{"name":"Fighter","overview":"A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.\r\nA dwarf in chain mail interposes his shield between the ogre\u2019s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.\r\n\r\nA 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\u2019s delight\u2014and his own tactical advantage. His opponent\u2019s sword flares with blue light an instant before she sends lightning flashing forth to smite him.\r\n\r\nAll of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings\u2014as 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.","hitdice":"d10","hitpointsfirstlevel":"10 + Con Modifier","hitpointsathigherlevels":"d10 + Con Modifier","armorproficiencies":"All armors, shields","weaponproficiences":"Simple weapons, martial weapons","tools":"None","savingthrows":"Strength, Constitution","skills":"Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n\r\n[ul]\r\n[li]chain mail or leather armor, longbow, and 20 arrows[\/li]\r\n[li]a martial weapon and a shield or two martial weapons[\/li]\r\n[li]a light crossbow and 20 bolts or two handaxes[\/li]\r\n[li]a dungeoneer\u2019s pack or an explorer\u2019s pack[\/li]\r\n[\/ul]\r\n","spellcasting":"","features":"[h2]Fighting Style[\/h2]\r\nYou adopt a particular style of fighting as your specialty. Choose one of the following options. You can\u2019t take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n[b]Archery[\/b]\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n[b]Defense[\/b]\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n[b]Dueling[\/b]\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n[b]Great Weapon Fighting[\/b]\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\n[b]Protection[\/b]\r\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\r\n\r\n[b]Two-Weapon Fighting[\/b]\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of any bonus action attacks.\r\n\r\n[b]Blind Fighting[\/b]\r\nBeing unable to see a creature doesn\u2019t impose disadvantage on your attack rolls against it, provided the creature isn\u2019t hidden from you.\r\n\r\n[b]Interception[\/b]\r\nWhen a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.\r\n\r\n[b]Thrown Weapon Fighting[\/b]\r\nYou can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.\r\n\r\n[b]Unarmed Fighting[\/b]\r\nYour unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.\r\n\r\n[b]Close Quarters Shooter[\/b]\r\nYou are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of, a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks against enemies within 30 feet of you.\r\n\r\n[b]Tunnel Fighter[\/b]\r\nYou excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can use two reactions per turn, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. You can't attack one creature twice in one turn this way.\r\n\r\n[h2]Second Wind[\/h2]\r\nYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.\r\n\r\nThe hit points recovered with this feature improves to 2d10 + your fighter level at level 5, 3d10 + your fighter level at level 11 and 4d10 + your fighter level at level 17.\r\n\r\n[h2]Action Surge[\/h2]\r\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.\r\n\r\n[h2]Martial Archetype[\/h2]\r\nAt 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.\r\n\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.\r\n\r\n[h2]Resolute[\/h2]\r\nBeginning at 8th level, when you use your action to take the Dodge action, you may make a single weapon attack as part of that action.\r\n\r\n[h2]Indomitable[\/h2]\r\nBeginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can\u2019t use this feature again until you finish a long rest. When you use this feature to reroll a saving throw for which you are not proficient, add your proficiency modifier to the result of the new roll.\r\n\r\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.\r\n\r\n[h2]Reactionary[\/h2]\r\nBeginning at 12th level, when you use your reaction to make an opportunity attack against a creature you can see that moves out of your reach, you may choose to attempt a grapple or shove against that creature in place of the weapon attack.\r\n\r\n[h2]Improved Combat Style[\/h2]\r\nBeginning at 14th level, you have mastered your combat style to an unparalleled degree. The bonuses of your combat style improves. If you have more than one fighting style, choose one to improve. The original fighting style is replaced by the improved one.\r\n\r\n[b]Archery[\/b]\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons. If you begin your turn within 5' of an enemy, your movement on your turn does not provoke attacks of opportunity from that enemy.\r\n\r\n[b]Defense[\/b]\r\nWhile you are wearing armor, you gain a +2 bonus to AC.\r\n\r\n[b]Dueling[\/b]\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +4 bonus to damage rolls with that weapon.\r\n\r\n[b]Great Weapon Fighting[\/b]\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. If the roll is a 1 or 2, you treat the die as rolling its maximum possible result.\r\n\r\n[b]Protection[\/b]\r\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you impose disadvantage on the attack roll. You must be wielding a shield.\r\n\r\n[b]Two-Weapon Fighting[\/b]\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of any bonus action attacks. You gain a +1 bonus to AC when holding a weapon in each hand.\r\n\r\n[b]Blind Fighting[\/b]\r\nBeing unable to see a creature doesn\u2019t impose disadvantage on your attack rolls against it and doesn't give it advantage against you, provided the creature isn\u2019t hidden from you.\r\n\r\n[b]Interception[\/b]\r\nWhen a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 2d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.\r\n\r\n[b]Thrown Weapon Fighting[\/b]\r\nYou can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. If you begin your turn within 5' of an enemy, your movement on your turn does not provoke attacks of opportunity from that enemy.\r\n\r\n[b]Unarmed Fighting[\/b]\r\nYour unarmed strikes can deal bludgeoning damage equal to 1d8 + your Strength modifier. If you strike with two free hands, the d8 becomes a d10. When you successfully start a grapple, you can deal 1d6 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.\r\n\r\n[b]Close Quarters Shooter[\/b]\r\nYou are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of, a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +2 bonus to attack rolls on ranged attacks against enemies within 30 feet of you.\r\n\r\n[b]Tunnel Fighter[\/b]\r\nYou excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. You can't attack one creature twice in one turn this way.\r\n\r\n[h2]Weapon Master[\/h2]\r\nBeginning at 20th level, whenever you hit a creature with an attack as part of the attack action, any additional attacks you make against that creature on your turn are made with advantage.","subclasses":"[h2]Battle Master[\/h2]\r\nThose who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.\r\n\r\n[h3]Combat Superiority[\/h3]\r\nWhen you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.\r\n\r\n[h3]Maneuvers[\/h3]\r\nYou learn three maneuvers of your choice, which are detailed under \u201cManeuvers\u201d below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.\r\n\r\nYou learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.\r\n\r\n[b]Superiority Dice[\/b]\r\nYou have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.\r\n\r\nYou gain another superiority die at 7th level and one more at 15th level.\r\n\r\n[b]Saving Throws[\/b]\r\nSome of your maneuvers require your target to make a saving throw to resist the maneuver\u2019s effects. The saving throw DC is calculated as follows:\r\n\r\nManeuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)\r\n\r\n[h3]Student of War[\/h3]\r\nAt 3rd level, you gain proficiency with one type of artisan\u2019s tools of your choice.\r\n\r\n[h3]Maneuvers[\/h3]\r\nThe maneuvers are presented in alphabetical order.\r\n\r\n[b]Ambush[\/b]\r\nWhen you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.\r\n\r\n[b]Bait and Switch[\/b]\r\nWhen you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.\r\n\r\nRoll 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.\r\n\r\n[b]Brace[\/b]\r\nWhen a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.\r\n\r\n[b]Commander\u2019s Strike[\/b]\r\nWhen you take the Attack action on your turn, you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who 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\u2019s damage roll.\r\n\r\n[b]Commanding Presence[\/b]\r\nWhen you make a Charisma (Intimidation \/ Performance \/ Persuasion) check, you can expend one superiority die and add the die to the roll.\r\n\r\n[b]Disarming Attack[\/b]\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it\u2019s holding. You add the superiority die to the attack\u2019s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands in the space of your choice within 10' of the enemy.\r\n\r\n[b]Distracting Strike[\/b]\r\nWhen 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\u2019s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.\r\n\r\n[b]Evasive Footwork[\/b]\r\nWhen you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until the beginning of your next turn.\r\n\r\n[b]Feinting Attack[\/b]\r\nYou can expend one superiority die on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack\u2019s damage roll.\r\n\r\n[b]Grappling Strike[\/b]\r\nImmediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action. Add the superiority die to your Strength (Athletics) check.\r\n\r\n[b]Lunging Attacks[\/b]\r\nWhen you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet until the beginning of your next turn. On your first hit with that weapon before the beginning of your next turn, add your superiority die to the damage roll.\r\n\r\n[b]Maneuvering Attack[\/b]\r\nWhen 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\u2019s damage roll, and you choose a friendly creature who 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.\r\n\r\n[b]Menacing Attack[\/b]\r\nWhen 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\u2019s 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.\r\n\r\n[b]Parry[\/b]\r\nWhen another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.\r\n\r\n[b]Pushing Attack[\/b]\r\nWhen 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\u2019s 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 15 feet away from you.\r\n\r\n[b]Quick Toss[\/b]\r\nAs a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.\r\n\r\n[b]Rally[\/b]\r\nOn your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.\r\n\r\n[b]Riposte[\/b]\r\nWhen 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\u2019s damage roll.\r\n\r\n[b]Sweeping Attack[\/b]\r\nOn your turn, when you reduce a creature to 0 hit points with a melee weapon, you can expend one superiority die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. You may make a single weapon attack against the creature, if the attack hits, add your superiority die to the damage roll.\r\n\r\n[b]Tactical Assessment[\/b]\r\nWhen you make an Intelligence (Investigation \/ History), or a Wisdom (Insight) check, you can expend one superiority die and add the die to the roll.\r\n\r\n[b]Trip Attack[\/b]\r\nWhen 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\u2019s 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 and its movement speed is reduced by 10' until the end of its next turn.\r\n\r\n[h3]Know Your Enemy[\/h3]\r\nStarting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:\r\n\r\n[ul]\r\n[li]Strength score[\/li]\r\n[li]Dexterity score[\/li]\r\n[li]Constitution score[\/li]\r\n[li]Armor Class[\/li]\r\n[li]Current hit points[\/li]\r\n[li]Total class levels (if any)[\/li]\r\n[li]Fighter class levels (if any)[\/li]\r\n[\/ul]\r\n\r\n[h3]Improved Combat Superiority[\/h3]\r\nAt 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.\r\n\r\n[h3]Relentless[\/h3]\r\nStarting at 15th level, when you roll initiative and do not have your maximum amount of superiority dice remaining, regain one superiority die.\r\n\r\n[h2]Champion[\/h2]\r\nThe archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.\r\n\r\n[h3]Improved Critical[\/h3]\r\nBeginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.\r\n\r\n[h3]Remarkable Athlete[\/h3]\r\nStarting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn\u2019t already use your proficiency bonus.\r\n\r\nIn addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.\r\n\r\n[h3]Additional Fighting Style[\/h3]\r\nAt 10th level, you can choose a second option from the Fighting Style class feature. When you reach 14th level, you may select an additional fighter fighting style to improve.\r\n\r\n[h3]Superior Critical[\/h3]\r\nStarting at 15th level, your weapon attacks score a critical hit on a roll of 18\u201320.\r\n\r\n[h3]Survivor[\/h3]\r\nAt 18th level, you attain the pinnacle of resilience in battle, if at the start of your turn, you have no more than half your hit points left, you regain hit points equal to 5 + your Constitution modifier. You don\u2019t gain this benefit if you have 0 hit points.\r\n\r\n[h2]Eldritch Knight[\/h2]\r\nThe 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\u2019s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.\r\n\r\n[h3]Spellcasting[\/h3]\r\nWhen you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.\r\n\r\n[h3]Cantrips[\/h3]\r\nYou learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.\r\n\r\n[h3]Spell Slots[\/h3]\r\nThe Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell [i]Shield[\/i] and have a 1st-level and a 2nd-level spell slot available, you can cast [i]Shield[\/i] using either slot.\r\n\r\n[h3]Known of 1st-Level and Higher[\/h3]\r\nYou know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.\r\n\r\nThe Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nThe spells you learn at 8th, 14th, and 20th level can come from any school of magic.\r\n\r\nWhenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you\u2019re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.\r\n\r\n[h3]Spellcasting Ability[\/h3]\r\nIntelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.\r\n\r\n[b]Spell save DC =[\/b] 8 + your proficiency bonus + your Intelligence modifier\r\n\r\n[b]Spell attack modifier =[\/b] your proficiency bonus + your Intelligence modifier\r\n\r\n[h3]Eldritch Knight Spellcasting[\/h3]\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Cantrips Known[\/th]\r\n[th]Spells Known[\/th]\r\n[th]1st[\/th]\r\n[th]2nd[\/th]\r\n[th]3rd[\/th]\r\n[th]4th[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]2[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]3[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]3[\/td]\r\n[td]9[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]3[\/td]\r\n[td]12[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]3[\/td]\r\n[td]13[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Weapon Bond[\/h3]\r\nAt 3rd level, 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 during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.\r\n\r\nOnce you have bonded a weapon to yourself, you can\u2019t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.\r\n\r\nYou can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.\r\n\r\n[h3]War Magic[\/h3]\r\nBeginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.\r\n\r\n[h3]Eldritch Strike[\/h3]\r\nAt 10th level, you learn how to make your weapon strikes undercut a creature\u2019s 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.\r\n\r\n[h3]Arcane Charge[\/h3]\r\nAt 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.\r\n\r\n[h3]Improved War Magic[\/h3]\r\nStarting at 18th level, when you use your action to cast a spell, you can make one additional weapon attack as part of that action.\r\n\r\n[h2]Banneret[\/h2]\r\nA banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.\r\n\r\nA banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.\r\n\r\n[h3]Rallying Cry[\/h3]\r\nWhen you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.\r\n\r\nWhen you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.\r\n\r\n[h3]Royal Envoy[\/h3]\r\nKnights of high standing are expected to conduct themselves with grace.\r\nAt 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.\r\n\r\nYour proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.\r\n\r\nAdditionaly when you deliver advantage to a fighting ally with use of the [i]Help[\/i] action, that ally my ignore any disadvantage towards this attack.\r\n\r\n[h3]Inspiring Surge[\/h3]\r\nStarting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.\r\n\r\nStarting at 18th level, you can choose two allies within 60 feet of you, rather than one.\r\n\r\n[h3]Bulwark[\/h3]\r\nBeginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.\r\n\r\n[h2]Sharpshooter[\/h2]\r\nThe Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range.\r\n\r\n[h3]Steady Aim[\/h3]\r\nBeginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you\u2019re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:\r\n\r\n[ul]\r\n[li]The attacks ignore half and three-quarters cover.[\/li]\r\n[li]On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level.[\/li]\r\n[\/ul]\r\nYou can use this feature number of times equal to your Wisdom modifier + 1 (a minimum of twice). You regain all expended uses of it when you finish a short or long rest.\r\n\r\n[h3]Careful Eyes[\/h3]\r\nStarting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.\r\nYou also gain proficiency in the Perception, Investigation, or Survival skill (choose one).\r\n\r\n[h3]Close-Quarters Shooting[\/h3]\r\nAt 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn\u2019t impose disadvantage on your roll.\r\nIn addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can\u2019t take reactions until the end of this turn.\r\n\r\n[h3]Rapid Strike[\/h3]\r\nStarting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.\r\n\r\n[h3]Snap Shot[\/h3]\r\nStarting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.\r\n\r\n[h2]Arcane Archer[\/h2]\r\nAn Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.\r\n\r\n[h3]Arcane Archer Lore[\/h3]\r\nAt 3rd level, you learn magical theory or some of the secrets of nature \u2013 typical for practitioners of of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip.\r\n\r\n[h3]Arcane Shot[\/h3]\r\nAt 3rd level, 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 (see \"Arcane Shot Options\" below).\r\n\r\nOnce per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn\u2019t involve an attack roll. You have number uses of this ability equal to your Inteligence Modifier (a minimum of 1), and you regain all expended uses of it when you finish a short or long rest.\r\n\r\nYou gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level.\r\n\r\n[h3]Magic Arrow[\/h3]\r\nAt 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.\r\n\r\n[h3]Curving Shot[\/h3]\r\nAt 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.\r\n\r\n[h3]Ever-Ready Shot[\/h3]\r\nStarting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.\r\n\r\n[h3]Arcane Shot Options[\/h3]\r\nThe Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.\r\n\r\nIf an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.\r\n\r\n[b]Banishing Arrow[\/b]. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.\r\n\r\nAfter you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.\r\n\r\n[b]Beguiling Arrow[\/b]. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.\r\n\r\nThe psychic damage increases to 4d6 when you reach 18th level in this class.\r\n\r\n[b]Bursting Arrow[\/b]. You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.\r\n\r\nThe force damage increases to 4d6 when you reach 18th level in this class.\r\n\r\n[b]Enfeebling Arrow[\/b]. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.\r\n\r\nThe necrotic damage increases to 4d6 when you reach 18th level in this class.\r\n\r\n[b]Grasping Arrow[\/b]. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. 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 Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.\r\n\r\nThe poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.\r\n\r\n[b]Piercing Arrow[\/b]. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don\u2019t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow 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 arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.\r\n\r\nThe piercing damage increases to 2d6 when you reach 18th level in this class.\r\n\r\n[b]Seeking Arrow[\/b]. Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don\u2019t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon\u2019s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target\u2019s current location. On a successful save, the target takes half as much damage, and you don\u2019t learn its location.\r\n\r\nThe force damage increases to 2d6 when you reach 18th level in this class.\r\n\r\n[b]Shadow Arrow[\/b]. You weave illusion magic into your arrow, causing it to occlude your foe\u2019s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.\r\n\r\nThe psychic damage increases to 4d6 when you reach 18th level in this class.\r\n\r\n[b]Graviturgic Arrow[\/b]. You use graviturgic magic to give your arrow a gravitational quality. When you use this option, you don\u2019t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 10 foot wide and 30 feet long. Each creature in that line must make a Strength saving throw. On a failed save, a creature takes damage as if it were hit by the arrow and is pulled towards center of the line. If the creature is thrown into another one ar an object it additionaly takes 1d6 bludgeoning damage. On a successful save, a target takes half of arrow damage and isn't pulled.\r\n\r\nThe bludgeoning damage increases to 2d6 when you reach 18th level in this class.\r\n\r\nAbjurative Arrow. You use abjuration magic to counter enemy spellcaster. The creature hit by the arrow takes an extra 1d6 psychic damage and an additional 1d6 if it is concentrating on a spell, it makes it's concentration checks with disadvantage until the beggining of your next turn.\r\n\r\nThe psychic damage increases to 2d6 when you reach 18th level in this class.\r\n\r\n[h2]Cavalier[\/h2]\r\nThe archetypal cavalier excels at mounted combat. Usually born among the nobility and raised at court, a cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.\r\n\r\n[h3]Bonus proficiency[\/h3]\r\nWhen you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.\r\n\r\n[h3]Born to the Saddle[\/h3]\r\nStarting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you\u2019re not incapacitated.\r\n\r\nFinally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.\r\n\r\n[h3]Unwavering Mark[\/h3]\r\nStarting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.\r\n\r\nWhile it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.\r\n\r\nIn addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.\r\n\r\nRegardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.\r\n\r\n[h3]Warding Maneuver[\/h3]\r\nAt 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.\r\nYou can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.\r\n\r\n[h3]Hold the Line[\/h3]\r\nAt 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.\r\n\r\n[h3]Ferocious Charger[\/h3]\r\nStarting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.\r\n\r\n[h3]Vigilant Defender[\/h3]\r\nAt 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. In addition, you gain a +1 bonus to AC while wearing heavy armor.\r\n\r\n[h2]Rune Knight[\/h2]\r\nYou discovered how to enhance your martial prowess using the supernatural power of runes. The ancient practice of rune magic originated with giants. Skiltgravr (\u201crune cutters\u201d) can be found among any type of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant\u2019s work carved into a hill or cave, learned of the runes from a traveling sage, or met the giant in person, you studied the giant\u2019s craft. In time, you learned how to carve and apply runes to your equipment and how to invoke their magic, ultimately becoming a Rune Knight.\r\n\r\n[h3]Bonus Proficiencies[\/h3]\r\nWhen you choose this archetype at 3rd level, you gain proficiency with smith\u2019s tools, and you learn to speak, read, and write Giant.\r\n\r\n[h3]Rune Magic[\/h3]\r\nStarting at 3rd level, you learn how to use runes to enhance your gear. When you gain this feature, you learn how to inscribe two runes of your choice on weapons, armor, or shields (see \u201cRune Options\u201d).\r\nWhenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, or a shield.\r\n\r\nYour rune remains on an object until you finish a long rest, and an object can bear only one of your runes.\r\n\r\nEach time you gain a level in this class, you can replace one rune you know with a different one.\r\n\r\n[h3]Giant Might[\/h3]\r\nAt 3rd level, you can imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:\r\n\r\n[ul]\r\n[li]If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn\u2019t change.[\/li]\r\n[li]You have advantage on Strength checks and Strength saving throws.[\/li]\r\n[li]Your weapon attacks deal an extra 1d6 damage.[\/li]\r\n[\/ul]\r\n\r\nYou can use this feature twice, and you regain all expended uses of it when you finish a long rest.\r\n\r\n[h3]Defensive Runes[\/h3]\r\nAt 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature\u2019s AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2).\r\n\r\nIn addition, you learn one new rune of your choice from the Rune Magic feature (for a total of three).\r\n\r\n[h3]Giant Soul[\/h3]\r\nBy 10th level the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Moreover, the extra damage you deal with your Giant Might feature increases to 1d8. In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four).\r\n\r\n[h3]Overcharged Runes[\/h3]\r\nAt 15th level, you can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.\r\nIn addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five).\r\n\r\n[h3]Blessing of the All Father[\/h3]\r\nAt 18th level, you learn how to share your rune magic with your allies. When you use your Giant Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Giant Might feature.\r\n\r\n[h3]Rune Options[\/h3]\r\nHere are rune options for the Rune Magic feature. They are all magical effects. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier.\r\n\r\n[b]Haug (Hill Rune)[\/b]. This rune\u2019s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.\r\n\r\nIn addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can\u2019t do so again until you finish a short or long rest.\r\n\r\n[b]Ild (Fire Rune)[\/b]. This rune\u2019s magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.\r\n\r\nIn addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: 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 success. Once you invoke the rune, you can\u2019t do so again until you finish a short or long rest.\r\n\r\n[b]Ise (Frost Rune)[\/b]. This rune\u2019s magic evokes a frost giant\u2019s stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.\r\n\r\nIn addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can\u2019t do so again until you finish a short or long rest.\r\n\r\n[b]Skye (Cloud Rune)[\/b]. This rune\u2019s magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.\r\n\r\nIn addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack\u2019s range. Once you invoke the rune, you can\u2019t do so again until you finish a short or long rest.\r\n\r\n[b]Stein (Stone Rune)[\/b]. This rune\u2019s magic channels the insightfulness of a stone giant. 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 60 feet. If you already have darkvision, its range increases by 30 feet.\r\n\r\nIn addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can\u2019t do so again until you finish a short or long rest.\r\n\r\n[b]Uvar (Storm Rune)[\/b]. Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can\u2019t be surprised as long as you are not incapacitated.\r\n\r\nIn addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you\u2019re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can\u2019t do so again until you finish a short or long rest.\r\n\r\n[h2]Samurai[\/h2]\r\nThe Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai\u2019s resolve is nearly unbreakable, and the enemies in a samurai\u2019s path have two choices: yield or die fighting.\r\n\r\n[h3]Bonus Proficiency[\/h3]\r\nWhen you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.\r\n\r\n[h3]Fighting Spirit[\/h3]\r\nStarting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.\r\n\r\nYou can use this feature three times. You regain all expended uses of it when you finish a long rest.\r\n\r\n[h3]Elegant Courtier[\/h3]\r\nStarting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.\r\n\r\nYour self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence of Charisma saving throws (your choice).\r\n\r\n[h3]Tireless Spirit[\/h3]\r\nStarting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.\r\n\r\n[h3]Rapid Strike[\/h3]\r\nStarting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.\r\n\r\n[h3]Strength Before Death[\/h3]\r\nStarting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra 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.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n[h2]Gunslinger[\/h2]\r\nMost warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.\r\n\r\nHowever, some minds couldn\u2019t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.\r\n\r\nThis archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.\r\n\r\nShould this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.\r\n\r\n[h3]Firearm Proficiency[\/h3]\r\nStarting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.\r\n\r\n[h3]Gunsmith[\/h3]\r\nUpon choosing this archetype at 3rd level, you gain proficiency with Tinker\u2019s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM\u2019s discretion). Some extremely experimental and intricate firearms are only available through crafting.\r\n\r\n[h3]Firearm Properties[\/h3]\r\nFirearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master\u2019s Guide. Firearms are ranged weapons.\r\n\r\n[b]Reload[\/b]. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.\r\n\r\n[b]Misfire[\/b]. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon\u2019s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker\u2019s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon\u2019s misfire score by 1.\r\n\r\n[b]Explosive[\/b]. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.\r\n\r\n[h3]Ammunition[\/h3]\r\nAll firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker\u2019s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.\r\n[table]\r\n[tr]\r\n[th]Name[\/th]\r\n[th]Cost[\/th]\r\n[th]Ammo[\/th]\r\n[th]Damage[\/th]\r\n[th]Range[\/th]\r\n[th]Properties[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Palm Pistol[\/td]\r\n[td]50g[\/td]\r\n[td]2g (20)[\/td]\r\n[td]1d8 piercing[\/td]\r\n[td](40\/160)[\/td]\r\n[td]Light, reload 1, misfire 1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Pistol[\/td]\r\n[td]150g[\/td]\r\n[td]4g (20)[\/td]\r\n[td]1d10 piercing[\/td]\r\n[td](60\/240)[\/td]\r\n[td]Reload 4, misfire 1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Musket[\/td]\r\n[td]300g[\/td]\r\n[td]5g (20)[\/td]\r\n[td]1d12 piercing[\/td]\r\n[td](120\/480)[\/td]\r\n[td]Two-handed, reload 1, misfire 2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Pepperbox[\/td]\r\n[td]250g[\/td]\r\n[td]4g (20)[\/td]\r\n[td]1d10 piercing[\/td]\r\n[td](80\/320)[\/td]\r\n[td]Reload 6, misfire 2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Blunderbuss[\/td]\r\n[td]300g[\/td]\r\n[td]5g (5)[\/td]\r\n[td]2d8 piercing[\/td]\r\n[td](15\/60)[\/td]\r\n[td]Reload 1, misfire 2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Bad News[\/td]\r\n[td]Crafted[\/td]\r\n[td]10g (5)[\/td]\r\n[td]2d12 piercing[\/td]\r\n[td](200\/800)[\/td]\r\n[td]Two-handed, reload 1, misfire 3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Hand Mortar[\/td]\r\n[td]Crafted[\/td]\r\n[td]10g (1)[\/td]\r\n[td]2d8 fire[\/td]\r\n[td](30\/60)[\/td]\r\n[td]Reload 1, misfire 3, explosive[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Anything[\/td]\r\n[td]You[\/td]\r\n[td]Can[\/td]\r\n[td]Imagine[\/td]\r\n[td]Within[\/td]\r\n[td]Reason[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Adept Marksman[\/h3]\r\nWhen you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.\r\n\r\n[b]Trick Shots[\/b]. You learn two trick shots of your choice, which are detailed under \u201cTrick Shots\u201d below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.\r\n\r\nYou learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.\r\n\r\n[b]Grit[\/b]. You gain a number of grit points equal to your Inteligence modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM\u2019s discretion). You regain all expended grit points after a short or long rest.\r\n\r\n[b]Saving Throws[\/b]. Some of your trick shots require your targets to make a saving throw to resist the trick shot\u2019s effects. The saving throw DC is calculated as follows:\r\n\r\nTrick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier\r\n\r\n[h3]Quickdraw[\/h3]\r\nWhen you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.\r\n\r\n[h3]Rapid Repair[\/h3]\r\nUpon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.\r\n\r\n[h3]Lightning Reload[\/h3]\r\nStarting at 15th level, you can reload any firearm as a bonus action.\r\n\r\n[h3]Vicious Intent[\/h3]\r\nAt 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.\r\n\r\n[h3]Hemorrhaging Critical[\/h3]\r\nUpon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.\r\n\r\n[h3]Trick Shots[\/h3]\r\nThese trick shots are presented in alphabetical order.\r\n\r\n[b]Bullying Shot[\/b]. You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.\r\n\r\n[b]Dazing Shot[\/b]. When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.\r\n\r\n[b]Deadeye Shot[\/b]. When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.\r\n\r\n[b]Disarming Shot[\/b]. When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.\r\n\r\n[b]Forceful Shot[\/b]. When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.\r\n\r\n[b]Piercing Shot[\/b]. When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm\u2019s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.\r\n\r\n[b]Violent Shot[\/b]. When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm\u2019s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.\r\n\r\n[b]Winging Shot[\/b]. When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.Samurai\r\nThe Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai\u2019s resolve is nearly unbreakable, and the enemies in a samurai\u2019s path have two choices: yield or die fighting.\r\n\r\n[h2]Echo Knight[\/h2]\r\nA mysterious and feared frontline fighterm the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.\r\n\r\n[h3]Manifest echo[\/h3]\r\nAt 3rd level you can use bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of You. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it, as a bonus action, until you manifest another echo, or until you're incapacitated.\r\n\r\nYour echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a ST, it uses your ST bonuses. 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 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.\r\n\r\nYou can use the echo in following ways:\r\n\r\n[ul]\r\n[li]As a bonus action, you can teleport, magically swaping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.[\/li]\r\n[li]When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space, You make this choice for each attack.[\/li]\r\n[li]When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.[\/li]\r\n[\/ul]\r\n\r\n[h3]Unleash Incarnation[\/h3]\r\nAt 3rd level you can heighten your echo's fury. Whenever you take the attack action, you can make one additional melee attack from the echo's position.\r\n\r\nYou can use this feature number of times equal to your constitution modifier (a minimum of once). You regain all uses when you finish a long rest.\r\n\r\n[h3]Echo Avatar[\/h3]\r\nAt 7th level you can temporarily transfer your consiousness to your echo. As an action you can see through your echo's eyes and hear through it's ears instead of your own. You can sustain this effect for up to 10 minuets, and you can end it at any time (requires no action). While your echo is being used this way, it can be up to 1000 feet away from you without being destroyed.\r\n\r\n[h3]Shadow Martyr[\/h3]\r\nAt 10th level you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.\r\n\r\n[h3]Reclaim Potential[\/h3]\r\nAt 15th level you've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + Constitution modifier, provided you don't already have temporary hit points.\r\n\r\nYou can use this feature a number of times equal to your Constitution modifer (a minimum of once). You regain all uses of this feature when you finish a long rest.\r\n\r\n[h3]Legion of One[\/h3]\r\nAt 18th level you can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo position can be done from the other's instead.\r\n\r\nIn addition, when you roll initiative and have no uses of your Unleash incarnation feature left, you regain one use of that feature.","tabledata":" Level|Proficiency Bonus|Feat Points|Features \r\n 1st|+2|+1|Fighting Style, Second Wind \r\n 2nd|+2|+1|Action Surge (one use) \r\n 3rd|+2|+1|Martial Archetype\r\n 4th|+2|+1|- \r\n 5th|+3|+2|Extra Attack\r\n 6th|+3|+2|- \r\n 7th|+3|+2|Martial Archetype Feature\r\n 8th|+3|+2|Resolute \r\n 9th|+4|+1|Indomitable (one use)\r\n 10th|+4|+1|Martial Archetype Feature \r\n 11th|+4|+1|Extra Attack (2)\r\n 12th|+4|+1|Reactionary \r\n 13th|+5|+2|Indomitable (two uses)\r\n 14th|+5|+2|Improved Combat Style \r\n 15th|+5|+2|Martial Archetype Feature \r\n 16th|+5|+2|-\r\n 17th|+6|+1|Action Surge (two uses), Indomitable (three uses) \r\n 18th|+6|+1|Martial Archetype Feature \r\n 19th|+6|+2|Ability Score Improvement \r\n 20th|+6|+1|Extra Attack (3), Weapon Master ","tags":"class,fighter","isShared":"on","templateId":"25","blockId":"362240","world":"628e8753-761c-435d-8b8e-0929f29f680f","folder":""}