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'''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.
'''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.
=== Academy of the Barrier ===
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.
'''Mantle of Coral.''' Upon taking this archetype at 3rd level, 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 5 feet of you hits you with a melee attack,
the creature takes 1d4 piercing damage. This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The first time a creature takes this damage on a turn, its speed is reduced by 10 feet 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.
'''Expel Toxin.''' Also at 3rd level, you take on the natural healing properties of coral, and can use it to expel yourself of poisons. When you regain hit points using your Second Wind feature while your Mantle of Coral is active, your armor deals an additional 1d6 poison damage until the start of your next turn, and you become cured of one disease or poison affecting you.
'''Fed by the Sun.''' At 7th level 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 (minimum of 1 hit point), and gain enough nourishment to sustain yourself for one day.
'''Bristling Defense.''' Starting at 10th level, when a creature within 5 feet of you 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. You halve the attack’s damage against you, and the attacker takes additional damage from your armor equal to your fighter level.
'''Frenzied Swarm.''' Beginning at 15th level, you can manifest creatures of the reef from your living armor to aid you in battle. As an action while your Mantle of Coral is active, you can conjure a swarm of quippers, which appears in your space (the DM has the creature’s game statistics). <br>
When conjured in this way, the swarm can breathe air and water, has a flying speed equal to its swimming speed, and appears with temporary hit points equal to twice your fighter level. Additionally, the swarm adds your Constitution modifier to attack and damage rolls it makes, and its attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When the swarm deals damage to a creature, the creature’s movement speed is reduced by 10 feet until the end of the creature’s next turn.<br>
The swarm obeys your verbal commands (no action required by you), and shares your initiative in combat, but takes its turn immediately after yours. The swarm disappears when it drops to 0 hit points or when your Mantle of Coral ends.
Once you use this feature, you can’t use it again until you finish a long rest.
'''Barrier Reef.''' At 18th level, 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 from your armor increases to 2d4, and a creature that takes this damage has its movement speed reduced to 0 feet until the end of its next turn.


=== Academy of the Battle Master ===
=== Academy of the Battle Master ===

Revision as of 01:07, 23 August 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 Academy 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 Academy Feature 20,000
8th +3 Ability Score Improvement 40,000
9th +4 Indomitable 60,000
10th +4 Martial Academy 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 Academy Feature 180,000
16th +5 Ability Score Improvement 200,000
17th +6 Endless Action 225,000
18th +6 Martial Academy 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 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.

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.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting. You have blindsight with a range of 10 feet. 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.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Thrown-Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

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.

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.

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.

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 feat instead of taking this increase to ability scores.

Extra Attack. At 5th level 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. 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.

Extra Attack. Starting at 11th level 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. Beginning at 13th level, you can use Indomitable twice, instead of once, between long rests.

Indomitable. Beginning at 17th level, you can use Indomitable three times, instead of twice, between long rests.

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.

Extra Attack. Starting at 20th level 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.


Academy of the Arcane Archer

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 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.

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. 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. 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.

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.

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.

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.

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.

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.
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.
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.
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.
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.


Academy of the Banneret

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.

Rallying Cry. When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. 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.

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. 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.

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.

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.

Academy of the Barrier

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.

Mantle of Coral. Upon taking this archetype at 3rd level, 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 5 feet of you hits you with a melee attack,

the creature takes 1d4 piercing damage. This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The first time a creature takes this damage on a turn, its speed is reduced by 10 feet 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.

Expel Toxin. Also at 3rd level, you take on the natural healing properties of coral, and can use it to expel yourself of poisons. When you regain hit points using your Second Wind feature while your Mantle of Coral is active, your armor deals an additional 1d6 poison damage until the start of your next turn, and you become cured of one disease or poison affecting you.

Fed by the Sun. At 7th level 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 (minimum of 1 hit point), and gain enough nourishment to sustain yourself for one day.

Bristling Defense. Starting at 10th level, when a creature within 5 feet of you 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. You halve the attack’s damage against you, and the attacker takes additional damage from your armor equal to your fighter level.

Frenzied Swarm. Beginning at 15th level, you can manifest creatures of the reef from your living armor to aid you in battle. As an action while your Mantle of Coral is active, you can conjure a swarm of quippers, which appears in your space (the DM has the creature’s game statistics).
When conjured in this way, the swarm can breathe air and water, has a flying speed equal to its swimming speed, and appears with temporary hit points equal to twice your fighter level. Additionally, the swarm adds your Constitution modifier to attack and damage rolls it makes, and its attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When the swarm deals damage to a creature, the creature’s movement speed is reduced by 10 feet until the end of the creature’s next turn.
The swarm obeys your verbal commands (no action required by you), and shares your initiative in combat, but takes its turn immediately after yours. The swarm disappears when it drops to 0 hit points or when your Mantle of Coral ends. Once you use this feature, you can’t use it again until you finish a long rest.

Barrier Reef. At 18th level, 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 from your armor increases to 2d4, and a creature that takes this damage has its movement speed reduced to 0 feet until the end of its next turn.

Academy of the Battle Master

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.

Combat Superiority. When you choose this archetype at 3rd level, 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 the 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, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
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.
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

Student of War. At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

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:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)

Improved Combat Superiority. At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless. Starting at 15th level, at the start of your turn if you have no superiority dice left, you regain an expended superiority dice.

Improved Combat Superiority. At 18th level, your superiority dice turn into d12s.

Maneuvers. The maneuvers are presented here.

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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.

Academy of the Cavalier

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.

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.

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. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

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. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you. 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. 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.

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. 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.

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.

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.

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.


Academy of the Champion

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.

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.

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. 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.

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.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting. You have blindsight with a range of 10 feet. 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.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Thrown-Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Superior Critical. Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

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.


Academy of the Echo Knight

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.

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. 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:

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.
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.

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.

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.

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.

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.

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.


Academy of the Eldritch Knight

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.

Spellcasting. You gain the ability to cast spells at 3rd level

Spellcasting Ability. Intelligence
Spell Save DC. 8 + Your Proficiency Bonus + Your Intelligence Modifier
Spell Attack Bonus. Proficiency Bonus + Your Intelligence Modifier
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.
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. 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. 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. 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.

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.

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.

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.

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.

Academy of the Hoplite

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. 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.

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.

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. 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.

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.

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.

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.

Press the Advantage. At 18th level, your understanding of the flow of combat has 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.

Squad Tactics Options. The Squad Tactics feature lets you choose options for it at certain levels.

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.
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.
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.
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.


Academy of the Meteor Knight

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 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. 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.

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.

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.

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.

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.


Academy of the Psi Warrior

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. 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.

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. 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. 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 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.
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.
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-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.
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.

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.

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.

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.


Academy of the Rafroko

The Rafroko fighting technique was developed to embody both the intangibility of the wind, and the force of the rock.

Crag and Gale. At 3rd level you can use your bonus action to swap between the following two unique forms.

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.
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.

Earth and Wind. At 7th level, you begin to more fully embody the forces your forms represent

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.
Crag Form. While using Crag Form, you can gain Tremorsense out to 60ft, or for an additional 60ft if you already have it.

Second Nature. At 10th level, you gain greater mastery over your forms

Gale Form. While using Gale form, your speed increases by 10ft, additionally, you cannot be surprised.
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.

Whistling Boulders. At 15th level, you learn how to jump between forms at a moment's notice and gain the following features.

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.
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.

Flying Mountain. At 18th level, you gain full mastery over your forms.

Gale Form. While in Gale Form, your speed increases by an additional 10ft, additionally, attacks against you never have advantage.
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.


Academy of the Rune Knight

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.

Bonus Proficiencies. At 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.

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. 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.

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:

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.
You have advantage on Strength checks and Strength saving throws.
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.
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. 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.

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. Moreover, the extra damage you deal with your Giant’s Might feature increases to 1d8.

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.

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.

Runes. The following runes are available to you when you learn a rune.

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 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.

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.

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.


Academy of the Samurai

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.

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.

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.

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. 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).

Tireless Spirit. Starting at 10th level, when you end your turn without taking the Attack action, you regain a use of Fighting Spirit.

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.

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.


Academy of the Steel Hawk

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. 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. 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.

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.

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.

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. 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.

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.

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. 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.

Academy of the Samurai

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.

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.

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.

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. 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).

Tireless Spirit. Starting at 10th level, when you end your turn without taking the Attack action, you regain a use of Fighting Spirit.

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.

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.


Academy of the Steel Hawk

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. 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. 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.

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.

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.

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. 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.

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.

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. 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.