level Echo Knight's League Feature''<br>
You've learned to absorb the fleeting magic of your Echo. When your Echo is destroyed by taking Damage, you gain a number of Temporary Hit Points equal to 2d6 + your Constitution Modifier.
<br><br>


==== Legion of One ====
''18th Level Echo Knight's League Feature''<br>
You can use a Bonus Action to create two Echoes with your Manifest Echo feature, these Echoes can coexist. If you try to create a third Echo, the previous two Echoes are destroyed. Anything you can do from one Echo's position can be done from the other's instead. In addition, you can use an Action to regain a use of Unleash Incarnation.
<br><br><br>


=== Academy of the Eldritch Knight ===
== Eldritch Knight's League ==
The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration Spells grant an Eldritch Knight additional protection in battle, and Evocation Spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
<br><br>


'''Spellcasting.''' You gain the ability to cast spells at 3rd level
{| class="wikitable"
:'''Spellcasting Ability.''' Intelligence
|+ Eldritch Knight Features
:'''Spell Save DC.''' 8 + Your Proficiency Bonus + Your Intelligence Modifier
|-
:'''Spell Attack Bonus.''' Proficiency Bonus + Your Intelligence Modifier
! Feature !! Level !! Quick Explanation
:'''Spellcasting Focus.''' An Arcane Focus
|-
:'''Spell Learning Method.''' You start knowing 3 spells from the Wizard spell list from the Evocation or Abjuration schools and learn additional spells from that list and those schools as shown in the following class table.
| [[Fighter#Spellcasting|Spellcasting]] || 3rd || You gain Quarter Spellcasting that uses Intelligence and Learning Spells, usually from the [[Abjuration]] or [[Evocation]] Schools from the [[Wizard Spells|Wizard Spell List]]
|-
| [[Fighter#Weapon Bond|Weapon Bond]] || 3rd || You can bond yourself to your [[Armor and Weapons#Weapons|Weapons]] to summon them to your hand and use them as Spellcasting Focuses
|-
| [[Fighter#War Magic|War Magic]] || 7th || You can Attack when you cast a Cantrip
|-
| [[Fighter#Eldritch Strike|Eldritch Strike]] || 10th || When you Attack a creature, its weaker to your Spells
|-
| [[Fighter#Arcane Charger|Arcane Charge]] || 15th || You can teleport when you use your Action Surge
|-
| [[Fighter#Improved War Magic|Improved War Magic]] || 18th || You can Attack when you cast a Spell
|}
<br>


'''Weapon Bond.''' At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a long rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
==== Spellcasting ====
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
''3rd Level Eldritch Knight's League Feature''<br>
You can have up to four bonded weapons and can summon all your bonded weapons as a bonus action. If you attempt to bond with a fifth weapon, you must break the bond with one of the other four.
'''Spellcasting Ability.''' Intelligence<br>
'''Spell Save DC.''' 8 + your Intelligence Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Your Intelligence Modifier + your Proficiency Bonus<br>
'''Spellcasting Focus.''' An Arcane Focus<br>
'''Spell Learning Method.''' You start knowing 3 Spells from the Wizard Spell List, two of which must be from the [[Abjuration]] or [[Evocation]] Schools. You learn additional Spells from the [[Wizard Spells|Wizard Spell List]] which can only be learnt from the [[Evocation]] or [[Abjuration Schools]] as shown in the following class table. The Spells you learn at 8th, 14th, and 20th Level can be from any [[Wizard Spells|School of Magic]].


'''War Magic.''' Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
{| class="wikitable"
|+ [[Wizard Spells|Wizard Spell List]]
|-
! 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
|}
<br>


'''Eldritch Strike.''' At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
==== Weapon Bond ====
''3rd Level Eldritch Knight's League Feature''<br>
You learn a ritual that creates a magical bond between yourself and one [[Armor and Weapons#Weapons|Weapon]]. You perform the ritual over the course of 1 hour, which can be done performed during a Short or Long Rest. The [[Armor and Weapons#Weapons|Weapon]] must be within your reach throughout the ritual, at the conclusion of which you touch the [[Armor and Weapons#Weapons|Weapon]] and forge the bond.<br>
Once you have bonded a [[Armor and Weapons#Weapons|Weapon]] to yourself, you can't be disarmed of that [[Armor and Weapons#Weapons|Weapon]] unless you are [[Conditions#Incapacitated|Incapacitated]]. You can summon that [[Armor and Weapons#Weapons|Weapon]] as a Bonus Action on your turn, causing it to teleport instantly to your hand. Additionally, you can use it as an Eldritch Knight's League Spellcasting Focus.<br>
You can have a number of bonded [[Armor and Weapons#Weapons|Weapons]] equal to your Proficiency Bonus, if you attempt to bond to a [[Armor and Weapons#Weapons|Weapons]] that would exceed your maximum Bonded Weapons, you must break the bond with one of your other [[Armor and Weapons#Weapons|Weapons]].
<br><br>


'''Arcane Charge.''' At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
==== War Magic ====
''7th Level Eldritch Knight's League Feature''<br>
When you use your Action to cast a Cantrip, you can make one Weapon Attack as a Bonus Action.
<br><br>


'''Improved War Magic.''' Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. Additionally, when you use an action to cast a cantrip, you can make two weapon attacks as a bonus action.
==== Eldritch Strike ====
''10th Level Eldritch Knight's League Feature''<br>
You learn how to make your Weapon's strikes undercut a creature's resistance to your spells. When you hit a creature with a Weapon Attack, that creature has Disadvantage on the next Saving Throw it makes against a Spell you cast before the end of your next turn.
<br><br>


==== Arcane Charge ====
''15th Level Eldritch Knight's League Feature''<br>
You gain the ability to teleport up to 30ft to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional Action.
<br><br>


=== Academy of the Hoplite ===
==== Improved War Magic ====
The Hoplite is a heavily armed soldier who knows how to be effective in battle, even with only a few allies at their side. Rarely acting alone, the Hoplite’s skills shine brightest when fighting side-by-side with others. In these situations, Hoplites make use of their defensive prowess to defend their allies and apply their tactical training to allow their squad to take down enemies that an individual soldier would not be able to overcome alone.
''18th Level Eldritch Knight's League Feature''<br>
Battle-hardened and experienced in the arts of war, Hoplites have a keen understanding of the flow of battle and intuition that individual moments in a single combat can turn the tides of an entire war. Hoplites know that these moments can come from anywhere and that victory relies on the unity of their squad.
When you use your Action to cast a Spell of 1st Level or higher, you can make a single Weapon Attack as a Bonus Action. Additionally, when you use an Action to cast a Cantrip, you can make two Weapon Attacks as a Bonus Action.
<br><br><br>


'''Squad Tactics.''' When you choose this archetype at 3rd level, you begin to apply tactics that allow you and your allies to fight alongside one another more effectively. When you gain this feature, you learn two Squad Tactics of your choice, detailed at the end of the subclass. You can use your Squad Tactics a number of times equal to your Charisma modifier (minimum of 1) + your Proficiency bonus and you regain all expended uses when you finish a long rest. You learn additional Squad Tactics options at 7th, 10th, and 15th level. Each time you gain a level in this class, you can replace one tactic you know with a different one.
== Meteor Knight's League ==
Some Fighters are naturally in tune with Graviturgy Magic, but do not posses the desire or power to become full fledged Graviturgy Wizards, instead using their skills as Fighters to harness this power. These Fighters become Meteor Knights.
<br><br>


'''Rising Tide.''' Also at 3rd level, you learn to provide cues to your allies, allowing them to take advantage of lulls in the rhythm of combat to sustain themselves.
{| class="wikitable"
When you use your Second Wind you can choose one ally that you can see within 5 feet of you. They also gain the benefits of your Second Wind.
|+ Meteor Knight Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Fighter#Satellite Mastery|Satellite Mastery]] || 3rd || You can have small projectiles hover around you, throw them at enemies, and summon them back to you
|-
| [[Fighter#Reduce Gravity|Reduce Gravity]] || 3rd || You can cast the [[Level 1#Feather Fall|Feather Fall]] and [[Level 1#Jump|Jump]] Spells on yourself for free, and later the [[Level 2#Levitate|Levitate]] Spell
|-
| [[Fighter#Course Correct|Course Correct]] || 7th || When a small projectile comes near you, you can try to redirect it to a new target or draw it in for your Satellite Mastery
|-
| [[Fighter#Improved Satellite Mastery|Improved Satellite Mastery]] || 10th || When you miss with a projectile or use your Action Surge, you can cause your projectiles to come back to you
|-
| [[Fighter#Increases Gravity|Increase Gravity]] || 15th || You're better at resisting being moved against your will and are better at Shoving creatures
|-
| [[Fighter#Satellite Barrage|Satellite Barrage]] || 18th || You can shoot all your projectiles at once
|}
<br><br>


'''Inspiring Advance.''' Starting at 7th level, your own resolve in battle can inspire the allies around you to push through seemingly insurmountable obstacles. When you are subject to any effect that heals you, you may use this feature. When you do, any allies within 30 feet of you that can hear you gain temporary hit points equal to your fighter level + your Charisma modifier. You can use these features a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
==== Satellite Mastery ====
''3rd Level Meteor Knight's League Feature''<br>
You can magically bind a number of missiles to you up to your Proficiency Bonus. You can bind a missile, such as a Dart, Sling Bullet, Crossbow bolt, or similar object to you using an Action. You must be touching the object to bind it. If you bind another missile when you already have the maximum number bound to you, a different missile of your choice ceases to be bound. A bound missile is called a Satellite.<br>
You can mentally command any number of Satellites to hover and orbit around your body or drop into your hand, quiver, or similar container. Doing so can be done as an Object Interaction.<br>
While you have at least one Satellite orbiting you, you can use a Bonus Action to make a Ranged Spell Attack with it, sending it magically hurtling toward a target that you can see within 30ft of you. Intelligence is your Ability Modifier for this Attack, and you are Proficient with it.<br>
On a hit, the Satellite deals Bludgeoning or Piercing damage (depending on the shape of the missile) equal to 1d4 + your Intelligence Modifier. Being within 5ft of a hostile creature doesn't impose Disadvantage on this Attack.<br>
When you reach 10th Level in this class, the range of this Spell Attack increases to 60ft.<br>
You can use an Action to cause all Satellites within 120ft of you to return to you, flying back into your orbit or into your open hand or a similar container you are carrying (your choice). When these Satellites return to you, they fly in the most direct route to do so, weaving around corners, walls, and objects in their way to do so.<br>
If a Satellite passes through a creature, that creature must make a Dexterity Saving Throw with a DC of 8 + your Intelligence Modifier + your Proficiency Bonus. On a failed Save, the creature takes your Satellite's normal Damage, then the Satellite drops to the ground and does not continue returning to you. On a successful Save, the creature takes no Damage and the Satellite keeps flying.<br>
The Damage of your satellites increases when you reach certain Levels in this class: 10th Level (2d4) and 18th Level (3d4).
<br><br>


'''Heroic Effort.''' At 10th level, your commitment to your allies empowers you to react rapidly when they are in danger. When an ally that you can see is reduced to 0 hit points, you can use your reaction to take the Dash action. If you do, you must end your movement as close to that ally as possible. Upon ending your movement, you may immediately make a melee weapon attack against a single enemy within reach.
==== Reduce Gravity ====
''3rd Level Meteor Knight's League Feature''<br>
You can cause the pull of gravity on you to lessen. You learn the [[Level 1#Feather Fall|Feather Fall]] and [[Level 1#Jump|Jump]] Spells. At 10th Level in this class, you also learn the [[Level 2#Levitate|Levitate]] Spell. When you cast one of these Spells, you can target only yourself, and the Spell doesn't require Material Components.<br>
You can cast each of these Spells once with this feature, and once you cast a Spell in this way, you can't do so again until you finish a Long Rest.<br>
When you reach 15th Level in this class, you can cast the [[Level 1#Feather Fall|Feather Fall]] and [[Level 1#Jump|Jump]] Spells in this way at will. Intelligence is your Spellcasting Modifier for these Spells.
<br><br>


'''Hold the Line.''' At 15th level, you are able to split your attention between your allies and enemies in battle, supporting your companions while you remain engaged in combat. When an ally within 5 feet of you fails a saving throw, you can use your reaction to allow that ally to reroll the saving throw using your saving throw bonus. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
==== Course Correct ====
''7th Level Meteor Knight's League Feature''<br>
Your control over your bound missiles can be exerted over others that come near you. When a launched missile (that's light enough to be a satellite for you) comes within 10ft of you, you can use your Reaction to attempt to alter its course or ensnare it, making a contested Intelligence Check against the original Attack Roll, adding your Proficiency Bonus to the Check. On a success, you can choose a new target for the Attack within 10ft of the original one, using the original Attack Roll to determine whether or not it hits the new target. Alternatively, on a success, you can cause the missile to become a Satellite for you, ending your control over another satellite if necessary.
<br><br>


'''Press the Advantage.''' At 18th level, your understanding of the flow of combat has
==== Improved Satellite Mastery ====
deepened and you learn to identify and seize critical moments of opportunity to turn the tides of battle. When an ally you can see within 30 feet of you reduces a creature to 0 hit points, the first attack you hit with on your next turn deals additional damage equal to 1d10 + your fighter level.
''10th Level Meteor Knight's League Feature''<br>
You can return a Satellite to your orbit when it misses its mark. Once on each of your turns when you miss with a Ranged Spell Attack using a Satellite, you can cause it to immediately fly back and return to your orbit. In addition, all Satellites within 120ft of you return to your orbit when you use your Action Surge. They return to your orbit either before or after the additional Action.<br>
When Satellites fly back to your in either of these ways, they follow the same rules as described in your Satellite Mastery.
<br><br>


'''Squad Tactics Options.''' The Squad Tactics feature lets you choose options for it at certain levels.
==== Increase Gravity ====
:'''Charge!.''' When you take the Dash action, you can activate this tactic to allow any allies within 5 feet of you to take the Dash action as a reaction. Any allies who choose to dash in response to this tactic must end their movement in an unoccupied space within 10 feet of you.
''15th Level Meteor Knight's League Feature''<br>
:'''Drive them Back!.''' If you successfully shove a creature at least 5 feet or knock it prone, that creature provokes opportunity attacks from your allies.
You've learned how to briefly adjust the way that gravity affects you, increasing your sturdiness and reducing that of your enemies. You have Advantage on any Ability Check or Saving Throw you make to resist being pushed, pulled, or knocked [[Conditions#Prone|Prone]]. In addition, when you take the Shove Action, you add your Intelligence Modifier to the Ability check.
:'''Follow Me!.''' When you hit a creature with a melee weapon attack, you can activate this feature as a bonus action. Any ally within 30 feet of you that can see or hear you who makes a melee weapon attack against this creature before the beginning of your next turn has advantage on their first attack against the target.
<br><br>
:'''Form Up!.''' As a bonus action, any allies within 30 feet of you that can see or hear you may immediately move up to their movement speed towards you. Any allies who choose to move in response to this tactic must end their movement in an unoccupied space within 10 feet of you.
:'''Keep Moving!.''' As a bonus action, you can activate this tactic. Any ally who can see or hear you when you activate this tactic is unaffected by difficult terrain until the end of your next turn.
:'''Never Surrender!.''' As an action, you can use this tactic. When you do, any ally within 30 feet of you that can see or hear you can use their reaction to make a melee weapon attack.
:'''Scatter!.''' When you are subjected to an area effect that allows you to make a Dexterity saving throw to take only half damage and you succeed on the saving throw, you can use your reaction to take no damage and immediately move up to half your movement speed. In addition, if you succeed on the saving throw, any allies within 5 feet of you can use their reaction to immediately move up to half their movement speed and gain advantage on their Dexterity saving throw against the effect.
:'''Take Cover!.''' As a bonus action, for 1 minute you increase the Armor Class of any allies within 5 feet of you by 1. The effect ends early on an individual ally if they are no longer adjacent to you at the end of their turn. You must be using a shield to use this tactic.
:'''To Arms!.''' When you roll initiative and are not surprised, any allies within 5 feet of you can add your Charisma modifier to their initiative roll.


==== Satellite Barrage ====
''18th Level Meteor Knight's League Feature''<br>
You can send a bombardment of Satellites all at once. As an Action, you can make any number of Ranged Spell Attacks with your Satellites, up to the number of orbiting ones you have.
<br><br><br>


=== Academy of the Meteor Knight ===
== Minuteman's League ==
'''Satellite Mastery.''' Beginning at 3rd level when you choose this archetype, you can magically bind a number of missiles to you up to your proficiency bonus. You can bind a missile, such as a dart, sling bullet, crossbow bolt, or similar object to you using
Some warriors, rather than specializing in a specific style of combat, attaining perfect skill and technique with that style, rather choose to sharpen their minds, reflexes and wills. These warriors are ready at a moments notice, always wary of surprise attacks and ambushes, able to lead groups quickly over long distances and performing deadly strikes against the unprepared. These Fighters are the Minutemen.
an action. You must be touching the object to bind it. If you bind another missile when you already have the maximum number bound to you, a different missile of your choice ceases to be bound. A bound missile is called a satellite. You can mentally command any number of satellites to hover and orbit around your body or drop into your hand, quiver, or similar container. Doing so can be done in place of drawing or stowing a weapon.
<br><br>
While you have at least one satellite orbiting you, you can use a bonus action to make a ranged spell attack with it, sending it magically hurtling toward a target that you can see within 30 feet of you. Intelligence is your ability modifier for this attack, and you are proficient with it. On a hit, the satellite deals bludgeoning or piercing damage (depending on the shape of the missile) equal to 1d4 + your Intelligence modifier. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with this feature. When you reach 10th level in this class, the range of this spell attack increases to 60 feet.
You can use an action to cause all satellites within 120 feet of you to return to you, flying back into your orbit or into your open hand or similar container you are carrying (your choice).
The damage of your satellites increases by 1d4 when you reach certain levels in this class: 10th level (2d4) and 18th level (3d4).


'''Reduce Gravity.''' Also at 3rd level, you can cause the pull of gravity on you to lessen. You learn the Feather Fall and Jump spells. At 10th level in this class, you also learn the levitate spell. When you cast one of these spells, you can target only yourself, and the spell doesn’t require material components. You can cast each of these spells once with this feature, and once you cast a spell in this way, you can’t do so again until you finish a long rest. When you reach 15th level in this class, you can cast the feather fall and jump spells at will. The spells must still target only yourself.
{| class="wikitable"
|+ Minuteman Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Fighter#Off Duty Watch|Off Duty Watch]] || 3rd || You gain Proficiency in Initiative Rolls and a [[Adventuring Gear#Tools|Set of Tools]], and you become Immune to Surprise
|-
| [[Fighter#Call to Arms|Call to Arms]] || 3rd || You're better at Attacking foes with lower Initiative than you, and you can reroll your Initiative
|-
| [[Fighter#Courtier|Courier]] || 7th || You can travel more in a single day, get Proficiency with Drums as a [[Adventuring Gear#Tools|Musical Instrument]] and with Dexterity Saving Throws
|-
| [[Fighter#Fool Me Once|Fool Me Once]] || 10th || You have Advantage on all creatures that have not yet acted in combat and don't provoke Opportunity Attacks form them
|-
| [[Fighter#A Bird in the Hand|A Bird in the Hand]] || 15th || You can reroll your Attack when you miss
|-
| [[Fighter#Dedication to the Cause|Dedication to the Cause]] || 18th || You can use Call to Arms and A Bird in the Hand an unlimited amount and gain Temporary Hit Points at the start of combat
|}
<br>


'''Course Correct.''' Starting at 7th level, your control over your bound missiles can be exerted over others that come near you. When a launched missile (that’s light enough to be a satellite for you) comes within 10 feet of you, you can use your reaction to attempt to alter its course or ensnare it. Make a contested Intelligence check against the original attack roll, adding your proficiency bonus to the check. On a success, you can choose a new target for the attack within 10 feet of the original one, using the original attack roll to determine whether or not it hits the new target. Alternatively, on a success, you can cause the missile to become a satellite for you, ending your control over another satellite if necessary.
==== Off Duty Watch ====
''3rd Level Minuteman's League Feature''<br>
You add your Proficiency Bonus to your Initiative Rolls. You also gain Proficiency with one [[Adventuring Gear#Tools|Set of Tools]] of your choice. Finally, you cannot be Surprised.
<br><br>


'''Improved Satellite Mastery.''' At 10th level, you can return a satellite to your orbit when it misses its mark. Once on each of your turns when you miss with a ranged spell attack roll using a satellite, you can cause it to immediately fly back and return to your orbit (no action required). In addition, all satellites within 120 feet of you return to your orbit when you use your Action Surge. They return to your orbit either before or after the additional action.
==== Call to Arms ====
''3rd Level Minuteman's League Feature''<br>
your preparation for battle at any time has given you an edge in events leading up to and during combat.<br>
Creatures with an Initiative Score lower then yours have Disadvantage on Opportunity Attacks against you, and you ignore 1/2 Cover and 3/4 Cover while Attacking creatures with a lower Initiative Score then you.<br>
Also, at the start of each round, you can reroll your Initiative, choosing to keep your old or new Initiative Score. You can reroll your Initiative a number of times equal to your Proficiency Bonus regaining expended uses at the end of a Long Rest.
<br><br>


'''Increase Gravity.''' By 15th level, you’ve learned how to briefly adjust the way that gravity affects you, increasing your sturdiness and re- ducing that of your enemies. You have advantage on any ability check or saving throw you make to resist being pushed, pulled, or knocked prone. In addition, when you shove a creature, you can also add your Intelligence modifier to the ability check.
==== Courier ====
''7th Level Minuteman's League Feature''<br>
Your training and preparation has paid off. <br>
While traveling, you and all creatures of your choice traveling with you can travel for 12 hours before the travel becomes a Forced March, allowing the group to generally travel 36 miles per travel day as opposed to 24 miles. You also gain Proficiency with Drums as a [[Adventuring Gear#Tools|Musical Instrument]].<br>
You also gain Proficiency in Dexterity Saving Throws.
<br><br>


'''Satellite Barrage.''' At 18th level, you can send a bombardment of satellites all at once. As an action, you can make any number of ranged spell attacks with your satellites, up to the number of orbiting ones you have.
==== Fool Me Once ====
''10th Level Minuteman's League Feature''<br>
You have Advantage on all Attacks against creatures which have not yet taken a turn combat, and you do not provoke Opportunity Attacks from these creatures.
<br><br>


=== Academy of the Psi Warrior ===
==== A Bird in the Hand ====
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 Kalashtari and Gem Dragonborn train to become such warriors.
''15th Level Minuteman's League Feature''<br>
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.
Once per turn after you miss a target with an Attack, you can expend one use of your Call To Arms to instead reroll the Attack. You cannot do this in a round during which you rerolled your Initiative.
<br><br>


'''Psionic Power.''' At 3rd level, 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.
==== Dedication to the Cause ====
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, 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 an action you can regain all expended Psionic Energy dice once per long rest.
''18th Level Minuteman's League Feature''<br>
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 (d12). The powers below use your Psionic Energy dice.
Your loyalty to the cause has resolved your spirit. Your Call to Arms now has an unlimited amount of uses.<br>
:'''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 Energy 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 momentary shield of telekinetic force.
Additionally, when you roll Initiative at the start of combat, you gain a number of Temporary Hit Points equal to your Fighter Level.
:'''Psionic Strike.''' You can propel your weapons with psionic force. Once on each of your turns, immediately 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.
<br><br><br>
:'''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 creature, other than yourself. If you 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. You can use this action a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest. You can expend a Psionic Energy die to use the action again if you have no uses left.


'''Telekinetic Adept.''' At 7th level, you have mastered new ways to use your telekinetic abilities, detailed below.
== Psi Warrior's League ==
:'''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.
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 Kalashtari and Gem Dragonwrought train to become such warriors.<br>
:'''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 Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.
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.
<br><br>


'''Guarded Mind.''' At 10th level, the psionic energy flowing through you has bolstered 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.
{| class="wikitable"
|+ Psi Warrior Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Fighter#Psionic Power|Psionic Power]] || 3rd || You get Psionic Power which you can use to protect, deal more Damage, and much creatures or objects
|-
| [[Fighter#Telekinetic Adept|Telekinetic Adept]] || 7th || You can fly and knock creatures [[Conditions#Prone|Prone]] and push them
|-
| [[Fighter#Guarded Mind|Guarded Mind]] || 10th || You get Resistance to Psychic Damage and are good at resisting [[Conditions#Charmed|Charmed]] and [[Conditions#Frightened|Frightened]]
|-
| [[Fighter#Bulwark of Force|Bulwark of Force]] || 15th || You can give creatures 1/2 Cover
|-
| [[Fighter#Telekinetic Master|Telekinetic Master]] || 18th || You can cast the [[Level 5#Telekinesis|Telekinesis]] Spell and Attack while using it
|}
<br>


'''Bulwark of Force.''' At 15th level, 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 creature). 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.
==== Psionic Power ====
''3rd Level Psi Warrior's League Feature''<br>
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 are expended to fuel various psionic powers you have, which are detailed below.<br>
You regain all expended Psionic Energy Dice when you finish a Long Rest. In addition, as an Action you can regain all expended Psionic Energy Dice once per Long Rest.<br>
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 (d12). The powers below use your Psionic Energy Dice:
*'''Protective Field.''' When you or another creature you can see within 30ft of you takes Damage, you can use your Reaction to expend one Psionic Energy Die, reducing the Damage taken by one roll of you Psionic Energy Die + your Intelligence Modifier, as you create a momentary shield of telekinetic force.
*'''Psionic Strike.''' You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30ft of you with a Weapon Attack, you can expend one Psionic Energy Die, dealing Force Damage to the target of the Attack equal to one roll of your Psionic Energy Die + 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 creature within 30ft of you that you can see, you can move it up to 30ft to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. You can use this Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. You can expend a Psionic Energy die to use the Action again if you have no uses left.
<br><br>


'''Telekinetic Master.''' At 18th level, 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 spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including 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.
==== Telekinetic Adept ====
''7th Level Psi Warrior's League Feature''<br>
You have mastered new ways to use your telekinetic abilities in the following ways:
*'''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. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest, you can spend a Psionic Energy Die to use this Bonus Action if you have no uses remaining.
*'''Telekinetic Thrust.''' When you deal Damage to a target with your Psionic Strike feature, you can force the target to make a Strength Saving Throw with a DC of 8 + your Intelligence Modifier + your Proficiency Bonus. On a failed Save, the target is knocked Prone and is pushed up to 10ft in any horizontal direction of your choice.
<br>


==== Guarded Mind ====
''10th Level Psi Warrior's League Feature''<br>
The psionic energy flowing through you has bolstered your mind. You gain Resistance to Psychic Damage.<br>
Additionally, you can expend a Psionic Energy Die on your turn to end the [[Conditions#Charmed|Charmed]] and [[Conditions#Frightened|Frightened]] Conditions on yourself.
<br><br>


=== Academy of the Rafroko ===
==== Bulwark of Force ====
The Rafroko fighting technique was developed to embody both the intangibility of the wind, and the force of the rock.
''15th Level Psi Warrior's League Feature''<br>
You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose a number of creatures equal to your Intelligence Modifier within 30ft of you. Each of the chosen creatures is protected by 1/2 Cover for 1 minute or until you're [[Conditions#Incapacitated|Incapacitated]]. Once you use this feature, you cannot use it until you finish a Long Rest, unless you expend a Psionic Energy Die to use it again.
<br><br>


'''Crag and Gale.''' At 3rd level you can use your bonus action to swap between the following two unique forms.
==== Telekinetic Master ====
:'''Gale Form.''' You become as intangible as the wind, moving as fast as a gale to avoid attacks. While using Gale Form, you add your proficiency bonus to your Armor Class.
''18th Level Psi Warrior's League Feature''<br>
:'''Crag Form.''' You hit as hard as the earth itself, becoming the embodiment of crags. While using Crag Form, you gain a bonus to your damage rolls you make with melee or thrown weapons, this bonus is equal to your Proficiency bonus.
Your ability to move creatures and objects with your mind is matched by few. You can cast the [[Level 5#Telekinesis|Telekinesis]] Spell, requiring no Components, using Intelligence as your Spellcasting Ability. On each of your turns while you Concentrate on this Spell, including the turn when you cast it, you can make a single Weapon Attack 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.
<br><br><br>


'''Earth and Wind.''' At 7th level, you begin to more fully embody the forces your forms represent
== Rune Knight's League ==
:'''Gale Form.''' While using Gale Form, you can use your action to gain a flying speed equal to your walking speed until the end of your turn.
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.
:'''Crag Form.''' While using Crag Form, you can gain Tremorsense out to 60ft, or for an additional 60ft if you already have it.
<br><br>


'''Second Nature.''' At 10th level, you gain greater mastery over your forms
{| class="wikitable"
:'''Gale Form.''' While using Gale form, your speed increases by 10ft, additionally, you cannot be surprised.
|+ Rune Knight Features
:'''Crag Form.''' While using Crag Form, when you hit a creature with an attack made with a melee or thrown weapon, that creature can’t take reactions until the start of your next turn, and you may push it up to 5ft.
|-
! Feature !! Level !! Quick Explanation
|-
| [[Fighter#Bonus Proficiencies|Bonus Proficiencies]] || 3rd || You get Proficiency with [[Adventuring Gear#Artisan's Tools|Smith's Tools]] and learn [[Languages#Giant|Giant]]
|-
| [[Fighter#Rune Carver|Rune Carver]] || 3rd || You learn some Runes that you can use to augment your [[Armor and Weapons#Weapons|Weapons]] and [[Armor and Weapons#Armor|Armor]]
|-
| [[Fighter#Giant's Might|Giant's Might]] || 3rd || You can grow to Large Size and deal more Damage and be better at Strength Checks and Saving Throws
|-
| [[Fighter#Runic Shield|Runic Shield]] || 7th || You can protect creatures from Attacks
|-
| [[Fighter#Great Stature|Great Stature]] || 10th || You grow in height and deal more Damage with Giant's Might
|-
| [[Fighter#Master of Runes|Master of Runes]] || 15th || You can use your Runes more
|-
| [[Fighter#Arcane|Runic Juggernaut]] || 18th || You deal more Damage with Giant's Might, become Huge when using it, and your Reach increases
|}
<br>


'''Whistling Boulders.''' At 15th level, you learn how to jump between forms at a moment's notice and gain the following features.
==== Bonus Proficiencies ====
:'''Gale Form.''' While in Gale Form, you may use your reaction when an attack targeting you misses to enter Crag Form, move up to 5ft, and perform an attack against the creature which attacked you using a melee or thrown weapon. You can use this reaction a number of times equal to your proficiency bonus + your Dexterity modifier, you regain all expended uses at the end of a long rest.
''3rd Level Rune Knight's League Feature''<br>
:'''Crag Form.''' While in Crag Form, you may use your reaction when a creature moves within 10ft of you to enter Gale Form, move up to 10ft into the air without provoking opportunity attacks, you float there until the start of your next turn, then you harmlessly fall to the ground ignoring fall damage if the distance you fall is 10 or less feet. You may use this reaction a number of times equal to your proficiency bonus + your Strength modifier, you regain these uses at the end of a long rest.
You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Smith's Tools]], and you learn to speak, read, and write [[Languages#Giant|Giant]].
<br><br>


'''Flying Mountain.''' At 18th level, you gain full mastery over your forms.
==== Rune Carver ====
:'''Gale Form.''' While in Gale Form, your speed increases by an additional 10ft, additionally, attacks against you never have advantage.
''3rd Level Rune Knight's League Feature''<br>
:'''Crag Form.''' While in Crag Form, you may add both your Dexterity modifier (minimum 0) and Strength modifier (minimum 0) to your attack rolls with melee and thrown weapons, additionally, attacks you make with a melee or thrown weapon cannot have disadvantage.
You can use magic runes to enhance your gear. You learn two Runes of your choice described at the end of this subclass. You learn an additional Rune at 7th, 10th, 15th, and 18th Level in this class. If a Rune has a Level requirement, you must be at least that Level in this class to learn the Rune.<br>
Whenever you finish a Long Rest, you can touch a number of objects equal to the number of Runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a [[Armor and Weapons#Weapons|Weapon]], a suit of [[Armor and Weapons#Armor|Armor]], a [[Armor and Weapons#Shield|Shield]], a piece of jewelry, or something else you can wear or hold in a hand. Your Rune remains on an object until you finish a Long Rest, and an object can bear only one of your Runes at a time. If a Rune requires a Saving Throw, your Rune Save DC equals 8 + your Constitution Modifier + your Proficiency Bonus.
<br><br>


=== Academy of the Rune Knight==  
==== Giant's Might ====
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your equipment.
''3rd Level Rune Knight's League Feature''<br>
You have learned how to imbue yourself with the might of giants. As a Bonus Action, you magically gain the following benefits, which last for 1 minute:
*If you are smaller than Large, you become Large, along with anything you are wearing or carrying. If you lack the room to become Large, your size doesn't change.
*You have Advantage on Strength Checks and Saving Throws.
*Once on each of your turns, one of your Weapon Attacks deals an additional 1d6 Damage.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses of it when you finish a Long Rest.
<br><br>


'''Bonus Proficiencies.''' At 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.
==== Runic Shield ====
''7th Level Rune Knight's League Feature''<br>
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60ft of you is hit by an Attack Roll, you can use your Reaction to force the attacker to reroll the d20 and use the new roll.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.
<br><br>


'''Rune Carver.''' At 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. You learn an additional rune at 7th, 10th, 15th, and 18th level in this class. The runes you can choose from are detailed at the end of the subclass. If a rune has a level requirement, you must be at least that level in this class to learn the rune.
==== Great Stature ====
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. If a rune requires a saving throw, your Rune Save DC equals 8 + your proficiency bonus + your Constitution modifier.
''10th Level Rune Knight's League Feature''<br>
The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.<br>
Additionally, while your Giant's Might feature is active and you hit on a Weapon Attack, you roll the Weapon's Damage Die an additional time and add it to the Damage Roll. Also the extra damage you deal with the Giant's Might feature increases to 2d8
<br><br>


'''Giant’s Might.''' Also at 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
==== Master of Runes ====
:If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
''15th Level Rune Knight's League Feature''<br>
:You have advantage on Strength checks and Strength saving throws.
You can invoke each Rune you know from your Rune Carver feature twice, rather than once, regaining expended uses when you finish a Long Rest.
:Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
<br><br>
:You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.


'''Runic Shield.''' At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
==== Runic Juggernaut ====
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
''18th Level Rune Knight's League Feature''<br>
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 3d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your Reach increases by 10ft.
<br><br>


'''Great Stature.''' At 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
==== Runes ====
Moreover, the extra damage you deal with your Giant’s Might feature increases to 1d8.
''3rd, 7th, 10th, 15th, and 18th Level Rune Knight's League Feature Option''<br>
*'''Cloud Rune.''' This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Dexterity (Sleight of Hand) Checks and Charisma (Deception) Checks.
:In addition, when you or a creature you can see within 30ft of you is hit by an Attack, you can use your Reaction to invoke the Rune and choose a different creature within 30ft of you. The chosen creature becomes the target of the Attack, using the same roll. This magic can transfer the Attack's effects regardless of the Attack's Range. Once you invoke this Rune, you can't do so again until you finish a Long Rest.
*'''Fire Rune.''' This Rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this Rune, you are considered to have Expertise in all [[Adventuring Gear#Tools|Tools]] you have Proficiency in.
:In addition, when you hit a creature with a Weapon Attack, you can invoke the Rune to summon fiery shackles, causing the Attack to deal an additional 2d6 Fire Damage, and the target must succeed on a Strength Saving Throw or be [[Conditions#Restrained|Restrained]] for 1 minute. While [[Conditions#Restrained|Restrained]] by the shackles, the target takes 2d6 Fire Damage at the start of each of its turns. The target can repeat the Saving Throw at the end of each of its turns, banishing the shackles on a successful Save. Once you invoke this Rune, you can't do so again until you finish a Long Rest.
*'''Frost Rune.''' This Rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Animal Handling) Checks and Charisma (Intimidation) Checks.
:In addition, you can invoke the Rune as a Bonus Action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all Ability Checks and Saving Throws that use Strength or Constitution. Once you invoke this Rune, you can't do so again until you finish a Long Rest.
*'''Stone Rune.''' This Rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Insight) Checks, and you have Darkvision out to a range of 120ft.
:In addition, when a creature you can see ends its turn within 30ft of you, you can use your Reaction to invoke the Rune and force the creature to make a Wisdom Saving Throw. On a failed Save, the creature is [[Conditions#Charmed|Charmed]] by you for 1 minute. While [[Conditions#Charmed|Charmed]] in this way, the target's Speed is reduced to 0 and it is [[Conditions#Incapacitated|Incapacitated]], descending into a dreamy stupor. The creature repeats the Saving Throw at the end of each of its turns, ending the effect on a success. Once you invoke this Rune, you can't do so again until you finish a Long Rest.
*'''Hill Rune (7th Level or Higher).''' This Rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this Rune, you have Advantage on Saving Throws against being [[Conditions#Poisoned|Poisoned]], and you have Resistance against Poison Damage.
:In addition, you can invoke the Rune as a Bonus Action, gaining Resistance to Bludgeoning, Piercing, and Slashing Damage for 1 minute. Once you invoke this Rune, you can't do so again until you finish a Long Rest.
*'''Storm Rune (7th Level or Higher).''' Using this Rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this Rune, you have Advantage on Intelligence (Arcana) Checks, and you can't be Surprised as long as you aren't [[Conditions#Incapacitated|Incapacitated]].
:In addition, you can invoke the Rune as a Bonus Action to enter a prophetic state for 1 minute or until you're [[Conditions#Incapacitated|Incapacitated]]. Until the state ends, when you or another creature you can see within 60ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can use your Reaction to give the roll Advantage or Disadvantage (your choice). Once you invoke this Rune, you can't do so again until you finish a Long Rest.
<br><br>


'''Master of Runes.''' At 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a long rest.
== Samurai's League ==
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.
<br><br>


'''Runic Juggernaut.''' At 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
{| class="wikitable"
|+ Samurai Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Fighter#Bonus Proficiencies|Bonus Proficiencies]] || 3rd || You get two Skill Proficiencies and learn a [[Languages|Language]]
|-
| [[Fighter#Fighting Spirit|Fighting Spirit]] || 3rd || You can give yourself Temporary Hit Points and Advantage on all your Attacks
|-
| [[Fighter#Elegant Courtier|Elegant Courier]] || 7th || You get Proficiency in Wisdom Saving Throws and become better at Persuasion
|-
| [[Fighter#Tireless|Tireless]] || 10th || You can use Fighting Spirit more times
|-
| [[Fighter#Rapid Strike|Rapid Strike]] || 15th || You can choose to not have Advantage on an Attack to Attack again for free
|-
| [[Fighter#Strength Before Death|Strength Before Death]] || 18th || When you die, you can instead take a free turn immediately
|}
<br>


'''Runes.''' The following runes are available to you when you learn a rune.
==== Bonus Proficiencies ====
:'''Cloud Rune.''' This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
''3rd Level Samurai's League Feature''<br>
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until you finish a long rest.
You gain Proficiency in two of the following Skills of your choice: History, Insight, Performance, or Persuasion. You also learn one [[Languages|Language]] of your choice.
:'''Fire Rune.''' This rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
<br><br>
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can’t do so again until you finish a long rest.
:'''Frost Rune.''' This rune’s magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can’t do so again until you finish a long rest.
:'''Stone Rune.''' This rune’s magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a long rest.
:'''Hill Rune (7th Level or Higher).''' This rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can’t do so again until you finish a long rest.
:'''Storm Rune (7th Level or Higher).''' Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you aren’t incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can’t do so again until you finish a long rest.


==== Fighting Spirit ====
''3rd Level Samurai's League Feature''<br>
Your intensity in battle can shield you and help you strike true. As a Bonus Action you can give yourself Advantage on Weapon Attacks until the end of the current turn. When you do so, you also gain a number of Temporary Hit Points equal to your Fighter Level.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br>


=== Academy of the Samurai ===
==== Elegant Courtier ====
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.
''7th Level Samurai's League Feature''<br>
Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) Check, you gain a Bonus to the Check equal to your Wisdom Modifier.<br>
Your self-control also causes you to gain Proficiency in Wisdom Saving Throws.
<br><br>


'''Bonus Proficiency.''' When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
==== Tireless Spirit ====
''10th Level Samurai's League Feature''<br>
If you end your turn without taking the Attack Action, you regain a use of your Fighting Spirit.
<br><br>


'''Fighting Spirit.''' Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
==== Rapid Strike ====
''15th Level Samurai's League Feature''<br>
You learn to trade accuracy for swift strikes. If you make a Weapon Attack with Advantage, you can forgo the Advantage for that Attack to make an additional Weapon Attack against the target of that Attack. You cannot do this more than once per turn.
<br><br>


'''Elegant Courtier.''' Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
==== Strength Before Death ====
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
''18th Level Samurai's League Feature''<br>
Your fighting spirit can delay the grasp of death. If you take would fall [[Conditions#Unconscious|Unconscious]] from dropping to 0 Hit Points, you can use use your Reaction to delay falling [[Conditions#Unconscious|Unconscious]], and you can immediately take an extra turn, interrupting the current turn. While you have 0 Hit Points during that extra turn, taking Damage causes Death Saving Throw failures as normal, and three Death Saving Throw failures can still kill you. When the extra turn ends, you fall [[Conditions#Unconscious|Unconscious]] if you still have 0 hit points.<br>
Once you use this feature, you can't use it again until you finish a Long Rest.
<br><br><br>


'''Tireless Spirit.''' Starting at 10th level, when you end your turn without taking the Attack action, you regain a use of Fighting Spirit.
== Steel Hawk's League ==
Powerful, nimble soldiers, Steel Hawks use explosive bursts of speed to launch themselves great distances in order to reach faraway threats. Despite their often heavy armor, those who follow this archetype leap and strike with the agility of seasoned assassins, becoming every inch the fearsome birds of prey their name would suggest.
<br><br>


'''Rapid Strike.''' Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
{| class="wikitable"
 
|+ Steel Hawk Features
'''Strength Before Death.''' Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest.
|-
! Feature !! Level !! Quick Explanation
|-
| [[Fighter#Launch|Launch]] || 3rd || You can leap without provoking Opportunity Attacks, and gain Advantage on your next Attack when you
|-
| [[Fighter#Lancer|Lancer]] || 3rd || You can use the [[Armor and Weapons#Martial Melee Weapons|Lance]] significantly better
|-
| [[Fighter#Bid Caller|Bird Caller]] || 3rd || You can recognize bird calls, are better at interacting with birds, and can use the [[Level 2#Animal Messenger|Animal Messenger]] Spell on birds
|-
| [[Fighter#Steel Grace|Steel Grace]] || 7th || You're better at Stealth and Dexterity Saving Throws
|-
| [[Fighter#Eagle Eye|Eagle Eye]] || 10th || When you Attack with a Launch, your Crit Range increases by 1, you can knock the foe out of the sky, and you get Expertise in Perception
|-
| [[Fighter#Predatory Lance|Predatory Lance]] || 15th || You have Advantage on Initiative Rolls and can use your Launch for free at the start of combat
|-
| [[Fighter#Improved Launch|Improved Launch]] || 18th || You can knock foes Prone while Attacking with a Launch, and you can get a level of [[Conditions#Exhausted|Exhaustion]] to Launch farther and deal more Damage
|}
<br>


==== Launch ====
''3rd Level Steel Hawk's League Feature''<br>
You learn to magically launch yourself with a mighty leap. While standing on a solid surface, you can use a Bonus Action to leap 15ft in any direction. When you reach 7th Level in this class, the leap's distance becomes 30ft.<br>
You can't use this feature if your Speed is 0, and if you leap completely horizontally, you still leap 1ft off the ground.<br>
Leaping in this way doesn't Provoke Opportunity Attacks, and if you fall immediately after using this leap, you can subtract up to 30ft from the fall when calculating Fall Damage.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.<br>
Leaping in this way can also strengthen your strikes by using the force of your momentum. If you make a Melee Weapon Attack during or immediately before or after this leap, you have Advantage on the Attack Roll and it deals an additional 1d8 Damage. At 10th Level, this extra Damage becomes 1d10, and at 18th Level, it becomes 1d12.
<br><br>


=== Academy of the Steel Hawk ===
==== Lancer ====
'''Launch.''' When you choose this archetype at 3rd level, you learn to magically launch yourself with a mighty leap. While standing on a solid surface, you can use a bonus action to leap horizontally, vertically, or a combination of both, up to a combined distance that totals no more than 15 feet. For example, you can choose to leap 10 feet horizontally and 5 feet vertically, potentially allowing you to avoid a dangerous trap or barricade blocking your path. When you reach 7th level in this class, the leap’s distance can total up to 30 feet instead. You can’t use this feature if your speed is 0, and if you leap completely horizontally, you still leap 1 foot off the ground. Leaping in this way doesn’t provoke opportunity attacks, and if you fall immediately after using this feature, you can subtract up to 30 feet from the fall when calculating falling damage.
''3rd Level Steel Hawk's League Feature''<br>
You can use this feature three times, and you regain all expended uses of it when you finish a short or long rest. Beginning at 7th level, you can use this feature four times between rests, and beginning at 15th level, you can use it five times between rests.
You are remarkably light on your feet and capable of counterbalancing even some of the most awkward of equipment. [[Armor and Weapons#Martial Melee Weapons|Lances]] have the Versatile property for you while you're not mounted, dealing 1d8 Piercing Damage when held with one hand and 1d12 Piercing Damage when wielded with two hands. When you use your Launch and hit with a Melee Weapon Attack while wielding a [[Armor and Weapons#Martial Melee Weapons|Lance]] with one hand during or immediately before or after that leap, it counts as if you're wielding it with two hands.<br>
Leaping in this way can also strengthen your strikes by using the force of your momentum. If you make a melee weapon attack immediately after using Launch, you have advantage on the attack roll, and if the attack hits, the target takes an extra 1d8 damage of the weapon’s type. At 10th level, this extra damage becomes 1d10, and at 18th level, it becomes 1d12. The attack can be made immediately after you land at the end of the leap or during the leap’s movement.
Immediately before you make an Attack against a creature within 5ft of you using a [[Armor and Weapons#Martial Melee Weapons|Lance]], you can move up to 5ft away from it, without provoking Opportunity Attacks from the target. You must be standing and have movement remaining in order to move in this way.
<br><br>


'''Bird Caller.''' Also at 3rd level, you learn to identify common birds by their calls, and you have advantage on Wisdom (Animal Handling) checks when interacting with any beast that has an innate flying speed. In addition, you gain the ability to cast the animal messenger spell, but only as a ritual and only targeting a beast that has an innate flying speed.
==== Bird Caller ====
''3rd Level Steel Hawk's League Feature''<br>
You learn to identify common birds by their calls, and you have Advantage on Wisdom (Animal Handling) Checks when interacting with any beast that has an innate Flying Speed. In addition, you gain the ability to cast the [[Level 2#Animal Messenger|Animal Messenger]] Spell, but only as a Ritual, and only targeting a Beast that has an innate Flying Speed.
<br><br>


'''Steel Grace.''' Starting at 7th level, wearing armor doesn’t impose dis- advantage on your Dexterity (Stealth) checks. In addition, whenever you make a Dexterity saving throw, you can use your Launch feature as a reaction. When you do so, you take no damage if you succeed on the saving throw, and only half damage if you fail.
==== Steel Grace ====
''7th Level Steel Hawk's League Feature''<br>
Wearing Armor doesn't impose Disadvantage on your Dexterity (Stealth) Checks. In addition, whenever you make a Dexterity Saving Throw that would have you take Damage on a failed Save or half as much Damage on a successful Save, you can use your Launch as a Reaction. When you do so, you take no Damage on a successful Save, and only half Damage on a failed Save.<br>
Additionally, if you take no Damage due to a successful Save, the effect has an area, and you are still in that area of effect, you can move out of that area without expending movement or provoking Opportunity Attacks.
<br><br>


'''Eagle Eye.''' Beginning at 10th level, your attack made immediately after or during your Launch scores a critical hit on a roll of 19 or 20. If you hit a flying creature with this attack, it must also make a Strength saving throw (DC equal to 8 + your profi- ciency bonus + your Strength modifier). On a failed save, its speed is reduced to 0 feet until the start of its next turn.
==== Eagle Eye ====
In addition, you gain proficiency in the Perception skill if you don’t already have it, and your proficiency bonus is doubled for any Wisdom (Perception) check you make that relies on sight.
''10th Level Steel Hawk's League Feature''<br>
Your attack made during or immediately before or after or your Launch has its Crit Range increased by 1. If you hit a flying creature with this Attack, it must also make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus. On a failed Save, the target's Speed is reduced to 0 until the start of its next turn and it falls to the ground.<br>
In addition, you gain Proficiency and Expertise in Perception.
<br><br>


'''Predatory Lance.''' Starting at 15th level, you have advantage on initiative rolls, and when you roll initiative you can use Launch as a free action without expending a use.
==== Predatory Lance ====
''15th Level Steel Hawk's League Feature''<br>
You have Advantage on Initiative Rolls, and when you roll Initiative at the start of combat you can use your Launch as a Free Action without expending a use of the feature.
<br><br>


'''Improved Launch.''' Starting at 18th level, when you hit a creature with a melee weapon attack immediately after or during your Launch, it must also succeed on a Strength saving throw (save DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
==== Improved Launch ====
In addition, you can push yourself beyond your normal limits when you use your Launch feature. When you do, your leap can total a maximum of 90 feet, instead of 30, and you don’t suffer any damage from falling until you land again. Once you use this feature, you shouldn’t do so again before you finish a short or long rest. Each time you do, you suffer one level of exhaustion. You can’t use this feature in this way if you’re suffering from two or more levels of exhaustion.
''18th Level Steel Hawk's League Feature''<br>
When you hit a creature with a Melee Weapon Attack immediately after, before, or during your Launch, it must also succeed on a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, being knocked Prone on a failed Save.<br>
In addition, you can push yourself beyond your normal limits when you use your Launch. When you do, your leap can total a maximum of 120ft, instead of 30ft, and you don't suffer any Damage from falling after the leap. Additionally, you deal twice as much Damage to any creatures you Attack during this Launch. However, after you use this enhanced Launch, you suffer one level of [[Conditions#Exhausted|Exhaustion]].
<br><br><br>

Latest revision as of 20:11, 10 January 2023

Fighter

A Triton in clanging plate armor holds her shield before her as she runs toward the massed zombies. An Otterfolk behind her, clad in studded leather armor, peppers the zombies with arrows loosed from his exquisite bow. The Treant nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
A Kalashtari in chain mail interposes his shield between the ogre's club and his companion, knocking the deadly blow aside. His companion, a Grung in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd's delight—and his own tactical advantage. His opponent's sword flares with blue light an instant before she sends lightning flashing forth to smite him.
All of these heroes are fighters, perhaps the most diverse adventurer. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
Not every member of the city watch, the village militia, or the queen's army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.
Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards.

Class Table
Level Proficiency Bonus Features Experience Points
1st +2 Fighting Style, Second Wind 0
2nd +2 Action Surge 300
3rd +2 Martial League 1,000
4th +2 Ability Score Improvement 3,000
5th +3 Extra Attack 6,000
6th +3 Ability Score Improvement 10,000
7th +3 Martial League Feature 20,000
8th +3 Ability Score Improvement 40,000
9th +4 Indomitable (Once) 60,000
10th +4 Martial League Feature 80,000
11th +4 Extra Attack 100,000
12th +4 Ability Score Improvement 120,000
13th +5 Indomitable (Twice) 140,000
14th +5 Ability Score Improvement 160,000
15th +5 Martial League Feature 180,000
16th +5 Ability Score Improvement 200,000
17th +6 Endless Action, Indomitable (Thrice) 225,000
18th +6 Martial League Feature 250,000
19th +6 Ability Score Improvement 300,000
20th +6 Extra Attack 350,000

Class Information

Hit Dice. 1d10 per Fighter Level
1st Level Hitpoints. 10 + your Constitution Modifier
Higher Level Hitpoints. 1d10 (increase to 6) + your Constitution Modifier per Fighter Level after 1st
Armor Proficiencies. Light Armor, Medium Armor, Heavy Armor, and Shields.
Weapon Proficiencies. Simple Weapons and Martial Weapons
Tool Proficiencies. None
Saving Throw Proficiencies. Strength and Constitution
Skill Proficiencies. Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment. Chain Mail or Leather Armor and a Longbow, a Round Shield or a Simple Weapon or a Martial Weapon, a Simple Weapon or a Martial Weapon, a Light Crossbow or two Handaxes, and one Equipment Pack

Fighter Features Summarized
Feature Level Quick Explanation
Fighting Style 1st You choose a way of fighting that you're good at
Second Wind 1st You can heal using a Bonus Action
Action Surge 2nd You can take two Actions on a single turn a few times
Martial League 3rd You choose your subclass, and gain features at 3rd, 7th, 10th, 15th, and 18th Level
Ability Score Improvements 4th You increase your Ability Scores or gain a Feat, you do this at 4th, 6th, 8th, 12th, 14th, 16th, and 19th Level
Extra Attack 5th You make an additional Attack every time you take the Attack Action
Indomitable (Once) 9th You can succeed on a Saving Throw once
Extra Attack 11th You make an additional Attack every time you take the Attack Action
Indomitable (Twice) 13th You can succeed a Saving Throw twice
Endless Action 17th You can use Action Surge twice as many times
Indomitable (Thrice) 17th You can succeed a Save thrice
Extra Attack 20th You make an additional Attack every time you take the Attack Action


Fighting Style

1st Level Fighter Feature
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:

  • Archery. You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.
  • Blind Fighting. You have Blindsight out to 10ft.
  • Bone Breaker. Once per turn, when you hit a creature with an Attack, you can Slow the creature until the end of your next turn.
  • Defense. While you are wearing Armor, you gain a +1 bonus to AC.
  • Domination. You have Advantage on the Strength (Athletics) Checks when you take the Shove Action. Additionally, you can target creatures that are up to two Sizes larger than you with the Shove Action.
  • 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 Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.
  • Improvised Fighting. You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.
  • Interception. When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shields or a Weapons.
  • Melee Marksman. You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapons when creatures within 5ft of you move away from you.
  • Mounted Warrior. Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.
  • Pit Fighting. You have trained to fight with obscure, and underrated weapons, gaining the following Weapons:
  • For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.
  • When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.
  • For you, Nets now deal 1d6 Bludgeoning Damage.
  • When you make an Attack with a Net or a Tridents, you can draw a Net or Tridents as part of that Attack.
  • Protection. When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.
  • Shield Warrior. You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.
  • Strongbow. You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.
  • Thrown-Weapon Fighting. You can draw a Weapon as part of an Attack made with a Thrown 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 use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.
  • Unarmed Fighting. You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any Weapon or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.
  • Versatile Fighting. While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.


Second Wind

1st Level Fighter Feature
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Fighter Level. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Action Surge

2nd Level Fighter Feature
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional Action. You can use this feature no more than once on each of your turns, and can use it a total number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Martial League

3rd, 7th, 10th, 15th, and 18th Level Fighter Feature
You choose one of the following Martial Leagues that you strive to emulate in your combat styles and techniques.

Martial Leagues
Martial League Complexity (1-5) Description
Arcane Archer's League 3 You use various magical shots to strike down your foes.
Banneret's League 2 You inspire your allies as you lead the charge in combat.
Barrier's League 3 You grow a coral coating of armor as you embody the tides.
Battle Master's League 3 You use a variety of maneuvers to tactically gain control of the battlefield.
Cavalier's League 2 You charge hold the line, marking, warding, and showing your wrath to anyone who comes close to breaking through.
Champion's League 1 You become an insurmountable force in combat due to your pure martial prowess.
Echo Knight's League 4 You summon copies of yourself from potential timelines to distract your enemies and to strike them down.
Eldritch Knight's League 4 You harness magic channeled through your blades to crush your foes.
Meteor Knight's League 3 You use graviturgy magic to fire projectiles at nearby foes.
Minuteman's League 2 You become an expert at leveraging every advantage you can to gain the upper-hand.
Psi Warrior's League 4 You use your psionic powers to guard your allies and smite your foes.
Rune Knight's League 4 You harness the runes of giants to enchant your weapons and armor while embodying their size.
Samurai's League 2 You masterfully command your will to grow your strength and vitality in combat.
Steel Hawk's League 3 You launch yourself through the air at your foes while expertly wielding lances.


Ability Score Improvements

4th, 6th, 8th, 12th, 14th, 16th, and 19th Level Fighter Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Extra Attack

5th, 11th, and 20th Level Fighter Feature
You can make an additional Attack whenever you take the Attack Action.

Indomitable

9th Level Fighter Feature
When you fail on a Saving Throw, you can choose to succeed instead. Once you use this feature, you cannot do so again until you finish a Long Rest.
At certain Levels in this class you can use this feature more times: you can use it twice between Long Rests at 13th Level, and thrice times between Long Rests at 17th Level.

Endless Action

17th Level Fighter Feature
Instead of being able to use Action Surge a number of times equal to your Proficiency Bonus between Long Rests, you can now use it a number of times equal to twice your Proficiency Bonus between Long Rests.

Martial Leagues

Arcane Archer's League

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Arcane Archer Features
Feature Level Quick Explanation
Arcane Archer Lore 3rd You get Arcana and Nature Proficiency, and you get the Prestidigitation and Druidcraft Cantrips
Arcane Shot 3rd You can magically buff your Ranged Weapon Attacks in a variety of ways
Magic Arrow 7th You Ranged Weapon Attacks are magical
Curving Shot 7th When you miss a Ranged Weapon Attack, you can try hit another creature
Ever-Ready Shot 15th When you don't Attack, you regain an Arcane Shot


Arcane Archer Lore

3rd Level Arcane Archer's League Feature
You learn magical theory or some of the secrets of nature. You gain Proficiency in Arcana and Nature, and you Learn the Prestidigitation and the Druidcraft Cantrips.

Arcane Shot

3rd Level Arcane Archer's League Feature
You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice detailed at the end of this subclass.
When you make an Attack with a Ranged Weapon, as part of that Attack, you can apply one of your Arcane Shot options to that attack. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses of it when you finish a Long Rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th Level. Each option also improves when you reach 18th Level in this class.

Magic Arrow

7th Level Arcane Archer's League Feature
You gain the ability to infuse your attacks with magic. Your Ranged Weapon Attacks count as Magical for the purpose of overcoming Resistance and Immunity.

Curving Shot

7th Level Arcane Archer's League Feature
You learn how to direct an errant arrow toward a new target. When you make an Attack Roll with a Ranged Weapon Attack and miss, you can use a Bonus Action to reroll the Attack Roll against a different target within 60ft of the original target.

Ever-Ready Shot

15th Level Arcane Archer's League Feature
Your magical archery is available constantly. Whenever you end your turn without taking the Attack Action, you regain one use of your Arcane Shot.

Arcane Shot Options

3rd, 7th, 10th, 15th, and 18th Level Arcane Archer's League Options
All Arcane Shots are magical effects. If an option requires a Saving Throw it uses your Shot Save DC which has a DC of 8 + your Intelligence Modifier + your Proficiency Bonus.

  • Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless demi-plane. The creature hit by the Attack must also succeed on a Charisma Saving Throw or be banished. While banished in this way, the target's Speed is 0, and it is Incapacitated. At the end of its next turn, the target reappears in the space it previously occupied or in the nearest unoccupied space if that space is occupied. After you reach 18th Level in this class, the target also takes 2d6 Force Damage when the Attack hits it.
  • Beguiling Arrow. Your enchantment magic causes this attack to temporarily beguile its target. The creature hit by the Attack takes an extra 2d6 Psychic Damage, you then choose one creature within 30ft of the target. The target makes a Wisdom Saving Throw. On a failed Save, the target is Charmed by the chosen creature until the start of your next turn. This effect ends early if the chosen creature attacks the Charmed creature, deals Damage to it, or forces it to make a Saving Throw. The Psychic Damage increases to 4d6 when you reach 18th Level in this class.
  • Bursting Arrow. You imbue your arrow with force energy. Immediately after the Attack hits the creature, the target and all other creatures within 10ft of it take 2d6 Force Damage each. The Force Damage increases to 4d6 when you reach 18th Level in this class.
  • Enfeebling Arrow. You weave necromantic magic into your attack. The creature hit by the Attack takes an extra 2d6 Necrotic Damage. The target must also succeed on a Constitution Saving Throw, on a failed Save, the target's Damage dealt by its Weapon Attacks is halved until the start of your next turn. The Necrotic Damage increases to 4d6 when you reach 18th Level in this class.
  • Grasping Arrow. When this attack strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the Attack takes an extra 2d6 Poison Damage, its Speed is reduced by 10ft, and it takes 2d6 Slashing Damage the first time it moves on each of its turns. The target or any creature that can reach it can use its Action to remove the brambles with a successful Strength (Athletics) Check against your Shot Save DC. Otherwise, the brambles last for 1 minute or until you use this Arcane Shot again. The Poison Damage and Slashing damage both increase to 4d6 when you reach 18th Level in this class.
  • Piercing Arrow. You use transmutation magic to give your attack an ethereal quality. When you use this Arcane Shot, you don't make an Attack Roll for the Attack. Instead, the arrow shoots forward in a 1x30ft Emanated Line, before disappearing. The Attack passes harmlessly through objects, ignoring Cover. Each creature in that line must make a Dexterity Saving Throw. On a failed Save, a creature takes Damage as if it were hit by the Attack, plus an extra 1d6 Piercing Damage. On a successful Save, a target takes half as much Damage. The Piercing Damage increases to 2d6 when you reach 18th Level in this class.
  • Seeking Arrow. Using divination magic, you grant your attack the ability to seek out a target. When you use this Arcane Shot, you don't make an Attack Roll for this Arcane Shot. Instead, choose one creature you have seen in the past minute. The attack flies toward that creature, moving around corners if necessary and ignoring 3/4 Cover and 1/2 Cover. If the target is within the Weapon's Range and there is a path large enough for the attack to travel to the target, the target must make a Dexterity Saving Throw. Otherwise, the Weapons or Ammunition reappears in one of your free hands, at your feet, or in a storage container after traveling as far as it can. On a failed Save, the target takes Damage as if it were hit by the Attack, plus an extra 1d6 Force Damage, and you learn the target's current location. On a successful Save, the target takes half as much Damage, and you don't learn its location. The Force Damage increases to 2d6 when you reach 18th Level in this class.
  • Shadow Arrow. You weave illusion magic into your arrow, causing it to obscure your foe's vision with shadows. The creature hit by the Attack takes an extra 2d6 Psychic Damage, and it must succeed on a Wisdom Saving Throw or be unable to see anything farther than 5ft away from itself until the start of your next turn. The Psychic Damage increases to 4d6 when you reach 18th Level in this class.


Banneret's League

Pledged to protect the crown, Banneret Fighters take the fight against evil beyond their kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.
A Banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.

Banneret Features
Feature Level Quick Explanation
Rallying Cry 3rd You heal your allies when you use Second Wind
Royal Envoy 3rd You get Proficiency and Expertise in Persuasion and one other Skill
Resolute Will 7th You and your allies are better against Frightened
Inspiring Surge 10th When you use Action Surge, some of your allies can also move and Attack
Bulwark 15th You assist your allies with their Saving Throws and let them take less Damage
Lead the Charge 18th You can give your allies Temporary Hit Points and Advantage on Attack Rolls


Rallying Cry

3rd Level Banneret's League Feature
You learn how to inspire your allies to fight on past their injuries.
When you use your Second Wind, all creatures of your choice within 60ft of you regain a number of Hit Points equal to your Fighter Level + your Charisma Modifier and have Advantage on their next Attack Roll before the end of your next turn.

Royal Envoy

3rd Level Banneret's League Feature
A Banneret serves as an envoy of the crown. Knights of high standing are expected to conduct themselves with grace. You gain Proficiency and Expertise in Persuasion as well as one of the following Skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Resolute Will

7th Level Banneret's League Feature
You are a steadfast rock in the face of danger. While you are not Incapacitated, you and all creatures of your choice within 30ft of you have Advantage on Saving Throws against and on ending the Frightened Condition. Additionally, when you use your Rallying Cry to heal a creature, you can end the Frightened Condition on that creature.

Inspiring Surge

10th Level Banneret's League Feature
When you use your Action Surge, you can choose up to two creatures of your choice within 60ft of you that can see or hear you. Each of those creatures can use their Reaction to immediately move up to their Speed and take the Attack Action.

Bulwark

15th Level Banneret's League Feature
When friendly creatures within 30ft of you are forced to make a Saving Throw, you can use your Reaction to grant some of those creatures Advantage on the Saving Throw. You can give this benefit to a number of creatures equal to your Charisma modifier. If a creature would take Damage from failing the Save and half as much from succeeding the Save, the creature's you give Advantage to only take half Damage on a failed Save and take no Damage on a successful Save. Once you use this feature you cannot use it again until you finish a Long Rest.

Lead the Charge

18th Level Banneret's League Feature
You are a leader from the front lines, inspiring your allies to continue the fight. You can use a Bonus Action on your turn to grant a creature within 60ft of you that can see or hear you Temporary Hit Points equal to 5 + your Charisma Modifier and Advantage on its next Attack Roll before the end of your next turn.


Barrier's League

Warriors who draw power from the tropical waters, Barriers harness the primal magic of the reef to don a spiked armor made of living creatures. Because of their connection to the natural world and potent martial prowess, Barriers are commonly fielded as champions and defenders among coastal cultures for their unbreakable endurance and ability to defend their companions.

Barrier Features
Feature Level Quick Explanation
Mantle of Coral 3rd You can make coral armor that deals Damage to creatures that hurt you
One With the Waves 3rd You can swim and breathe underwater
Expel Toxin 7th You can end Diseases and Poisons affecting you and deal more Damage to creatures that hurt you by using Second Wind
Fed by the Sun 7th You can use photosynthesis
Bristling Defense 10th You can take half Damage from Attacks and deal Damage to the Attacker
Tactically Blank Mind 15th You can go brain dead in combat to resist mind altering effects
Barrier Reef 18th You get Temporary Hit Points when you use Mantle of Coral, deal more Damage and slow enemies that hurt you, and can use your abilities at range.


Mantle of Coral

3rd Level Barrier's League Feature
You can use a Bonus Action on your turn to create a suit of magical living Armor around you, which lasts for 1 minute. You can create this Armor on top of any existing Armor you are wearing. While you have this Armor, you gain the following benefits:

  • Your AC can't be less than 16.
  • If a creature within 5ft of you hits you with a Melee Attack, that creature takes 1d4 Magical Piercing Damage. The first time a creature takes this Damage on a turn, its Speed is reduced by 10ft until the end of its next turn.

You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

One With the Waves

3rd Level Barrier's League Feature
You become attuned to the seas from which you draw your power from. You gain the ability to breathe both air and water and you gain a Swimming Speed equal to your Walking Speed.

Expel Toxin

7th Level Barrier's League Feature
You take on the natural healing properties of coral, and can use it to expel yourself of poisons. When you use your Second Wind while your Mantle of Coral is active, your Armor deals an additional 1d6 Poison Damage until the end of your next turn, and you become cured of one Disease or Poison affecting you.

Fed by the Sun

7th Level Barrier's League Feature
You can draw upon the light of the sun to nourish and sustain yourself. If you spend 1 hour in bright sunlight, you regain Hit Points equal to your Constitution Modifier, and gain enough nourishment to sustain yourself for one day.

Bristling Defense

10th Level Barrier's League Feature
When a creature that you can see hits you with a Melee Attack while your Mantle of Coral is active, you can use your Reaction to conjure bristling spines from your Armor. When you do this, you halve the Attack's Damage, and the attacker takes additional Magical Piercing Damage equal to your Fighter Level.

Tactically Blank Mind

15th Level Barrier's League Feature
You can cause your mind to become barely sentient or active as is the case in actual coral. When you use your Mantle of Coral, you can choose to lose your Intelligence, Wisdom, and Charisma Scores while that use of your Mantle of Coral is active. While in this state, you cannot willingly make Intelligence, Wisdom, or Charisma Checks, and any effect that would force you to make an Intelligence, Wisdom, or Charisma Saving Throw or Check has no affect on you.
Due to your skill in combat and how naturally it comes to you, you act normal in combat even while you do not have sentience. You also retain the ability to comprehend and speak Language, and in general retain your sentience.

Barrier Reef

18th Level Barrier's League Feature
Your Mantle of Coral increases in potency and protective power. When you activate your Mantle of Coral, you gain Temporary Hit Points equal to your Fighter Level, which last until your Mantle of Coral ends. Additionally, the Piercing Damage dealt by your Mantle of Coral increases to 2d6, and a creature that takes this Damage has its Speed reduced to 0 until the end of its next turn.
Finally, your Mantle of Coral and Bristling Defense Features now also effect Ranged Attacks instead of just Melee Attacks.


Battle Master's League

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

Battle Master Features
Feature Level Quick Explanation
Combat Superiority 3rd You have special Maneuvers you can use to preform special attacks in combat
Student of War 3rd You get Proficiency in History and a Set of Artisan's Tools
Know Your Enemy 7th You can learn the game statistics of your enemies
Improved Combat Superiority 10th You deal more Damage with your maneuvers
Relentless 15th You can use your maneuvers more often
Supreme Combat Superiority 18th You deal more Damage with your maneuvers


Combat Superiority

3rd Level Battle Master's League Feature
You learn maneuvers that are fueled by special dice called Superiority Dice.

  • Maneuvers. You learn three Maneuvers of your choice, which are detailed at the end of this subclass. Many Maneuvers enhance an attack in some way. You can use only one Maneuver per Attack. You learn two additional Maneuvers of your choice at 7th, 10th, 15th, and 18th Level.
  • Superiority Dice. You have a number of Superiority Dice, which are d8s, equal to four times your Proficiency Bonus. You regain all of your expended Superiority Dice when you finish a Long Rest.
  • Saving Throws. Any Ability Check or Saving Throw required by your Maneuvers uses your Maneuver Save DC which has a DC of 8 + your Strength or Dexterity Modifier (whichever is higher) + your Proficiency Bonus.


Student of War

3rd Level Battle Master's League Feature
You gain Proficiency in History and one type of Artisan's Tools of your choice.

Know Your Enemy

7th Level Battle Master's League Feature
If you spend at least 1 minute observing or interacting with another creature outside combat, or as an Action in combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • One of the target's Ability Scores
  • The target's Armor Class
  • The target's current and maximum Hit Points as well as any Temporary Hit Points it may have.
  • The target's total class Levels (if any).
  • The target's total Fighter class Levels (if any).


Improved Combat Superiority

10th Level Battle Master's League Feature
Your Superiority Dice are now d10s.

Relentless

15th Level Battle Master's League Feature
At the start of your turn if you have no Superiority Dice left, you regain two expended Superiority Dice.

Supreme Combat Superiority

18th Level Battle Master's League Feature
Your Superiority Dice are now d12s.

Maneuvers

3rd, 7th, 10th, 15th, and 18th Level Battle Master's League Option

  • Ambush. When you make a Dexterity (Stealth) Check or an Initiative Roll, you can expend one Superiority Die and add the die to the result.
  • Bait and Switch. When you're within 5ft of a creature on your turn, you can expend one Superiority Die and 5ft of movement and switch places with that creature, provided you spend at least 5ft of movement and the creature is willing and isn't Incapacitated. This movement doesn't provoke 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.
  • Brace. When a creature you can see moves into your Reach while you are wielding a Melee Weapon, you can use your Reaction to expend one Superiority Die and make a single Melee Weapon Attack against that creature. If the attack hits, add the Superiority Die to the Weapon's Damage Roll.
  • Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do, choose one creature that can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one Weapon Attack, adding the Superiority Die to the Attack's Damage Roll.
  • Commanding Presence. When you make a Charisma or Strength (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) Check, you can expend one Superiority Die and add the Superiority Die to the ability check.
  • Disarming Attack. When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the Superiority Die to the Attack's Damage Roll, and the target must make a Strength Saving Throw. On a failed Save, the target drops the object you choose. The object lands at the creature's feet.
  • Distracting Strike. When you hit a creature with a Weapon Attack, you can expend one Superiority Die to distract the creature, giving your allies an opening. You add the Superiority Die to the Attack's Damage Roll. The next Attack Roll made against the target by a creature other than you before the start of your next turn has Advantage.
  • Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
  • Feinting Attack. You can expend one Superiority Die as a Bonus Action and choose one creature within 5ft of you. You have Advantage on your next Attack Roll against that creature this turn. If that Attack hits, add the Superiority Die to the Attack's Damage Roll.
  • Goading Attack. When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to goad the target into attacking you. You add the Superiority Die to the Attack's Damage Roll and forge the target to make a Wisdom Saving Throw. On a failed Save, the target has Disadvantage on all Attack Rolls against targets other than you until the end of your next turn.
  • Grappling Strike. Immediately after you hit a creature with a Melee Attack on your turn, you can expend one Superiority Die and make a Grapple Attack as a Free Action, adding the Superiority Die to your Strength (Athletics) Check.
  • Lunging Attack. When you make a Melee Weapon Attack on your turn, you can expend one Superiority Die to increase your Reach for that Attack by 5ft. If you hit, you add the Superiority Die to the Attack's Damage Roll.
  • Maneuvering Attack. When you hit a creature with a Weapon Attack, you can expend one Superiority Die to maneuver one of your comrades into a more advantageous position. You add the Superiority Die to the Attack's Damage Roll and you choose a creature that can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking Opportunity Attacks from the target of your attack.
  • Menacing Attack. When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to frighten the target. You add the Superiority Die to the Attack's Damage Roll, and the target must make a Wisdom Saving Throw. On a failed Save, it is Frightened of you until the end of your next turn.
  • Parry. When another creature deals Damage to you with a Melee Attack, you can use your Reaction and expend one Superiority Die to reduce the Damage dealt by the number you rolled on your Superiority Die + your Dexterity Modifier.
  • Precision Attack. When you miss on a Weapon Attack, you can expend one Superiority Die to add it to the Attack Roll.
  • Pushing Attack. When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to drive the target back. You add the Superiority Die to the Attack's Damage Roll, and if the target is Large or smaller, it must make a Strength Saving Throw. On a failed Save, you push the target up to 15ft away from you.
  • Quick Toss. As a Bonus Action you can expend one Superiority Die and make a Ranged Attack with a Thrown Weapons. You can draw the Weapons as part the Attack. If you hit, you add the Superiority Die to the Weapon's Damage Roll.
  • Rally. As a Bonus Action you can expend one Superiority Die to bolster the resolve of one of your companions. When you do so, choose a willing creature that can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die Roll + your Charisma Modifier.
  • Riposte. When a creature misses you with a Melee Attack, you can use your Reaction and expend one Superiority Die to make a Melee Weapon Attack against the creature. If you hit, you add the Superiority Die to the Attack's Damage Roll.
  • Sweeping Attack. When you hit a creature with a Melee Weapon Attack, you can expend one Superiority Die to attempt to Damage another creature with the same Attack. Choose another creature within 5ft of the original target and within the Weapon's Reach. If the original Attack would hit the second creature, it takes Damage equal to the number you roll on your Superiority Die of the same Type as the Weapon.
  • Tactical Assessment. When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) Check, you can expend one Superiority Die and add the Superiority Die to the Ability Check.
  • Trip Attack. When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to knock the target down. You add the Superiority Die to the Attack's Damage Roll, and if the target is Large or smaller, it must make a Strength Saving Throw. On a failed Save, you knock the target Prone.



Cavalier's League

The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Cavalier Features
Feature Level Quick Explanation
Bonus Proficiencies 3rd You get a Skill and Language Proficiency
Born to the Saddle 3rd You're better at riding mounts
Unwavering Mark 3rd When you hit a creature, that creature is worse at hitting other creatures and you can attack it if it does
Warding Maneuver 7th You can give yourself or your allies extra AC and less Damage against Attacks
Hold the Line 10th You can make Opportunity Attacks against creatures that come closer to you
Ferocious Charger 15th If you charge at a creature, you can knock it Prone
Vigilant Defender 18th You can make a free Opportunity Attack every turn


Bonus Proficiencies

3rd Level Cavalier's League Feature
You gain Proficiency in one of the following Skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Additionally, you learn one Language of your choice.

Born to the Saddle

3rd Level Cavalier's League Feature
Your mastery as a rider becomes apparent. You have Advantage on Saving Throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10ft, you do not fall Prone if you aren't Incapacitated.
Finally, mounting or dismounting a creature costs you only 5ft of movement, rather than half your Speed.

Unwavering Mark

3rd Level Cavalier's League Feature
You can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a Melee Weapon Attack, you can mark the creature until the end of your next turn. This mark ends early if you are Incapacitated or you fall Unconscious.
While the marked creature is within 5ft of you, that creature has Disadvantage on any Attack Roll that doesn't target you.
In addition, if a creature marked by you deals Damage to any creature other than you, you can make a special Melee Weapon Attack against the marked creature as a Bonus Action on your next turn. You have Advantage on this Attack Roll, and the Attack deals additional Damage equal to half your Fighter Level.
You can make use this special Attack a number of times equal to your Proficiency Bonus regaining all expended uses when you finish a Long Rest.

Warding Maneuver

7th Level Cavalier's League Feature
You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5ft of you is hit by an Attack, as a Reaction if you are wielding a Melee Weapon or Shield, you add a d8 to the creature's AC. If the Attack hits, the Attack's Damage is halved.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.

Hold the Line

10th Level Cavalier's League Feature
You become a master of locking down your enemies. Creatures provoke an Opportunity Attack from you when they move 5ft or more while within your Reach. Additionally, if you hit a creature with an Opportunity Attack, the target's speed is reduced to 0 until the end of the current turn.

Ferocious Charger

15th Level Cavalier's League Feature
You can run down your foes, whether you're mounted or not. Once on each of your turns, ff you move at least 10ft in a straight line right before you Hit a creature with a Weapon Attack, that creature must make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, being knocked Prone on a failed Save.

Vigilant Defender

18th Level Cavalier's League Feature
You respond to danger with extraordinary vigilance. Once per turn you can make an Opportunity Attack as a Free Action.


Champion's League

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Champion Feature
Feature Level text Quick Explanation
Improved Critical 3rd Your Crit Range increases by 1 and you can choose to Crit
Remarkable Athlete 7th You can climb and are better at Strength, Dexterity, and Constitution Checks.
Additional Fighting Styles 10th You choose two ways of fighting that you're good at
Superior Critical 15th You Crit Range increase by 2 and you deal more Damage with your Attacks
Survivor 18th You heal at the start of each of your turns


Improved Critical

3rd Level Champion's League Feature
Your Crit Range increases by 1.
Additionally, when you hit on an Attack Roll, you can choose to make it a Critical Hit. You can do this a number of times equal to half your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Remarkable Athlete

7th Level Champion's League Feature
You can add half your Proficiency Bonus (rounded up) to any Strength, Dexterity, or Constitution Checks you make that you aren't Proficient in.
In addition you gain a Climbing and Swimming Speed equal to your Walking Speed.

Additional Fighting Styles

10th Level Champion's League Feature
You adopt two additional styles of fighting as your specialty. Choose two of the following options you do not already have:

  • Archery. You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.
  • Blind Fighting. You have Blindsight out to 10ft.
  • 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 Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.
  • Improvised Fighting. You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.
  • Interception. When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shields or a Weapons.
  • Melee Marksman. You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapons when creatures within 5ft of you move away from you.
  • Mounted Warrior. Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.
  • Pit Fighting. You have trained to fight with obscure, and underrated weapons, gaining the following Weapons:
  • For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.
  • When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.
  • For you, Nets now deal 1d6 Bludgeoning Damage.
  • When you make an Attack with a Net or a Tridents, you can draw a Net or Tridents as part of that Attack.
  • Protection. When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.
  • Shield Warrior. You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.
  • Strongbow. You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.
  • Thrown-Weapon Fighting. You can draw a Weapon as part of an Attack made with a Thrown 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 use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.
  • Unarmed Fighting. You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any Weapon or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.
  • Versatile Fighting. While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.


Superior Critical

15th Level Champion's League Feature
Your Crit Range increases by 2.
Additionally, your Weapon Attacks deal additional Damage equal to your Proficiency Bonus.

Survivor

18th Level Champion's League Feature
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain a number of Hit Points equal to 5 + your Constitution Modifier. You don't gain this benefit if you have 0 Hit Points.


Echo Knight's League

A mysterious and feared frontline warrior, the Echo Knight has mastered the art of using Khaagaazh to summon the fading shades of unrealized creation to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.

Echo Knight Features
Feature Level Quick Explanation
Manifest Echo 3rd You can summon a copy of yourself to teleport to and Attack from
Unleash Incarnation 3rd You can Attack an extra time when you take the Attack Action
Echo Avatar 7th You can use your Echo's senses
Shadow Martyr 10th You can use your Echo to take the Damage from an Attack
Reclaim Potential 15th When your Echo is destroyed, you gain Temporary Hit Points
Legion of One 18th You can create two Echos


Manifest Echo

3rd Level Echo Knight's League Feature
You can use a Bonus Action to magically manifest an echo of yourself in an unoccupied space you can see within 15ft of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a Free Action, until you manifest another echo, or until you're Incapacitated.
Your Echo has an AC of 14 + your Proficiency Bonus, 1 Hit Point, and Immunity to all Conditions. If it is forced to make a Saving Throw, it uses your Saving Throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30ft in any direction as a Free Action. If your Echo is ever more than 30ft from you at the end of your turn, it is destroyed. You can use the Echo in the following ways:

  • As a Bonus Action, you can teleport, magically swapping places with your Echo by spending 15ft of movement.
  • You can make Attacks as if you were in the Echo's space.
  • When a creature that you can see within 5ft of your Echo moves at least 5ft away from it, you can use your Reaction to make an Opportunity Attack against that creature as if you were in the Echo's space.



Unleash Incarnation

3rd Level Echo Knight's League Feature
You can heighten your echo's fury. Whenever you take the Attack Action, you can make one additional Weapon Attack from the Echo's space.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Echo Avatar

7th Level Echo Knight's League Feature
You can temporarily transfer your consciousness to your Echo. As an Action, you can see through your Echo's eyes and hear through its ears. During this time, you are Deafened and Blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time as a Free Action. While your echo is being used in this way, it can be up to 1,000ft away from you without being destroyed.

Shadow Martyr

10th Level Echo Knight's League Feature
You can make your Echo throw itself in front of an Attack directed at another creature that you can see. Before the Attack Roll is made, you can use your Reaction to teleport the Echo to an unoccupied space within 5ft of the targeted creature. The Attack Roll that triggered the Reaction is instead made against your Echo.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.

Reclaim Potential

15th Level Echo Knight's League Feature
You've learned to absorb the fleeting magic of your Echo. When your Echo is destroyed by taking Damage, you gain a number of Temporary Hit Points equal to 2d6 + your Constitution Modifier.

Legion of One

18th Level Echo Knight's League Feature
You can use a Bonus Action to create two Echoes with your Manifest Echo feature, these Echoes can coexist. If you try to create a third Echo, the previous two Echoes are destroyed. Anything you can do from one Echo's position can be done from the other's instead. In addition, you can use an Action to regain a use of Unleash Incarnation.


Eldritch Knight's League

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration Spells grant an Eldritch Knight additional protection in battle, and Evocation Spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Eldritch Knight Features
Feature Level Quick Explanation
Spellcasting 3rd You gain Quarter Spellcasting that uses Intelligence and Learning Spells, usually from the Abjuration or Evocation Schools from the Wizard Spell List
Weapon Bond 3rd You can bond yourself to your Weapons to summon them to your hand and use them as Spellcasting Focuses
War Magic 7th You can Attack when you cast a Cantrip
Eldritch Strike 10th When you Attack a creature, its weaker to your Spells
Arcane Charge 15th You can teleport when you use your Action Surge
Improved War Magic 18th You can Attack when you cast a Spell


Spellcasting

3rd Level Eldritch Knight's League Feature
Spellcasting Ability. Intelligence
Spell Save DC. 8 + your Intelligence Modifier + your Proficiency Bonus
Spell Attack Bonus. Your Intelligence Modifier + your Proficiency Bonus
Spellcasting Focus. An Arcane Focus
Spell Learning Method. You start knowing 3 Spells from the Wizard Spell List, two of which must be from the Abjuration or Evocation Schools. You learn additional Spells from the Wizard Spell List which can only be learnt from the Evocation or Abjuration Schools as shown in the following class table. The Spells you learn at 8th, 14th, and 20th Level can be from any School of Magic.

Wizard Spell List
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


Weapon Bond

3rd Level Eldritch Knight's League Feature
You learn a ritual that creates a magical bond between yourself and one Weapon. You perform the ritual over the course of 1 hour, which can be done performed during a Short or Long Rest. The Weapon must be within your reach throughout the ritual, at the conclusion of which you touch the Weapon and forge the bond.
Once you have bonded a Weapon to yourself, you can't be disarmed of that Weapon unless you are Incapacitated. You can summon that Weapon as a Bonus Action on your turn, causing it to teleport instantly to your hand. Additionally, you can use it as an Eldritch Knight's League Spellcasting Focus.
You can have a number of bonded Weapons equal to your Proficiency Bonus, if you attempt to bond to a Weapons that would exceed your maximum Bonded Weapons, you must break the bond with one of your other Weapons.

War Magic

7th Level Eldritch Knight's League Feature
When you use your Action to cast a Cantrip, you can make one Weapon Attack as a Bonus Action.

Eldritch Strike

10th Level Eldritch Knight's League Feature
You learn how to make your Weapon's strikes undercut a creature's resistance to your spells. When you hit a creature with a Weapon Attack, that creature has Disadvantage on the next Saving Throw it makes against a Spell you cast before the end of your next turn.

Arcane Charge

15th Level Eldritch Knight's League Feature
You gain the ability to teleport up to 30ft to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional Action.

Improved War Magic

18th Level Eldritch Knight's League Feature
When you use your Action to cast a Spell of 1st Level or higher, you can make a single Weapon Attack as a Bonus Action. Additionally, when you use an Action to cast a Cantrip, you can make two Weapon Attacks as a Bonus Action.


Meteor Knight's League

Some Fighters are naturally in tune with Graviturgy Magic, but do not posses the desire or power to become full fledged Graviturgy Wizards, instead using their skills as Fighters to harness this power. These Fighters become Meteor Knights.

Meteor Knight Features
Feature Level Quick Explanation
Satellite Mastery 3rd You can have small projectiles hover around you, throw them at enemies, and summon them back to you
Reduce Gravity 3rd You can cast the Feather Fall and Jump Spells on yourself for free, and later the Levitate Spell
Course Correct 7th When a small projectile comes near you, you can try to redirect it to a new target or draw it in for your Satellite Mastery
Improved Satellite Mastery 10th When you miss with a projectile or use your Action Surge, you can cause your projectiles to come back to you
Increase Gravity 15th You're better at resisting being moved against your will and are better at Shoving creatures
Satellite Barrage 18th You can shoot all your projectiles at once



Satellite Mastery

3rd Level Meteor Knight's League Feature
You can magically bind a number of missiles to you up to your Proficiency Bonus. You can bind a missile, such as a Dart, Sling Bullet, Crossbow bolt, or similar object to you using an Action. You must be touching the object to bind it. If you bind another missile when you already have the maximum number bound to you, a different missile of your choice ceases to be bound. A bound missile is called a Satellite.
You can mentally command any number of Satellites to hover and orbit around your body or drop into your hand, quiver, or similar container. Doing so can be done as an Object Interaction.
While you have at least one Satellite orbiting you, you can use a Bonus Action to make a Ranged Spell Attack with it, sending it magically hurtling toward a target that you can see within 30ft of you. Intelligence is your Ability Modifier for this Attack, and you are Proficient with it.
On a hit, the Satellite deals Bludgeoning or Piercing damage (depending on the shape of the missile) equal to 1d4 + your Intelligence Modifier. Being within 5ft of a hostile creature doesn't impose Disadvantage on this Attack.
When you reach 10th Level in this class, the range of this Spell Attack increases to 60ft.
You can use an Action to cause all Satellites within 120ft of you to return to you, flying back into your orbit or into your open hand or a similar container you are carrying (your choice). When these Satellites return to you, they fly in the most direct route to do so, weaving around corners, walls, and objects in their way to do so.
If a Satellite passes through a creature, that creature must make a Dexterity Saving Throw with a DC of 8 + your Intelligence Modifier + your Proficiency Bonus. On a failed Save, the creature takes your Satellite's normal Damage, then the Satellite drops to the ground and does not continue returning to you. On a successful Save, the creature takes no Damage and the Satellite keeps flying.
The Damage of your satellites increases when you reach certain Levels in this class: 10th Level (2d4) and 18th Level (3d4).

Reduce Gravity

3rd Level Meteor Knight's League Feature
You can cause the pull of gravity on you to lessen. You learn the Feather Fall and Jump Spells. At 10th Level in this class, you also learn the Levitate Spell. When you cast one of these Spells, you can target only yourself, and the Spell doesn't require Material Components.
You can cast each of these Spells once with this feature, and once you cast a Spell in this way, you can't do so again until you finish a Long Rest.
When you reach 15th Level in this class, you can cast the Feather Fall and Jump Spells in this way at will. Intelligence is your Spellcasting Modifier for these Spells.

Course Correct

7th Level Meteor Knight's League Feature
Your control over your bound missiles can be exerted over others that come near you. When a launched missile (that's light enough to be a satellite for you) comes within 10ft of you, you can use your Reaction to attempt to alter its course or ensnare it, making a contested Intelligence Check against the original Attack Roll, adding your Proficiency Bonus to the Check. On a success, you can choose a new target for the Attack within 10ft of the original one, using the original Attack Roll to determine whether or not it hits the new target. Alternatively, on a success, you can cause the missile to become a Satellite for you, ending your control over another satellite if necessary.

Improved Satellite Mastery

10th Level Meteor Knight's League Feature
You can return a Satellite to your orbit when it misses its mark. Once on each of your turns when you miss with a Ranged Spell Attack using a Satellite, you can cause it to immediately fly back and return to your orbit. In addition, all Satellites within 120ft of you return to your orbit when you use your Action Surge. They return to your orbit either before or after the additional Action.
When Satellites fly back to your in either of these ways, they follow the same rules as described in your Satellite Mastery.

Increase Gravity

15th Level Meteor Knight's League Feature
You've learned how to briefly adjust the way that gravity affects you, increasing your sturdiness and reducing that of your enemies. You have Advantage on any Ability Check or Saving Throw you make to resist being pushed, pulled, or knocked Prone. In addition, when you take the Shove Action, you add your Intelligence Modifier to the Ability check.

Satellite Barrage

18th Level Meteor Knight's League Feature
You can send a bombardment of Satellites all at once. As an Action, you can make any number of Ranged Spell Attacks with your Satellites, up to the number of orbiting ones you have.


Minuteman's League

Some warriors, rather than specializing in a specific style of combat, attaining perfect skill and technique with that style, rather choose to sharpen their minds, reflexes and wills. These warriors are ready at a moments notice, always wary of surprise attacks and ambushes, able to lead groups quickly over long distances and performing deadly strikes against the unprepared. These Fighters are the Minutemen.

Minuteman Features
Feature Level Quick Explanation
Off Duty Watch 3rd You gain Proficiency in Initiative Rolls and a Set of Tools, and you become Immune to Surprise
Call to Arms 3rd You're better at Attacking foes with lower Initiative than you, and you can reroll your Initiative
Courier 7th You can travel more in a single day, get Proficiency with Drums as a Musical Instrument and with Dexterity Saving Throws
Fool Me Once 10th You have Advantage on all creatures that have not yet acted in combat and don't provoke Opportunity Attacks form them
A Bird in the Hand 15th You can reroll your Attack when you miss
Dedication to the Cause 18th You can use Call to Arms and A Bird in the Hand an unlimited amount and gain Temporary Hit Points at the start of combat


Off Duty Watch

3rd Level Minuteman's League Feature
You add your Proficiency Bonus to your Initiative Rolls. You also gain Proficiency with one Set of Tools of your choice. Finally, you cannot be Surprised.

Call to Arms

3rd Level Minuteman's League Feature
your preparation for battle at any time has given you an edge in events leading up to and during combat.
Creatures with an Initiative Score lower then yours have Disadvantage on Opportunity Attacks against you, and you ignore 1/2 Cover and 3/4 Cover while Attacking creatures with a lower Initiative Score then you.
Also, at the start of each round, you can reroll your Initiative, choosing to keep your old or new Initiative Score. You can reroll your Initiative a number of times equal to your Proficiency Bonus regaining expended uses at the end of a Long Rest.

Courier

7th Level Minuteman's League Feature
Your training and preparation has paid off.
While traveling, you and all creatures of your choice traveling with you can travel for 12 hours before the travel becomes a Forced March, allowing the group to generally travel 36 miles per travel day as opposed to 24 miles. You also gain Proficiency with Drums as a Musical Instrument.
You also gain Proficiency in Dexterity Saving Throws.

Fool Me Once

10th Level Minuteman's League Feature
You have Advantage on all Attacks against creatures which have not yet taken a turn combat, and you do not provoke Opportunity Attacks from these creatures.

A Bird in the Hand

15th Level Minuteman's League Feature
Once per turn after you miss a target with an Attack, you can expend one use of your Call To Arms to instead reroll the Attack. You cannot do this in a round during which you rerolled your Initiative.

Dedication to the Cause

18th Level Minuteman's League Feature
Your loyalty to the cause has resolved your spirit. Your Call to Arms now has an unlimited amount of uses.
Additionally, when you roll Initiative at the start of combat, you gain a number of Temporary Hit Points equal to your Fighter Level.


Psi Warrior's League

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 Kalashtari and Gem Dragonwrought train to become such 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.

Psi Warrior Features
Feature Level Quick Explanation
Psionic Power 3rd You get Psionic Power which you can use to protect, deal more Damage, and much creatures or objects
Telekinetic Adept 7th You can fly and knock creatures Prone and push them
Guarded Mind 10th You get Resistance to Psychic Damage and are good at resisting Charmed and Frightened
Bulwark of Force 15th You can give creatures 1/2 Cover
Telekinetic Master 18th You can cast the Telekinesis Spell and Attack while using it


Psionic Power

3rd Level Psi Warrior's League 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 are expended to fuel various psionic powers you have, which are detailed below.
You regain all expended Psionic Energy Dice when you finish a Long Rest. In addition, as an Action you can regain all expended Psionic Energy Dice once per 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 (d12). The powers below use your Psionic Energy Dice:

  • Protective Field. When you or another creature you can see within 30ft of you takes Damage, you can use your Reaction to expend one Psionic Energy Die, reducing the Damage taken by one roll of you Psionic Energy Die + your Intelligence Modifier, as you create a momentary shield of telekinetic force.
  • Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30ft of you with a Weapon Attack, you can expend one Psionic Energy Die, dealing Force Damage to the target of the Attack equal to one roll of your Psionic Energy Die + 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 creature within 30ft of you that you can see, you can move it up to 30ft to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. You can use this Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. You can expend a Psionic Energy die to use the Action again if you have no uses left.



Telekinetic Adept

7th Level Psi Warrior's League Feature
You have mastered new ways to use your telekinetic abilities in the following ways:

  • 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. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest, you can spend a Psionic Energy Die to use this Bonus Action if you have no uses remaining.
  • Telekinetic Thrust. When you deal Damage to a target with your Psionic Strike feature, you can force the target to make a Strength Saving Throw with a DC of 8 + your Intelligence Modifier + your Proficiency Bonus. On a failed Save, the target is knocked Prone and is pushed up to 10ft in any horizontal direction of your choice.


Guarded Mind

10th Level Psi Warrior's League Feature
The psionic energy flowing through you has bolstered your mind. You gain Resistance to Psychic Damage.
Additionally, you can expend a Psionic Energy Die on your turn to end the Charmed and Frightened Conditions on yourself.

Bulwark of Force

15th Level Psi Warrior's League Feature
You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose a number of creatures equal to your Intelligence Modifier within 30ft of you. Each of the chosen creatures is protected by 1/2 Cover for 1 minute or until you're Incapacitated. Once you use this feature, you cannot use it until you finish a Long Rest, unless you expend a Psionic Energy Die to use it again.

Telekinetic Master

18th Level Psi Warrior's League Feature
Your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis Spell, requiring no Components, using Intelligence as your Spellcasting Ability. On each of your turns while you Concentrate on this Spell, including the turn when you cast it, you can make a single Weapon Attack 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.


Rune Knight's League

Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.

Rune Knight Features
Feature Level Quick Explanation
Bonus Proficiencies 3rd You get Proficiency with Smith's Tools and learn Giant
Rune Carver 3rd You learn some Runes that you can use to augment your Weapons and Armor
Giant's Might 3rd You can grow to Large Size and deal more Damage and be better at Strength Checks and Saving Throws
Runic Shield 7th You can protect creatures from Attacks
Great Stature 10th You grow in height and deal more Damage with Giant's Might
Master of Runes 15th You can use your Runes more
Runic Juggernaut 18th You deal more Damage with Giant's Might, become Huge when using it, and your Reach increases


Bonus Proficiencies

3rd Level Rune Knight's League Feature
You gain Proficiency with Smith's Tools, and you learn to speak, read, and write Giant.

Rune Carver

3rd Level Rune Knight's League Feature
You can use magic runes to enhance your gear. You learn two Runes of your choice described at the end of this subclass. You learn an additional Rune at 7th, 10th, 15th, and 18th Level in this class. If a Rune has a Level requirement, you must be at least that Level in this class to learn the Rune.
Whenever you finish a Long Rest, you can touch a number of objects equal to the number of Runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a Weapon, a suit of Armor, a Shield, a piece of jewelry, or something else you can wear or hold in a hand. Your Rune remains on an object until you finish a Long Rest, and an object can bear only one of your Runes at a time. If a Rune requires a Saving Throw, your Rune Save DC equals 8 + your Constitution Modifier + your Proficiency Bonus.

Giant's Might

3rd Level Rune Knight's League Feature
You have learned how to imbue yourself with the might of giants. As a Bonus Action, you magically gain the following benefits, which last for 1 minute:

  • If you are smaller than Large, you become Large, along with anything you are wearing or carrying. If you lack the room to become Large, your size doesn't change.
  • You have Advantage on Strength Checks and Saving Throws.
  • Once on each of your turns, one of your Weapon Attacks deals an additional 1d6 Damage.

You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses of it when you finish a Long Rest.

Runic Shield

7th Level Rune Knight's League Feature
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60ft of you is hit by an Attack Roll, you can use your Reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.

Great Stature

10th Level Rune Knight's League Feature
The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
Additionally, while your Giant's Might feature is active and you hit on a Weapon Attack, you roll the Weapon's Damage Die an additional time and add it to the Damage Roll. Also the extra damage you deal with the Giant's Might feature increases to 2d8

Master of Runes

15th Level Rune Knight's League Feature
You can invoke each Rune you know from your Rune Carver feature twice, rather than once, regaining expended uses when you finish a Long Rest.

Runic Juggernaut

18th Level Rune Knight's League Feature
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 3d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your Reach increases by 10ft.

Runes

3rd, 7th, 10th, 15th, and 18th Level Rune Knight's League Feature Option

  • Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Dexterity (Sleight of Hand) Checks and Charisma (Deception) Checks.
In addition, when you or a creature you can see within 30ft of you is hit by an Attack, you can use your Reaction to invoke the Rune and choose a different creature within 30ft of you. The chosen creature becomes the target of the Attack, using the same roll. This magic can transfer the Attack's effects regardless of the Attack's Range. Once you invoke this Rune, you can't do so again until you finish a Long Rest.
  • Fire Rune. This Rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this Rune, you are considered to have Expertise in all Tools you have Proficiency in.
In addition, when you hit a creature with a Weapon Attack, you can invoke the Rune to summon fiery shackles, causing the Attack to deal an additional 2d6 Fire Damage, and the target must succeed on a Strength Saving Throw or be Restrained for 1 minute. While Restrained by the shackles, the target takes 2d6 Fire Damage at the start of each of its turns. The target can repeat the Saving Throw at the end of each of its turns, banishing the shackles on a successful Save. Once you invoke this Rune, you can't do so again until you finish a Long Rest.
  • Frost Rune. This Rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Animal Handling) Checks and Charisma (Intimidation) Checks.
In addition, you can invoke the Rune as a Bonus Action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all Ability Checks and Saving Throws that use Strength or Constitution. Once you invoke this Rune, you can't do so again until you finish a Long Rest.
  • Stone Rune. This Rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Insight) Checks, and you have Darkvision out to a range of 120ft.
In addition, when a creature you can see ends its turn within 30ft of you, you can use your Reaction to invoke the Rune and force the creature to make a Wisdom Saving Throw. On a failed Save, the creature is Charmed by you for 1 minute. While Charmed in this way, the target's Speed is reduced to 0 and it is Incapacitated, descending into a dreamy stupor. The creature repeats the Saving Throw at the end of each of its turns, ending the effect on a success. Once you invoke this Rune, you can't do so again until you finish a Long Rest.
  • Hill Rune (7th Level or Higher). This Rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this Rune, you have Advantage on Saving Throws against being Poisoned, and you have Resistance against Poison Damage.
In addition, you can invoke the Rune as a Bonus Action, gaining Resistance to Bludgeoning, Piercing, and Slashing Damage for 1 minute. Once you invoke this Rune, you can't do so again until you finish a Long Rest.
  • Storm Rune (7th Level or Higher). Using this Rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this Rune, you have Advantage on Intelligence (Arcana) Checks, and you can't be Surprised as long as you aren't Incapacitated.
In addition, you can invoke the Rune as a Bonus Action to enter a prophetic state for 1 minute or until you're Incapacitated. Until the state ends, when you or another creature you can see within 60ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can use your Reaction to give the roll Advantage or Disadvantage (your choice). Once you invoke this Rune, you can't do so again until you finish a Long Rest.



Samurai's League

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.

Samurai Features
Feature Level Quick Explanation
Bonus Proficiencies 3rd You get two Skill Proficiencies and learn a Language
Fighting Spirit 3rd You can give yourself Temporary Hit Points and Advantage on all your Attacks
Elegant Courier 7th You get Proficiency in Wisdom Saving Throws and become better at Persuasion
Tireless 10th You can use Fighting Spirit more times
Rapid Strike 15th You can choose to not have Advantage on an Attack to Attack again for free
Strength Before Death 18th When you die, you can instead take a free turn immediately


Bonus Proficiencies

3rd Level Samurai's League Feature
You gain Proficiency in two of the following Skills of your choice: History, Insight, Performance, or Persuasion. You also learn one Language of your choice.

Fighting Spirit

3rd Level Samurai's League Feature
Your intensity in battle can shield you and help you strike true. As a Bonus Action you can give yourself Advantage on Weapon Attacks until the end of the current turn. When you do so, you also gain a number of Temporary Hit Points equal to your Fighter Level.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Elegant Courtier

7th Level Samurai's League Feature
Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) Check, you gain a Bonus to the Check equal to your Wisdom Modifier.
Your self-control also causes you to gain Proficiency in Wisdom Saving Throws.

Tireless Spirit

10th Level Samurai's League Feature
If you end your turn without taking the Attack Action, you regain a use of your Fighting Spirit.

Rapid Strike

15th Level Samurai's League Feature
You learn to trade accuracy for swift strikes. If you make a Weapon Attack with Advantage, you can forgo the Advantage for that Attack to make an additional Weapon Attack against the target of that Attack. You cannot do this more than once per turn.

Strength Before Death

18th Level Samurai's League Feature
Your fighting spirit can delay the grasp of death. If you take would fall Unconscious from dropping to 0 Hit Points, you can use use your Reaction to delay falling Unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 Hit Points during that extra turn, taking Damage causes Death Saving Throw failures as normal, and three Death Saving Throw failures can still kill you. When the extra turn ends, you fall Unconscious if you still have 0 hit points.
Once you use this feature, you can't use it again until you finish a Long Rest.


Steel Hawk's League

Powerful, nimble soldiers, Steel Hawks use explosive bursts of speed to launch themselves great distances in order to reach faraway threats. Despite their often heavy armor, those who follow this archetype leap and strike with the agility of seasoned assassins, becoming every inch the fearsome birds of prey their name would suggest.

Steel Hawk Features
Feature Level Quick Explanation
Launch 3rd You can leap without provoking Opportunity Attacks, and gain Advantage on your next Attack when you
Lancer 3rd You can use the Lance significantly better
Bird Caller 3rd You can recognize bird calls, are better at interacting with birds, and can use the Animal Messenger Spell on birds
Steel Grace 7th You're better at Stealth and Dexterity Saving Throws
Eagle Eye 10th When you Attack with a Launch, your Crit Range increases by 1, you can knock the foe out of the sky, and you get Expertise in Perception
Predatory Lance 15th You have Advantage on Initiative Rolls and can use your Launch for free at the start of combat
Improved Launch 18th You can knock foes Prone while Attacking with a Launch, and you can get a level of Exhaustion to Launch farther and deal more Damage


Launch

3rd Level Steel Hawk's League Feature
You learn to magically launch yourself with a mighty leap. While standing on a solid surface, you can use a Bonus Action to leap 15ft in any direction. When you reach 7th Level in this class, the leap's distance becomes 30ft.
You can't use this feature if your Speed is 0, and if you leap completely horizontally, you still leap 1ft off the ground.
Leaping in this way doesn't Provoke Opportunity Attacks, and if you fall immediately after using this leap, you can subtract up to 30ft from the fall when calculating Fall Damage.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Leaping in this way can also strengthen your strikes by using the force of your momentum. If you make a Melee Weapon Attack during or immediately before or after this leap, you have Advantage on the Attack Roll and it deals an additional 1d8 Damage. At 10th Level, this extra Damage becomes 1d10, and at 18th Level, it becomes 1d12.

Lancer

3rd Level Steel Hawk's League Feature
You are remarkably light on your feet and capable of counterbalancing even some of the most awkward of equipment. Lances have the Versatile property for you while you're not mounted, dealing 1d8 Piercing Damage when held with one hand and 1d12 Piercing Damage when wielded with two hands. When you use your Launch and hit with a Melee Weapon Attack while wielding a Lance with one hand during or immediately before or after that leap, it counts as if you're wielding it with two hands.
Immediately before you make an Attack against a creature within 5ft of you using a Lance, you can move up to 5ft away from it, without provoking Opportunity Attacks from the target. You must be standing and have movement remaining in order to move in this way.

Bird Caller

3rd Level Steel Hawk's League Feature
You learn to identify common birds by their calls, and you have Advantage on Wisdom (Animal Handling) Checks when interacting with any beast that has an innate Flying Speed. In addition, you gain the ability to cast the Animal Messenger Spell, but only as a Ritual, and only targeting a Beast that has an innate Flying Speed.

Steel Grace

7th Level Steel Hawk's League Feature
Wearing Armor doesn't impose Disadvantage on your Dexterity (Stealth) Checks. In addition, whenever you make a Dexterity Saving Throw that would have you take Damage on a failed Save or half as much Damage on a successful Save, you can use your Launch as a Reaction. When you do so, you take no Damage on a successful Save, and only half Damage on a failed Save.
Additionally, if you take no Damage due to a successful Save, the effect has an area, and you are still in that area of effect, you can move out of that area without expending movement or provoking Opportunity Attacks.

Eagle Eye

10th Level Steel Hawk's League Feature
Your attack made during or immediately before or after or your Launch has its Crit Range increased by 1. If you hit a flying creature with this Attack, it must also make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus. On a failed Save, the target's Speed is reduced to 0 until the start of its next turn and it falls to the ground.
In addition, you gain Proficiency and Expertise in Perception.

Predatory Lance

15th Level Steel Hawk's League Feature
You have Advantage on Initiative Rolls, and when you roll Initiative at the start of combat you can use your Launch as a Free Action without expending a use of the feature.

Improved Launch

18th Level Steel Hawk's League Feature
When you hit a creature with a Melee Weapon Attack immediately after, before, or during your Launch, it must also succeed on a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, being knocked Prone on a failed Save.
In addition, you can push yourself beyond your normal limits when you use your Launch. When you do, your leap can total a maximum of 120ft, instead of 30ft, and you don't suffer any Damage from falling after the leap. Additionally, you deal twice as much Damage to any creatures you Attack during this Launch. However, after you use this enhanced Launch, you suffer one level of Exhaustion.