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##### The Fighter | Level | Proficiency Bonus | Features | Fighting Styles Known | Active Fighting Styles |:---:|:---:|:---|:---:|:---: | 1 | 2 | Battle Instinct, Fighting Style | 2 | 1 | | 2 | 2 | Martial Might, Second Wind | 2 | 1 | | 3 | 2 | Fast Switch, Martial Archetype | 2 | 1 | | 4 | 2 | Ability Score Improvement | 2 | 1 | | 5 | 3 | Legendary Action | 2 | 1 | | 6 | 3 | Ability Score Improvement | 2 | 1 | | 7 | 3 | Martial Archetype Feature | 2 | 1 | | 8 | 3 | Ability Score Improvement | 2 | 1 | | 9 | 4 | Legendary Resistance (1) | 2 | 1 | | 10 | 4 | Martial Archetype Feature | 2 | 1 | | 11 | 4 | Improved Legendary Actions | 3 | 2 | | 12 | 4 | Ability Score Improvement | 3 | 2 | | 13 | 5 | Legendary Resistance (2) | 3 | 2 | | 14 | 5 | Greater Fighting Style Improvement | 3 | 2 | | 15 | 5 | Martial Archetype Feature | 3 | 2 | | 16 | 5 | Ability Score Improvement | 3 | 2 | | 17 | 6 | Superior Legendary Actions | 3 | 2 | | 18 | 6 | Legendary Resistance (3) | 3 | 2 | | 19 | 6 | Ability Score Improvement | 3 | 2 | | 20 | 6 | Action Surge | 3 | 2 |
### Battle Instinct *1st level* You can add your proficiency bonus to initiative rolls. ### Fighting Style *1st level* Choose two fighting styles from the list below. Whenever you finish a short or long rest, you can choose one fighting style you know to be active until you use this feature again. As you gain fighter levels, you learn additional fighting styles, and can have more active at a time, as shown on the Fighting Styles Known and Active Fighting Styles columns of the Fighter table. Whenever you gain a fighter level, you may replace one fighting style you know with another of your choice. #### Fighting Styles ##### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. ##### Ballistier You 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 +2 bonus to the damage roll. ##### Defense While wearing armor, you have a +1 bonus to AC. ##### Dual Wielding For you, all weapons that don't have the Heavy or Two-Handed properties are considered Light for you. ##### Dueling If you are wielding a one-handed weapon in one hand, and are holding no other weapons, you have a +2 bonus to damage rolls with that weapon. ##### Great Strikes When you roll a 1 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can instead count the roll as the highest possible result for that die. \pagebreakNum ##### Interception When a creature you can see hits a target other than you that is within 5' of you, you can use your reaction to roll 1d10 + your proficiency bonus. The damage that the creature takes is reduced by the total. You must be weilding a shield or a simple or martial weapon to use this fighting style. ##### Protection When a creature you can see attacks a target other than you that is within 15' of you, you can use your reaction to move up to 10' toward the target and impose disadvantage on the attack roll if you are within 5' of it. You must be wielding a shield or a simple or martial weapon to use this fighting style. ##### Pugilism Your unarmed attacks now deal 1d6 bludgeoning damage. If you have two free hands when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4+STR bludgeoning damage to one creature grappled by you. ##### Sixth Sense You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. ### Martial Might *2nd level* Choose one of the following features to gain. When you gain a fighter level, you can change your choice. **Improved Critical.** You score a critical hit on an attack roll on a d20 roll of 19 or higher. If you are 14th level or higher, you score a critical hit on a d20 roll of 18 or higher. **Superior Technique** You learn two maneuvers of your choice. If a maneuver you use requires your target to make a saving throw, the saving throw DC is 8 + proficiency + STR or DEX. You also gain two superiority dice, which are d6s. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. If you are 14th level or higher, you instead learn three maneuvers, and have three superiority dice. When you gain a fighter level, you can swap out one maneuver of your choice. ### Second Wind *2nd level* As a bonus action on your turn, you can gain temporary hit points equal to 2d6 + your fighter level that last 10 minutes. You regain the ability to do so when you finish a short or long rest. ### Fast Switch *3rd level* You are able to quickly change weapons to fit the needs of the battle. Before or after making an Attack as part of the Attack action, you can also perform a single Draw/Stow action for free. ### Martial Archetype *3rd level* Choose your martial archetype. Your choice grants you features at 3rd, 7th, 10th, and 15th level. ### Ability Score Improvement *4th level* You may increase one ability score of your choice by 1. You also gain a single feat of your choice. You may also do this at 6th, 8th, 12th, 16th, and 19th level. ### Legendary Action *5th level* You gain a single Legendary Action. You can use your Legendary Action immediately after another creature takes its turn in combat to perform one of the following actions: ##### Brace for Impact You use your Second Wind feature, if you have not expended it yet. ##### Strike You make a single Attack. You cannot take this Legendary Action if you have not taken the Attack action since the start of your last turn. ##### Sprint You move up to half your speed in any direction. ##### Step You move up to 5 feet in any direction. This movement does not provoke opportunity attacks. ##### Swap You perform two Draw/Stow actions. You regain all spent uses of Legendary Action at the start of your turn. You gain an additional Legendary Action at 11th and 17th level. You may not take legendary actions if you were not able to take actions on your last turn, such as if you were incapacitated or surprised. ### Legendary Resistance *9th level* You gain a single Legendary Resistance. When you fail a saving throw, you can expend your Legendary Resistance to instead succeed on it. You cannot do so again until you finish a long rest. You gain an additional use of Legendary Resistance at level 13 and 18. You regain all spent uses when you finish a long rest. ### Improved Legendary Actions *11th level* You gain the following additional options for your Legendary Action feature, each of which requires you to spend two uses of your legendary action: ##### Powerful Strike You make a single Attack at advantage. \pagebreakNum ##### Hunker Down Until the end of your next turn, your AC increases by 2 and you gain 2d6 temporary hit points. ##### Charge You move up to your speed in any direction. ### Superior Legendary Actions *17th level* You gain the following additional options for your Legendary Action feature, each of which requires you to spend three uses of your legendary action: ##### Lethal Strike You make a single Attack with advantage. If this attack hits, it is a critical hit. ##### Formation You move up to half your speed without provoking opportunity attacks. Up to 6 creatures of your choice that can hear you can use their reaction to also move up to half their speed without provoking opportunity attacks. ##### Immortal Stance Until the end of your next turn, your AC increases by 2 and you gain a number of temporary hit points equal to 2d6 + your fighter level. ### Action Surge *20th level* As a bonus action, you can enter a state of incredible speed and ferocity. For 1 minute, you can attack twice, instead of once, whenever you take the Attack action or Strike, Powerful Strike, or Lethal Strike Legendary actions. After using this feature, you cannot do so again until you finish a long rest. \pagebreakNum ### Arcane Archer #### Arcane Archer Lore *3rd level* You gain proficiency in either Arcana or Nature, and you learn either the *druidcraft* or *prestidigitation* cantrip. #### Arcane Shot *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). When you fire a missile from a ranged weapon as part of the Attack action or one of the Strike legendary actions, you can apply one of your Arcane Shot options to that missile. You decide to use the option when the missile hits, unless the option doesn’t involve an attack roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest. You gain an additional Arcane Shot option of your choice when you reach certain fighter levels: 7th, 10th, and 15th level. Additionally, whenever you gain a fighter level, you can replace one Arcane Shot option you know with another one. At 20th level, you learn all Arcane Shot options. #### Magic Arrow *7th level* Your ranged weapon attacks count as magical for the purposes of overcoming immunities and resistances. Additionally, you learn the *cordon of arrows, melf's acid arrow*, and *flame arrows* spells. You can cast each spell once without expending a spell slot, and regain the ability to do so when you finish a long rest. You also can cast any of the above spells using a Legendary Action. At 10th level, you can cast *lightning arrow* once, and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. #### Curving Shot *7th level* You learn how to direct an errant arrow toward a new target. When you make an attack roll with a ranged weapon and miss, you can reroll the attack against a different target within 60 feet of the original target. Once you use this feature, you can't do so again until the start of your next turn. #### Arcane Resevoir *10th level* The first time you use your Arcane Shot feature after taking a short or long rest, it doesn't expend a use of the feature. #### Superior Arcane Shot *15th level* When you hit a creature with a ranged weapon attack, you deal an additional 2d6 force damage. \columnbreak #### Arcane Shot Options The 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. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier. **Banishing Arrow.** 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. **Beguiling Arrow.** 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. **Bursting Arrow.** 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. **Enfeebling Arrow.** 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. **Grasping Arrow.** 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. **Piercing Arrow.** You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 60 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. \pagebreakNum **Seeking Arrow.** 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’t 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’s 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 2d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. **Shadow Arrow.** You weave illusion magic into your arrow, causing it to occlude your foe’s 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. \pagebreakNum ### Battle Master #### Combat Superiority *3rd level* You learn maneuvers that are fueled by special dice called superiority dice. You learn four maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you gain a fighter level, you can also replace one maneuver you know with a different one. You have three superiority dice, which are d8s. If you have the Superior Technique option for your Martial Might feature, those dice become d8s and are added to this pool. 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. You gain another superiority die at 7th level, 10th, and 15th level. Your superiority dice change to d10s at 10th level, and d12s at 15th level. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is 8 + proficiency + STR or DEX (your choice) #### Student of War *3rd level* You gain proficiency with one artisan's tool of your choice. #### Know Your Enemy *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. Choose two of the characteristics below, and the DM must tell you the relevant information regarding that characteristic. * Strength Score * Dexterity Score * Constitution Score * Armor Class * Resistances and Immunities * Highest saving throw * Lowest saving throw After you study a target with this feature, you cannot study it again until you finish a short or long rest. #### Combo Maneuver *10th level* You can now use any number of maneuvers per attack. Each maneuver used must spend a superiority die as usual, and you cannot have the same maneuver take effect more than once per attack. If any of the maneuvers require saving throws, the target must make a different save against each effect. #### Relentless *15th level* When you score a critical hit with an attack roll against a hostile creature, you regain one spent superiority die. \columnbreak #### Battlefield Tactician *15th level* It no longer takes a minute to study a creature using your Know Your Enemy feature. It now only costs an action or two legendary actions, and you can do so during combat. ### Maneuvers ##### Adrenaline Rush* When you make an Athletics or Acrobatics check, you can expend a superiority die to add it to the roll. ##### Ambush When you make a Stealth or Initiative check, you can expend a superiority die to add it to the roll. ##### Advancing Attack* When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. After the creature is pushed, you can move up to 15 feet directly towards it, no action required. ##### Bait and Switch When 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. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. ##### Brace When a creature you can see moves into 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. ##### Commander's Strike* When you take the Attack action or a Strike legendary action, you can forgo one of your attacks 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's damage roll on a hit. ##### Commanding Presence When you make an Intimidation, Performance, or Persuasion check, you can expend a superiority die to add it to the roll. \pagebreakNum ##### Disarming Attack* When 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's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. If you use this maneuver with a Disarming weapon, the target has disadvantage on the save. ##### Distracting Strike When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. ##### Evasive Footwork* If you take the Dash, Disengage, or Dodge action, you can expend a superiority die, rolling the die and adding the total to your AC until the start of your next turn. Once per turn if a creature attacks and misses you before the start of your next turn, you can move 5 feet in any direction without provoking opportunity attacks. ##### Feinting Attack You can expend one superiority die and use a bonus action 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's damage roll. ##### Finishing Blow* When you hit a creature that is your size or larger, you can expend a superiority die to perform a flashy finishing blow. Add the superiority die to the damage. If you reduce the creature to 0 hit points with the attack, you regain one superiority die. When you use this maneuver, you cannot do so again until the start of your next turn. ##### Great Cleave* When you hit a creature with a melee weapon attack, you can expend one superiority die to make a great cleave. Add the superiority die to the damage roll, and choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you rolled on the superiority die. The damage is of the same type dealt by the original attack. ##### Goading Attack* When you hit a creature with a weapon attack, you can expend one superiority die to goad the target into attacking you. Add the superiority die to the damage roll, and the target is Taunted by you until the start of your next turn \columnbreak ##### Grappling Strike Immediately 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 Athletics check. ##### Lunging Attack* When you make a melee weapon attack on your turn, you can expend a superiority die to first move up to 10 feet in any direction without provoking opportunity attacks. You must end this movement still able to make the attack. If the attack hits, you may add the superiority die to the damage. ##### Maneuvering Attack* When you hit a creature with a weapon attack, you can expend one superiority die to maneuver your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a number of friendly creature who can see or hear you equal to your CHA (minimum of 1). Targeted creatures can use their reaction to move up to half their speed without provoking opportunity attacks from the target of your attack. ##### Menacing Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. ##### Mighty Heave* You can expend a superiority die to hurl a melee weapon at range as a bonus action. If the weapon does not have the Thrown property, it gains the Thrown 20/60 property for this attack. If the weapon does have the Thrown property, its short and long ranges are doubled for this attack. If the attack hits, add the superiority die to the damage roll. ##### Parry* When 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 proficiency bonus + your STR or DEX (your choice). You must be wielding a melee weapon or a shield to use this maneuver. ##### Precision Attack When you miss with a weapon attack roll, you may expend a superiority die to strike with greater accuracy. Roll the die and add the number rolled to your original attack roll, possibly changing its outcome. ##### Rally* On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of your companions. When you do so, choose up to a number of friendly creatures who can see or hear you equal to your Charisma modifier (minimum 1). Those creatures gain temporary hit points equal to the superiority die roll + your proficiency bonus. These temporary hit points last 1 minute. \pagebreakNum ##### Riposte When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. ##### Tactical Assessment When you make an Investigation, History, or Insight check, you can expend a superiority die to add it to the roll. ##### Trip Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. \pagebreakNum ### Cavalier #### Bonus Proficiency *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. #### Born to Saddle *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’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than 15. #### Unwavering Mark *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. A creature marked by you has disadvantage on any attack roll that doesn't target you. In 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 or as a legendary action before your next turn. You have advantage on the attack roll, and if it hits, the target must pass a STR save (8+prof+STR or DEX) or be knocked prone. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your poficiency bonus, and you regain all expended uses of it when you finish a long rest. #### Warding Maneuver *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. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. #### Hold the Line *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 must pass a STR save (8+prof+STR or DEX) or be knocked prone. \columnbreak #### Vigilant Defender *15th level* You respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction. \pagebreakNum ### Echo Knight #### Manifest Echo *3rd level* You can use a bonus action or legendary 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. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. If it succeeds on a saving throw that would let it take half damage, it instead takes no damage. 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. * As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. Alternatively, you can use your Legendary Action to swap places without costing movement speed. * When you take the Attack action or one of the Strike legendary actions, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. * 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. #### Unleash Incarnation *3rd level* You can heighten your echo's fury. Whenever you take the Attack action or one of the Strike legendary actions, you can make one additional attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. #### Echo Avatar *7th level* You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. #### Shadow Martyr *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, and you gain a number of temporary hit points equal to 2d6 + your Constitution modifier. Once you use this feature, you can't use it again until you finish a short or long rest. #### Legion of One *15th level* You can use a bonus action or Legendary Action to create two echoes with your Manifest Echo feature, and these echoes can co-exist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead. Whenever an Echo is destroyed, you may use your reaction to create a new one in an unoccupied space within 30 feet of you and immediately make a single attack through it. \pagebreakNum ### Exemplar #### Favored Weapon *3rd level* During a short or long rest, you can train with one or two weapons with which you are proficient to gain a feel for their weight and balance. After the rest, those weapons become your favored weapons. You can have up to two favored weapons at a time. If you train with a third weapon, you lose favor with one weapon of your choice. You gain a bonus to attack and damage rolls with a favored weapon equal to half your proficiency bonus. #### Remarkable Athlete *7th level* Choose one skill from either Acrobatics or Athletics with which you are proficient. You gain expertise in the chosen skill. Additionally, swimming and climbing no longer cost extra movement, and you may add your proficiency bonus to the distance traveled when making a running jump. #### Strike True *7th level* Your favored weapons are considered magical for the purposes of overcoming resistances and immunities. #### Empowered Combat *10th level* All fighting styles you got from your Fighting Style feature are improved in the following ways: ##### Archery When a creature moves more than 30 feet away from you on its turn, you can make an opportunity attack against it with a ranged weapon you are wielding. ##### Ballistier You can throw your weapons in such a way that the projectile fires in an arc, allowing you to ignore half and three-quarters cover with ranged attacks from thrown weapons. Additionally, once per turn, if you miss with a ranged attack from a thrown weapon, you instead make the attack target another creature within 5 feet of the original target, rerolling the attack. ##### Defense While wearing light armor, you are resistant to nonmagical piercing damage. While wearing medium armor, you are resistant to nonmagical bludgeoning damage. While wearing heavy armor, you are resistant to nonmagical slashing damage. ##### Dual Wielding When you engage in two-weapon fighting and hit a creature with your bonus action attack, you may make a second attack with the same weapon against the same creature or a different one. \columnbreak ##### Dueling If you hit a creature with a weapon attack from a one-handed weapon while you are wielding no other weapons, you may use your bonus action to attempt to Disarm that creature. ##### Great Strikes As a bonus action after hitting a creature with a two-handed or versatile weapon you are holding with two hands, you can attempt to Shove the target of the attack. ##### Interception When you reduce the incoming damage of an attack, and the attacker is within 5 feet of you or the target of your interception, then the attacker immediately takes damage equal to the amount reduced, of the same type as the weapon you use to intercept, or bludgeoning if using a shield. Additionally, you can roll 1d12 instead of 1d10 to determine the damage reduction. ##### Protection If you impose disadvantage on an attack and it misses, you can make one weapon attack against the creature who made it as part of the same reaction, assuming you are within range of the attacker. ##### Pugilist When you hit a creature with an unarmed strike, you can use your bonus action to box its ears or make a gut shot, or some other similarly distracting attack. You can choose for the creature to either have disadvantage on the next attack it makes before the start of your next turn, or force it to make a CON save (DC = 8 + proficiency + STR). On a failure, it loses concentration. ##### Sixth Sense When a creature attacks you with advantage, you can use your reaction to negate the advantage on all attacks it makes against you until the start of your next turn. #### Devastating Critical *15th level* When you score a critical hit with a favored weapon, you deal additional damage equal to your fighter level. \pagebreakNum ### Magus
##### Magus Spellcasting | Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 3 | 2 | 3 | 2 | - | - | - | | 4 | 2 | 4 | 3 | - | - | - | | 7 | 2 | 5 | 4 | 2 | - | - | | 8 | 2 | 6 | 4 | 2 | - | - | | 10 | 3 | 7 | 4 | 3 | - | - | | 11 | 3 | 8 | 4 | 3 | - | - | | 13 | 3 | 9 | 4 | 3 | 2 | - | | 14 | 3 | 10 | 4 | 3 | 2 | - | | 16 | 3 | 11 | 4 | 3 | 3 | - | | 19 | 3 | 12 | 4 | 3 | 3 | 1 | | 20 | 3 | 13 | 4 | 3 | 3 | 1 |
#### Spellcasting *3rd level* You augment your martial prowess with the ability to cast spells. ##### Cantrips You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. Whenever you gain a fighter level, you can replace one cantrip you know with one wizard cantrip you don't know. ##### Spell Slots The Magus Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. ##### Spells Known of 1st Level and Higher When you gain this feature, choose any two schools of magic. These schools are your focused schools. You know three 1st-level wizard spells of your choice, two of which you must choose from your focused schools. The Spells Known column of the Magus Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be from your focused schools, and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever 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 come from your focused schools, unless it is one of the spells you learned at 8th, 14th, or 20th level. ##### Spellcasting Ability Intelligence is your spellcasting ability. Your spell save DC is 8 + proficiency + INT. Your spell attack modifier is proficiency + INT. #### Weapon Bond *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. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon one or both of your bonded weapons as a bonus action on your turn, causing it to teleport instantly to your hand. You also can use a bonded weapon as a spellcasting focus for your magus spells. You can have up to two bonded weapons. If you attempt to bond with a third weapon, you must break the bond with one of the other two. #### War Magic *7th level* You can use the Strike legendary action even if you used your action on your last turn to cast a cantrip. #### Mage Strike *10th level* You learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. #### Improved War Magic *15th level* You can use the Strike legendary action even if you used your action on your last turn to cast a spell. > ##### Other Types of Magi > With your DM's permission, you can choose a class other than wizard for your spell list. Bard, Cleric, Druid, and Sorcerer are all viable options for an alternate magus. Choosing a different class' spell list also changes your spellcasting ability to match that of the class you chose, and changes the name of the martial archetype. A bard spell list makes you a Skald. A cleric spell list makes you a Crusader. A druid spell list makes you a Warden. And a sorcerer spell list makes you a Spellblade. \pagebreakNum ### Psi Warrior #### Psionic Power *3rd level* You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest, and one expended Psionic Energy die when you finish a short rest. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. **Protective Field.** When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the 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. **Psionic Strike.** You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. **Telekinetic Movement.** You can move an object or a creature with your mind. As an action or legendary 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. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again. #### Telekinetic Adept *7th level* You have mastered new ways to use your telekinetic abilities, detailed below. **Telekinetic Leap.** As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again. You can also expend a use of this feature when taking the Sprint Legendary action to be able to fly up to twice your speed for that action. **Telekinteic Thrust.** When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone and move it up to 10 feet in any direction horizontally. #### Guarded Mind *10th level* The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions. #### Telekinetic Master *15th level* Your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. You also can expend a legendary action to exert your will over a creature or object, as described in the spell. Once you cast the spell with this feature, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to cast it again. \pagebreakNum ### Rune Knight (WORK IN PROGRESS) #### Bonus Proficiencies *3rd level* You gain proficiency with smith's tools, and learn Giantish. #### Rune Armor *3rd level* Using your knowledge of giantish magic, you craft yourself a special set of armor called Rune Armor. When you craft the Rune Armor, you may craft it in the style of leather armor, chain shirt, scale mail, or chain mail, though you determine its appearance. The Rune Armor has all of the stats of the chosen armor, and is considered magical. If you lose your Rune Armor, you can craft a new set over the course of a short or long rest, which causes your previous set to vanish, leaving behind any previously-merged armor. Your class features let you inscribe certain runes on the armor, which improve its effectiveness, though all Rune Armor is created with the Venn rune, described below: ##### Venn This rune inscribed on your armor is a symbol of sharing. Over the course of 10 minutes, you may perform a special ritual to merge your Rune Armor with another set of armor, both of which must be in contact with you throughout the ritual. At the end of the ritual, the following effects take place: * The other set of armor disappears as it is absorbed into the Rune Armor. * Your Rune Armor gains the AC, Strength requirements, Stealth penalties, weight, and magical effects of the new armor. This may include a change of the Rune Armor's appearance. * Any set of armor previously merged with the Rune Armor appears in an unoccupied space within 5 feet of you. * Your Rune Armor loses its old AC, Strength requirements, stealth penalties, weight, and magical effects that aren't caused by runes. #### Rune Carver *3rd level* You inscribe your first runes on the chest of the Rune Armor to determine its effectiveness as armor. Choose two of the following runes, whose effects you have access to while you wear the Rune Armor. ##### Haug When you take bludgeoning, piercing, or slashing damage, you may use a reaction to gain a number of temporary hit points equal to the amount of damage you took. These temporary hit points dissipate after 1 minute. ##### Ild You have a +1 bonus to AC. ##### Ise The first time a creature within 5 feet of you damages you on its turn, you may cause it to take an amount of cold damage equal to your proficiency bonus ##### Skye 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 choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you use this feature, you can't do so again until you finish a short or long rest. ##### Stein When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to make a WIS save (DC 8 + prof + CON). On a failure, 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 creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can't do so again until you finish a short or long rest. ##### Uvar You can't be surprised as long as you aren't incapacitated. Additionally, standing up only costs you 5 feet of movement. #### Runecaster *7th level* You inscribe your second set of runes on the arms of the Rune Armor to determine its combat capabilities. Choose two of the following runes, whose effects you have access to while you wear the Rune Armor. ##### Haug You may add your proficiency bonus to the damage of your unarmed attacks. Additionally, your unarmed attacks are considered magical, and when you hit a Large or smaller creature with an unarmed attack you may push it up to 10 feet away from you. ##### Ild When you make a weapon attack, you may change the weapon's damage type to fire. When you hit with a weapon attack, you may deal an additional 2d6 fire damage to the target and force it to make a STR save (DC 8 + prof + CON). On a failure, the target is restrained for 1 minute and takes 2d6 fire damage at the start of each of its turns as fiery shackles latch onto it. At the end of each of its turns, the creature may repeat the save, ending the effect on a success. ##### Ise ##### Skye You may cast *shadow blade* once at a level equal to your proficiency bonus without expending spell slots or using any components. You regain the ability to do so when you finish a short or long rest. Constitution is your spellcasting ability for it. ##### Stein All melee weapons are considered to have the Thrown 30/90 property for you. When you throw a weapon, it returns to your hand at the end of your turn. ##### Uvar As a bonus action you may get a brief glimpse into the future, granting you advantage on the next weapon attack you make before the end of your next turn. \pagebreakNum ### Samurai