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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Fighter#Arcane Archer Lore|Arcane Archer Lore]] || 3rd || You get Arcana and Nature Proficiency, and you get the Prestidigitation and Druidcraft Cantrips | | [[Fighter#Arcane Archer Lore|Arcane Archer Lore]] || 3rd || You get Arcana and Nature Proficiency, and you get the [[Cantrips#Prestidigitation|Prestidigitation]] and [[Cantrips#Druidcraft|Druidcraft]] Cantrips | ||
|- | |- | ||
| [[Fighter#Arcane|Arcane Shot]] || 3rd || You can magically buff your Ranged Weapon Attacks in a variety of ways | | [[Fighter#Arcane|Arcane Shot]] || 3rd || You can magically buff your Ranged Weapon Attacks in a variety of ways | ||
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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 gain Proficiency in Arcana and Nature, and you Learn the Prestidigitation and the Druidcraft | You learn magical theory or some of the secrets of nature. You gain Proficiency in Arcana and Nature, and you Learn the [[Cantrips#Prestidigitation|Prestidigitation]] and the [[Cantrips#Druidcraft|Druidcraft]] Cantrips. | ||
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''3rd Level Arcane Archer's League Feature''<br> | ''3rd Level Arcane Archer's League Feature''<br> | ||
You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice detailed at the end of this subclass.<br> | You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice detailed at the end of this subclass.<br> | ||
When you make an Attack with a Ranged Weapon, as part of that Attack, you can apply one of your Arcane Shot options to that attack. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You can use this feature a number of times 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 [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapon]], as part of that Attack, you can apply one of your Arcane Shot options to that attack. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You can use this feature a number of times 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 reach 18th Level in this class. | 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 reach 18th Level in this class. | ||
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''3rd, 7th, 10th, 15th, and 18th Level Arcane Archer's League Options''<br> | ''3rd, 7th, 10th, 15th, and 18th Level Arcane Archer's League Options''<br> | ||
All Arcane Shots are magical effects. If an option requires a Saving Throw it uses your Shot Save DC which has a DC of 8 + your Intelligence Modifier + your Proficiency Bonus. | All Arcane Shots are magical effects. If an option requires a Saving Throw it uses your Shot Save DC which has a DC of 8 + your Intelligence Modifier + your Proficiency Bonus. | ||
*'''Banishing Arrow.''' You use abjuration magic to try to temporarily banish your target to a harmless demi-plane. The creature hit by the Attack must also succeed on a Charisma Saving Throw or be banished. While banished in this way, the target’s Speed is 0, and it is Incapacitated. At the end of its next turn, the target reappears in the space it previously occupied or in the nearest unoccupied space if that space is occupied. After you reach 18th Level in this class, the target also takes 2d6 Force Damage when the Attack hits it. | *'''Banishing Arrow.''' You use abjuration magic to try to temporarily banish your target to a harmless demi-plane. The creature hit by the Attack must also succeed on a Charisma Saving Throw or be banished. While banished in this way, the target’s Speed is 0, and it is [[Conditions#Incapacitated|Incapacitated]]. At the end of its next turn, the target reappears in the space it previously occupied or in the nearest unoccupied space if that space is occupied. After you reach 18th Level in this class, the target also takes 2d6 Force Damage when the Attack hits it. | ||
*'''Beguiling Arrow.''' Your enchantment magic causes this attack to temporarily beguile its target. The creature hit by the Attack takes an extra 2d6 Psychic Damage, you then choose one creature within 30ft of the target. The target | *'''Beguiling Arrow.''' Your enchantment magic causes this attack to temporarily beguile its target. The creature hit by the Attack takes an extra 2d6 Psychic Damage, you then choose one creature within 30ft of the target. The target makes a Wisdom Saving Throw. On a failed Save, the target is [[Conditions#Charmed|Charmed]] by the chosen creature until the start of your next turn. This effect ends early if the chosen creature attacks the [[Conditions#Charmed|Charmed]] creature, deals Damage to it, or forces it to make a Saving Throw. The Psychic Damage increases to 4d6 when you reach 18th Level in this class. | ||
*'''Bursting Arrow.''' You imbue your arrow with force energy. Immediately after the Attack hits the creature, the target and all other creatures within 10ft of it take 2d6 Force Damage each. The Force Damage increases to 4d6 when you reach 18th Level in this class. | *'''Bursting Arrow.''' You imbue your arrow with force energy. Immediately after the Attack hits the creature, the target and all other creatures within 10ft of it take 2d6 Force Damage each. The Force Damage increases to 4d6 when you reach 18th Level in this class. | ||
*'''Enfeebling Arrow.''' You weave necromantic magic into your attack. The creature hit by the Attack takes an extra 2d6 Necrotic Damage. The target must also succeed on a Constitution Saving Throw, on a failed Save, the target's Damage dealt by its Weapon Attacks is halved until the start of your next turn. The Necrotic Damage increases to 4d6 when you reach 18th Level in this class. | *'''Enfeebling Arrow.''' You weave necromantic magic into your attack. The creature hit by the Attack takes an extra 2d6 Necrotic Damage. The target must also succeed on a Constitution Saving Throw, on a failed Save, the target's Damage dealt by its Weapon Attacks is halved until the start of your next turn. The Necrotic Damage increases to 4d6 when you reach 18th Level in this class. | ||
*'''Grasping Arrow.''' When this attack strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the Attack takes an extra 2d6 Poison Damage, its Speed is reduced by 10ft, and it takes 2d6 Slashing Damage the first time it moves on each of its turns. The target or any creature that can reach it can use its Action to remove the brambles with a successful Strength (Athletics) Check against your Shot Save DC. Otherwise, the brambles last for 1 minute or until you use this Arcane Shot again. The Poison Damage and Slashing damage both increase to 4d6 when you reach 18th Level in this class. | *'''Grasping Arrow.''' When this attack strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the Attack takes an extra 2d6 Poison Damage, its Speed is reduced by 10ft, and it takes 2d6 Slashing Damage the first time it moves on each of its turns. The target or any creature that can reach it can use its Action to remove the brambles with a successful Strength (Athletics) Check against your Shot Save DC. Otherwise, the brambles last for 1 minute or until you use this Arcane Shot again. The Poison Damage and Slashing damage both increase to 4d6 when you reach 18th Level in this class. | ||
*'''Piercing Arrow.''' You use transmutation magic to give your attack an ethereal quality. When you use this Arcane Shot, you don’t make an Attack Roll for the Attack. Instead, the arrow shoots forward in a 1x30ft Emanated Line, before disappearing. The Attack passes harmlessly through objects, ignoring Cover. Each creature in that line must make a Dexterity Saving Throw. On a failed Save, a creature takes Damage as if it were hit by the Attack, plus an extra 1d6 Piercing Damage. On a successful Save, a target takes half as much Damage. The Piercing Damage increases to 2d6 when you reach 18th Level in this class. | *'''Piercing Arrow.''' You use transmutation magic to give your attack an ethereal quality. When you use this Arcane Shot, you don’t make an Attack Roll for the Attack. Instead, the arrow shoots forward in a 1x30ft Emanated Line, before disappearing. The Attack passes harmlessly through objects, ignoring Cover. Each creature in that line must make a Dexterity Saving Throw. On a failed Save, a creature takes Damage as if it were hit by the Attack, plus an extra 1d6 Piercing Damage. On a successful Save, a target takes half as much Damage. The Piercing Damage increases to 2d6 when you reach 18th Level in this class. | ||
*'''Seeking Arrow.''' Using divination magic, you grant your attack the ability to seek out a target. When you use this Arcane Shot, you don’t make an Attack Roll for this Arcane Shot. Instead, choose one creature you have seen in the past minute. The attack flies toward that creature, moving around corners if necessary and ignoring 3/4 Cover and 1/2 Cover. If the target is within the | *'''Seeking Arrow.''' Using divination magic, you grant your attack the ability to seek out a target. When you use this Arcane Shot, you don’t make an Attack Roll for this Arcane Shot. Instead, choose one creature you have seen in the past minute. The attack flies toward that creature, moving around corners if necessary and ignoring 3/4 Cover and 1/2 Cover. If the target is within the [[Armor and Weapons#Weapons|Weapon's]] Range and there is a path large enough for the attack to travel to the target, the target must make a Dexterity Saving Throw. Otherwise, the [[Armor and Weapons#Weapons|Weapons]] or Ammunition reappears in one of your free hands, at your feet, or in a storage container after traveling as far as it can. On a failed Save, the target takes Damage as if it were hit by the Attack, plus an extra 1d6 Force Damage, and you learn the target’s current location. On a successful Save, the target takes half as much Damage, and you don’t learn its location. The Force Damage increases to 2d6 when you reach 18th Level in this class. | ||
*'''Shadow Arrow.''' You weave illusion magic into your arrow, causing it to obscure your foe’s vision with shadows. The creature hit by the Attack takes an extra 2d6 Psychic Damage, and it must succeed on a Wisdom Saving Throw or be unable to see anything farther than 5ft away from itself until the start of your next turn. The Psychic Damage increases to 4d6 when you reach 18th Level in this class. | *'''Shadow Arrow.''' You weave illusion magic into your arrow, causing it to obscure your foe’s vision with shadows. The creature hit by the Attack takes an extra 2d6 Psychic Damage, and it must succeed on a Wisdom Saving Throw or be unable to see anything farther than 5ft away from itself until the start of your next turn. The Psychic Damage increases to 4d6 when you reach 18th Level in this class. | ||
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| [[Fighter#Arcane|Royal Envoy]] || 3rd || You get Proficiency and Expertise in Persuasion and one other Skill | | [[Fighter#Arcane|Royal Envoy]] || 3rd || You get Proficiency and Expertise in Persuasion and one other Skill | ||
|- | |- | ||
| [[Fighter#Arcane|Resolute Will]] || 7th || You and your allies are better against Frightened | | [[Fighter#Arcane|Resolute Will]] || 7th || You and your allies are better against [[Conditions#Frightened|Frightened]] | ||
|- | |- | ||
| [[Fighter#Arcane|Inspiring Surge]] || 10th || When you use Action Surge, some of your allies can also move and Attack | | [[Fighter#Arcane|Inspiring Surge]] || 10th || When you use Action Surge, some of your allies can also move and Attack | ||
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==== Resolute Will ==== | ==== Resolute Will ==== | ||
''7th Level Banneret's League Feature''<br> | ''7th Level Banneret's League Feature''<br> | ||
You are a steadfast rock in the face of danger. While you are not Incapacitated, you and all creatures of your choice within 30ft of you have Advantage on Saving Throws against and on ending the Frightened Condition. Additionally, when you use your Rallying Cry to heal a creature, you can end the Frightened Condition on that creature. | You are a steadfast rock in the face of danger. While you are not [[Conditions#Incapacitated|Incapacitated]], you and all creatures of your choice within 30ft of you have Advantage on Saving Throws against and on ending the [[Conditions#Frightened|Frightened]] Condition. Additionally, when you use your Rallying Cry to heal a creature, you can end the [[Conditions#Frightened|Frightened]] Condition on that creature. | ||
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| [[Fighter#Arcane|One With the Waves]] || 3rd || You can swim and breathe underwater | | [[Fighter#Arcane|One With the Waves]] || 3rd || You can swim and breathe underwater | ||
|- | |- | ||
| [[Fighter#Arcane|Expel Toxin]] || 7th || You can end Diseases and Poisons affecting you and deal more Damage to creatures that hurt you by using Second Wind | | [[Fighter#Arcane|Expel Toxin]] || 7th || You can end Diseases and [[Conditions#Poisoned|Poisons]] affecting you and deal more Damage to creatures that hurt you by using Second Wind | ||
|- | |- | ||
| [[Fighter#Arcane|Fed by the Sun]] || 7th || You can use photosynthesis | | [[Fighter#Arcane|Fed by the Sun]] || 7th || You can use photosynthesis | ||
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==== Expel Toxin ==== | ==== Expel Toxin ==== | ||
''7th Level Barrier's League Feature''<br> | ''7th 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 use your Second Wind while your Mantle of Coral is active, your Armor deals an additional 1d6 Poison Damage until the end 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 use your Second Wind while your Mantle of Coral is active, your Armor deals an additional 1d6 Poison Damage until the end of your next turn, and you become cured of one Disease or [[Conditions#Poisoned|Poison]] affecting you. | ||
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''15th Level Barrier's League Feature''<br> | ''15th Level Barrier's League Feature''<br> | ||
You can cause your mind to become barely sentient or active as is the case in actual coral. When you use your Mantle of Coral, you can choose to lose your Intelligence, Wisdom, and Charisma Scores while that use of your Mantle of Coral is active. While in this state, you cannot willingly make Intelligence, Wisdom, or Charisma Checks, and any effect that would force you to make an Intelligence, Wisdom, or Charisma Saving Throw or Check has no affect on you.<br> | You can cause your mind to become barely sentient or active as is the case in actual coral. When you use your Mantle of Coral, you can choose to lose your Intelligence, Wisdom, and Charisma Scores while that use of your Mantle of Coral is active. While in this state, you cannot willingly make Intelligence, Wisdom, or Charisma Checks, and any effect that would force you to make an Intelligence, Wisdom, or Charisma Saving Throw or Check has no affect on you.<br> | ||
Due to your skill in combat and how naturally it comes to you, you act normal in combat even while you do not have sentience. You also retain the ability to comprehend and speak Language, and in general retain your sentience. | Due to your skill in combat and how naturally it comes to you, you act normal in combat even while you do not have sentience. You also retain the ability to comprehend and speak [[Languages|Language]], and in general retain your sentience. | ||
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''3rd, 7th, 10th, 15th, and 18th Level Battle Master's League Option''<br> | ''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 result. | *'''Ambush.''' When you make a Dexterity (Stealth) Check or an Initiative Roll, you can expend one Superiority Die and add the die to the result. | ||
*'''Bait and Switch.''' When you’re within 5ft of a creature on your turn, you can expend one Superiority Die and 5ft of movement and switch places with that creature, provided you spend at least 5ft 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 5ft of a creature on your turn, you can expend one Superiority Die and 5ft of movement and switch places with that creature, provided you spend at least 5ft of movement and the creature is willing and isn’t [[Conditions#Incapacitated|Incapacitated]]. This movement doesn’t provoke Opportunity Attacks. Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. | ||
*'''Brace.''' When a creature you can see moves into your Reach while you are wielding a Melee Weapon, you can use your Reaction to expend one Superiority Die and make a single Melee Weapon Attack against that creature. If the attack hits, add the Superiority Die to the | *'''Brace.''' When a creature you can see moves into your Reach while you are wielding a Melee Weapon, you can use your Reaction to expend one Superiority Die and make a single Melee Weapon Attack against that creature. If the attack hits, add the Superiority Die to the [[Armor and Weapons#Weapons|Weapon's]] Damage Roll. | ||
*'''Commander’s Strike.''' When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do, choose one creature that can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one Weapon Attack, adding the Superiority Die to the Attack’s Damage Roll. | *'''Commander’s Strike.''' When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do, choose one creature that can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one Weapon Attack, adding the Superiority Die to the Attack’s Damage Roll. | ||
*'''Commanding Presence.''' When you make a Charisma or Strength (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) Check, you can expend one Superiority Die and add the Superiority Die to the ability check. | *'''Commanding Presence.''' When you make a Charisma or Strength (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) Check, you can expend one Superiority Die and add the Superiority Die to the ability check. | ||
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*'''Lunging Attack.''' When you make a Melee Weapon Attack on your turn, you can expend one Superiority Die to increase your Reach for that Attack by 5ft. If you hit, you add the Superiority Die to the Attack’s Damage Roll. | *'''Lunging Attack.''' When you make a Melee Weapon Attack on your turn, you can expend one Superiority Die to increase your Reach for that Attack by 5ft. If you hit, you add the Superiority Die to the Attack’s Damage Roll. | ||
*'''Maneuvering Attack.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to maneuver one of your comrades into a more advantageous position. You add the Superiority Die to the Attack’s Damage Roll and you choose a creature that can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking Opportunity Attacks from the target of your attack. | *'''Maneuvering Attack.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to maneuver one of your comrades into a more advantageous position. You add the Superiority Die to the Attack’s Damage Roll and you choose a creature that can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking Opportunity Attacks from the target of your attack. | ||
*'''Menacing Attack.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to frighten the target. You add the Superiority Die to the Attack’s Damage Roll, and the target must make a Wisdom Saving Throw. On a failed Save, it is Frightened of you until the end of your next turn. | *'''Menacing Attack.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to frighten the target. You add the Superiority Die to the Attack’s Damage Roll, and the target must make a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Frightened|Frightened]] of you until the end of your next turn. | ||
*'''Parry.''' When another creature deals Damage to you with a Melee Attack, you can use your Reaction and expend one Superiority Die to reduce the Damage dealt by the number you rolled on your Superiority Die + your Dexterity Modifier. | *'''Parry.''' When another creature deals Damage to you with a Melee Attack, you can use your Reaction and expend one Superiority Die to reduce the Damage dealt by the number you rolled on your Superiority Die + your Dexterity Modifier. | ||
*'''Precision Attack.''' When you miss on a Weapon Attack, you can expend one Superiority Die to add it to the Attack Roll. | *'''Precision Attack.''' When you miss on a Weapon Attack, you can expend one Superiority Die to add it to the Attack Roll. | ||
*'''Pushing Attack.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to drive the target back. You add the Superiority Die to the Attack’s Damage Roll, and if the target is Large or smaller, it must make a Strength Saving Throw. On a failed Save, you push the target up to 15ft away from you. | *'''Pushing Attack.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to drive the target back. You add the Superiority Die to the Attack’s Damage Roll, and if the target is Large or smaller, it must make a Strength Saving Throw. On a failed Save, you push the target up to 15ft away from you. | ||
*'''Quick Toss.''' As a Bonus Action you can expend one Superiority Die and make a Ranged Attack with a Thrown | *'''Quick Toss.''' As a Bonus Action you can expend one Superiority Die and make a Ranged Attack with a Thrown [[Armor and Weapons#Weapons|Weapons]]. You can draw the [[Armor and Weapons#Weapons|Weapons]] as part the Attack. If you hit, you add the Superiority Die to the [[Armor and Weapons#Weapons|Weapon's]] Damage Roll. | ||
*'''Rally.''' As a Bonus Action you can expend one Superiority Die to bolster the resolve of one of your companions. When you do so, choose a willing creature that can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die Roll + your Charisma Modifier. | *'''Rally.''' As a Bonus Action you can expend one Superiority Die to bolster the resolve of one of your companions. When you do so, choose a willing creature that can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die Roll + your Charisma Modifier. | ||
*'''Riposte.''' When a creature misses you with a Melee Attack, you can use your Reaction and expend one Superiority Die to make a Melee Weapon Attack against the creature. If you hit, you add the Superiority Die to the Attack’s Damage Roll. | *'''Riposte.''' When a creature misses you with a Melee Attack, you can use your Reaction and expend one Superiority Die to make a Melee Weapon Attack against the creature. If you hit, you add the Superiority Die to the Attack’s Damage Roll. | ||
*'''Sweeping Attack.''' When you hit a creature with a | *'''Sweeping Attack.''' When you hit a creature with a Melee Weapon Attack, you can expend one Superiority Die to attempt to Damage another creature with the same Attack. Choose another creature within 5ft of the original target and within the [[Armor and Weapons#Weapons|Weapon's]] Reach. If the original Attack would hit the second creature, it takes Damage equal to the number you roll on your Superiority Die of the same Type as the [[Armor and Weapons#Weapons|Weapon]]. | ||
*'''Tactical Assessment.''' When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) | *'''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 [[Conditions#Prone|Prone]]. | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Fighter#Arcane|Bonus Proficiencies]] || 3rd || You get a Skill and Language Proficiency | | [[Fighter#Arcane|Bonus Proficiencies]] || 3rd || You get a Skill and [[Languages|Language]] Proficiency | ||
|- | |- | ||
| [[Fighter#Arcane|Born to the Saddle]] || 3rd || You're better at riding mounts | | [[Fighter#Arcane|Born to the Saddle]] || 3rd || You're better at riding mounts | ||
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| [[Fighter#Arcane|Hold the Line]] || 10th || You can make Opportunity Attacks against creatures that come closer to you | | [[Fighter#Arcane|Hold the Line]] || 10th || You can make Opportunity Attacks against creatures that come closer to you | ||
|- | |- | ||
| [[Fighter#Arcane|Ferocious Charger]] || 15th || If you charge at a creature, you can knock it Prone | | [[Fighter#Arcane|Ferocious Charger]] || 15th || If you charge at a creature, you can knock it [[Conditions#Prone|Prone]] | ||
|- | |- | ||
| [[Fighter#Arcane|Vigilant Defender]] || 18th || You can make a free Opportunity Attack every turn | | [[Fighter#Arcane|Vigilant Defender]] || 18th || You can make a free Opportunity Attack every turn | ||
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==== Bonus Proficiencies ==== | ==== Bonus Proficiencies ==== | ||
''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 [[Languages|Language]] of your choice. | ||
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==== Born to the Saddle ==== | ==== Born to the Saddle ==== | ||
''3rd Level Cavalier's League Feature''<br> | ''3rd Level Cavalier's League Feature''<br> | ||
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 10ft, you do not fall Prone if you aren't Incapacitated.<br> | 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 10ft, you do not fall [[Conditions#Prone|Prone]] if you aren't [[Conditions#Incapacitated|Incapacitated]].<br> | ||
Finally, mounting or dismounting a creature costs you only 5ft of movement, rather than half your Speed. | Finally, mounting or dismounting a creature costs you only 5ft 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 mark ends early if you are Incapacitated or you fall Unconscious.<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 mark ends early if you are [[Conditions#Incapacitated|Incapacitated]] or you fall [[Conditions#Unconscious|Unconscious]].<br> | ||
While the marked creature is within 5ft of you, that creature has Disadvantage on any Attack Roll that doesn’t target you.<br> | While the marked creature is within 5ft of you, that creature has Disadvantage on any Attack Roll that doesn’t target you.<br> | ||
In addition, if a creature marked by you deals Damage to any creature 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 this Attack Roll, and the Attack deals additional Damage equal to half your Fighter Level.<br> | In addition, if a creature marked by you deals Damage to any creature 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 this Attack Roll, and the Attack deals additional Damage equal to half your Fighter Level.<br> | ||
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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. Once on each of your turns, ff you move at least 10ft in a straight line right before you Hit a creature with a Weapon Attack, that creature must make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, being knocked Prone on a failed Save. | You can run down your foes, whether you’re mounted or not. Once on each of your turns, ff you move at least 10ft in a straight line right before you Hit a creature with a Weapon Attack, that creature must make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, being knocked [[Conditions#Prone|Prone]] on a failed Save. | ||
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*'''Interception.''' When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shield, a Simple Weapon, or a Martial Weapon to use this Reaction. | *'''Interception.''' When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shield, a Simple Weapon, or a Martial Weapon to use this Reaction. | ||
*'''Melee Marksman.''' You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you. | *'''Melee Marksman.''' You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you. | ||
*'''Mounted Warrior.''' Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone. | *'''Mounted Warrior.''' Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked [[Conditions#Prone|Prone]]. | ||
*'''Pit Fighting.''' You have trained to fight with obscure, and underrated weapons, gaining the following weapons: | *'''Pit Fighting.''' You have trained to fight with obscure, and underrated weapons, gaining the following weapons: | ||
:*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft. | :*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft. | ||
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==== Manifest Echo ==== | ==== Manifest Echo ==== | ||
''3rd Level Echo Knight's League Feature''<br> | ''3rd Level Echo Knight's League Feature''<br> | ||
You can use a Bonus Action to magically manifest an echo of yourself in an unoccupied space you can see within 15ft of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a Free Action, until you manifest another echo, or until you’re Incapacitated.<br> | You can use a Bonus Action to magically manifest an echo of yourself in an unoccupied space you can see within 15ft of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a Free Action, until you manifest another echo, or until you’re [[Conditions#Incapacitated|Incapacitated]].<br> | ||
Your Echo has an AC of 14 + your Proficiency Bonus, 1 Hit Point, and Immunity to all Conditions. If it is forced to make a Saving Throw, it uses your Saving Throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30ft in any direction as a Free Action. If your Echo is ever more than 30ft from you at the end of your turn, it is destroyed. You can use the Echo in the following ways: | Your Echo has an AC of 14 + your Proficiency Bonus, 1 Hit Point, and Immunity to all Conditions. If it is forced to make a Saving Throw, it uses your Saving Throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30ft in any direction as a Free Action. If your Echo is ever more than 30ft from you at the end of your turn, it is destroyed. You can use the Echo in the following ways: | ||
*As a Bonus Action, you can teleport, magically swapping places with your Echo by spending 15ft of movement. | *As a Bonus Action, you can teleport, magically swapping places with your Echo by spending 15ft of movement. | ||
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==== 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 as a Free Action. While your echo is being used in this way, it can be up to 1,000ft 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 [[Conditions#Deafened|Deafened]] and [[Conditions#Blinded|Blinded]]. You can sustain this effect for up to 10 minutes, and you can end it at any time as a Free Action. While your echo is being used in this way, it can be up to 1,000ft away from you without being destroyed. | ||
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== 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 | 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. | ||
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| [[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|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 Weapons to summon them to your hand and use them as Spellcasting Focuses | | [[Fighter#Arcane|Weapon Bond]] || 3rd || You can bond yourself to your [[Armor and Weapons#Weapons|Weapons]] to summon them to your hand and use them as Spellcasting Focuses | ||
|- | |- | ||
| [[Fighter#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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==== Weapon Bond ==== | ==== Weapon Bond ==== | ||
''3rd Level Eldritch Knight's League Feature''<br> | ''3rd Level Eldritch Knight's League Feature''<br> | ||
You learn a ritual that creates a magical bond between yourself and one Weapon. You perform the ritual over the course of 1 hour, which can be done performed during a Short or Long Rest. The Weapon must be within your reach throughout the ritual, at the conclusion of which you touch the Weapon and forge the bond.<br> | You learn a ritual that creates a magical bond between yourself and one [[Armor and Weapons#Weapons|Weapon]]. You perform the ritual over the course of 1 hour, which can be done performed during a Short or Long Rest. The [[Armor and Weapons#Weapons|Weapon]] must be within your reach throughout the ritual, at the conclusion of which you touch the [[Armor and Weapons#Weapons|Weapon]] and forge the bond.<br> | ||
Once you have bonded a Weapon to yourself, you can’t be disarmed of that Weapon unless you are Incapacitated. You can summon that Weapon as a Bonus Action on your turn, causing it to teleport instantly to your hand. Additionally, you can use it as an Eldritch Knight's League Spellcasting Focus.<br> | Once you have bonded a [[Armor and Weapons#Weapons|Weapon]] to yourself, you can’t be disarmed of that [[Armor and Weapons#Weapons|Weapon]] unless you are [[Conditions#Incapacitated|Incapacitated]]. You can summon that [[Armor and Weapons#Weapons|Weapon]] as a Bonus Action on your turn, causing it to teleport instantly to your hand. Additionally, you can use it as an Eldritch Knight's League Spellcasting Focus.<br> | ||
You can have a number of bonded Weapons equal to your Proficiency Bonus, if you attempt to bond to a | You can have a number of bonded [[Armor and Weapons#Weapons|Weapons]] equal to your Proficiency Bonus, if you attempt to bond to a [[Armor and Weapons#Weapons|Weapons]] that would exceed your maximum Bonded Weapons, you must break the bond with one of your other [[Armor and Weapons#Weapons|Weapons]]. | ||
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| [[Fighter#Arcane|Satellite Mastery]] || 3rd || You can have small projectiles hover around you, throw them at enemies, and summon them back to you | | [[Fighter#Arcane|Satellite Mastery]] || 3rd || You can have small projectiles hover around you, throw them at enemies, and summon them back to you | ||
|- | |- | ||
| [[Fighter#Arcane|Reduce Gravity]] || 3rd || You can cast the Feather Fall and Jump Spells on yourself for free, and later the Levitate Spell | | [[Fighter#Arcane|Reduce Gravity]] || 3rd || You can cast the [[Level 1#Feather Fall|Feather Fall]] and [[Level 1#Jump|Jump]] Spells on yourself for free, and later the [[Level 2#Levitate|Levitate]] Spell | ||
|- | |- | ||
| [[Fighter#Arcane|Course Correct]] || 7th || When a small projectile comes near you, you can try to redirect it to a new target or draw it in for your Satellite Mastery | | [[Fighter#Arcane|Course Correct]] || 7th || When a small projectile comes near you, you can try to redirect it to a new target or draw it in for your Satellite Mastery | ||
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==== 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.<br> | You can cause the pull of gravity on you to lessen. You learn the [[Level 1#Feather Fall|Feather Fall]] and [[Level 1#Jump|Jump]] Spells. At 10th Level in this class, you also learn the [[Level 2#Levitate|Levitate]] Spell. When you cast one of these Spells, you can target only yourself, and the Spell doesn’t require Material Components.<br> | ||
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.<br> | 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.<br> | ||
When you reach 15th Level in this class, you can cast the Feather Fall and Jump Spells in this way at will. Intelligence is your Spellcasting Modifier for these Spells. | When you reach 15th Level in this class, you can cast the [[Level 1#Feather Fall|Feather Fall]] and [[Level 1#Jump|Jump]] Spells in this way at will. Intelligence is your Spellcasting Modifier for these Spells. | ||
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==== 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 reducing 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 take the Shove Action, you 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 reducing that of your enemies. You have Advantage on any Ability Check or Saving Throw you make to resist being pushed, pulled, or knocked [[Conditions#Prone|Prone]]. In addition, when you take the Shove Action, you add your Intelligence Modifier to the Ability check. | ||
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| [[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 | ||
|- | |- | ||
| [[Fighter#Arcane|Courier]] || 7th || You can travel more in a single day, get Proficiency with Drums as a Musical Instrument and with Dexterity Saving Throws | | [[Fighter#Arcane|Courier]] || 7th || You can travel more in a single day, get Proficiency with Drums as a [[Adventuring Gear#Tools|Musical Instrument]] and with Dexterity Saving Throws | ||
|- | |- | ||
| [[Fighter#Arcane|Fool Me Once]] || 10th || You have Advantage on all creatures that have not yet acted in combat and don't provoke Opportunity Attacks form them | | [[Fighter#Arcane|Fool Me Once]] || 10th || You have Advantage on all creatures that have not yet acted in combat and don't provoke Opportunity Attacks form them | ||
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''7th Level Minuteman's League Feature''<br> | ''7th Level Minuteman's League Feature''<br> | ||
Your training and preparation has paid off. <br> | Your training and preparation has paid off. <br> | ||
While traveling, you and all creatures of your choice traveling with you can travel for 12 hours before the travel becomes a Forced March, 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> | While traveling, you and all creatures of your choice traveling with you can travel for 12 hours before the travel becomes a Forced March, allowing the group to generally travel 36 miles per travel day as opposed to 24 miles. You also gain Proficiency with Drums as a [[Adventuring Gear#Tools|Musical Instrument]].<br> | ||
You also gain Proficiency in Dexterity Saving Throws. | You also gain Proficiency in Dexterity Saving Throws. | ||
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| [[Fighter#Arcane|Psionic Power]] || 3rd || You get Psionic Power which you can use to protect, deal more Damage, and much creatures or objects | | [[Fighter#Arcane|Psionic Power]] || 3rd || You get Psionic Power which you can use to protect, deal more Damage, and much creatures or objects | ||
|- | |- | ||
| [[Fighter#Arcane|Telekinetic Adept]] || 7th || You can fly and knock creatures Prone and push them | | [[Fighter#Arcane|Telekinetic Adept]] || 7th || You can fly and knock creatures [[Conditions#Prone|Prone]] and push them | ||
|- | |- | ||
| [[Fighter#Arcane|Guarded Mind]] || 10th || You get Resistance to Psychic Damage and are good at resisting Charmed and Frightened | | [[Fighter#Arcane|Guarded Mind]] || 10th || You get Resistance to Psychic Damage and are good at resisting [[Conditions#Charmed|Charmed]] and [[Conditions#Frightened|Frightened]] | ||
|- | |- | ||
| [[Fighter#Arcane|Bulwark of Force]] || 15th || You can give creatures 1/2 Cover | | [[Fighter#Arcane|Bulwark of Force]] || 15th || You can give creatures 1/2 Cover | ||
|- | |- | ||
| [[Fighter#Arcane|Telekinetic Master]] || 18th || You can cast the Telekinesis Spell and Attack while using it | | [[Fighter#Arcane|Telekinetic Master]] || 18th || You can cast the [[Level 5#Telekinesis|Telekinesis]] Spell and Attack while using it | ||
|} | |} | ||
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''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 gain Resistance to Psychic Damage.<br> | The psionic energy flowing through you has bolstered your mind. You gain Resistance to Psychic Damage.<br> | ||
Additionally, you can expend a Psionic Energy Die on your turn to end the Charmed and Frightened Conditions on yourself. | Additionally, you can expend a Psionic Energy Die on your turn to end the [[Conditions#Charmed|Charmed]] and [[Conditions#Frightened|Frightened]] Conditions on yourself. | ||
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==== 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 a number of creatures equal to your Intelligence Modifier within 30ft of you. Each of the chosen creatures is protected by 1/2 Cover for 1 minute or until you’re Incapacitated. Once you use this feature, you cannot use it until you finish a Long Rest, unless you expend a Psionic Energy Die to use it again. | You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose a number of creatures equal to your Intelligence Modifier within 30ft of you. Each of the chosen creatures is protected by 1/2 Cover for 1 minute or until you’re [[Conditions#Incapacitated|Incapacitated]]. Once you use this feature, you cannot use it until you finish a Long Rest, unless you expend a Psionic Energy Die to use it again. | ||
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==== 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, using Intelligence as your Spellcasting Ability. On each of your turns while you Concentrate on this Spell, including the turn when you cast it, you can make a single Weapon Attack 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 [[Level 5#Telekinesis|Telekinesis]] Spell, requiring no Components, using Intelligence as your Spellcasting Ability. On each of your turns while you Concentrate on this Spell, including the turn when you cast it, you can make a single Weapon Attack 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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| [[Fighter#Arcane|Bonus Proficiencies]] || 3rd || You get Proficiency with [[Adventuring Gear#Artisan's Tools|Smith's Tools] and learn [[Languages#Giant|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 [[Armor and Weapons#Weapons|Weapons]] and [[Armor and Weapons#Armor|Armor]] | ||
|- | |- | ||
| [[Fighter#Arcane|Giant's Might]] || 3rd || You can grow to Large Size and deal more Damage and be better at Strength Checks and Saving Throws | | [[Fighter#Arcane|Giant's Might]] || 3rd || You can grow to Large Size and deal more Damage and be better at Strength Checks and Saving Throws | ||
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''3rd Level Rune Knight's League Feature''<br> | ''3rd Level Rune Knight's League Feature''<br> | ||
You can use magic runes to enhance your gear. You learn two Runes of your choice described at the end of this subclass. You learn an additional Rune at 7th, 10th, 15th, and 18th Level in this class. 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 described at the end of this subclass. You learn an additional Rune at 7th, 10th, 15th, and 18th Level in this class. 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 | 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 [[Armor and Weapons#Weapons|Weapon]], a suit of [[Armor and Weapons#Armor|Armor]], a [[Armor and Weapons#Shield|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 Constitution Modifier + your Proficiency Bonus. | ||
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: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 are considered to have Expertise in all [[Adventuring Gear#Tools|Tools] you have Proficiency in. | *'''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 [[Conditions#Restrained|Restrained]] for 1 minute. While [[Conditions#Restrained|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. | ||
:In addition, you can invoke the Rune as a Bonus Action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all Ability Checks and Saving Throws that use Strength or Constitution. Once you invoke this Rune, you can’t do so again until you finish a Long Rest. | :In addition, you can invoke the Rune as a Bonus Action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all Ability Checks and Saving Throws that use Strength or Constitution. Once you invoke this Rune, you can’t do so again until you finish a Long Rest. | ||
*'''Stone Rune.''' This Rune’s magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Insight) Checks, and you have Darkvision out to a range of 120ft. | *'''Stone Rune.''' This Rune’s magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Insight) Checks, and you have Darkvision out to a range of 120ft. | ||
:In addition, when a creature you can see ends its turn within 30ft of you, you can use your Reaction to invoke the Rune and force the creature to make a Wisdom Saving Throw. On a failed Save, the creature is Charmed by you for 1 minute. While Charmed in this way, the target's Speed is reduced to 0 and it is Incapacitated, descending into a dreamy stupor. The creature repeats the Saving Throw at the end of each of its turns, ending the effect on a success. Once you invoke this Rune, you can’t do so again until you finish a Long Rest. | :In addition, when a creature you can see ends its turn within 30ft of you, you can use your Reaction to invoke the Rune and force the creature to make a Wisdom Saving Throw. On a failed Save, the creature is [[Conditions#Charmed|Charmed]] by you for 1 minute. While [[Conditions#Charmed|Charmed]] in this way, the target's Speed is reduced to 0 and it is [[Conditions#Incapacitated|Incapacitated]], descending into a dreamy stupor. The creature repeats the Saving Throw at the end of each of its turns, ending the effect on a success. Once you invoke this Rune, you can’t do so again until you finish a Long Rest. | ||
*'''Hill Rune (7th Level or Higher).''' This Rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this Rune, you have Advantage on Saving Throws against being Poisoned, and you have Resistance against Poison Damage. | *'''Hill Rune (7th Level or Higher).''' This Rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this Rune, you have Advantage on Saving Throws against being [[Conditions#Poisoned|Poisoned]], and you have Resistance against Poison Damage. | ||
:In addition, you can invoke the Rune as a Bonus Action, gaining Resistance to Bludgeoning, Piercing, and Slashing Damage for 1 minute. Once you invoke this Rune, you can’t do so again until you finish a Long Rest. | :In addition, you can invoke the Rune as a Bonus Action, gaining Resistance to Bludgeoning, Piercing, and Slashing Damage for 1 minute. Once you invoke this Rune, you can’t do so again until you finish a Long Rest. | ||
*'''Storm Rune (7th Level or Higher).''' Using this Rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this Rune, you have Advantage on Intelligence (Arcana) Checks, and you can’t be Surprised as long as you aren’t Incapacitated. | *'''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 [[Conditions#Incapacitated|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 60ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can use your Reaction to give the roll Advantage or Disadvantage (your choice). 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 [[Conditions#Incapacitated|Incapacitated]]. Until the state ends, when you or another creature you can see within 60ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can use your Reaction to give the roll Advantage or Disadvantage (your choice). Once you invoke this Rune, you can’t do so again until you finish a Long Rest. | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Fighter#Arcane|Bonus Proficiencies]] || 3rd || You get two Skill Proficiencies and learn a Language | | [[Fighter#Arcane|Bonus Proficiencies]] || 3rd || You get two Skill Proficiencies and learn a [[Languages|Language]] | ||
|- | |- | ||
| [[Fighter#Arcane|Fighting Spirit]] || 3rd || You can give yourself Temporary Hit Points and Advantage on all your Attacks | | [[Fighter#Arcane|Fighting Spirit]] || 3rd || You can give yourself Temporary Hit Points and Advantage on all your Attacks | ||
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==== Bonus Proficiencies ==== | ==== Bonus Proficiencies ==== | ||
''3rd Level Samurai's League Feature''<br> | ''3rd Level Samurai's League Feature''<br> | ||
You gain Proficiency in two of the following Skills of your choice: History, Insight, Performance, or Persuasion. You also learn one Language of your choice. | You gain Proficiency in two of the following Skills of your choice: History, Insight, Performance, or Persuasion. You also learn one [[Languages|Language]] of your choice. | ||
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==== Strength Before Death ==== | ==== Strength Before Death ==== | ||
''18th Level Samurai's League Feature''<br> | ''18th Level Samurai's League Feature''<br> | ||
Your fighting spirit can delay the grasp of death. If you take would fall Unconscious from dropping to 0 Hit Points, you can use 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.<br> | Your fighting spirit can delay the grasp of death. If you take would fall [[Conditions#Unconscious|Unconscious]] from dropping to 0 Hit Points, you can use use your Reaction to delay falling [[Conditions#Unconscious|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 [[Conditions#Unconscious|Unconscious]] if you still have 0 hit points.<br> | ||
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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| [[Fighter#Arcane|Launch]] || 3rd || You can leap without provoking Opportunity Attacks, and gain Advantage on your next Attack when you | | [[Fighter#Arcane|Launch]] || 3rd || You can leap without provoking Opportunity Attacks, and gain Advantage on your next Attack when you | ||
|- | |- | ||
| [[Fighter#Arcane|Lancer]] || 3rd || You can use the Lance | | [[Fighter#Arcane|Lancer]] || 3rd || You can use the [[Armor and Weapons#Martial Melee Weapons|Lance]] significantly better | ||
|- | |- | ||
| [[Fighter#Arcane|Bird Caller]] || 3rd || You can recognize bird calls, are better at interacting with birds, and can use the Animal Messenger Spell on birds | | [[Fighter#Arcane|Bird Caller]] || 3rd || You can recognize bird calls, are better at interacting with birds, and can use the [[Level 2#Animal Messenger|Animal Messenger]] Spell on birds | ||
|- | |- | ||
| [[Fighter#Arcane|Steel Grace]] || 7th || You're better at Stealth and Dexterity Saving Throws | | [[Fighter#Arcane|Steel Grace]] || 7th || You're better at Stealth and Dexterity Saving Throws | ||
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| [[Fighter#Arcane|Predatory Lance]] || 15th || You have Advantage on Initiative Rolls and can use your Launch for free at the start of combat | | [[Fighter#Arcane|Predatory Lance]] || 15th || You have Advantage on Initiative Rolls and can use your Launch for free at the start of combat | ||
|- | |- | ||
| [[Fighter#Arcane|Improved Launch]] || 18th || You can knock foes Prone while Attacking with a Launch, and you can get a level of Exhaustion to Launch farther and deal more Damage | | [[Fighter#Arcane|Improved Launch]] || 18th || You can knock foes Prone while Attacking with a Launch, and you can get a level of [[Conditions#Exhausted|Exhaustion]] to Launch farther and deal more Damage | ||
|} | |} | ||
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==== Lancer ==== | ==== Lancer ==== | ||
''3rd Level Steel Hawk's League Feature''<br> | ''3rd Level Steel Hawk's League Feature''<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 are remarkably light on your feet and capable of counterbalancing even some of the most awkward of equipment. [[Armor and Weapons#Martial Melee Weapons|Lances]] have the Versatile property for you while you're not mounted, dealing 1d8 Piercing Damage when held with one hand and 1d12 Piercing Damage when wielded with two hands. When you use your Launch and hit with a Melee Weapon Attack while wielding a [[Armor and Weapons#Martial Melee Weapons|Lance]] with one hand during or immediately before or after that leap, it counts as if you’re wielding it with two hands.<br> | ||
Immediately before you make an Attack against a creature within 5ft of you using a Lance, you can move up to 5ft away from it, without provoking Opportunity Attacks 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 5ft of you using a [[Armor and Weapons#Martial Melee Weapons|Lance]], you can move up to 5ft away from it, without provoking Opportunity Attacks 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 [[Level 2#Animal Messenger|Animal Messenger]] Spell, but only as a Ritual, and only targeting a Beast that has an innate Flying Speed. | ||
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''18th Level Steel Hawk's League Feature''<br> | ''18th Level Steel Hawk's League Feature''<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 with a DC of 8 + your Strength Modifier + your Proficiency Bonus, being knocked Prone on a failed Save.<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 with a DC of 8 + your Strength Modifier + your Proficiency Bonus, being knocked Prone on a failed Save.<br> | ||
In addition, you can push yourself beyond your normal limits when you use your Launch. When you do, your leap can total a maximum of 120ft, instead of 30ft, and you don’t suffer any Damage from falling after the leap. 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. When you do, your leap can total a maximum of 120ft, instead of 30ft, and you don’t suffer any Damage from falling after the leap. 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 [[Conditions#Exhausted|Exhaustion]]. | ||
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