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| [[Fighter#Arcane|Combat Superiority]] || 3rd || You have special Maneuvers you can use to preform special attacks in combat | | [[Fighter#Arcane|Combat Superiority]] || 3rd || You have special Maneuvers you can use to preform special attacks in combat | ||
|- | |- | ||
| [[Fighter#Arcane|Student of War]] || 3rd || You get Proficiency in History and a | | [[Fighter#Arcane|Student of War]] || 3rd || You get Proficiency in History and a Set of [[Adventuring Gear#Artisan's Tools|Artisan's Tools] | ||
|- | |- | ||
| [[Fighter#Arcane|Know Your Enemy]] || 7th || You can learn the game statistics of your enemies | | [[Fighter#Arcane|Know Your Enemy]] || 7th || You can learn the game statistics of your enemies | ||
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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 in History and one type of | You gain Proficiency in History and one type of [[Adventuring Gear#Artisan's Tools|Artisan's Tools] of your choice. | ||
<br><br> | <br><br> | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Fighter#Arcane|Spellcasting]] || 3rd || You gain Quarter Spellcasting that uses Intelligence and Learning Spells, usually from the Abjuration or Evocation Schools from the Wizard Spell List | | [[Fighter#Arcane|Spellcasting]] || 3rd || You gain Quarter Spellcasting that uses Intelligence and Learning Spells, usually from the [[Abjuration]] or [[Evocation]] Schools from the [[Wizard Spells|Wizard Spell List]] | ||
|- | |- | ||
| [[Fighter#Arcane|Weapon Bond]] || 3rd || You can bond yourself to your | | [[Fighter#Arcane|Weapon Bond]] || 3rd || You can bond yourself to your Weapons to summon them to your hand and use them as Spellcasting Focuses | ||
|- | |- | ||
| [[Fighter#Arcane|War Magic]] || 7th || You can Attack when you cast a Cantrip | | [[Fighter#Arcane|War Magic]] || 7th || You can Attack when you cast a Cantrip | ||
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| [[Fighter#Arcane|Improved War Magic]] || 18th || You can Attack when you cast a Spell | | [[Fighter#Arcane|Improved War Magic]] || 18th || You can Attack when you cast a Spell | ||
|} | |} | ||
<br> | |||
==== Spellcasting ==== | ==== Spellcasting ==== | ||
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'''Spell Attack Bonus.''' Your Intelligence Modifier + your Proficiency Bonus<br> | '''Spell Attack Bonus.''' Your Intelligence Modifier + your Proficiency Bonus<br> | ||
'''Spellcasting Focus.''' An Arcane Focus<br> | '''Spellcasting Focus.''' An Arcane Focus<br> | ||
'''Spell Learning Method.''' You start knowing 3 Spells from the Wizard Spell List, two of which must be from the Abjuration or Evocation Schools. You learn additional Spells from the Wizard Spell List which can only be learnt from the Evocation or Abjuration Schools as shown in the following class table. The Spells you learn at 8th, 14th, and 20th Level can be from any School of Magic. | '''Spell Learning Method.''' You start knowing 3 Spells from the Wizard Spell List, two of which must be from the [[Abjuration]] or [[Evocation]] Schools. You learn additional Spells from the [[Wizard Spells|Wizard Spell List]] which can only be learnt from the [[Evocation]] or [[Abjuration Schools]] as shown in the following class table. The Spells you learn at 8th, 14th, and 20th Level can be from any [[Wizard Spells|School of Magic]]. | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ Spells | |+ [[Wizard Spells|Wizard Spell List]] | ||
|- | |- | ||
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th | ! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Fighter#Arcane|Off Duty Watch]] || 3rd || You gain Proficiency in Initiative Rolls and a | | [[Fighter#Arcane|Off Duty Watch]] || 3rd || You gain Proficiency in Initiative Rolls and a [[Adventuring Gear#Tools|Set of Tools], and you become Immune to Surprise | ||
|- | |- | ||
| [[Fighter#Arcane|Call to Arms]] || 3rd || You're better at Attacking foes with lower Initiative than you, and you can reroll your Initiative | | [[Fighter#Arcane|Call to Arms]] || 3rd || You're better at Attacking foes with lower Initiative than you, and you can reroll your Initiative | ||
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==== Off Duty Watch ==== | ==== Off Duty Watch ==== | ||
''3rd Level Minuteman's League Feature''<br> | ''3rd Level Minuteman's League Feature''<br> | ||
You add your Proficiency Bonus to your Initiative Rolls. You also gain Proficiency with one | You add your Proficiency Bonus to your Initiative Rolls. You also gain Proficiency with one [[Adventuring Gear#Tools|Set of Tools] of your choice. Finally, you cannot be Surprised. | ||
<br><br> | <br><br> | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Fighter#Arcane|Bonus Proficiencies]] || 3rd || You get Proficiency with Smith's Tools and learn Giant. | | [[Fighter#Arcane|Bonus Proficiencies]] || 3rd || You get Proficiency with [[Adventuring Gear#Artisan's Tools|Smith's Tools] and learn [[Languages#Giant|Giant]]. | ||
|- | |- | ||
| [[Fighter#Arcane|Rune Carver]] || 3rd || You learn some Runes that you can use to augment your Weapons and Armor | | [[Fighter#Arcane|Rune Carver]] || 3rd || You learn some Runes that you can use to augment your Weapons and Armor | ||
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==== Bonus Proficiencies ==== | ==== Bonus Proficiencies ==== | ||
''3rd Level Rune Knight's League Feature''<br> | ''3rd Level Rune Knight's League Feature''<br> | ||
You gain Proficiency with | You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Smith's Tools], and you learn to speak, read, and write [[Languages#Giant|Giant]]. | ||
<br><br> | <br><br> | ||
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*'''Cloud Rune.''' This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Dexterity (Sleight of Hand) Checks and Charisma (Deception) Checks. | *'''Cloud Rune.''' This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Dexterity (Sleight of Hand) Checks and Charisma (Deception) Checks. | ||
:In addition, when you or a creature you can see within 30ft of you is hit by an Attack, you can use your Reaction to invoke the Rune and choose a different creature within 30ft of you. The chosen creature becomes the target of the Attack, using the same roll. This magic can transfer the Attack’s effects regardless of the Attack’s Range. Once you invoke this Rune, you can’t do so again until you finish a Long Rest. | :In addition, when you or a creature you can see within 30ft of you is hit by an Attack, you can use your Reaction to invoke the Rune and choose a different creature within 30ft of you. The chosen creature becomes the target of the Attack, using the same roll. This magic can transfer the Attack’s effects regardless of the Attack’s Range. Once you invoke this Rune, you can’t do so again until you finish a Long Rest. | ||
*'''Fire Rune.''' This Rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this Rune, you have Expertise in all Tools you | *'''Fire Rune.''' This Rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this Rune, you are considered to have Expertise in all [[Adventuring Gear#Tools|Tools] you have Proficiency in. | ||
:In addition, when you hit a creature with a Weapon Attack, you can invoke the Rune to summon fiery shackles, causing the Attack to deal an additional 2d6 Fire Damage, and the target must succeed on a Strength Saving Throw or be Restrained for 1 minute. While Restrained by the shackles, the target takes 2d6 Fire Damage at the start of each of its turns. The target can repeat the Saving Throw at the end of each of its turns, banishing the shackles on a successful Save. Once you invoke this Rune, you can’t do so again until you finish a Long Rest. | :In addition, when you hit a creature with a Weapon Attack, you can invoke the Rune to summon fiery shackles, causing the Attack to deal an additional 2d6 Fire Damage, and the target must succeed on a Strength Saving Throw or be Restrained for 1 minute. While Restrained by the shackles, the target takes 2d6 Fire Damage at the start of each of its turns. The target can repeat the Saving Throw at the end of each of its turns, banishing the shackles on a successful Save. Once you invoke this Rune, you can’t do so again until you finish a Long Rest. | ||
*'''Frost Rune.''' This Rune’s magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Animal Handling) Checks and Charisma (Intimidation) Checks. | *'''Frost Rune.''' This Rune’s magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Animal Handling) Checks and Charisma (Intimidation) Checks. |