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# The Fighter
| Level | Proficiency Bonus | Features | Superiority Dice | | -- |:-:| :-:|:-:| | 1st | +2 | Fighting Style, Martial Archetype | 2 | | 2nd | +2 | Battle Techniques | 2 | | 3rd | +2 | Second Wind, Weapon Specialist | 2 | | 4th | +2 | Ability Score Improvement/Feat | 2 | | 5th | +3 | Extra Attack (2 total) | 2 | | 6th | +3 | Action Surge, Battle Techniques Improvement | 3 | | 7th | +3 | Martial Archetype Feature | 3 | | 8th | +3 | Ability Score Improvement/Feat | 3 | | 9th | +4 | Indomitable, Second Wind Improvement | 3 | | 10th | +4 | Martial Archetype Feature | 3 | | 11th | +4 | Extra Attack (3 total) | 3 | | 12th | +4 | Ability Score Improvement/Feat | 3 | | 13th | +5 | Indomitable (2 uses) | 3 | | 14th | +5 | Action Surge (2 uses), Battle Techniques Improvement | 4 | | 15th | +5 | Martial Archetype Feature, Second Wind Improvement | 4 | | 16th | +5 | Ability Score Improvement/Feat | 4 | | 17th | +6 | Extra Attack (4 total), Indomitable (3 uses) | 4 | | 18th | +6 | Martial Archetype Feature | 4 | | 19th | +6 | Ability Score Improvement/Feat | 4 | | 20th | +6 | Martial Mastery | 4 |
## Class Features As a Fighter, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Fighter level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 + your Constitution modifier per Fighter level #### Proficiencies ___ - **Armor:** Light Armour, Medium Armour, Heavy Armour, Shields - **Weapons:** Simple Weapons, Martial Weapons - **Tools:** None ___ - **Saving Throws:** Strength or Dexterity, and Constitution - **Skills:** Choose two skills from Acrobatics, Athletics, History, Insight, Intimidation, Perception and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* Chain Mail or *(b)* Scale Mail or *(c)* Leather Armour - *(a)* A martial weapon and a shield or *(b)* Two martial weapons - *(a)* A longbow and 20 arrows or *(b)* A light crossbow and 20 bolts - *(a)* A simple weapon - *(a)* A Dungeoneer's Pack or *(b)* An Explorer's Pack ### Fighting Style At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the listed options. You can't take a style option more than once, even if you get to choose again later. #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons that don't have the thrown property. #### Blind Fighting You have Blindsight with a range of 10 feet. #### Defence While you are wearing armour, you gain a +1 bonus to your AC. \pagebreak #### Duelling While the only weapon you are wielding is a one-handed melee weapon or a versatile weapon held in two hands, you gain a +2 bonus to damage rolls with that weapon. #### Great Weapon Fighting When you deal damage to a creature with a heavy melee weapon, you treat any 1's rolled on the weapon's damage dice as 2's instead. #### Interception When a creature you can see targets another one within your melee reach with a ranged 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 any melee weapon to use this reaction, and you must be able to see the attacker. #### Protection When a creature you can see targets another one within 5 feet of you with an attack, you can use your reaction to take that attack in their place. If it still hits you, you take half damage from that attack. You must be wearing armour or wielding a shield to use this reaction, and you must be able to see the attacker. #### Superior Technique You learn one maneuver of your choice from among those available to the Battle Master archetype. You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is 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 a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). #### Thrown Weapon Fighting You can draw a weapon with the thrown property as as part of the attack you make with the weapon. You don't suffer disadvantage when making ranged attacks with thrown weapons at long range. #### Two-Weapon Fighting When making attacks with your off-hand weapon, you can add your ability modifier to the damage of the off-hand attacks. #### Unarmed Fighting Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 instead becomes a d8. As a bonus action on your turn, you can deal 1d4 bludgeoning damage to a creature you have grappled. \columnbreak ### Martial Archetype At 1st level, you choose an archetype from the list available to fighters. The archetype you choose grants you features at 1st level and again at 7th level, 10th level, 15th level and 18th level. ### Battle Techniques At 2nd level, you learn 2 maneuvers of your choice from the maneuver list, gaining another one at 6th level and again at 14th level. You also gain 2 Superiority Dice, which are d6's. A Superiority Die is expended when you use it and you regain all expended Superiority Dice when you finish a short or long rest. You gain another Superiority Die at 6th level, and again at 14th level. If a maneuver would require a saving throw, the saving throw DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice). ### Second Wind Starting from 3rd level, you can use a bonus action to restore your missing hit points. The amount restored is equal to 1d10 + your Fighter level. When you reach 9th level in this class the restored hit points equals 2d10 + your Fighter level, and then it increases again at 15th level to 3d10 + your Fighter level. Once used, you must finish a short or long rest before you can do so again. ### Ability Score Improvement/Feat At 4th level, and again at 8th level, 12th level, 16th level and 19th level, you can increase one of your ability scores by 2 or increase two ability scores by 1 each. You cannot increase an ability score above 20 with this feature. At any of these levels you may forego increasing any ability scores to instead gain one feat of your choice (provided you meet it's prerequisites). ### Extra Attack Starting at 5th level, when you take the attack action on your turn, you can make two attacks instead of one. At 11th level, you can make three attacks and at 17th level you can make four attacks. ### Action Surge Starting at 6th level, on your turn you can take one additional action. Once used, you must finish a short or long rest before using it again. At 14th level, you gain one more use of action surge between rests, but you can only use it once on the same turn. \pagebreak ### Indomitable Starting at 9th level, you can use this feature on one of the following reactions: * Reroll a failed saving throw, taking the new result. * Reduce the damage you would take from a single source or attack by 1d8 + your Fighter level. * Make a single attack against a creature that just attacked you. Once used, you must finish a short rest before using it again. You gain second use between rests at 13th level, and a third use at 17th level. ### Martial Mastery At 20th level, you can use any of your maneuvers without expending a Superiority Die. If you do so this way, the die used for it is instead a d4. Additionally, once per short or long rest you can use this feature on your turn in one of the following ways: * Expend a use of your Action Surge and gain one more turn immediately after your current one ends. * Make an attack against a creature with a weapon your are holding. This attack automatically hits, and is a critical hit which deals it's maximum possible damage. Then, all hostile creatures who see this attack must succeed on a Wisdom saving throw against your maneuver DC or become frightened of your for one minute. ## Martial Archetypes ## Arcane Marksman ### Arcane Lore When you choose this archetype at 1st level, you gain proficiency with your choice of either the Arcana skill or the Nature skill. You also learn a cantrip based on this choice, Druidcraft for Nature, or Prestidigitation for Arcana. ### Arcane Shot At 1st level, you two Arcane Shot options of your choice (see "Arcane Shot Options"). Once per turn, when you make an attack with any bow or crossbow, you can apply one of your Arcane Shot options to it. You decide whether to use the option when the attack hits a creature, unless the option doesn't involve an attack roll. You gain an additional Arcane Shot option when you reach certain levels in this class: 7th level, 10th level, 15th level and 18th level. Each option also improves when you reach 10th level as a fighter. You have four uses of Arcane Shot, refreshing all expended uses when you finish a long rest. You gain an additional use between rests at 10th level and again at 18th level. All of your Arcane Shot options are considered magical effects and if an options requires a saving throw, your Arcane Shot DC is equal to 8 + your Proficiency bonus + your Intelligence or Wisdom modifier (your choice). ### Magically Suffused At 7th level, whenever you fire a nonmagical arrow or bolt from a ranged weapon, you can make it magical for the purposes of overcoming resistance and immunity to non-magical damage. The magic fades from the arrow or bolt immediately after it hits or misses it's target. ### Curving Shot At 7th level, when you make a ranged attack with a bow or crossbow on your turn and miss, you can use your bonus action to reroll the attack against a new target within 60 feet of the original one. You can only use this on magical ammunition. ### Reflexive Shot Starting at 10th level, when you succeed on a Dexterity saving throw, you can use your reaction to make a single ranged attack with any bow or crossbow. ### Ever-Ready Shot Starting at 15th level, you can now use any of your Arcane Shot options when you have no uses remaining. When using one this way, the damage dealt from the Arcane Shot option becomes 0, but it will still apply any of it's other effects as normal. ### Magicweave Shot Starting at 18th level, when you make an attack roll, you can declare the use of your Arcane Shot option before rolling to hit. If you do so, that attack has a +2 bonus to the attack roll. Your Arcane Shot DC is increased by 2. ## Banneret ### Knightly Envoy At 1st level, you gain proficiency with the Persuasion and Intimidation skills. If your already proficient with either skill you can add an expertise die to any check you make with the proficient skill. As a bonus action on your turn, you can choose one non-hostile creature within 60 feet of you who can see or hear you. That creature gains advantage on the next attack roll it makes before the start of your next turn. Once you use this feature, you must finish a short or long rest before you can do so again. \pagebreak ### Rallying Cry Starting from 7th level, when you use your Second Wind feature, you can choose up to three other creatures within 60 feet of you. Each one regains hit points equal to your Fighter level + their Constitution modifier (minimum of 1), provided the creature can see or hear you. You also gain one additional use of Second Wind between rests. ### Inspiring Surge Starting at 10th level, when you use your Action Surge, you can choose one non-hostile creature within 60 feet of you. It can make one weapon attack with it's reaction as long as it can hear or see you when you use this feature. Starting at 18th level, you can choose two creatures rather than one. ### Bulwark Starting 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. In addition, you gain one more use of Indomitable per long rest. ### Shared Surge Starting at 18th level, you can now share your Action Surge with another creature in the form of inspiration. When you use Action Surge, you can choose a non-hostile creature within 60 feet of you who can see or hear you and grant them a form of inspiration separate to the normal kind. It lasts until they use it or for 1 minute. The creature can use this inspiration on their turn (no action required) to perform Action Surge as if they had the feature themselves. Once used, you must finish a long rest to use this feature again. ## Battle Master ### Student of War At 1st level, you gain proficiency with one type of artisan's tools of your choice. If you choose one you're already proficient with you instead add an expertise die to any check made using that tool. \columnbreak ### Combat Superiority ***Maneuvers*** - You learn three maneuvers of your choice (see "Fighter Maneuvers"). 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 learn new maneuvers, you can also replace one maneuver you know with a different one. ***Superiority Dice*** - You have four superiority dice, which are d8's. 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 and one more at 15th level. If you already have any number of superiority dice from other sources, they also become d8's and are merged with the ones you gained as a Battle Master. ***Maneuver save DC*** - Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is equal to = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) ### Know Your Enemy Starting 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: * Strength score * Dexterity score * Constitution score * Armor Class * Current hit points * Total class levels (if any) * Fighter class levels (if any) You may also use this feature as a bonus action on your turn. You can use it this way a number of times equal to your Intelligence modifier (minimum of once), refreshing all uses when you finish a short or long rest. ### Combined Maneuvers Starting at 10th level, you can use up to two different maneuvers on the same attack, provided the conditions for both have been met. You mist still expend Superiority Dice for each maneuver as normal. ### Improved Combat Superiority At 10th level, all of your Superiority Dice become d10's. At 18th level, all of your Superiority Dice become d12's. \pagebreak ### Relentless Starting at 15th level, when you roll for initiative and have no Superiority Dice remaining, you regain one. You also regain Superiority Die each time you score a critical hit on an attack that used a maneuver. ### Maneuver Master Starting at 18th level, if you have no Superiority Dice remaining, you can still use your maneuvers, but they use a d6 instead. ## Cavalier ### Born to the Saddle At 1st level, you gain proficiency with Animal Handling. If you're already proficient with it, you instead add an expertise die to any Animal Handling skill check you make. You learn the Find Steed spell, which you can cast a number of times equal to your Wisdom modifier bonus, refreshing all uses when you finish a long rest. Additionally, the casting time for Find Steed becomes 1 action for you when cast with this feature. Furthermore, your skill 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 half your speed. ### Unwavering Mark Starting at 1st level, when you hit a creature with a melee attack while mounted, you can mark the creature until the start of your next turn. Creatures marked by you cannot take reactions while they are within 5 feet of you. If a creature marked this way deals damage to anyone other than you while you are mounted, you can use your reaction to make a melee weapon attack against that creature, and if it hits, the weapon deals extra damage equal to half your fighter level (rounded up). ### Warding Maneuver At 7th level, you can use your bonus action and choose a creature within 5 feet of you. Until the start of your next turn, while you are within 5 feet of the chosen creature, both you and the chosen creature gain a +1 bonus to AC and Dexterity saving throws. While you are mounted, the bonus is increased to +2 instead. ### Hold the Line At 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. ### Ferocious Charger Starting 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. If you are mounted however, a creature who fails their Strength save takes 1d8 additional weapon damage from the attack. ### Vigilant Defender Starting at 18th 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. ## Champion ### Improved Critical Starting at 1st level, your weapon attacks score a critical hit on a roll of 19 or 20. When you reach 15th level as a Fighter, your weapon attacks then score a critical hit on rolls of 18-20. ### The Best Around At 1st level, when you choose this archetype you choose either Strength, Dexterity or Constitution. At levels 4, 8, 12, 16 and 19; the chosen ability score increases by 1, up to a maximum of 20. If that ability is already at 20 you can instead choose one of the other two abilities to increase by 1 at that time. ### Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity or Constitution check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. When you succeed on an ability check using Strength, Dexterity or Constitution; you can use your bonus action on your next turn to make one weapon attack provided you make the attack before you use any movement that turn. \pagebreak ### Fighting Elite Starting at 10th level, the fighting style you chose as a 1st level fighter improves; ***Archery*** - Your bonus to attack rolls now also extends to damage rolls for those attacks. ***Blind Fighting*** - The range of your blindsight increases to 30 feet. ***Defence*** - Your AC bonus increases to +2 while you are wearing armour. ***Duelling*** - Your bonus to damage rolls is now also applied to attack rolls for those attacks. ***Great Weapon Fighting*** - When you roll to hit with a heavy melee weapon, and roll a 1 on the d20. You can instead treat it as a 2. ***Interception*** - You can now use this reaction on a creature within 15 feet of you, provided that you can first move in a straight line to an unoccupied space adjacent to that creature. This movement does not provoke attacks of oppotunity, is made as part of this reaction and you may move no more than 15 feet with it. ***Protection*** - When you use this reaction, both you and the protected creature gain a +2 bonus to AC until the start of your next turn, or until you are more than 5 feet apart from each other. ***Superior Technique*** - You gain 2 more superiority dice and you learn one more maneuver from the battle master archetype. ***Thrown Weapon Fighting*** - Attacking at long range no longer imposes disadvantage on the attack roll when making a ranged attack with a thrown weapon. The bonus damage when you hit with a thrown weapon is further increased, to +3 extra damage now. ***Two-Weapon Fighting*** - When you engage in two-weapon fighting, the one-handed melee weapons no longer need to be light. If you're already receiving this benefit in some form from another feature, you can instead use the higher damage listed on a versatile weapon when wielding them in one hand. This only applies if you have a one-handed melee weapon in each hand when you make the attack roll. ***Unarmed Fighting*** - When you hit a creature with an unarmed strike, you can also move it as if you had Shoved it. ### Hunger for Glory Starting at 15th level, when you roll for initiative and roll 10 or lower on the d20, you can treat it as having rolled 11 instead. ### Survivor At 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't gain this benefit if you have 0 hit points. \columnbreak ## Dreadnought ### Bruiser Starting at 1st level, when you hit a creature with a heavy melee weapon, you can push them up to 5 feet into an unoccupied space. You can't use this benefit on creatures of size Huge or Gargantuan. ### Thick Skin Starting from 1st level, when you take damage, you can use a reaction to roll a fighter hit die and grant yourself temporary hit points equal to the result, which take as much of the triggering damage as possible. You can use this feature once and must finish a short or long rest before you may do so again. ### Stubborn Starting at 1st level, you add an expertise die to all Charisma saving throws and Charisma skill checks you make in social interactions. ### Power Attack Starting at 7th level, when you make an attack with a heavy melee weapon, you can choose to make it a power attack. On a hit, a power attack deals an extra 1d6 weapon damage and if you push a creature using Bruiser, the distance you can push them increases to 15 feet. You can use this feature a number of times equal to your Strength modifier, refreshing all uses when you finish a long rest. ### Superheavy Warrior Starting at 10th level, while you are wearing heavy armour, it does not impose disadvantage on your Dexterity (Stealth) checks and you cannot be moved against your will by other creatures attempting to do so through non-magical means. Whenever you make a Strength saving throw, if you rolled a 9 or lower on the die, you can treat is as having rolled a 10 instead. ### Unrelenting Starting at 15th level, your attacks with heavy melee weapons are not affected by disadvantage. Each successive attack with a heavy melee weapon against the same creature in the same turn gains a stacking +1 bonus to it's damage rolls. This bonus is lost at the end of the turn. \pagebreak ### Destroyer Starting at 18th level, your attacks with heavy melee weapons always deal a minimum damage equal to half of your Strength score (rounded up). When you land a critical hit with a heavy melee weapon, you instead deal maximum damage with that attack and can force the target to make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus), knocking them prone on a failure. ## Echo Knight ### Manifest Echo Starting at 1st level, you can use a 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. Your echo has AC 12 + 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. 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 on solid ground (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. The echo is considered a creature of your race for the purposes of targeting and effects which specifically affect them. You can use the echo in the following ways: * 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. * 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. * 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 Starting at 1st level, you can heighten your echo's fury. Whenever you make a melee attack, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. \columnbreak ### Echo Avatar Starting at 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 Master Starting at 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. Once you use this feature, you can't use it again until you finish a short or long rest. ### Reclaim Potential Starting at 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 1d8 + your Constitution modifier. In addition, you gain a +2 bonus to your AC while any of these temporary hit points remain. ### Legion of One Starting at 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's position can be done from the other's instead. In addition, if you have no uses of Manifest Echo remaining you can instead expend one Superiority Dice to manifest an echo, but only one echo. \pagebreak ## Eldritch Knight
##### Eldritch Knight | Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | 3 | 3 | 2 | — | — | — | — | | 2nd | 3 | 3 | 2 | — | — | — | — | | 3rd | 3 | 4 | 3 | ─ | ─ | — | — | | 4th | 3 | 4 | 3 | ─ | ─ | ─ | ─ | | 5th | 3 | 5 | 4 | 2 | ─ | ─ | ─ | | 6th | 3 | 5 | 4 | 2 | ─ | ─ | ─ | | 7th | 3 | 6 | 4 | 3 | ─ | ─ | ─ | | 8th | 3 | 6 | 4 | 3 | ─ | ─ | ─ | | 9th | 3 | 7 | 4 | 3 | 2 | ─ | ─ | | 10th | 4 | 7 | 4 | 3 | 2 | ─ | ─ | | 11th | 4 | 8 | 4 | 3 | 3 | ─ | ─ | | 12th | 4 | 8 | 4 | 3 | 3 | ─ | ─ | | 13th | 4 | 9 | 4 | 3 | 3 | 1 | ─ | | 14th | 4 | 9 | 4 | 3 | 3 | 1 | ─ | | 15th | 4 | 10 | 4 | 3 | 3 | 2 | ─ | | 16th | 4 | 10 | 4 | 3 | 3 | 2 | ─ | | 17th | 4 | 11 | 4 | 3 | 3 | 3 | 1 | | 18th | 4 | 11 | 4 | 3 | 3 | 3 | 1 | | 19th | 4 | 12 | 4 | 3 | 3 | 3 | 2 | | 20th | 4 | 13 | 4 | 3 | 3 | 3 | 2 |
### Spellcasting ***Cantrips*** - You learn two cantrips of your choice from the Eldritch Knight spell list. You learn an additional Eldritch Knight cantrip of your choice at 10th level. ***Spell Slots*** - The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your Eldritch Knight 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*** - You know three 1st-level spells of your choice from the Eldritch Knight list. The 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 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. Whenever you gain a level in this class, you can replace one of the Eldritch Knight spells you know with another spell of your choice from the Eldritch Knight spell list. The new spell must be of a level for which you have spell slots. ***Spellcasting Ability*** - Intelligence is your spellcasting ability for your Eldritch Knight 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 Eldritch Knight spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
\pagebreak ### Weapon Bond At 1st 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. 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 that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Your bonded weapons can be used as an arcane focus for your Eldritch Knight spells while you hold them. You 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. After you cast an Eldritch Knight spell, you can empower your bonded weapons for 1 minute. While empowered, any Eldritch Knight spell you cast that normally requires a saving throw can instead be cast using a melee spell attack while holding your bonded weapon. Spells cast this way must have a casting time of 1 action or bonus action and an instant duration. Additionally, attacks made while empowered can use your Intelligence for it's attack and damage rolls, rather than their normal ability. ### War Magic Starting at 7th level, when you take the attack action on your turn, you can cast a cantrip in place of one of those attacks. If you have already cast a cantrip as part your attack action through another feature you cannot do so again with this one. ### Eldritch Strike At 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. ### Arcane Charge Starting at 15th level, you can teleport up to 10 feet whenever you cast a spell during your turn. You may do so immediately before or after the casting of the spell. Additionally, you can 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. ### Reactive War Magic Starting at 18th level, when you would make an opportunity attack against a creature, you can instead cast one spell of 1st level or lower. The spell you cast must be one that targets only that creature (even if it is capable of targeting more) and it must have a casting time of 1 action or 1 bonus action. You may use higher level spell slots to cast a spell this way, and if you do, the spell is still treated as having been cast at 1st level. ## Lancer ### Lancer Trainng Starting at 1st level, the culmination of your training has given you unique skills related to aerial combat. You gain the following abilities: * You gain proficiency with Athletics. If you were already proficient, you instead add an expertise die to all Athletics checks you make. * Your speed is increased by 10 feet. * When you make long jumps or high jumps, you can jump an additional distance equal to your strength score. (You still cannot jump further than your speed allows for in a turn) * You do not take fall damage if the distance you fell was equal to or less than your speed. ### Diving Strikes Starting at 1st level, through the use of the momentum gained from your jumps, you can deliver deadly thrusts to your foes. On your turn, if you make either a high jump or a long jump, and land immediately before making an attack with a polearm weapon, the attack gains a +1 bonus to it's damage for every 15 feet you moved during the jump, up to a maximum of a +3 bonus. ### Adamantine Heart Starting at 7th level, your hardened spirit has made you more resilient. * Any critical hit against you is instead treated as a normal hit and doesn't trigger the additional effects of a critical hit. Furthermore, critical hits of your own cannot be negated and their damage cannot be resisted (even if the creature would normally resist it's damage type). * When you make a jump, if the distance you fall (in feet) after making the jump is equal to or less than five times your Strength score, you take no damage from it. In all other cases, you take only half damage from a fall. \pagebreak ### Heavy Landing Starting at 10th level, you've learned to amplify your momentum when making attacks as your land from the air to knock surrounding creatures of balance. When you hit an attack that the damage bonus of Diving Strikes is applied to, you can force every creature within 10 feet of your target, other than the target and yourself, to make a Strength saving throw with a DC equal to your Strength score. On a failed save, a creature is knocked 10 feet away from the attack's target. Creatures at least two sizes larger than you or more make this save with advantage. ### Pierce Through Starting at 15th level, when you make a ranged attack by throwing a polearm weapon, you can muster all of your power and place it into that attack. For that attack only, the weapon travels in a straight line up to the end of it's long range with you making a separate attack roll against each creature in it's path. You don't suffer disadvantage on the rolls made using the long range. Each creature hit takes damage as normal and is pushed back 15 feet along the path of the weapon. You can use this ability a number of times equal to your Strength modifier, refreshing all uses when you finish a long rest. ### From the Heavens Starting from 18th level, you can use your action on your turn to jump a distance (both vertical and horizontal), up to a maximum of five times your Strength score and then immediately descend down to the ground to a point within your movement. Upon landing, you release a destructive shockwave around your landing point which forces all other creatures within 30 feet of you to make a Strength saving throw with a DC equal to your Strength score. That area also becomes difficult terrain. Any creature that fails takes damage as if hit by an attack from your weapon and is knocked prone. For every 15 feet you descended, you add 1d8 bludgeoning damage to this. Once you've used this ability, you must finish a long rest before you may do so again. ## Psi Warrior ### Psionic Powers 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 (see "Psionic Powers"). Whenever you use a Psionic Power you must expend a Psionic Energy die at the same time, if you cannot then you cannot use the Psionic Power. You regain all of your expended Psionic Energy dice when you finish a long rest. You choose three Psionic Powers from when you gain this archetype at 1st level and each time you gain a level in this class you can replace one of those choices with another one. As you gain levels in this class you also learn more Psionic Powers, gaining another one at 7th, 10th, 15th and 18th level. 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). ### Psionic Surge Starting from 7th level, when you use your action surge, your Psionic Powers do not expend their Psionic Energy dice when you use them on that action. ### Guarded Mind Starting at 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. ### Bulwark of Force Starting at 15th level, you 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're incapacitated. Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again. ### Telekinetic Master Starting at 18th 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. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action. Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again. \pagebreak ## Rune Knight ### The Craft of the Giants At 1st level, you gain proficiency with smith's tools, and you learn to speak, read, and write Giant. If you already have proficiency with smith's tools, you instead add an expertise die to any check you make using them. ### Rune Carver Starting at 1st level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes for a total of three at 7th level, four at 10th level, five at 15th level and six at 18th level. Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armour, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. List of Runes: * ***Cloud Rune*** This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and 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 invoke this rune, you can't do so again until you finish a short or long rest. * ***Fire Rune*** This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it 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 this rune, you can't do so again until you finish a short or long rest. * ***Frost Rune*** This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest. * ***Hill Rune (7th Level or Higher)*** This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest. * ***Stone Rune*** This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision with a range of 120 feet. In 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 creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest. * ***Storm Rune (7th Level or Higher)*** Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated. In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 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 this rune, you can't do so again until you finish a short or long rest. \pagebreak ### Giant's Might Starting at 1st level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: * If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change. * You have advantage on Strength checks and Strength saving throws. * Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your Constitution modifier, refreshing all expended uses of it when you finish a long rest. ### Runic Shield Starting at 7th level, when another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. ### Great Stature At 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's Might feature increases to 1d8. ### Master of Runes Starting at 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest. ### Runic Juggernaut At 18th level, you've learned to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet. \columnbreak ## Samurai ### Disciplined Life When you choose this archetype at 1st 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. If you choose a skill you're already proficient in, you instead add an expertise die to any check made with that skill. ### Samurai Style At 1st level, when you gain this archetype, you choose from the list of techniques below to specialize in, gaining it's benefits; ***Daisho*** - When you engage in two-weapon fighting, you may also make one weapon attack with a weapon you are holding as a bonus action. ***Iaido*** - When you take the attack action with a sword or similar bladed weapon and draw the weapon at part of that action, the first attack in that action is made with advantage and scores a critical hit on a roll of 19 or 20. Additionally, when you make an opportunity attack with such a weapon you can draw the weapon as part of the same reaction. ***Ido*** - When you take the Dash action on your turn, you can make one weapon attack as a bonus action that turn. ***Kendo*** - Attacks you make with a sword or similar bladed weapon have a +1 bonus to attack and damage rolls. You must be wielding the weapon with both hands to gain this benefit. ***Kosoku*** - Before you make an attack roll with a melee weapon, if you have advantage on the attack, you can forego the advantage to make one additional attack with the same weapon against the same target, as part of that same action. You can only do so once per turn. ***Sojutsu*** - Once per turn, when you hit a creature with an attack from a polearm weapon you can also force them to make a Strength saving throw with a DC equal to your Strength score. On a failed save you can either push them 5 feet away from you or knock the prone. ### Elegant Courtier Starting 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. Your self control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). ### Tireless Spirit Starting at 10th level, when you use your Second Wind feature you also regain one expended Superiority Die. You also gain one more use of Second Wind between rests. \pagebreak ### Defend Thy Honour Starting at 15th level, you can use a bonus action to enter a defensive stance until the start of your next turn. You can do so only if you have not moved more that 5 feet that turn and you cannot move for the rest of the turn after entering the defensive stance. While in your defensive stance you gain a +3 bonus to your AC, you can make opportunity attacks without using your reaction, and if it hits, the creature has it's speed reduced to 0 until the end of the turn. In addition, creatures who move 5 feet or more within your weapon's melee reach also trigger opportunity attacks from your while you remain in your defensive stance. You can use this once and must finish a short or long rest before doing so again. ### Strength Before Death Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. Once you use this feature, you can't use it again until you finish a long rest. \pagebreak ## Arcane Shot Options | Arcane Shot | Effects | 10th Level Improvement | |:---:|:-----------:|:-:| | *Banishing Shot* | You use abjuration magic to try to temporarily banish your target to a harmless location in another plane of existence. The creature hit by the shot must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. | When you reach 10th level in this class, if the banished creature is not native to this plane it remains banished for up to 1 minute. The banished creature can repeat the saving throw at the end of each of their turns, ending this effect on a successful save and returning to the nearest unoccupied space to the one it was banished from. | | *Beguiling Shot* | Your enchantment magic causes this shot to temporarily beguile its target. The creature hit by the shot takes an extra 2d6 psychic damage, and you 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. | When you reach 10th level in this class, the effect lasts it's full duration even if the charmed creature is attacked, damage or forced to make a saving throw by the chosen ally. | | *Bursting Shot* | You imbue your shot with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. | When you reach 10th level in this class, the force damage in increased to 4d6. | \columnbreak | Arcane Shot | Effects | 10th Level Improvement | |:---:|:-----------:|:-:| | *Enfeebling Shot* | You weave necromantic magic into your shot. The creature hit by the shot 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. | When you reach 10th level in this class, a creature who fails their saving throw for this shot also has their movement reduced to 0 for the duration of it's effect. | | *Grasping Shot* | When this shot strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the shot 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. | When you reach 10th level in this class, the Strength (Athletics) check made to remove the brambles is made with disadvantage by any creature who is hostile to you. | | *Piercing Shot* | You use transmutation magic to give your shot an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the projectile shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. It 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 shot, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. | When you reach 10th level in this class, the range of the projectile is increased to 60 feet and the piercing damage is increased to 2d6. | \pagebreak | Arcane Shot | Effects | 10th Level Improvement | |:---:|:-----------:|:-:| | *Seeking Shot* | Using divination magic, you grant your shot the ability to seek out a target. 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 shot 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 projectile to travel to the target, the target must make a Dexterity saving throw. Otherwise, the projectile disappears after traveling a distance equal to the long range of the weapon used to fire it. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location. | When you reach 10th level in this class, for 1 minute after a creature fails their saving throw, you always know their location as long as they are on the same plane of existence as you are. Additionally, this effect still works even when the creature is hidden from divination magic and effects. | | *Shadow Shot* | You weave illusion magic into your shot, causing it to occlude your foe's vision with shadows. The creature hit by it 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. | When you reach 10th level in this class, a creature who fails their saving throw is also deafened until the start of your next turn. | \pagebreak ## Eldritch Knight Spell List
##### Cantrips (0 Level) - Acid Splash - Blade Ward - Booming Blade - Create Bonfire - Fire Bolt - Frostbite - Fortify - Green-Flame Blade - Invoke Weapon - Light - Lightning Lure - Magic Stone - Mending - Poison Spray - Ray of Frost - Shocking Grasp - Sword Burst - Thunderclap - True Strike ##### 1st Level - Absorb Elements - Armour of Agathys - Burning Hands - Catapult - Chaos Bolt - Compelled Duel - Detect Magic - Expeditious Retreat - Faerie Fire - False Life - Feather Fall - Frost Fingers - Heroism - Ice Knife - Jump - Longstrider - Mage Armour - Magic Missile - Pale Lightning - Shield - Sleep - Tasha's Caustic Brew - Thunderwave - Witch Bolt \columnbreak ##### 2nd Level - Aganazzar's Scorcher - Blur - Cloud of Daggers - Continual Flame - Darkness - Darkvision - Dragon's Breath - Dust Devil - Enhance Ability - Enlarge/Reduce - Flaming Sphere - Heat Metal - Levitate - Locate Object - Magic Weapon - Maximillian's Earthen Grasp - Melf's Acid Arrow - Misty Step - Pyrotechnics - Rime's Binding Ice - Scorching Ray - Shatter - Silence - Snilloc's Snowball Swarm - Spider Climb - Web \columnbreak ##### 3rd Level - Ashardalon's Stride - Ball Lightning - Daylight - Dispel Magic - Elemental Weapon - Erupting Earth - Feign Death - Fireball - Gaseous Form - Haste - Lightning Bolt - Magic Circle - Melf's Minute Meteors - Protection from Energy - Sleet Storm - Slow - Speak with Dead - Stinking Cloud - Thunder Step - Tiny Servant - Tongues - Wall of Sand - Wall of Water - Water Breathing - Water Walk - Wind Wall \columnbreak ##### 4th Level - Arcane Eye - Banishment - Confusion - Dimension Door - Elemental Bane - Fabricate - Fire Shield - Freedom of Movement - Ice Storm - Locate Creature - Otiluke's Resilient Sphere - Stone Shape - Storm Sphere - Vitriolic Sphere - Wall of Fire - Watery Sphere ##### 5th Level - Animate Objects - Cloudkill - Cone of Cold - Creation - Dawn - Far Step - Flame Strike - Immolation - Insect Plague - Legend Lore - Passwall - Scrying - Skill Empowerment - Steel Wind Strike - Telekinesis - Teleportation Circle - Wall of Force - Wall of Light - Wall of Stone
\pagebreak ## Fighter Maneuvers #### Ambush When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add it to the roll, provided you are not incapacitated. #### 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 incapacitate. 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. #### Charging Attack If you take the dash action and move at least 20 feet you can use your bonus action to roll a superiority die and make a melee weapon attack against a target within reach. You add the superiority die to the damage roll. Alternatively, if you move 30 feet without making an attack or being hit by one you can use your bonus action and roll a superiority die to gain advantage on your first melee weapon attack. You add the superiority die to the damage roll. #### Cheap Shot When you make an attack roll you can use your bonus action and roll a superiority die to make a cheap shot. You add the superiority die to the attack roll and subtract it from the damage roll. On a hit the next attack made against the target before the beginning of its next turn is made with advantage. Additionally if this attack is a critical hit the next weapon attack made by the target in this turn has disadvantage. #### Commander's Strike When you take the Attack action on your turn, you can forgo one of your attacks and 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's damage roll. #### Commanding Presence When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check. \columnbreak #### Committed Help You expend your superiority die and use your bonus action to help a creature within 30 feet of you. Such a creature adds the superiority die in the action benefitting from help. #### Consecutive Attack When you hit an enemy with a weapon attack you can spend one of your superiority dice to make an additional attack with your bonus action. Such an attack adds the superiority die to the attack roll. #### Defensive Stance You can use your bonus action to take the dodge action and roll a superiority die, entering a defensive stance: until the beginning of your next turn, whenever you are targeted by a weapon attack you can use your reaction to increase your AC by the number you rolled. If the attack misses you immediately gain another reaction (which could be used to apply the effects of this maneuver on a different incoming attack). Until the beginning of your next turn you can't move more than 10 feet in total and you can't take this maneuver if you already moved more than this distance. #### Destabilizing Attack When a creature within 5 feet from you makes a weapon attack roll against a creature other than you, you can use your reaction to try to destabilize it. Make an attack roll against it and add a superiority die to it. On a hit the attack of that creature fails. Additionally the next weapon attack made by such a creature in this turn has disadvantage. #### 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. #### 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 When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until the end of your turn. \pagebreak #### Fast Action You roll a superiority die and use your bonus action to attempt one of the following actions: * Attempt to shove a creature within 5 feet from you. * Use an object or move it up to 5 feet. * Pickpocket or steal an object. * Attempt a jump even if you have used all your movement. * Hide. * Disengage. If the action requires you to make an ability check you add the superiority die to the roll. #### 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 before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll. #### Find Opening Whenever you make an attack roll you can spend a superiority die to gain advantage on your next attack roll against the same target made before the end of your next turn. You add the superiority die to that attack's damage roll. #### Goading Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. #### Grappling Strike Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. #### Increasing Momentum When you hit a melee weapon attack roll with a two-handed heavy or pole weapon you can roll a superiority die to force the target to make a Strength saving throw. On a failed save the target is knocked prone and the superiority die's roll is added to the attack's damage. #### Interpose When a creature within 5 feet from you is targeted by an attack roll you can use your reaction and roll a superiority die to become the target of the attack in their place, putting yourself between them. The damage you take from the attack is reduced by the superiority die's result. \columnbreak #### Leaping Attack Whenever you make a long jump or jump from an edge towards a lower level and you end up within melee reach of an enemy you can use your bonus action to roll a superiority die and make a melee weapon attack roll against the enemy. You add the superiority die to the damage roll. If you fail such an attack make an acrobatics check with DC equal to 5 + the number of feet you covered in length and/or descent. On a fail you fall prone. #### Lunging Attack You expend one superiority die to increase your reach of your next melee weapon attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll. #### Maneuvering Attack When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a 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. #### 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. #### Offensive Stance You can use your bonus action and roll a superiority die, entering an offensive stance. Until the beginning of your next turn, every time you make a melee weapon attack roll you can make it aggressively: it adds +1 to the attack roll and the superiority die to the damage roll, but if it fails you trigger an opportunity attack from any creature within striking range from you. #### Parry When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce any incoming bludgeoning, piercing or slashing damage by the number you roll on your superiority die + your Dexterity modifier. If the damage is reduced to 0 it counts as if the attack missed. #### Plunder Whenever you make a melee weapon attack roll you can use your bonus action to roll a superiority die and make a sleight of hand check to steal something worn, but not wielded by the target of your attack roll. You add the superiority die to the ability check. #### Precision Strike When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. \pagebreak #### Punish the Coward When you make an opportunity attack you can spend a superiority die and roll with advantage. On a hit you add the superiority die to the attack's damage. #### Pushing Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. #### Quick Toss As 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. #### Rally On 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. #### Reactive Movement Whenever a creature within 10 feet from you moves you can use your reaction and roll a superiority die to move up to an amount of feet equal to 5 times the number you rolled. #### Retaliation When a creature hits you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. #### Riposte When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. #### Rotating Sweep On your turn, if you are wielding a reach weapon and you haven't yet made an attack roll you can use your action to roll a superiority die. Any creature within 10 feet from you (15 if you are wielding a pike) makes a dexterity saving throw, taking an amount of damage equal to your superiority die roll + your strenght mod. Creatures that fail are knocked prone or pushed 5 feet away from you, while creatures that succeed by 2 or less move 5 feet away from you. (If you are wielding a pike the creatures have advantage on the saving throw). \columnbreak #### Shield Bash When you make an attack roll with a shield you can roll a superiority die, adding the result to the damage roll. On a hit the target makes a strength saving throw, being pushed 5 feet away from you or knocked prone on a fail. If they fail with a roll of 1 they are also stunned until the beginning of their next turn. #### Stunning Attack Whenever you make a melee weapon attack that deals bludgeoning damage you can attempt to stun the target: roll a superiority die, if the attack hits the result is added to the attack damage and the target makes a constitution saving throw, becoming stunned until the beginning of its next turn. #### Superior Defence When you must make a saving throw or make a check to contest a grapple you can use your reaction and spend a superiority die, adding the result to your roll. If you succeed in the saving throw or ability check you can immediately move by 5 feet without causing opportunity attacks. #### Sweeping Attack When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 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 roll on your superiority die plus the ability modifier used for the attack. The damage is of the same type dealt by the original attack. #### Target Weakness When making a weapon attack you can expend a superiority die to aim for specific weak spots of your target. If you do so this attack is made with disadvantage, but if it hits you roll the damage dice twice, as if it was a critical. If you land a regular critical even if with such a disadvantage you roll the dice three times. The superiority die is added to the damage roll. #### Target Movement When you make a weapon attack you can choose to target the body parts that make your target move (if they exist). Expend a superiority die and add it to the attack roll. On a hit you halve one of the speeds of your target until the end of its next turn (for example a griffin has both flying and walking speeds and you halve one of them of your choice), as long as they are not magical, like some types of hovering or levitation. The DM may decide that you halve more than one speed with your attack, for example such an hit against a triton would halve both walking and swimming speed. \pagebreak #### 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. ## Psionic Powers #### Forceful Expulsion As an action, you can expend one Psionic Energy die to cast the Thunderwave spell. When you cast it this way, it instead deals Force damage and gains a bonus to this damage equal to a roll of the expended Psionic Energy die. #### Psionic Strike You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you 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. #### 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. #### Psi-Beam As an action, you can expend one Psionic Energy die to cast the Eldritch Blast cantrip. When you do so you roll the expended Psionic Energy die and add half the result to the attack rolls of the cast Eldritch Blast. #### Psi-Powered 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. The first attack you hit with during the current turn deals an additional amount of Force damage equal to a roll of the expended Psionic Energy die. #### Psychic Guidance As a bonus action, you can expend one Psionic Energy die to grant yourself advantage on attack rolls you make this turn. This advantage lasts until you hit a creature with an attack and if you score a critical hit with that attack you add a roll of the expended Psionic Energy die to it's damage. \columnbreak #### Telekinetic Movement 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. As part of the same action you can hurl the object as a creature within 30 of it, making a ranged attack with it using your Intelligence modifier for the attack roll. If it hit, the target takes damage equal to a roll of the expended Psionic Energy die plus your Intelligence modifier. #### Telekinetic 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 or move it up to 10 feet in any direction horizontally, plus a number of additional feet equal to a roll of the expended Psionic Energy die.