Fighter: Difference between revisions

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= Fighter =
= Fighter =
A Triton in clanging plate armor holds her shield before her as she runs toward the massed zombies. An Otterfolk behind her, clad in studded leather armor, peppers the zombies with arrows loosed from his exquisite bow. The Treant nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.<br>
A Triton in clanging plate armor holds her shield before her as she runs toward the massed zombies. An Otterfolk behind her, clad in studded leather armor, peppers the zombies with arrows loosed from his exquisite bow. The Treant nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.<br>
A Kalashtari in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a Grung in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.<br>
A Kalashtari in chain mail interposes his shield between the ogre's club and his companion, knocking the deadly blow aside. His companion, a Grung in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.<br>
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.<br>
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd's delight—and his own tactical advantage. His opponent's sword flares with blue light an instant before she sends lightning flashing forth to smite him.<br>
All of these heroes are fighters, perhaps the most diverse adventurer. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.<br>
All of these heroes are fighters, perhaps the most diverse adventurer. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.<br>
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.<br>
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.<br>
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.<br>
Not every member of the city watch, the village militia, or the queen's army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.<br>
Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards.
Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards.


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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 [[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>
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 [[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.
*'''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 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.
*'''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 [[Armor and Weapons#Weapons|Weapon's]] Range and there is a path large enough for the attack to travel to the target, the target must make a Dexterity Saving Throw. Otherwise, the [[Armor and Weapons#Weapons|Weapons]] or Ammunition reappears in one of your free hands, at your feet, or in a storage container after traveling as far as it can. On a failed Save, the target takes Damage as if it were hit by the Attack, plus an extra 1d6 Force Damage, and you learn the target’s current location. On a successful Save, the target takes half as much Damage, and you don’t learn its location. The Force Damage increases to 2d6 when you reach 18th Level in this class.
*'''Seeking Arrow.''' Using divination magic, you grant your attack the ability to seek out a target. When you use this Arcane Shot, you don't make an Attack Roll for this Arcane Shot. Instead, choose one creature you have seen in the past minute. The attack flies toward that creature, moving around corners if necessary and ignoring 3/4 Cover and 1/2 Cover. If the target is within the [[Armor and Weapons#Weapons|Weapon's]] Range and there is a path large enough for the attack to travel to the target, the target must make a Dexterity Saving Throw. Otherwise, the [[Armor and Weapons#Weapons|Weapons]] or Ammunition reappears in one of your free hands, at your feet, or in a storage container after traveling as far as it can. On a failed Save, the target takes Damage as if it were hit by the Attack, plus an extra 1d6 Force Damage, and you learn the target's current location. On a successful Save, the target takes half as much Damage, and you don't learn its location. The Force Damage increases to 2d6 when you reach 18th Level in this class.
*'''Shadow Arrow.''' You weave illusion magic into your arrow, causing it to obscure your foe’s vision with shadows. The creature hit by the Attack takes an extra 2d6 Psychic Damage, and it must succeed on a Wisdom Saving Throw or be unable to see anything farther than 5ft away from itself until the start of your next turn. The Psychic Damage increases to 4d6 when you reach 18th Level in this class.
*'''Shadow Arrow.''' You weave illusion magic into your arrow, causing it to obscure your foe's vision with shadows. The creature hit by the Attack takes an extra 2d6 Psychic Damage, and it must succeed on a Wisdom Saving Throw or be unable to see anything farther than 5ft away from itself until the start of your next turn. The Psychic Damage increases to 4d6 when you reach 18th Level in this class.
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== Banneret's League ==
== Banneret's League ==
Pledged to protect the crown, Banneret Fighters take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.<br>
Pledged to protect the crown, Banneret Fighters take the fight against evil beyond their kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.<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 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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''3rd Level Barrier's League Feature''<br>
''3rd Level Barrier's League Feature''<br>
You can use a Bonus Action on your turn to create a suit of magical living Armor around you, which lasts for 1 minute. You can create this Armor on top of any existing Armor you are wearing. While you have this Armor, you gain the following benefits:
You can use a Bonus Action on your turn to create a suit of magical living Armor around you, which lasts for 1 minute. You can create this Armor on top of any existing Armor you are wearing. While you have this Armor, you gain the following benefits:
*Your AC can’t be less than 16.
*Your AC can't be less than 16.
*If a creature within 5ft of you hits you with a Melee Attack, that creature takes 1d4 Magical Piercing Damage. The first time a creature takes this Damage on a turn, its Speed is reduced by 10ft until the end of its next turn.<br>
*If a creature within 5ft of you hits you with a Melee Attack, that creature takes 1d4 Magical Piercing Damage. The first time a creature takes this Damage on a turn, its Speed is reduced by 10ft until the end of its next turn.<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.
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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==== Bristling Defense ====
==== Bristling Defense ====
''10th Level Barrier's League Feature''<br>
''10th Level Barrier's League Feature''<br>
When a creature 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. When you do this, you halve the Attack’s Damage, and the attacker takes additional Magical Piercing Damage equal to your Fighter Level.
When a creature 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. When you do this, you halve the Attack's Damage, and the attacker takes additional Magical Piercing Damage equal to your Fighter Level.
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| [[Fighter#Combat Superiority|Combat Superiority]] || 3rd || You have special Maneuvers you can use to preform special attacks in combat
| [[Fighter#Combat Superiority|Combat Superiority]] || 3rd || You have special Maneuvers you can use to preform special attacks in combat
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| [[Fighter#Student of War|Student of War]] || 3rd || You get Proficiency in History and a Set of [[Adventuring Gear#Artisan's Tools|Artisan's Tools]
| [[Fighter#Student of War|Student of War]] || 3rd || You get Proficiency in History and a Set of [[Adventuring Gear#Artisan's Tools|Artisan's Tools]]
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| [[Fighter#Know Your Enemy|Know Your Enemy]] || 7th || You can learn the game statistics of your enemies
| [[Fighter#Know Your Enemy|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 [[Adventuring Gear#Artisan's Tools|Artisan's Tools] of your choice.  
You gain Proficiency in History and one type of [[Adventuring Gear#Artisan's Tools|Artisan's Tools]] of your choice.  
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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 [[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.
*'''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 [[Armor and Weapons#Weapons|Weapon's]] Damage Roll.
*'''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.
*'''Disarming Attack.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the Superiority Die to the Attack’s Damage Roll, and the target must make a Strength Saving Throw. On a failed Save, the target drops the object you choose. The object lands at the creature's feet.
*'''Disarming Attack.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the Superiority Die to the Attack's Damage Roll, and the target must make a Strength Saving Throw. On a failed Save, the target drops the object you choose. The object lands at the creature's feet.
*'''Distracting Strike.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to distract the creature, giving your allies an opening. You add the Superiority Die to the Attack’s Damage Roll. The next Attack Roll made against the target by a creature other than you before the start of your next turn has Advantage.
*'''Distracting Strike.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to distract the creature, giving your allies an opening. You add the Superiority Die to the Attack's Damage Roll. The next Attack Roll made against the target by a creature other than you before the start of your next turn has Advantage.
*'''Evasive Footwork.''' When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
*'''Evasive Footwork.''' When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
*'''Feinting Attack.''' You can expend one Superiority Die as a Bonus Action and choose one creature within 5ft of you. You have Advantage on your next Attack Roll against that creature this turn. If that Attack hits, add the Superiority Die to the Attack’s Damage Roll.
*'''Feinting Attack.''' You can expend one Superiority Die as a Bonus Action and choose one creature within 5ft of you. You have Advantage on your next Attack Roll against that creature this turn. If that Attack hits, add the Superiority Die to the Attack's Damage Roll.
*'''Goading Attack.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to goad the target into attacking you. You add the Superiority Die to the Attack’s Damage Roll and forge the target to make a Wisdom Saving Throw. On a failed Save, the target has Disadvantage on all Attack Rolls against targets other than you until the end of your next turn.
*'''Goading Attack.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to goad the target into attacking you. You add the Superiority Die to the Attack's Damage Roll and forge the target to make a Wisdom Saving Throw. On a failed Save, the target has Disadvantage on all Attack Rolls against targets other than you until the end of your next turn.
*'''Grappling Strike.''' Immediately after you hit a creature with a Melee Attack on your turn, you can expend one Superiority Die and make a Grapple Attack as a Free Action, adding the Superiority Die to your Strength (Athletics) Check.
*'''Grappling Strike.''' Immediately after you hit a creature with a Melee Attack on your turn, you can expend one Superiority Die and make a Grapple Attack as a Free Action, adding the Superiority Die to your Strength (Athletics) Check.
*'''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 [[Conditions#Frightened|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 [[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.
*'''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 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]].
*'''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) Check, you can expend one Superiority Die and add the Superiority Die to the Ability Check.
*'''Tactical Assessment.''' When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) Check, you can expend one Superiority Die and add the Superiority Die to the Ability Check.
*'''Trip Attack.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to knock the target down. You add the Superiority Die to the Attack’s Damage Roll, and if the target is Large or smaller, it must make a Strength Saving Throw. On a failed Save, you knock the target [[Conditions#Prone|Prone]].
*'''Trip Attack.''' When you hit a creature with a Weapon Attack, you can expend one Superiority Die to attempt to knock the target down. You add the Superiority Die to the Attack's Damage Roll, and if the target is Large or smaller, it must make a Strength Saving Throw. On a failed Save, you knock the target [[Conditions#Prone|Prone]].
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''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 [[Conditions#Incapacitated|Incapacitated]] or you fall [[Conditions#Unconscious|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>
You can make use this special Attack a number of times equal to your Proficiency Bonus regaining all expended uses when you finish a Long Rest.
You can make use this special Attack a number of times equal to your Proficiency Bonus regaining all expended uses 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 5ft or more while within your Reach. Additionally, 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 5ft or more while within your Reach. Additionally, 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. 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.
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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==== 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 a number of Hit Points equal to 5 + your Constitution Modifier. 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 a number of Hit Points equal to 5 + your Constitution Modifier. You don't gain this benefit if you have 0 Hit Points.
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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 [[Conditions#Incapacitated|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.
*You can make Attacks as if you were in the Echo's space.
*You can make Attacks as if you were in the Echo's space.
*When a creature that you can see within 5ft of your Echo moves at least 5ft 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 5ft of your Echo moves at least 5ft 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.
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==== 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 Weapon Attack from the Echo’s space.<br>
You can heighten your echo's fury. Whenever you take the Attack Action, you can make one additional Weapon Attack from the Echo's space.<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.
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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==== 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 [[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.
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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==== 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 your Echo is destroyed by taking Damage, you gain a number of Temporary Hit Points equal to 2d6 + your Constitution Modifier.
You've learned to absorb the fleeting magic of your Echo. When your Echo is destroyed by taking Damage, you gain a number of Temporary Hit Points equal to 2d6 + your Constitution Modifier.
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==== 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, 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, 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.
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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 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.
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''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 [[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>
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 [[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>
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 [[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]].
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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==== 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's 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's 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.
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You can mentally command any number of Satellites to hover and orbit around your body or drop into your hand, quiver, or similar container. Doing so can be done as an Object Interaction.<br>
You can mentally command any number of Satellites to hover and orbit around your body or drop into your hand, quiver, or similar container. Doing so can be done as an Object Interaction.<br>
While you have at least one Satellite orbiting you, you can use a Bonus Action to make a Ranged Spell Attack with it, sending it magically hurtling toward a target that you can see within 30ft of you. Intelligence is your Ability Modifier for this Attack, and you are Proficient with it.<br>
While you have at least one Satellite orbiting you, you can use a Bonus Action to make a Ranged Spell Attack with it, sending it magically hurtling toward a target that you can see within 30ft of you. Intelligence is your Ability Modifier for this Attack, and you are Proficient with it.<br>
On a hit, the Satellite deals Bludgeoning or Piercing damage (depending on the shape of the missile) equal to 1d4 + your Intelligence Modifier. Being within 5ft of a hostile creature doesn’t impose Disadvantage on this Attack.<br>
On a hit, the Satellite deals Bludgeoning or Piercing damage (depending on the shape of the missile) equal to 1d4 + your Intelligence Modifier. Being within 5ft of a hostile creature doesn't impose Disadvantage on this Attack.<br>
When you reach 10th Level in this class, the range of this Spell Attack increases to 60ft.<br>
When you reach 10th Level in this class, the range of this Spell Attack increases to 60ft.<br>
You can use an Action to cause all Satellites within 120ft of you to return to you, flying back into your orbit or into your open hand or a 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.<br>
You can use an Action to cause all Satellites within 120ft of you to return to you, flying back into your orbit or into your open hand or a 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.<br>
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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 [[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 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 [[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.
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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==== 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 10ft of you, you can use your Reaction to attempt to alter its course or ensnare it, making 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 10ft 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 10ft of you, you can use your Reaction to attempt to alter its course or ensnare it, making 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 10ft 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.
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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 [[Conditions#Prone|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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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[Fighter#Off Duty Watch|Off Duty Watch]] || 3rd || You gain Proficiency in Initiative Rolls and a [[Adventuring Gear#Tools|Set of Tools], and you become Immune to Surprise
| [[Fighter#Off Duty Watch|Off Duty Watch]] || 3rd || You gain Proficiency in Initiative Rolls and a [[Adventuring Gear#Tools|Set of Tools]], and you become Immune to Surprise
|-
|-
| [[Fighter#Call to Arms|Call to Arms]] || 3rd || You're better at Attacking foes with lower Initiative than you, and you can reroll your Initiative
| [[Fighter#Call to Arms|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 [[Adventuring Gear#Tools|Set of Tools] of your choice. Finally, you cannot be Surprised.
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.
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== 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 Dragonwrought train to become such warriors.<br>
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 Dragonwrought train to become such warriors.<br>
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.
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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 [[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.
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 [[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.
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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== 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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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[Fighter#Bonus Proficiencies|Bonus Proficiencies]] || 3rd || You get Proficiency with [[Adventuring Gear#Artisan's Tools|Smith's Tools] and learn [[Languages#Giant|Giant]]
| [[Fighter#Bonus Proficiencies|Bonus Proficiencies]] || 3rd || You get Proficiency with [[Adventuring Gear#Artisan's Tools|Smith's Tools]] and learn [[Languages#Giant|Giant]]
|-
|-
| [[Fighter#Rune Carver|Rune Carver]] || 3rd || You learn some Runes that you can use to augment your [[Armor and Weapons#Weapons|Weapons]] and [[Armor and Weapons#Armor|Armor]]
| [[Fighter#Rune Carver|Rune Carver]] || 3rd || You learn some Runes that you can use to augment your [[Armor and Weapons#Weapons|Weapons]] and [[Armor and Weapons#Armor|Armor]]
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==== Bonus Proficiencies ====
==== Bonus Proficiencies ====
''3rd Level Rune Knight's League Feature''<br>
''3rd Level Rune Knight's League Feature''<br>
You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Smith's Tools], and you learn to speak, read, and write [[Languages#Giant|Giant]].
You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Smith's Tools]], and you learn to speak, read, and write [[Languages#Giant|Giant]].
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==== Giant’s Might ====
==== Giant's Might ====
''3rd Level Rune Knight's League Feature''<br>
''3rd Level Rune Knight's League Feature''<br>
You have learned how to imbue yourself with the might of giants. As a Bonus Action, you magically gain the following benefits, which last for 1 minute:
You have learned how to imbue yourself with the might of giants. As a Bonus Action, you magically gain the following benefits, which last for 1 minute:
*If you are smaller than Large, you become Large, along with anything you are wearing or carrying. If you lack the room to become Large, your size doesn’t change.
*If you are smaller than Large, you become Large, along with anything you are wearing or carrying. If you lack the room to become Large, your size doesn't change.
*You have Advantage on Strength Checks and Saving Throws.
*You have Advantage on Strength Checks and Saving Throws.
*Once on each of your turns, one of your Weapon Attacks deals an additional 1d6 Damage.
*Once on each of your turns, one of your Weapon Attacks deals an additional 1d6 Damage.
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''10th Level Rune Knight's League Feature''<br>
''10th Level Rune Knight's League Feature''<br>
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.<br>
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.<br>
Additionally, while your Giant's Might feature is active and you hit on a Weapon Attack, you roll the Weapon's Damage Die an additional time and add it to the Damage Roll. Also the extra damage you deal with the Giant’s Might feature increases to 2d8
Additionally, while your Giant's Might feature is active and you hit on a Weapon Attack, you roll the Weapon's Damage Die an additional time and add it to the Damage Roll. Also the extra damage you deal with the Giant's Might feature increases to 2d8
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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 3d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your Reach increases by 10ft.
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 3d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your Reach increases by 10ft.
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''3rd, 7th, 10th, 15th, and 18th Level Rune Knight's League Feature Option''<br>
''3rd, 7th, 10th, 15th, and 18th Level Rune Knight's League Feature Option''<br>
*'''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 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 [[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.
: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 [[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.
: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 [[Conditions#Poisoned|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 [[Conditions#Incapacitated|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 [[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.
: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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== 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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''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 [[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>
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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==== Launch ====
==== Launch ====
''3rd Level Steel Hawk's League Feature''<br>
''3rd Level Steel Hawk's League Feature''<br>
You learn to magically launch yourself with a mighty leap. While standing on a solid surface, you can use a Bonus Action to leap 15ft in any direction. When you reach 7th Level in this class, the leap’s distance becomes 30ft.<br>
You learn to magically launch yourself with a mighty leap. While standing on a solid surface, you can use a Bonus Action to leap 15ft in any direction. When you reach 7th Level in this class, the leap's distance becomes 30ft.<br>
You can’t use this feature if your Speed is 0, and if you leap completely horizontally, you still leap 1ft off the ground.<br>
You can't use this feature if your Speed is 0, and if you leap completely horizontally, you still leap 1ft off the ground.<br>
Leaping in this way doesn’t Provoke Opportunity Attacks, and if you fall immediately after using this leap, you can subtract up to 30ft from the fall when calculating Fall Damage.<br>
Leaping in this way doesn't Provoke Opportunity Attacks, and if you fall immediately after using this leap, you can subtract up to 30ft from the fall when calculating Fall Damage.<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>
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 during or immediately before or after this leap, you have Advantage on the Attack Roll and it deals an additional 1d8 Damage. At 10th Level, this extra Damage becomes 1d10, and at 18th Level, it becomes 1d12.
Leaping in this way can also strengthen your strikes by using the force of your momentum. If you make a Melee Weapon Attack during or immediately before or after this leap, you have Advantage on the Attack Roll and it deals an additional 1d8 Damage. At 10th Level, this extra Damage becomes 1d10, and at 18th Level, it becomes 1d12.
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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. [[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>
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 [[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.
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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==== 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 that would have you take Damage on a failed Save or half as much Damage on a successful Save, you can use your Launch as a Reaction. When you do so, you take no Damage on a successful Save, and only half Damage on a failed Save.<br>
Wearing Armor doesn't impose Disadvantage on your Dexterity (Stealth) Checks. In addition, whenever you make a Dexterity Saving Throw that would have you take Damage on a failed Save or half as much Damage on a successful Save, you can use your Launch as a Reaction. When you do so, you take no Damage on a successful Save, and only half Damage on a failed Save.<br>
Additionally, if you take no Damage due to a successful Save, the effect has an area, and you are still in that area of effect, you can move out of that area without expending movement or provoking Opportunity Attacks.
Additionally, if you take no Damage due to a successful Save, the effect has an area, and you are still in that area of effect, you can move out of that area without expending movement or provoking Opportunity Attacks.
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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 [[Conditions#Exhausted|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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