{"name":"Fighter","overview":"","hitdice":"d10","hitpointsfirstlevel":"10 + Constitution Modifier ","hitpointsathigherlevels":"1d10 + Constitution Modifier","armorproficiencies":"All Armor, Shields","weaponproficiences":"All 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[ul]\r\n[li](a) chain mail or (b) leather armor, longbow, and 20 arrows[\/li]\r\n[li](a) a martial weapon and a shield or (b) two martial weapons[\/li]\r\n[li](a) a light crossbow and 20 bolts or (b) two handaxes[\/li]\r\n[li](a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack[\/li]\r\n[\/ul]\r\n","spellcasting":"","features":"[h2]Fighting Style\r\n[\/h2]You 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[h3]Archery[\/h3]\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n[h3]Defense[\/h3]\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n[h3]Dueling[\/h3]\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[h3]Great Weapon Fighting\r\n[\/h3]When 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[h3]Protection[\/h3]\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[h3]Two-Weapon Fighting\r\n[\/h3]When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\n\r\n[h2]Action Surge\r\n[\/h2]Starting 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\r\n[h2]Martial Archetype\r\n[\/h2]At 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]Ability Score Improvement\r\n[\/h2]When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can\u2019t increase an ability score above 20 using this feature.\r\n\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\r\n\r\n[h2]Extra Attack\r\n[\/h2]Beginning 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\r\n[h2]Indomitable\r\n[\/h2]Beginning 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.\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\r\n[h2]Extra Attack\r\n[\/h2]Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.\r\n\r\nThe number of attacks increases to four when you reach 20th level in this class.\r\n\r\n\r\n[h2]Extra Attack\r\n[\/h2]At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.","subclasses":"Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.\r\n\r\n[h1]Champion[\/h1]\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[h2]Improved Critical\r\n[\/h2]Beginning 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[h2]Remarkable Athlete\r\n[\/h2]Starting 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[h2]Additional Fighting Style\r\n[\/h2]At 10th level, you can choose a second option from the Fighting Style class feature.\r\n\r\n[h3]Archery\r\n[\/h3]You gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n[h3]Defense[\/h3]\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n[h3]Dueling[\/h3]\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[h3]Great Weapon Fighting\r\n[\/h3]When 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[h3]Protection[\/h3]\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[h3]Two-Weapon Fighting\r\n[\/h3]When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\n[h2]Superior Critical\r\n[\/h2]Starting at 15th level, your weapon attacks score a critical hit on a roll of 18\u201320.\r\n\r\n[h2]Survivor[\/h2]\r\nAt 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don\u2019t gain this benefit if you have 0 hit points.\r\n\r\n[h1]Psi Knight[\/h1]\r\nAwake to the psionic power within, a Psi Knight is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such knights, as do some of the most disciplined high elves. In the world of Athas, renowned gladiators in the arenas of the Sorcerer-Kings are often Psi Knights, and in Eberron, the psionic kalashtar view membership in this knighthood as a special honor.\r\n\r\nAs a Psi Knight, 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\u2019s power as both weapon and shield.\r\n\r\n[h2]Psionic Talent\r\n[\/h2]3rd-level Psi Knight feature\r\n\r\nYou harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.\r\n\r\n[h3]Psionic Talent Options.[\/h3] You can use your Psionic Talent die in the following ways:\r\n\r\n[h3]Protective Field.[\/h3] When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to roll your Psionic Talent die and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.\r\n\r\n[h3]Psi-Powered Leap.[\/h3] When you make a high or long jump, you can roll your Psionic Talent die and extend the distance of the jump, up to a number of feet equal to twice the number rolled plus twice your Intelligence modifier (minimum of 1 extra foot). This extra distance costs you only 1 foot of movement.\r\n\r\n[h3]Telekinetic Strike.[\/h3] You can propel your attacks with telekinetic force. Once on each of your turns, immediately after you deal damage to a target within 30 feet of you with a weapon attack, you can roll your Psionic Talent die and also deal force damage to the target equal to the number rolled.\r\n\r\n[h3]Changing the Die\u2019s Size.[\/h3] If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it\u2019s a d4 and you roll a 4, it becomes unusable until you finish a long rest.\r\n\r\nConversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.\r\n\r\nWhenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).\r\n\r\n[h3]Psi Replenishment.[\/h3] As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can\u2019t use Psi Replenishment again until you finish a long rest.\r\n\r\n[h2]Telekinetic Adept\r\n[\/h2]7th-level Psi Knight feature\r\n\r\nYou have mastered new ways to use your telekinesis:\r\n\r\n[h3]Psionic Thrust.[\/h3] When you deal damage to a target with the Telekinetic Strike of your Psionic Talent, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, you can knock the target prone or move it up to 10 feet in any direction horizontally.\r\n\r\n[h3]Telekinetic Movement.[\/h3] If your Psionic Talent die is available, you can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. When you take this action, your Psionic Talent die decreases by one die size.\r\n\r\n[h2]Psi-Enhanced Metabolism\r\n[\/h2]10th-level Psi Knight feature\r\n\r\nThe psionic energy flowing through you has bolstered your mind and body. You have resistance to poison and psychic damage, and you are immune to the poisoned condition.\r\n\r\n[h2]Bulwark of Force\r\n[\/h2]15th-level Psi Knight feature\r\n\r\nYou can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you\u2019re incapacitated.\r\n\r\nOnce you use this feature, you can\u2019t do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.\r\n\r\n[h2]Telekinetic Master\r\n[\/h2]18th-level Psi Knight feature\r\n\r\nYour ability to move creatures and objects with your mind is matched by few. If your Psionic Talent die is available, you can cast the telekinesis spell, requiring no components. Your spellcasting ability for the spell is Intelligence. When you cast this spell, your Psionic Talent die decreases by one die size.\r\n\r\n[h1]Rune Knight[\/h1]\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[h2]Bonus Proficiencies\r\n[\/h2]3rd-level Rune Knight feature\r\n\r\nYou gain proficiency with smith\u2019s tools, and you learn to speak, read, and write Giant.\r\n\r\n[h2]Rune Magic\r\n[\/h2]3rd-level Rune Knight feature\r\n\r\nYou 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\n\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[h2]Rune Options\r\n[\/h2]Here are rune options for the Rune Magic feature. They are all magical effects.\r\n\r\nIf a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier.\r\n\r\n[h3]Haug (Hill Rune)\r\n[\/h3]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[h3]Ild (Fire Rune)\r\n[\/h3]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[h3]Ise (Frost Rune)\r\n[\/h3]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[h3]Skye (Cloud Rune)\r\n[\/h3]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[h3]Stein (Stone Rune)\r\n[\/h3]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[h3]Uvar (Storm Rune)\r\n[\/h3]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]Giant Might\r\n[\/h2]3rd-level Rune Knight feature\r\n\r\nYou 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\nIf 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.\r\nYou have advantage on Strength checks and Strength saving throws.\r\nYour weapon attacks deal an extra 1d6 damage.\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[h2]Defensive Runes\r\n[\/h2]7th-level Rune Knight feature\r\n\r\nYou 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[h2]Great Stature\r\n[\/h2]10th-level Rune Knight feature\r\n\r\nThe 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.\r\n\r\nIn addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four).\r\n\r\n[h2]Rune Magic Mastery\r\n[\/h2]15th-level Rune Knight feature\r\n\r\nYou 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\n\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[h2]Blessing of the All Father\r\n[\/h2]18th-level Rune Knight feature\r\n\r\nYou 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.","tabledata":"Level|Proficiency Bonus|Features\r\n1st|+2|Fighting Style, Second Wind\r\n2nd|+2|Action Surge (one use)\r\n3rd|+2|Martial Archetype\r\n4th|+2|Ability Score Improvement\r\n5th|+3|Extra Attack\r\n6th|+3|Ability Score Improvement\r\n7th|+3|Martial Archetype Feature\r\n8th|+3|Ability Score Improvement\r\n9th|+4|Indomitable (one use)\r\n10th|+4|Martial Archetype Feature\r\n11th|+4|Extra Attack (2)\r\n12th|+4|Ability Score Improvement\r\n13th|+5|Indomitable (two uses)\r\n14th|+5|Ability Score Improvement\r\n15th|+5|Martial Archetype Feature\r\n16th|+5|Ability Score Improvement\r\n17th|+6|Action Surge (two uses), Indomitable (three uses)\r\n18th|+6|Martial Archetype Feature\r\n19th|+6|Ability Score Improvement\r\n20th|+6|Extra Attack (3)","tags":"","templateId":"25","blockId":"440415","world":"fd167f9c-8ccd-4224-a931-1ca2909be841","folder":"","isShared":"on"}