Fighter: Difference between revisions

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= Fighter Academies =
= Martial Leagues =
== Arcane Archer's League ==
== Arcane Archer's League ==
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
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.
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==== Arcane Archer Lore ====
==== Arcane Archer Lore ====
''3rd Level Arcane Archer's League Feature''<br>
''3rd Level Arcane Archer's League Feature''<br>
You learn magical theory or some of the secrets of nature. You choose to gain Proficiency in either the Arcana or the Nature skill (your choice), and you learn the Prestidigitation and the Druidcraft cantrip.
You learn magical theory or some of the secrets of nature. You choose to gain Proficiency in either the Arcana or the Nature skill (your choice), and you learn the Prestidigitation and the Druidcraft cantrip.
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==== Arcane Shot ====
==== Arcane Shot ====
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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.<br>
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.<br>
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
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.
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==== Magic Arrow ====
==== Magic Arrow ====
''7th Level Arcane Archer's League Feature''<br>
''7th Level Arcane Archer's League Feature''<br>
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.
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.
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==== Curving Shot ====
==== Curving Shot ====
''7th Level Arcane Archer's League Feature''<br>
''7th Level Arcane Archer's League Feature''<br>
You learn how to direct an errant arrow toward a new target. When you make an attack roll with a 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.
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.
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==== Ever-Ready Shot ====
==== Ever-Ready Shot ====
''15th Level Arcane Archer's League Feature''<br>
''15th Level Arcane Archer's League Feature''<br>
Your magical archery is available constantly. Whenever you end your turn without taking the Attack action, you regain one use of Arcane Shot.
Your magical archery is available constantly. Whenever you end your turn without taking the Attack action, you regain one use of Arcane Shot.
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==== Arcane Shot Options ====
==== Arcane Shot Options ====
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*'''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.
*'''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.
*'''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.
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== Banneret's League ==
== Banneret's League ==
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A Banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.<br>
A Banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.<br>
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had.
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.
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==== Rallying Cry ====
==== Rallying Cry ====
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You learn how to inspire your allies to fight on past their injuries.<br>
You learn how to inspire your allies to fight on past their injuries.<br>
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.
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.
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==== Royal Envoy ====
==== Royal Envoy ====
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A Banneret serves as an envoy of the crown. Knights of high standing are expected to conduct themselves with grace. 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.<br>
A Banneret serves as an envoy of the crown. Knights of high standing are expected to conduct themselves with grace. 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.<br>
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.
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.
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==== Inspiring Surge ====
==== Inspiring Surge ====
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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.<br>
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.<br>
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
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==== Bulwark ====
==== Bulwark ====
''15th Level Banneret's League Feature''<br>
''15th Level Banneret's League Feature''<br>
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.
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.
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==== Lead the Charge ====
==== Lead the Charge ====
''18th Level Banneret's League Feature''<br>
''18th Level Banneret's League Feature''<br>
You become the leader of the charge in battle. When you score a Critical Hit or roll a Natural 20 on a Saving Throw or Ability Check, you and up to five other creatures of your choice gain a number of Temporary Hit Points equal to your Fighter Level.
You become the leader of the charge in battle. When you score a Critical Hit or roll a Natural 20 on a Saving Throw or Ability Check, you and up to five other creatures of your choice gain a number of Temporary Hit Points equal to your Fighter Level.
 
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== Barrier's League ==
== Barrier's League ==
Warriors who draw power from the tropical waters, Barriers harness the primal magic of the reef to don a spiked armor made of living creatures. Because of their connection to the natural world and potent martial prowess, Barriers are commonly fielded as champions and defenders among coastal cultures for their unbreakable endurance and ability to defend their companions.
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.
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==== Mantle of Coral ====
==== Mantle of Coral ====
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*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.
*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.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
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==== Expel Toxin ====
==== Expel Toxin ====
''3rd Level Barrier's League Feature''<br>
''3rd Level Barrier's League Feature''<br>
You take on the natural healing properties of coral, and can use it to expel yourself of poisons. When you 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.
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.
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==== Fed by the Sun ====
==== Fed by the Sun ====
''7th Level Barrier's League Feature''<br>
''7th Level Barrier's League Feature''<br>
You can draw upon the light of the sun to nourish and sustain yourself. If you spend 1 hour in bright sunlight, you regain hit points equal to your Constitution modifier (minimum of 1 hit point), and gain enough nourishment to sustain yourself for one day.
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.
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==== Bristling Defense ====
==== Bristling Defense ====
''10th Level Barrier's League Feature''<br>
''10th Level Barrier's League Feature''<br>
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.
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.
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==== Frenzied Swarm ====
==== Frenzied Swarm ====
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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.
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.
Once you use this feature, you can’t use it again until you finish a long rest.
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==== Barrier Reef ====
==== Barrier Reef ====
''18th Level Barrier's League Feature''<br>
''18th Level Barrier's League Feature''<br>
Your Mantle of Coral increases in potency and protective power. When you activate your Mantle of Coral, you gain temporary hit points equal to your fighter level, which last until your Mantle of Coral ends. Additionally, the piercing damage 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.
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.
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== Battle Master's League ==
== Battle Master's League ==
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
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==== Combat Superiority ====
==== Combat Superiority ====
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You learn maneuvers that are fueled by special dice called superiority dice.
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.
*'''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.
*You learn two additional maneuvers of your choice at 7th, 10th, 15th, and 18th 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.
*'''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
*'''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.
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==== Student of War ====
==== Student of War ====
''3rd Level Battle Master's League Feature''<br>
''3rd Level Battle Master's League Feature''<br>
You gain proficiency with one type of artisan’s tools of your choice.
You gain proficiency with one type of artisan’s tools of your choice.
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==== Know Your Enemy ====
==== Know Your Enemy ====
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*Total class levels (if any)
*Total class levels (if any)
*Fighter class levels (if any)
*Fighter class levels (if any)
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==== Improved Combat Superiority ====
==== Improved Combat Superiority ====
''10th Level Battle Master's League Feature''<br>
''10th Level Battle Master's League Feature''<br>
Your superiority dice are now d10s.
Your superiority dice are now d10s.
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==== Relentless ====
==== Relentless ====
''15th Level Battle Master's League Feature''<br>
''15th Level Battle Master's League Feature''<br>
At the start of your turn if you have no superiority dice left, you regain an expended superiority dice.
At the start of your turn if you have no superiority dice left, you regain an expended superiority dice.
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==== Improved Combat Superiority ====
==== Improved Combat Superiority ====
''18th Level Battle Master's League Feature''<br>
''18th Level Battle Master's League Feature''<br>
At 18th level, your superiority dice turn into d12s.
At 18th level, your superiority dice turn into d12s.
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==== Maneuvers ====
==== Maneuvers ====
''3rd, 7th, 10th, 15th, and 18th Level Battle Master's League Option''<br>
*'''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.
*'''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.
*'''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.
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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.
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== Cavalier's League ==
== Cavalier's League ==
The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
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==== Bonus Proficiency ====
==== Bonus Proficiency ====
''3rd Level Cavalier's League Feature''<br>
''3rd Level Cavalier's League Feature''<br>
You gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Additionally, you learn one language of your choice.
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.
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==== Born to the Saddle ====
==== Born to the Saddle ====
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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.
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.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
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==== Unwavering Mark ====
==== Unwavering Mark ====
''3rd Level Cavalier's League Feature''<br>
''3rd Level Cavalier's League Feature''<br>
You can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
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.<br>
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.<br>
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.
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.
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.
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==== Warding Maneuver ====
==== Warding Maneuver ====
''7th Level Cavalier's League Feature''<br>
''7th Level Cavalier's League Feature''<br>
You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 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 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.<br>
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.
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.
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==== Hold the Line ====
==== Hold the Line ====
''10th Level Cavalier's League Feature''<br>
''10th Level Cavalier's League Feature''<br>
You become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 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.
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.
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==== Ferocious Charger ====
==== Ferocious Charger ====
''15th Level Cavalier's League Feature''<br>
''15th Level Cavalier's League Feature''<br>
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.
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.
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==== Vigilant Defender ====
==== Vigilant Defender ====
''18th Level Cavalier's League Feature''<br>
''18th Level Cavalier's League Feature''<br>
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.
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.
 
<br><br><br>


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


==== Improved Critical ====
==== Improved Critical ====
''3rd Level Champion's League Feature''<br>
''3rd Level Champion's League Feature''<br>
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
<br><br>


==== Remarkable Athlete ====
==== Remarkable Athlete ====
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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.
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.
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.
<br><br>


==== Additional Fighting Style ====
==== Additional Fighting Style ====
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''15th Level Champion's League Feature''<br>
''15th Level Champion's League Feature''<br>
Your weapon attacks score a critical hit on a roll of 18–20.
Your weapon attacks score a critical hit on a roll of 18–20.
<br><br>


==== Survivor ====
==== Survivor ====
''18th Level Champion's League Feature''<br>
''18th Level Champion's League Feature''<br>
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain 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.
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.
<br><br><br>


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


==== Manifest Echo ====
==== Manifest Echo ====
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: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 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.
: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.
<br><br>


==== Unleash Incarnation ====
==== Unleash Incarnation ====
''3rd Level Echo Knight's League Feature''<br>
''3rd Level Echo Knight's League Feature''<br>
You can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional 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.
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.
<br><br>


==== Echo Avatar ====
==== Echo Avatar ====
''7th Level Echo Knight's League Feature''<br>
''7th Level Echo Knight's League Feature''<br>
You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo’s eyes and hear through its ears. During this time, you are 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.
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.
<br><br>


==== Shadow Martyr ====
==== Shadow Martyr ====
''10th Level Echo Knight's League Feature''<br>
''10th Level Echo Knight's League Feature''<br>
You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 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.
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.
<br><br>


==== Reclaim Potential ====
==== Reclaim Potential ====
''15th Level Echo Knight's League Feature''<br>
''15th Level Echo Knight's League Feature''<br>
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.
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.
<br><br>


==== Legion of One ====
==== Legion of One ====
''18th Level Echo Knight's League Feature''<br>
''18th Level Echo Knight's League Feature''<br>
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.
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.
<br><br><br>


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


==== Spellcasting ====
==== Spellcasting ====
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| 20th || 3 || 13 || 4 || 3 || 3 || 1
| 20th || 3 || 13 || 4 || 3 || 3 || 1
|}
|}
<br><br>


==== Weapon Bond ====
==== Weapon Bond ====
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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.
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.
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.
<br><br>


==== War Magic ====
==== War Magic ====
''7th Level Eldritch Knight's League Feature''<br>
''7th Level Eldritch Knight's League Feature''<br>
When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
<br><br>


==== Eldritch Strike ====
==== Eldritch Strike ====
''10th Level Eldritch Knight's League Feature''<br>
''10th Level Eldritch Knight's League Feature''<br>
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.
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.
<br><br>


==== Arcane Charge ====
==== Arcane Charge ====
''15th Level Eldritch Knight's League Feature''<br>
''15th Level Eldritch Knight's League Feature''<br>
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.
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.
<br><br>


==== Improved War Magic ====
==== Improved War Magic ====
''18th Level Eldritch Knight's League Feature''<br>
''18th Level Eldritch Knight's League Feature''<br>
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.
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.
<br><br><br>


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


==== Satellite Mastery ====
==== Satellite Mastery ====
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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). When these satellites return to you, they fly in the most direct route to do so, weaving around corners, walls, and objects in their way to do so. Any creatures your satellites pass through must make a Dexterity Saving Throw, taking your satellite's damage on a failed save, but stopping the satellite's flight, dropping to the ground and not returning to you. On a successful save, the creature takes no damage and the satellite keeps flying.<br>
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). When these satellites return to you, they fly in the most direct route to do so, weaving around corners, walls, and objects in their way to do so. Any creatures your satellites pass through must make a Dexterity Saving Throw, taking your satellite's damage on a failed save, but stopping the satellite's flight, dropping to the ground and not returning to you. On a successful save, the creature takes no damage and the satellite keeps flying.<br>
The damage of your satellites increases by 1d4 when you reach certain levels in this class: 10th level (2d4) and 18th level (3d4).
The damage of your satellites increases by 1d4 when you reach certain levels in this class: 10th level (2d4) and 18th level (3d4).
<br><br>


==== Reduce Gravity ====
==== Reduce Gravity ====
''3rd Level Meteor Knight's League Feature''<br>
''3rd Level Meteor Knight's League Feature''<br>
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.
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.
<br><br>


==== Course Correct ====
==== Course Correct ====
''7th Level Meteor Knight's League Feature''<br>
''7th Level Meteor Knight's League Feature''<br>
Your control over your bound missiles can be exerted over others that come near you. When a launched missile (that’s light enough to be a satellite for you) comes within 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.
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.
<br><br>


==== Improved Satellite Mastery ====
==== Improved Satellite Mastery ====
''10th Level Meteor Knight's League Feature''<br>
''10th Level Meteor Knight's League Feature''<br>
You can return a satellite to your orbit when it misses its mark. Once on each of your turns when you miss with a ranged spell attack 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.
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.
<br><br>


==== Increase Gravity ====
==== Increase Gravity ====
''15th Level Meteor Knight's League Feature''<br>
''15th Level Meteor Knight's League Feature''<br>
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.
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.
<br><br>


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


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


==== Off Duty Watch ====
==== Off Duty Watch ====
''3rd Level Minuteman's League Feature''<br>
''3rd Level Minuteman's League Feature''<br>
When you choose this archetype at 3rd level, you add your Proficiency Bonus to your initiative rolls. You also gain proficiency with one tool of your choice. Finally, you are immune to being Surprised.
When you choose this archetype at 3rd level, you add your Proficiency Bonus to your initiative rolls. You also gain proficiency with one tool of your choice. Finally, you are immune to being Surprised.
<br><br>


'''Call To Arms
==== Call To Arms ====
''3rd Level Minuteman's League Feature''<br>
''3rd Level Minuteman's League Feature''<br>
your preparation for battle at any time has given you an edge in events leading up to and during combat.<br>  
your preparation for battle at any time has given you an edge in events leading up to and during combat.<br>  
Creatures with an initiative score lower then yours have disadvantage on Opportunity Attacks against you, and you ignore half cover and three-quarters cover while attacking creatures with a lower initiative score then you.<br>
Creatures with an initiative score lower then yours have disadvantage on Opportunity Attacks against you, and you ignore half cover and three-quarters cover while attacking creatures with a lower initiative score then you.<br>
Also, at the start of each round, you can re-roll your initiative and choose to use or discard the new roll. You can re-roll your initiative a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
Also, at the start of each round, you can re-roll your initiative and choose to use or discard the new roll. You can re-roll your initiative a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
<br><br>


==== Courier ====
==== Courier ====
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Whenever you lead a march you, and everybody marching with you can march for 12 hours before the march becomes forced, allowing the group to generally travel 36 Miles per travel day as opposed to 24 Miles. You also gain proficiency with Drums as a Musical Instrument.<br>
Whenever you lead a march you, and everybody marching with you can march for 12 hours before the march becomes forced, allowing the group to generally travel 36 Miles per travel day as opposed to 24 Miles. You also gain proficiency with Drums as a Musical Instrument.<br>
You also gain Proficiency in Dexterity Saving Throws. If you already have this proficiency, you instead gain Proficiency in Intelligence or Charisma Saving Throws instead (your choice).
You also gain Proficiency in Dexterity Saving Throws. If you already have this proficiency, you instead gain Proficiency in Intelligence or Charisma Saving Throws instead (your choice).
<br><br>


==== Fool Me Once ====
==== Fool Me Once ====
''10th Level Minuteman's League Feature''<br>
''10th Level Minuteman's League Feature''<br>
For the first round of combat, you are considered hidden from all other creatures lower in the initiative order.
For the first round of combat, you are considered hidden from all other creatures lower in the initiative order.
<br><br>


==== A Bird In The Hand ====
==== A Bird In The Hand ====
''15th Level Minuteman's League Feature''<br>
''15th Level Minuteman's League Feature''<br>
Once per turn after you miss a target with an attack, you can expend one of your uses of Call to Arms to instead reroll the attack, potentially hitting the target instead. You cannot do so on a turn during which you re-rolled your initiative.
Once per turn after you miss a target with an attack, you can expend one of your uses of Call to Arms to instead reroll the attack, potentially hitting the target instead. You cannot do so on a turn during which you re-rolled your initiative.
<br><br>


==== Dedication To The Cause ====
==== Dedication To The Cause ====
''18th Level Minuteman's League Feature''<br>
''18th Level Minuteman's League Feature''<br>
Your loyalty to the cause has resolved your spirit. You can now use your "Call To Arms" feature as many times per long rest as you wish. Also, when you roll Initiative at the start of combat, you gain a number of Temporary Hit Points equal to your level.
Your loyalty to the cause has resolved your spirit. You can now use your "Call To Arms" feature as many times per long rest as you wish. Also, when you roll Initiative at the start of combat, you gain a number of Temporary Hit Points equal to your level.
<br><br><br>


== Psi Warrior's League ==
== Psi Warrior's League ==
Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many Kalashtari and Gem Dragonborn train to become such warriors.
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.
As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield.
<br><br>


==== Psionic Power ====
==== Psionic Power ====
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:'''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.
:'''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 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.
<br><br>


==== Telekinetic Adept ====
==== Telekinetic Adept ====
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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. 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.
:'''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.
:'''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.
<br><br>


==== Guarded Mind ====
==== Guarded Mind ====
''10th Level Psi Warrior's League Feature''<br>
''10th Level Psi Warrior's League Feature''<br>
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.
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.
<br><br>


==== Bulwark of Force ====
==== Bulwark of Force ====
''15th Level Psi Warrior's League Feature''<br>
''15th Level Psi Warrior's League Feature''<br>
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.
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.
<br><br>


==== Telekinetic Master ====
==== Telekinetic Master ====
''18th Level Psi Warrior's League Feature''<br>
''18th Level Psi Warrior's League Feature''<br>
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.
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.
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== Rune Knight's League ==
== Rune Knight's League ==
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your equipment.
Rune 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.
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==== Bonus Proficiencies ====
==== Bonus Proficiencies ====
''3rd Level Rune Knight's League Feature''<br>
''3rd Level Rune Knight's League Feature''<br>
At 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.
At 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.
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==== Rune Carver ====
==== Rune Carver ====
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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.<br>
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.<br>
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a 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.
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.
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==== Giant’s Might ====
==== Giant’s Might ====
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: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.
: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.
: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.
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==== Runic Shield ====
==== Runic Shield ====
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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 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.
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.
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==== Great Stature ====
==== Great Stature ====
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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.
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.
Moreover, the extra damage you deal with your Giant’s Might feature increases to 1d8.
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==== Master of Runes ====
==== Master of Runes ====
''15th Level Rune Knight's League Feature''<br>
''15th Level Rune Knight's League Feature''<br>
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.
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.
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==== Runic Juggernaut ====
==== Runic Juggernaut ====
''18th Level Rune Knight's League Feature''<br>
''18th Level Rune Knight's League Feature''<br>
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Might feature increases to 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.
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.
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==== Runes ====
==== Runes ====
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*'''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.
*'''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.
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.
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== Samurai's League ==
== Samurai's League ==
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.
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.
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==== Bonus Proficiency ====
==== Bonus Proficiency ====
''3rd Level Samurai's League Feature''<br>
''3rd Level Samurai's League Feature''<br>
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.
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.
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==== Fighting Spirit ====
==== Fighting Spirit ====
''3rd Level Samurai's League Feature''<br>
''3rd Level Samurai's League Feature''<br>
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.
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.
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==== Elegant Courtier ====
==== Elegant Courtier ====
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Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.<br>
Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.<br>
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
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).
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==== Tireless Spirit ====
==== Tireless Spirit ====
''10th Level Samurai's League Feature''<br>
''10th Level Samurai's League Feature''<br>
When you end your turn without taking the Attack action, you regain a use of Fighting Spirit.
When you end your turn without taking the Attack action, you regain a use of Fighting Spirit.
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==== Rapid Strike ====
==== Rapid Strike ====
''15th Level Samurai's League Feature''<br>
''15th Level Samurai's League Feature''<br>
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.
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.
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==== Strength Before Death ====
==== Strength Before Death ====
''18th Level Samurai's League Feature''<br>
''18th Level Samurai's League Feature''<br>
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.
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.
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== Steel Hawk's League ==
== Steel Hawk's League ==
Powerful, nimble soldiers, Steel Hawks use explosive bursts of speed to launch themselves great distances in order to reach faraway threats. Despite their often heavy armor, those who follow this archetype leap and strike with the agility of seasoned assassins, becoming every inch the fearsome birds of prey their name would suggest.
Powerful, nimble soldiers, Steel Hawks use explosive bursts of speed to launch themselves great distances in order to reach faraway threats. Despite their often heavy armor, those who follow this archetype leap and strike with the agility of seasoned assassins, becoming every inch the fearsome birds of prey their name would suggest.
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==== Launch ====
==== Launch ====
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You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.<br>
Leaping in this way can also strengthen your strikes by using the force of your momentum. If you make a melee weapon attack 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.This attack can be made at any point during, or immediately before or after the leap.
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.This attack can be made at any point during, or immediately before or after the leap.
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==== Lancer ====
==== Lancer ====
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You are remarkably light on your feet and capable of counterbalancing even some of the most awkward of equipment. Lances have the versatile property for you while you’re not mounted, dealing 1d8 piercing damage on a hit when held with one hand and 1d12 piercing damage when wielded with two. When you use your Launch feature and immediately hit with a melee attack using a lance, it counts as if you’re wielding it with two hands.<br>
You are remarkably light on your feet and capable of counterbalancing even some of the most awkward of equipment. Lances have the versatile property for you while you’re not mounted, dealing 1d8 piercing damage on a hit when held with one hand and 1d12 piercing damage when wielded with two. When you use your Launch feature and immediately hit with a melee attack using a lance, it counts as if you’re wielding it with two hands.<br>
Immediately before you make an attack against a creature within 5 feet of you using a lance, you can move up to 5 feet away from it, without provoking an opportunity attack from the target. You must be standing and have movement remaining in order to move in this way.
Immediately before you make an attack against a creature within 5 feet of you using a lance, you can move up to 5 feet away from it, without provoking an opportunity attack from the target. You must be standing and have movement remaining in order to move in this way.
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==== Bird Caller ====
==== Bird Caller ====
''3rd Level Steel Hawk's League Feature''<br>
''3rd Level Steel Hawk's League Feature''<br>
You learn to identify common birds by their calls, and you have advantage on Wisdom (Animal Handling) checks when interacting with any beast that has an innate flying speed. In addition, you gain the ability to cast the Animal Messenger spell, but only as a ritual and only targeting a beast that has an innate flying speed.
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.
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==== Steel Grace ====
==== Steel Grace ====
''7th Level Steel Hawk's League Feature''<br>
''7th Level Steel Hawk's League Feature''<br>
Wearing armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. In addition, whenever you make a Dexterity saving throw, 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.
Wearing armor doesn’t impose disadvantage 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.
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==== Eagle Eye ====
==== Eagle Eye ====
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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 proficiency bonus + your Strength modifier). On a failed save, its speed is reduced to 0 feet until the start of its next turn.<br>
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 proficiency bonus + your Strength modifier). On a failed save, its speed is reduced to 0 feet until the start of its next turn.<br>
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.
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.
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==== Predatory Lance ====
==== Predatory Lance ====
''15th Level Steel Hawk's League Feature''<br>
''15th Level Steel Hawk's League Feature''<br>
You have advantage on initiative rolls, and when you roll initiative you can use Launch as a free action without expending a use.
You have advantage on initiative rolls, and when you roll initiative you can use Launch as a free action without expending a use.
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==== Improved Launch ====
==== Improved Launch ====
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When you hit a creature with a melee weapon attack immediately after, before, or during your Launch, it must also succeed on a Strength saving throw (save DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked Prone.<br>
When you hit a creature with a melee weapon attack immediately after, before, or during your Launch, it must also succeed on a Strength saving throw (save DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked Prone.<br>
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 120 feet, instead of 30, and you don’t suffer any damage from falling until you land again. Additionally, you deal twice as much damage to any creatures you attack during this Launch. However, after you use this enhanced Launch, you suffer one level of Exhaustion.
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 120 feet, instead of 30, and you don’t suffer any damage from falling until you land again. Additionally, you deal twice as much damage to any creatures you attack during this Launch. However, after you use this enhanced Launch, you suffer one level of Exhaustion.
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