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| [[Fighter#Arcane Archer Lore|Arcane Archer Lore]] || 3rd || You get Arcana and Nature Proficiency, and you get the [[Cantrips#Prestidigitation|Prestidigitation]] and [[Cantrips#Druidcraft|Druidcraft]] Cantrips | | [[Fighter#Arcane Archer Lore|Arcane Archer Lore]] || 3rd || You get Arcana and Nature Proficiency, and you get the [[Cantrips#Prestidigitation|Prestidigitation]] and [[Cantrips#Druidcraft|Druidcraft]] Cantrips | ||
|- | |- | ||
| [[Fighter#Arcane|Arcane Shot]] || 3rd || You can magically buff your Ranged Weapon Attacks in a variety of ways | | [[Fighter#Arcane Shot|Arcane Shot]] || 3rd || You can magically buff your Ranged Weapon Attacks in a variety of ways | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Magic Arrow|Magic Arrow]] || 7th || You Ranged Weapon Attacks are magical | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Curving Shot|Curving Shot]] || 7th || When you miss a Ranged Weapon Attack, you can try hit another creature | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Ever-Ready Shot|Ever-Ready Shot]] || 15th || When you don't Attack, you regain an Arcane Shot | ||
|} | |} | ||
<br> | |||
==== Arcane Archer Lore ==== | ==== Arcane Archer Lore ==== | ||
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*'''Seeking Arrow.''' Using divination magic, you grant your attack the ability to seek out a target. When you use this Arcane Shot, you don’t make an Attack Roll for this Arcane Shot. Instead, choose one creature you have seen in the past minute. The attack flies toward that creature, moving around corners if necessary and ignoring 3/4 Cover and 1/2 Cover. If the target is within the [[Armor and Weapons#Weapons|Weapon's]] Range and there is a path large enough for the attack to travel to the target, the target must make a Dexterity Saving Throw. Otherwise, the [[Armor and Weapons#Weapons|Weapons]] or Ammunition reappears in one of your free hands, at your feet, or in a storage container after traveling as far as it can. On a failed Save, the target takes Damage as if it were hit by the Attack, plus an extra 1d6 Force Damage, and you learn the target’s current location. On a successful Save, the target takes half as much Damage, and you don’t learn its location. The Force Damage increases to 2d6 when you reach 18th Level in this class. | *'''Seeking Arrow.''' Using divination magic, you grant your attack the ability to seek out a target. When you use this Arcane Shot, you don’t make an Attack Roll for this Arcane Shot. Instead, choose one creature you have seen in the past minute. The attack flies toward that creature, moving around corners if necessary and ignoring 3/4 Cover and 1/2 Cover. If the target is within the [[Armor and Weapons#Weapons|Weapon's]] Range and there is a path large enough for the attack to travel to the target, the target must make a Dexterity Saving Throw. Otherwise, the [[Armor and Weapons#Weapons|Weapons]] or Ammunition reappears in one of your free hands, at your feet, or in a storage container after traveling as far as it can. On a failed Save, the target takes Damage as if it were hit by the Attack, plus an extra 1d6 Force Damage, and you learn the target’s current location. On a successful Save, the target takes half as much Damage, and you don’t learn its location. The Force Damage increases to 2d6 when you reach 18th Level in this class. | ||
*'''Shadow Arrow.''' You weave illusion magic into your arrow, causing it to obscure your foe’s vision with shadows. The creature hit by the Attack takes an extra 2d6 Psychic Damage, and it must succeed on a Wisdom Saving Throw or be unable to see anything farther than 5ft away from itself until the start of your next turn. The Psychic Damage increases to 4d6 when you reach 18th Level in this class. | *'''Shadow Arrow.''' You weave illusion magic into your arrow, causing it to obscure your foe’s vision with shadows. The creature hit by the Attack takes an extra 2d6 Psychic Damage, and it must succeed on a Wisdom Saving Throw or be unable to see anything farther than 5ft away from itself until the start of your next turn. The Psychic Damage increases to 4d6 when you reach 18th Level in this class. | ||
<br> | |||
== Banneret's League == | == Banneret's League == | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Rallying Cry|Rallying Cry]] || 3rd || You heal your allies when you use Second Wind | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Royal Envoy|Royal Envoy]] || 3rd || You get Proficiency and Expertise in Persuasion and one other Skill | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Resolute Will|Resolute Will]] || 7th || You and your allies are better against [[Conditions#Frightened|Frightened]] | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Inspiring Surge|Inspiring Surge]] || 10th || When you use Action Surge, some of your allies can also move and Attack | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Bulwark|Bulwark]] || 15th || You assist your allies with their Saving Throws and let them take less Damage | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Lead the Charge|Lead the Charge]] || 18th || You can give your allies Temporary Hit Points and Advantage on Attack Rolls | ||
|} | |} | ||
<br> | |||
==== Rallying Cry ==== | ==== Rallying Cry ==== | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Mantle of Coral|Mantle of Coral]] || 3rd || You can make coral armor that deals Damage to creatures that hurt you | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Once With the Waves|One With the Waves]] || 3rd || You can swim and breathe underwater | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Expel Toxin|Expel Toxin]] || 7th || You can end Diseases and [[Conditions#Poisoned|Poisons]] affecting you and deal more Damage to creatures that hurt you by using Second Wind | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Fed by the Sun|Fed by the Sun]] || 7th || You can use photosynthesis | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Bristling Defense|Bristling Defense]] || 10th || You can take half Damage from Attacks and deal Damage to the Attacker | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Tactically Blank Mind|Tactically Blank Mind]] || 15th || You can go brain dead in combat to resist mind altering effects | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Barrier Reef|Barrier Reef]] || 18th || You get Temporary Hit Points when you use Mantle of Coral, deal more Damage and slow enemies that hurt you, and can use your abilities at range. | ||
|} | |} | ||
<br> | |||
==== Mantle of Coral ==== | ==== Mantle of Coral ==== | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Combat Superiority|Combat Superiority]] || 3rd || You have special Maneuvers you can use to preform special attacks in combat | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Student of War|Student of War]] || 3rd || You get Proficiency in History and a Set of [[Adventuring Gear#Artisan's Tools|Artisan's Tools] | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Know Your Enemy|Know Your Enemy]] || 7th || You can learn the game statistics of your enemies | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Improved Combat Superiority|Improved Combat Superiority]] || 10th || You deal more Damage with your maneuvers | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Relentless|Relentless]] || 15th || You can use your maneuvers more often | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Supreme Combat Superiority|Supreme Combat Superiority]] || 18th || You deal more Damage with your maneuvers | ||
|} | |} | ||
<br> | |||
==== Combat Superiority ==== | ==== Combat Superiority ==== | ||
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*'''Superiority Dice.''' You have a number of Superiority Dice, which are d8s, equal to four times your Proficiency Bonus. You regain all of your expended Superiority Dice when you finish a Long Rest. | *'''Superiority Dice.''' You have a number of Superiority Dice, which are d8s, equal to four times your Proficiency Bonus. You regain all of your expended Superiority Dice when you finish a Long Rest. | ||
*'''Saving Throws.''' Any Ability Check or Saving Throw required by your Maneuvers uses your Maneuver Save DC which has a DC of 8 + your Strength or Dexterity Modifier (whichever is higher) + your Proficiency Bonus. | *'''Saving Throws.''' Any Ability Check or Saving Throw required by your Maneuvers uses your Maneuver Save DC which has a DC of 8 + your Strength or Dexterity Modifier (whichever is higher) + your Proficiency Bonus. | ||
<br> | |||
==== Student of War ==== | ==== Student of War ==== | ||
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*The target's total class Levels (if any). | *The target's total class Levels (if any). | ||
*The target's total Fighter class Levels (if any). | *The target's total Fighter class Levels (if any). | ||
<br> | |||
==== Improved Combat Superiority ==== | ==== Improved Combat Superiority ==== | ||
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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 [[Conditions#Prone|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 [[Conditions#Prone|Prone]]. | ||
<br><br> | |||
== Cavalier's League == | == Cavalier's League == | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Bonus Proficiencies|Bonus Proficiencies]] || 3rd || You get a Skill and [[Languages|Language]] Proficiency | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Born to the Saddle|Born to the Saddle]] || 3rd || You're better at riding mounts | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Unwavering Mark|Unwavering Mark]] || 3rd || When you hit a creature, that creature is worse at hitting other creatures and you can attack it if it does | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Warding Maneuver|Warding Maneuver]] || 7th || You can give yourself or your allies extra AC and less Damage against Attacks | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Hold the Line|Hold the Line]] || 10th || You can make Opportunity Attacks against creatures that come closer to you | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Ferocious Charger|Ferocious Charger]] || 15th || If you charge at a creature, you can knock it [[Conditions#Prone|Prone]] | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Vigilant Defender|Vigilant Defender]] || 18th || You can make a free Opportunity Attack every turn | ||
|} | |} | ||
<br> | |||
==== Bonus Proficiencies ==== | ==== Bonus Proficiencies ==== | ||
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! Feature !! Level text !! Quick Explanation | ! Feature !! Level text !! Quick Explanation | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Improved Critical|Improved Critical]] || 3rd || Your Crit Range increases by 1 and you can choose to Crit | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Remarkable Athlete|Remarkable Athlete]] || 7th || You can climb and are better at Strength, Dexterity, and Constitution Checks. | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Additional Fighting Styles|Additional Fighting Styles]] || 10th || You choose two ways of fighting that you're good at | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Superior Critical|Superior Critical]] || 15th || You Crit Range increase by 2 and you deal more Damage with your Attacks | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Survivor|Survivor]] || 18th || You heal at the start of each of your turns | ||
|} | |} | ||
<br> | |||
==== Improved Critical ==== | ==== Improved Critical ==== | ||
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''10th Level Champion's League Feature''<br> | ''10th Level Champion's League Feature''<br> | ||
You adopt two additional styles of fighting as your specialty. Choose two of the following options you do not already have: | You adopt two additional styles of fighting as your specialty. Choose two of the following options you do not already have: | ||
*'''Archery.''' You gain a +2 bonus to Attack Rolls you make with Ranged Weapons. | *'''Archery.''' You gain a +2 bonus to Attack Rolls you make with [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]]. | ||
*'''Blind Fighting.''' You have Blindsight out to | *'''Blind Fighting.''' You have Blindsight out to 10ft. | ||
*'''Defense.''' While you are wearing Armor, you gain a +1 bonus to AC. | *'''Defense.''' While you are wearing [[Armor and Weapons#Armor|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. | *'''Dueling.''' When you are wielding a [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] in one hand and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +2 bonus to Damage Rolls with that [[Armor and Weapons#Weapons|Weapon]]. | ||
*'''Great Weapon Fighting.''' When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result. | *'''Great Weapon Fighting.''' When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] you are wielding with two hands, you can reroll the Damage Die, using the new result. | ||
*'''Improvised Fighting.''' You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks. | *'''Improvised Fighting.''' You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks. | ||
*'''Interception.''' When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a | *'''Interception.''' When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a [[Armor and Weapons#Shields|Shields]] or a [[Armor and Weapons#Weapons|Weapons]]. | ||
*'''Melee Marksman.''' You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged | *'''Melee Marksman.''' You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]] when creatures within 5ft of you move away from you. | ||
*'''Mounted Warrior.''' Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked [[Conditions#Prone|Prone]]. | *'''Mounted Warrior.''' Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked [[Conditions#Prone|Prone]]. | ||
*'''Pit Fighting.''' You have trained to fight with obscure, and underrated weapons, gaining the following | *'''Pit Fighting.''' You have trained to fight with obscure, and underrated weapons, gaining the following [[Armor and Weapons#Weapons|Weapons]]: | ||
:*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft. | :*For you, [[Armor and Weapons#Martial Melee Weapons|Tridents]] now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft. | ||
:*When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll. | :*When making an Attack with a [[Armor and Weapons#Martial Ranged Weapons|Net]] against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll. | ||
:*For you, Nets now deal 1d6 Bludgeoning Damage. | :*For you, Nets now deal 1d6 Bludgeoning Damage. | ||
:*When you make an Attack with a Net or a | :*When you make an Attack with a [[Armor and Weapons#Martial Ranged Weapons|Net]] or a [[Armor and Weapons#Martial Melee Weapons|Tridents]], you can draw a [[Armor and Weapons#Martial Ranged Weapons|Net]] or [[Armor and Weapons#Martial Melee Weapons|Tridents]] as part of that Attack. | ||
*'''Protection.''' When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield. | *'''Protection.''' When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a [[Armor and Weapons#Shields|Shield]]. | ||
*'''Shield Warrior.''' You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class. | *'''Shield Warrior.''' You can use a [[Armor and Weapons#Shields|Shield]] as a [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]], dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a [[Armor and Weapons#Shields|Shield]] and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +1 Bonus to your Attack Rolls and Armor Class. | ||
*'''Strongbow.''' You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons. | *'''Strongbow.''' You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]]. | ||
*'''Thrown-Weapon Fighting.''' You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll. | *'''Thrown-Weapon Fighting.''' You can draw a [[Armor and Weapons#Weapons|Weapon]] as part of an Attack made with a Thrown [[Armor and Weapons#Weapons|Weapon]]. In addition, when you hit with a Ranged Attack using a Thrown [[Armor and Weapons#Weapons|Weapon]], you gain a +2 bonus to the Damage Roll. | ||
*'''Two-Weapon Fighting.''' When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack. | *'''Two-Weapon Fighting.''' When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack. | ||
*'''Unarmed Fighting.''' You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you. | *'''Unarmed Fighting.''' You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any [[Armor and Weapons#Weapons|Weapon]] or [[Armor and Weapons#Shields|Shields]], your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature [[Conditions#Grappled|Grappled]] by you. | ||
*'''Versatile Fighting.''' While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action. | *'''Versatile Fighting.''' While wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action. | ||
<br> | |||
==== Superior Critical ==== | ==== Superior Critical ==== | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Manifest Echo|Manifest Echo]] || 3rd || You can summon a copy of yourself to teleport to and Attack from | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Unleash Incarnation|Unleash Incarnation]] || 3rd || You can Attack an extra time when you take the Attack Action | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Echo Avatar|Echo Avatar]] || 7th || You can use your Echo's senses | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Shadow Martyr|Shadow Martyr]] || 10th || You can use your Echo to take the Damage from an Attack | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Reclaim Potential|Reclaim Potential]] || 15th || When your Echo is destroyed, you gain Temporary Hit Points | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Legion of One|Legion of One]] || 18th || You can create two Echos | ||
|} | |} | ||
<br> | |||
==== Manifest Echo ==== | ==== Manifest Echo ==== | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Spellcasting|Spellcasting]] || 3rd || You gain Quarter Spellcasting that uses Intelligence and Learning Spells, usually from the [[Abjuration]] or [[Evocation]] Schools from the [[Wizard Spells|Wizard Spell List]] | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Weapon Bond|Weapon Bond]] || 3rd || You can bond yourself to your [[Armor and Weapons#Weapons|Weapons]] to summon them to your hand and use them as Spellcasting Focuses | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#War Magic|War Magic]] || 7th || You can Attack when you cast a Cantrip | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Eldritch Strike|Eldritch Strike]] || 10th || When you Attack a creature, its weaker to your Spells | ||
|- | |- | ||
| [[Fighter#Arcane|Arcane Charge]] || 15th || You can teleport when you use your Action Surge | | [[Fighter#Arcane Charger|Arcane Charge]] || 15th || You can teleport when you use your Action Surge | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Improved War Magic|Improved War Magic]] || 18th || You can Attack when you cast a Spell | ||
|} | |} | ||
<br> | <br> | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Satellite Mastery|Satellite Mastery]] || 3rd || You can have small projectiles hover around you, throw them at enemies, and summon them back to you | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Reduce Gravity|Reduce Gravity]] || 3rd || You can cast the [[Level 1#Feather Fall|Feather Fall]] and [[Level 1#Jump|Jump]] Spells on yourself for free, and later the [[Level 2#Levitate|Levitate]] Spell | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Course Correct|Course Correct]] || 7th || When a small projectile comes near you, you can try to redirect it to a new target or draw it in for your Satellite Mastery | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Improved Satellite Mastery|Improved Satellite Mastery]] || 10th || When you miss with a projectile or use your Action Surge, you can cause your projectiles to come back to you | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Increases Gravity|Increase Gravity]] || 15th || You're better at resisting being moved against your will and are better at Shoving creatures | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Satellite Barrage|Satellite Barrage]] || 18th || You can shoot all your projectiles at once | ||
|} | |} | ||
<br><br> | <br><br> | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Off Duty Watch|Off Duty Watch]] || 3rd || You gain Proficiency in Initiative Rolls and a [[Adventuring Gear#Tools|Set of Tools], and you become Immune to Surprise | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Call to Arms|Call to Arms]] || 3rd || You're better at Attacking foes with lower Initiative than you, and you can reroll your Initiative | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Courtier|Courier]] || 7th || You can travel more in a single day, get Proficiency with Drums as a [[Adventuring Gear#Tools|Musical Instrument]] and with Dexterity Saving Throws | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Fool Me Once|Fool Me Once]] || 10th || You have Advantage on all creatures that have not yet acted in combat and don't provoke Opportunity Attacks form them | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#A Bird in the Hand|A Bird in the Hand]] || 15th || You can reroll your Attack when you miss | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Dedication to the Cause|Dedication to the Cause]] || 18th || You can use Call to Arms and A Bird in the Hand an unlimited amount and gain Temporary Hit Points at the start of combat | ||
|} | |} | ||
<br> | <br> | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Psionic Power|Psionic Power]] || 3rd || You get Psionic Power which you can use to protect, deal more Damage, and much creatures or objects | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Telekinetic Adept|Telekinetic Adept]] || 7th || You can fly and knock creatures [[Conditions#Prone|Prone]] and push them | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Guarded Mind|Guarded Mind]] || 10th || You get Resistance to Psychic Damage and are good at resisting [[Conditions#Charmed|Charmed]] and [[Conditions#Frightened|Frightened]] | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Bulwark of Force|Bulwark of Force]] || 15th || You can give creatures 1/2 Cover | ||
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| [[Fighter# | | [[Fighter#Telekinetic Master|Telekinetic Master]] || 18th || You can cast the [[Level 5#Telekinesis|Telekinesis]] Spell and Attack while using it | ||
|} | |} | ||
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*'''Psi-Powered Leap.''' As a Bonus Action, you can propel your body with your mind. You gain a Flying Speed equal to twice your Walking Speed until the end of the current turn. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest, you can spend a Psionic Energy Die to use this Bonus Action if you have no uses remaining. | *'''Psi-Powered Leap.''' As a Bonus Action, you can propel your body with your mind. You gain a Flying Speed equal to twice your Walking Speed until the end of the current turn. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest, you can spend a Psionic Energy Die to use this Bonus Action if you have no uses remaining. | ||
*'''Telekinetic Thrust.''' When you deal Damage to a target with your Psionic Strike feature, you can force the target to make a Strength Saving Throw with a DC of 8 + your Intelligence Modifier + your Proficiency Bonus. On a failed Save, the target is knocked Prone and is pushed up to 10ft in any horizontal direction of your choice. | *'''Telekinetic Thrust.''' When you deal Damage to a target with your Psionic Strike feature, you can force the target to make a Strength Saving Throw with a DC of 8 + your Intelligence Modifier + your Proficiency Bonus. On a failed Save, the target is knocked Prone and is pushed up to 10ft in any horizontal direction of your choice. | ||
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==== Guarded Mind ==== | ==== Guarded Mind ==== | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
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| [[Fighter# | | [[Fighter#Bonus Proficiencies|Bonus Proficiencies]] || 3rd || You get Proficiency with [[Adventuring Gear#Artisan's Tools|Smith's Tools] and learn [[Languages#Giant|Giant]] | ||
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| [[Fighter# | | [[Fighter#Rune Carver|Rune Carver]] || 3rd || You learn some Runes that you can use to augment your [[Armor and Weapons#Weapons|Weapons]] and [[Armor and Weapons#Armor|Armor]] | ||
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| [[Fighter# | | [[Fighter#Giant's Might|Giant's Might]] || 3rd || You can grow to Large Size and deal more Damage and be better at Strength Checks and Saving Throws | ||
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| [[Fighter# | | [[Fighter#Runic Shield|Runic Shield]] || 7th || You can protect creatures from Attacks | ||
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| [[Fighter# | | [[Fighter#Great Stature|Great Stature]] || 10th || You grow in height and deal more Damage with Giant's Might | ||
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| [[Fighter# | | [[Fighter#Master of Runes|Master of Runes]] || 15th || You can use your Runes more | ||
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| [[Fighter#Arcane|Runic Juggernaut]] || 18th || You deal more Damage with Giant's Might, become Huge when using it, and your Reach increases | | [[Fighter#Arcane|Runic Juggernaut]] || 18th || You deal more Damage with Giant's Might, become Huge when using it, and your Reach increases | ||
|} | |} | ||
<br> | |||
==== Bonus Proficiencies ==== | ==== Bonus Proficiencies ==== | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
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| [[Fighter# | | [[Fighter#Bonus Proficiencies|Bonus Proficiencies]] || 3rd || You get two Skill Proficiencies and learn a [[Languages|Language]] | ||
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| [[Fighter# | | [[Fighter#Fighting Spirit|Fighting Spirit]] || 3rd || You can give yourself Temporary Hit Points and Advantage on all your Attacks | ||
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| [[Fighter# | | [[Fighter#Elegant Courtier|Elegant Courier]] || 7th || You get Proficiency in Wisdom Saving Throws and become better at Persuasion | ||
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| [[Fighter# | | [[Fighter#Tireless|Tireless]] || 10th || You can use Fighting Spirit more times | ||
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| [[Fighter# | | [[Fighter#Rapid Strike|Rapid Strike]] || 15th || You can choose to not have Advantage on an Attack to Attack again for free | ||
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| [[Fighter# | | [[Fighter#Strength Before Death|Strength Before Death]] || 18th || When you die, you can instead take a free turn immediately | ||
|} | |} | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Launch|Launch]] || 3rd || You can leap without provoking Opportunity Attacks, and gain Advantage on your next Attack when you | ||
|- | |- | ||
| [[Fighter# | | [[Fighter#Lancer|Lancer]] || 3rd || You can use the [[Armor and Weapons#Martial Melee Weapons|Lance]] significantly better | ||
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| [[Fighter# | | [[Fighter#Bid Caller|Bird Caller]] || 3rd || You can recognize bird calls, are better at interacting with birds, and can use the [[Level 2#Animal Messenger|Animal Messenger]] Spell on birds | ||
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| [[Fighter# | | [[Fighter#Steel Grace|Steel Grace]] || 7th || You're better at Stealth and Dexterity Saving Throws | ||
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| [[Fighter# | | [[Fighter#Eagle Eye|Eagle Eye]] || 10th || When you Attack with a Launch, your Crit Range increases by 1, you can knock the foe out of the sky, and you get Expertise in Perception | ||
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| [[Fighter# | | [[Fighter#Predatory Lance|Predatory Lance]] || 15th || You have Advantage on Initiative Rolls and can use your Launch for free at the start of combat | ||
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| [[Fighter# | | [[Fighter#Improved Launch|Improved Launch]] || 18th || You can knock foes Prone while Attacking with a Launch, and you can get a level of [[Conditions#Exhausted|Exhaustion]] to Launch farther and deal more Damage | ||
|} | |} | ||
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