4,244
edits
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:'''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. | :'''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. | :'''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 === | === Academy of the Cavalier === | ||
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'''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. | '''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 === | === Academy of the Champion === | ||
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'''Survivor.''' At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. | '''Survivor.''' 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 === | === Academy of the Echo Knight === | ||
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'''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. | '''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 === | === Academy of the Psi Warrior === | ||
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:'''Gale Form.''' While in Gale Form, your speed increases by an additional 10ft, additionally, attacks against you never have advantage. | :'''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. | :'''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. | ||
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=== Academy of the Rune Knight== | === Academy of the Rune Knight== |