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Revision as of 03:30, 15 December 2022

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.

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 (or 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 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.
Action Surge 2nd You can take two actions.
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 a Save once.
Extra Attack 11th You make an additional Attack every time you take the Attack Action
Indomitable (Twice) 13th You can succeed a Save twice.
Endless Action 17th You can use Action Surge more.
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. If you already have Blindsight it increases the range of your Blindsight by 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 Shield, a Simple Weapon, or a Martial Weapon to use this Reaction.
  • 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 Weapon 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 Trident, you can draw a Net or Trident 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 Weapons 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 perform an additional Attack as part of the Attack Action.
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.

Indomitable

9th Level Fighter Feature
Beginning at 9th level, when you fail 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 its twice between Long Rests at 13th Level, and three times between Long Rests at 17th Level.

Endless Action

17th Level Fighter Feature
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 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 must succeed on a Wisdom Saving Throw, or be 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 Weapon 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 type 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 Weapon. You can draw the Weapon 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 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.
  • 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. If you already have Blindsight it increases the range of your Blindsight by 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 Shield, a Simple Weapon, or a Martial Weapon to use this Reaction.
  • 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 Weapon 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 Trident, you can draw a Net or Trident 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 Weapons 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 Foci
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 Evocation or Abjuration 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.

Spells Known and Spell Slots per Level
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 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.
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 Weapon 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, 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 type of tool, 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 Tool 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 have Expertise in all Tools you had 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 Weapon 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.